FAQ And Guide - Guide for The Last Story
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~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ ___ - ---___- ,, _-_- , (' || || /, _ || (( || ||/\\ _-_ || < \, _-_, =||= (( || || || || \\ ~|| /-|| ||_. || (( // || || ||/ || (( || ~ || || -____- \\ |/ \\,/ ( -__, \/\\ ,-_- \\, _/ -_-/ , (_ / || (_ --_ =||= /'\\ ,._-_ '\\/\\ --_ ) || || || || || ;' _/ )) || || || || ||/ (_-_- \\, \\,/ \\, |/ ( -_- ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ By CO Mel (Mel Mah) m y e m a i l i s n o l o n g e r p u b l i c This guide is copyrighted. The only site with permission to use it is www.gamefaqs.com. This FAQ will only be allowed to be posted by GameFAQs Other websites: please do not e-mail me and ask to post it on your website. Users of this FAQ, please do not e-mail and ask me questions about the game. You will either be ignored or will receive a rude response depending on my mood that day. Thank you. Warning: This guide is FILLED with spoilers and what not. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Update Log ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ FAQ Created March 17, 2011 Thanks to being able to tweak the game's RAM and memory I was able to get access to some of this data without having to play through excessively. Although I have now completed my second play through and now I am working on a Round 3 run just to confirm various details. General FAQ Finished April 23, 2011; Version 0.7 Item Descriptions will be added during the next update. Updated April 24, 2011; Version 0.8 Item descriptions and translations completed Update for January 23, 2012: I will not be updating this any further for the upcoming EU-AUS-PAL release due to... well, the most obvious part is the rather different change in character names and what not. Also because I don't have the time to go through the game any further to Seek-scan enemies to find out what their names are. Update for February 22, 2012: The same goes for the NTSC-U (North American) release. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Table of Contents ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Introduction [Intro] Controls [Koudou] Cast [Chara] Basics and Terms [Kihon] Menu Translation [Menu] Walkthrough [Story] Chapter 1 - Lizard's Cave [CH01] Chapter 2 - Road to Ruli City [CH02] Chapter 3 - Ariel's Tavern: Day [CH03] Chapter 4 - Ruli City [CH04] Chapter 5 - Ariel's Tavern: Night [CH05] Chapter 6 - Robber's Hideout [CH06] Chapter 7 - Stargazing Tower [CH07] Chapter 8 - Ruli Castle: Grand Hall [CH08] Chapter 9 - Ruli Castle: Ballroom [CH09] Chapter 10 - Cliff Road [CH10] Chapter 11 - Gurg's Warship [CH11] Chapter 12 - Mercenary's Warship [CH12] Chapter 13 - The Vono Islands [CH13] Chapter 14 - Shipwreck [CH14] Chapter 15 - Mysterious Forest [CH15] Chapter 16 - Gurg's Military Base [CH16] Chapter 17 - Trista's Ship [CH17] Chapter 18 - Ruli Castle: Prison [CH18] Chapter 19 - Underground Secret Path [CH19] Chapter 20 - Haunted Mansion [CH20] Chapter 21 - Tavern Salamander [CH21] Chapter 22 - Corridor of Dark Spirit [CH22] Chapter 23 - Tower of Ordeal [CH23] Chapter 24 - Underground Labyrinth [CH24] Chapter 25 - Sea Cave [CH25] Chapter 26 - Ruli Castle [CH26] Chapter 27 - Ruli Castle: Prison [CH27] Chapter 28 - Ruli Castle: Courtyard [CH28] Chapter 29 - Gurg Castle [CH29] Chapter 30 - Ruli Castle: Grand Hall [CH30] Chapter 31 - The Arganan's Secret [CH31] Chapter 32 - Ruli Castle: Earl Arganan's Chamber [CH32] Chapter 33 - Ruli Castle: Grand Hall [CH33] Chapter 34 - Turret Basement [CH34] Chapter 35 - Port Lapis [CH35] Chapter 36 - Groundwater Tunnel [CH36] Chapter 37 - Fortress Island [CH37] Chapter 38 - Furious Ocean [CH38] Chapter 39 - Lizard's Cave, Revisit [CH39] Chapter 40 - The Last World [CH40] Chapter 41 - Stargazing Tower: Day [CH41] *Epilogue* - The Last Story [EPIL] Chapter 42 - Temple of the Arganan [CH42] Chapter 43 - Miasma Cave [CH43] Chapter 44 - Stargazing Tower: Night [CH44] Sub-Quests [Subquest] Exploring Ruli City [Rurimachi] Arena [Arena] Replayable Dungeons [Dungeon] Items [Item] Arrows [Arrow] Weapons [Buki] Armor [Yoroi] Goods [Shosai] Materials [Sozai] Dyes [Senryou] Key Items [Taisetsu] Stat Up Items [Stats] Upgrading [Kyouka] Shops [Kaimono] Enemy List [Teki] Boss List [Boss] Multiplayer [Multi] Track List [Music] Legal Crap [Legal] Special Thanks [Thanks] Credits [Credits] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Introduction [Intro] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ In order to properly view this FAQ, you may have to change your Character Encoding to Japanese Shift JIS. What is The Last Story? The Last Story is a Wii-exclusive, Japan only (for now) JRPG developed by Studio Mistwalker, written and directed by Hironobu Sakaguchi, the creator of the Final Fantasy series. Considering the similarities of the title design and name, as well as the fact that the game is on a Nintendo system, this is reminiscent of the days when Sakaguchi first started out and made Final Fantasy for the NES. The music was composed by Nobuo Uematsu of Final Fantasy fame, but arranged by Yoshitaka Suzuki. The song Toberu Mono is sung by Kanon (ÆJÆmÆâ). Concept art and Character design was done by Kimihiko Fujisaka. The Last Story is a tale following the exploits of a young mercenary and his friends in their climb up the social ladder on Ruli Island, and how they get caught up in a series of strange events leading to war and other happenings. Anyway, I decided to work on the English translation wiki for The Last Story first, before making a FAQ for the game. Now that I've helped fill out a large percentage of the wiki, I believe I can finally put my attention to making an actual FAQ. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Controls [Koudou] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The Last Story has two kinds of Control Inputs. The Wii-Mote and Nunchuck, or the Classic Controller. I will be mainly detailing the Classic Controller Controls, with the Manual setting activated, as they tend to more optimal, compared to using the Wii-Mote + Nunchuck combo set-up. Classic Controller Controls: Field Controls Left Control Stick - Walk/Run/Select Options Right Control Stick - Camera movement A - Talk/Examine/Check/Open/Enter/Interact/Shoot/Operate This button is used whenever there is something Elza or the party can interact with B - Cancel X - Menu button Y - Not Used L - Center the Camera R/ZR - Zoom during Seek Mode, Look Behind Elza while in Town ZL - Seek/Bowgun Mode + - Expand Map - - Not used Direction Pad: Up/Down - Choose Arrows Left - Reset to Default Arrows Right - Not Used Menu Controls Left Control Stick - Select Menu Items, Press Left/Right to scroll Up/Down in menus Right Control Stick - Not Used A - Accept/Confirm B - Cancel X - Exit Menu Mode Y - Not Used L/R - Change characters in Equip, Color and Status Menus, Wide Screen in Map Menu ZL - Turn Character Model in Equipment/Color Menus ZR - Not Used + - Sort Items (By Order Obtained), Sort Equipment by Strength/Defense - - Sort Items/Equipment (By Type/Category) Direction Pad: Up/Down - Select Menu Items Left/Right - Scroll Up/Down in menus Battle Controls Left Control Stick - Walk/Run/Select Options in Command Mode Right Control Stick - Camera movement A - Attack/Confirm/Shoot Arrows/Activate Wind/Use Magic etc. B - Cancel/Dismount (one area only) X - Menu button Y - Hide/Dodge/Dive/Jump/Turn/Cannon (pick up)/Action (knock down torches) L - Turn Gathering On/Off, Gathering Burst R/ZR - Guard, Zoom in Seek Mode, Flip over obstacles/party members ZL - Seek/Bowgun Mode + - Not Used - - Not Used Direction Pad: Select Options in Command Mode Up - Command Mode/Choose Arrows Down - Choose Arrows Left - Reset to Default Arrows Right - Not Used Misc Controls: A - Speed up Cut-scenes X - Delete Save files in the Save/Load screen Y - Skip Certain Scenes Control Stick - Move Camera during scenes (limited) R/ZR - Zoom in during cut-scenes ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Cast [Chara] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Here is the playable cast of The Last Story Elza / ÆGÆâ¹ÆU CV: Mamoru Miyano The hero of the story, his family was killed during a bandit attack when he was a child. After this he became a mercenary and travels the world, continuing to fight. Living day by day fighting in order to make ends meet, he tires of this and dreams of becoming a knight. In the middle of his first mission on Ruli Island, Elza encounters a series of mysterious events... Âuâ±âêËÃÂãÂAâÃâµâ¢âÃâÃ...âà â¤â½âÂâ³âñâ¾ÂIÂv Fun Fact: Elza has a very poor sense of smell, bordering on non-existent. Elza can equip almost all of the weapons, as well as the bowguns found in game. There is one weapon exclusive to him and Quark. Skills: Gathering / ÆMÆÆÆUÆÅ ÆâÆO Using Gathering allows Elza to draw the attention of enemies in the area to Elza instead of his party members. Enemies under the effect of Gathering will be slowed (decreased movement and attack rate). Elza will also regain a small percentage of the damage he deals while using Gathering. Learned at: Chapter 1 Event Cure / ÆLÆâ¦ÆA While in Gathering Mode, Elza can revive fallen party members by running up to them. Revived members receive the POWERED status for a short time period, but they do lose one of the lives in their stock regardless. Learned at: Chapter 1 Event Power Hit / ÆpÆÂÂ[ÆqÆbÆg This will raise Attack power at certain times when attacking. Learned at: Chapter 11 Event Command Mode / ÆRÆ}ÆâÆhÆâÂ[Æh This allows time to be stopped in order to issue orders to the rest of the party. This allows you to select which spells/abilities you want the party members to use, as well as activation of Tension Artes when the TP Gauge is full. Normal spells when cast via Command mode have their casting time reduced to 3 counts instead of the usual 20. Learned at: Chapter 11 Event Counter / ÆKÂ[ÆhŽaâè This allows Elza to counterattack if he blocks an enemy attack just before it hits him. The timing needs to be correct in order to do so. Most magical projectiles can be deflected this way as well. Learned at: Chapter 23 Event Slash / ÆXÆâ°ÆbÆVÆ⦠During Combat, Hide behind cover and when the SLASH text on an enemy is highlighted in Yellow, press the control stick toward them with the attack button to jump out of cover and attack them for high damage. Enemies with a [?] above their heads will suffer greater damage when Slash is used. Learned at: Level 7 Wind / ÆEÆCÆâÆh Elza will move to the targeted area, and deal Wind damage to enemies around the area. This can be combined with allied magic circles to create wide-spread effects depending on the circle's element. It can also be used to disperse the healing circles of enemies. When combined with: Fire elemental (red): Guard Break Will break the enemy's guard allowing them to be attacked, and lowers their defences. Ice elemental (blue): Slip-Fall Enemies walking/moving through the affected area will slip and fall down while the circle is in effect. Forest elemental (green): Silence/Long Silence Enemies in the area will be affected by the Silence status, preventing them from casting spells or using certain abilities. This will have a dark bubble around their heads if affected by it. Holy elemental (yellow): Deflector Will create a large round barrier around all party members. This will decrease overall damage dealt to the party, as well as deflect most enemy projectile attacks, like magic, arrows, spines etc. Heal elemental (white): Heal Stream/Recover This will create a one-use wide spread healing effect, recovering HP and curing Status ailments (Recover only) on all party members in the area. This can also be done on Healing Wells in certain battlefields. Enemy Heal Circle (black): Enemy Heal Break Certain battles will have enemy healers who create black colored circles where it heals enemy units. Breaking the circle will prevent them from recovering HP. Learned at: Level 11 Gathering Burst / ÆMÆÆÆUÆÅ ÆâÆOÆoÂ[ÆXÆg When Elza takes damage during Gathering Mode, the text Burst Up and Burst Max will appear when he has taken sufficient damage. This energy can be released by deactivating Gathering, and it will deal damage to all enemies that have been gathered, and will inflict either Gravity (slow) status or Stop on them. Learned at: Level 16 Dunk Slash / Ââ⼎aâè This allows Elza to run up walls, and then slash downward in the targeted area. It has a shockwave area effect and can damage multiple enemies. It is also used on certain bosses that cannot be damaged through regular physical attacks. It has the same effect as Wind on Magic Circles. Learned at: Level 20 Tension Arte: Accelerate / ÆAÆNÆZÆâ°ÆÅÂ[Æg Raises Elza's movement and attack speed. This effect can be spread to party members by using Wind. Learned at: Level 35 Kanan / ÆJÆiÆâ CV: Fumiko Orikasa The heroine of the story, the Princess of the Arganan family, who rule over Ruli Island. She lost her parents at a very young age. Her uncle (father's younger brother), the present Earl of Arganan; has kept her confined in Ruli Castle. Even though she has only partially resigned herself to this environment, she dreams of leaving the castle some day to travel all over the world. Âuâ âÃâúâÃÂAÂu¢ŠEââ âðâ·âµâÃÅ©â½â¢ÂvâÃâÞâÃâ½âÃÂAÅ oâ¦âÃâ¢âéÂHÂv Fun Fact: Kanan does not grasp the concept of 'buying' and 'selling' very well at the start of the game. Kanan can equip mage-type weapons (daggers), and some of the long sword weapons Skills: Holy / ÆzÆÅ A light magic spell, create Yellow Magic circles; which when spread with Wind will create the Deflector effect on party members, deflecting projectiles and reducing damage. Learned at: Default Heal / ÆqÂ[Æâ¹ Healing magic, creates White Magic circles which will cure HP when you enter them. Combined with Wind will create the Heal Stream effect. Learned at: Default Shining / ÆVÆÆÆCÆjÆâÆO A light magic spell, create Yellow Magic circles; which when spread with Wind will create the Deflector effect on party members, deflecting projectiles and reducing damage. The effect lasts longer. Learned at: Level 27 Recover / ÆÅ ÆJÆoÂ[ Healing magic, creates White Magic circles which will cure HP and status ailments when you enter them. Combined with Wind will create the Recover effect. Learned at: Level 32 Tension Arte: Barrier of the Ancients / ÅÃâÃÂáâ¢Ã Creates a magical barrier around each party member, will reflect magic attacks and deal damage to any enemy that touches the barrier. Learned at: Level 39 Quark / ÆNÆHÂ[ÆN CV: Unsho Ishizuka / Yoshiya Naruke The leader of the mercenary group that Elza and the others belong to. Naturally, he actively participates in battle, handles the work negotiations with employers by himself, and has gained the full trust of his fellow comrades. He met Elza when he was young, and from then on he has lived with and is like an older brother to Elza. Âuâ°Â´âðÂMâ¶âÃâÂâêÂAâ¢K⸊Fâðâ¹RŽmâÃâµâÃÅ©â¹âéÂBÂv Fun Fact: Quark is a very, very bad drunk. Quark can equip almost all of the weapons in game. There is one weapon exclusive to him and Elza. Skills: Power Hit / ÆpÆÂÂ[ÆqÆbÆg This will raise Attack power at certain times when attacking. Learned at: Chapter 11 Event Full Guard / ÆtÆâ¹ÆKÂ[Æh Raises Defense and will attract nearby enemies. Can be used like the Gathering Ability. Learned at: Level 15 Counter / ÆKÂ[ÆhŽaâè This allows Quark to counterattack if he blocks an enemy attack just before it hits him. The timing needs to be correct in order to do so. Most magical projectiles can be deflected this way as well. Learned at: Level 30 Full Counter / ÆtÆâ¹ÆJÆEÆâÆ^Â[ Will attract nearby enemies, and counter their attacks. Can be used like the Gathering Ability. Learned at: Level 40 Tension Arte: Death Sentence / Žâ¬âÃÂé A jumping slash attack. Will affect enemies around the target area with the Death Sentence status, killing them after a set amount of time. Note: This will not affect Boss monsters Learned at: Level 32 Seiren / ÆZÆCÆÅÆâ CV: Megumi Toyoguchi A swordswoman who fights with a dual-wielding sword style. She acts as the 'mood-maker' in the group of mercenaries. She's an excitable, heavy drinker with a foul mouth, but on the other hand she's a girl who shows that she thinks about her comrades. She is the raid captain who enjoys fighting, not concerning herself with danger, and bears the full brunt of battle. ÂuâæâÃâµâáâ ÂIâ â½âµâÃÅ©âÃâêâÃâxâêâéâÃâæâ§ÂIÂIÂv Fun Fact: Seiren is likely to be bi-curious considering how she interacts with the other two female characters. Seiren can equip almost all of the weapons in game, and must be equipped with two weapons at all times. Skills: Power Chain / ÆpÆÂÂ[Æ`ÆFÆCÆâ For a set amount of time, it is easier for Seiren to Chain attacks. Learned at: Chapter 11 Event Full Guard / ÆtÆâ¹ÆKÂ[Æh Raises Defense and will attract nearby enemies. Can be used like the Gathering Ability. Counter / ÆKÂ[ÆhŽaâè This allows Seiren to counterattack if she blocks an enemy attack just before it hits her. The timing needs to be correct in order to do so. Most magical projectiles can be deflected this way as well. Tension Arte: Shadow Bind / â°eâD⢠A jumping slash attack. Will affect enemies around the target area with the Paralyze status, preventing them from moving. Note: This will only effect some enemies. Learned at: Level 37 Yuris / Æâ Â[ÆÅ ÆX CV: Hiro Shimono A magic-user who uses flame magic to fight. He is the youngest among the mercenaries, however he is highly capable. The few words he speaks are usually blunt and unsociable. He clearly decided on taking on the mercenary trade as a means to survive. His father disappeared when he was young, and afterward his mother passed away, leaving him an orphan. Âuâ¢Æâ³âñÂAÅ©âÃâÃâÂâêÂIÂv Fun Fact: Yuris is deathly afraid of ghosts. Yuris can equip mage-type weapons (daggers), and some of the long sword weapons. There is one dagger that is specific to him. Skills: Flare / ÆtÆÅÆA A fire attack spell, creates Red Magic circles; which when spread with Wind will create the Guard Break effect, lowering enemy defence and temporarily renders them unable to guard. Learned at: Default Reverse / ÆÅ ÆoÂ[ÆX An inversion spell. Converts enemy Heal circles into damage circles and damage/poison circles into friendly heal circles. Learned at: Level 9 Prominence / ÆvÆÂÆ~ÆlÆâÆX A superior fire attack spell, creates Red Magic circles; which when spread with Wind will create the Guard Break effect, greatly lowering enemy defence and temporarily renders them unable to guard. Learned at: Level 25 Tension Artes: Meteor / ÆÂÆeÆI The greatest fire attack spell, deals heavy damage to enemies and immediately inflicts the Guard Break effect on them. Learned at: Level 36 Big Bang / ÆrÆbÆOÆoÆâ The ultimate fire spell, deals heavy damage and is used to break the Last Boss' Perfect Guard barrier. Learned at: During the fight again the Last Boss only. Jackal / ÆWÆÆÆbÆJÆâ¹ CV: Keiji Fujiwara A magic-user who manipulates ice. A skirt chaser with a 'diagonal' way of thinking, however to the core he is a strong-minded lady killer with a sharp wit and frank nature. Always in a cheerful mood, he thinks of his comrades as family and the time they spend together is important to him. In battle, he uses magic; however he knows how to handle a sword, making him a capable all-rounder ÂuâÃâ½â¹âÃâÃÂAÆGÆâ¹ÆUÂIâ¢sŽâ¬ÂgâÃÂFâjÂAÆWÆÆÆbÆJÆâ¹Å©ŽQÂIÂv Fun Fact: Jackal gets beaten and bruised, but is more or less indestructible. Jackal can equip all types of weapons, but acts primarily as a mage-type character. Skills: Freeze / ÆtÆÅ Â[ÆY An ice attack spell, creates Blue Magic circles; which when spread with Wind will create the Slip-Fall effect, making enemies slip and fall around the affected area, preventing them from attacking and making them vulnerable. Learned at: Default Berserker / ÆoÂ[ÆTÂ[ÆJÂ[ Makes him fight like a warrior possessed, attacking only with his sword. This ability sacrifices Defence in order to raise Offense. Learned at: Level 15 Blizzard / ÆuÆÅ ÆUÂ[Æh A superior ice attack spell, creates Blue Magic circles; which when spread with Wind will create the Slip-Fall effect, making enemies slip and fall around the affected area, preventing them from attacking and making them vulnerable for a longer period of time. Learned at: Level 28 Tension Arte: Absolute Zero / ÂââÃ0âx The greatest ice attack spell, deals heavy damage to enemies and immediately inflicts the Slip-Fall effect on them. Learned at: Level 35 Manamia / Æ}ÆiÆ~ÆA CV: Mamiko Noto A magic user who specializes in administering healing magic. When spoke well of: she is mysterious; but when spoken ill of: something is off (she's an airhead). She has a strange atmosphere about her. Her philosophical way of speaking, and motherly nature seem to have originated from the secret of her birth and upbringing. She is a glutton with a ferocious appetite which has surpassed human limits. A girl who doesn't seem to grasp the point of what others around her are saying. ÂuâÃâÃâ ÂIâ±âêâSâ¢ââ¢â½â¾â¢âÃâà ÂHÂv Fun Fact: Manamia can be very blunt, and not even realize it. Manamia can equip mage-type weapons (daggers), and some of the long sword weapons. Skills: Plant / ÆvÆâ°ÆâÆg A plant attack spell, creates Green Magic circles; which when spread with Wind will create the Silence effect, preventing enemies from casting spells and using certain abilities. Used to prevent certain enemies from flying. Learned at: Default Heal / ÆqÂ[Æâ¹ Healing magic, creates White Magic circles which will cure HP when you enter them. Combined with Wind will create the Heal Stream effect. Learned at: Default Forest / ÆtÆHÆÅÆXÆg A superior plant attack spell, creates Green Magic circles; which when spread with Wind will create the Long Silence effect, preventing enemies from casting spells and using certain abilities for an extended period of time. Used to prevent certain enemies from flying. Learned at: Level 29 Recover / ÆÅ ÆJÆoÂ[ Healing magic, creates White Magic circles which will cure HP and status ailments when you enter them. Combined with Wind will create the Recover effect. Learned at: Level 32 Tension Arte: Revive / ÆÅ ÆoÆCÆu Ultimate healing magic, for all party members, it will restore 99999 HP, 1 Life and revives any downed party members to full health. Learned at: Level 42 Other supporting characters that appear in The Last Story Ariel / ÆAÆÅ ÆGÆâ¹ CV: Satowa Tanaka The daughter of the owner of Ariel's Tavern, where Elza and his friends are currently staying. Very kind-hearted and loves to cook. She has a cheerful outlook on life and enjoys living on Ruli Island. Kensu / ÆPÆâÆX CV: Ryokichi Takahashi Ariel's father, the proprietor of Ariel's Tavern. He is usually found working behind the bar. He has a banner on the tavern wall showing the various places that his guests have come from. Wack / ÆÂÆbÆN CV: Shoko Sano A young boy that was taken in by Ariel and Kensu. He has a strange sickness that cannot be treated with the regular medicine found on Ruli Island. He is currently bedridden in Ariel's room. Traveling Merchant Girl / ¤ÂlâÃ⨎oâ³âñ CV: ? The young lady who is staying in Ariel's Tavern along with Elza and his friends. She lives on the first floor and makes a living selling weaponry and later identifying it for the party. Lotta / ÆÂÆbÆ^ CV: Michael Shitanda The proprietor of Lotta's shop, an Upgrade Store. Easily excitable and somewhat faint-hearted. He fashions himself as an amateur archaeologist (ruins maniac) and likes to fiddle with locks and traps. Irmina / ÆCÆâ¹Æ~Æi CV: Mana Miyamoto Lotta's wife. She apparently has gone missing and was last seen at the manor known as the 'Man-Eating Mansion'. Earl Arganan / ÆAÆâ¹ÆKÆiÆââÅŽà CV: Koji Ishii The current ruler of Ruli Island, he is the younger brother of the previous Earl, and Kanan's uncle. The limbs on the left side of his body have been replaced with mechanical parts. He was the one who hired Quark and his band of mercenaries for a 'monster extermination' job on Ruli Island initially. Master/General Trista / ÆgÆÅ ÆXÆ^«ÅR CV: Fumihiko Tachiki The current commander of the Ruli Knights. A veteran warrior who has fought many battles throughout the years. He strikes an imposing figure, but is very good-hearted and can often be heard laughing jovially (sometimes at inappropriate times). Tasha the Knight / Æ^ÆVÆÆ CV: Hiroki Takahashi Trista's disciple, who follows the Way of the Knight to the letter. Second only to the General in skill, he is headstrong and brash compared to his mentor. He looks down upon mercenaries, thinking that they are undisciplined and only fight for personal gain. Jill Ranbart / ÆWÆâ¹ÂEÆâ°ÆâÆoÆâ¹Æg CV: Akira Ishida The next Marquis of the Ranbart family, engaged to Kanan because of an arranged marriage. He looks down on commoners and only seeks to further his own position in society. Vain and conceited, he bears grudges against those who publically humiliate him. Enemies: Zangurg / ÆUÆâÆOÆâ¹ÆO CV: Joji Nakahata The ruler of the Gurg people, he rose to power through his strength and personal charisma. He seeks to make war with Ruli Island in order to obtain the power of the Stranger which lies slumbering there. Zesha / Æ[Â[ÆVÆÆ CV: Yukihiro Misono The younger of the twins who serve Zangurg. He wields the dual North and South Wing swords. More hot-blooded than his older brother, he specializes in physical attacks. Zefa / Æ[Â[ÆtÆ@ CV: Teruyuki Tanzawa The older of the twins who serve Zangurg. He wields the dual East and West Wing swords. He is calmer than his younger brother, and suffers from a sickness which weakened his body. He specializes in magical attacks and barriers. The Captain / ÆOÆâ¹ÆOÆLÆÆÆvÆeÆâ CV: Seji Kato The Captain of the Gurg Warship. He carries himself like a pirate and is somewhat smug. He swore revenge on Elza even though it was the fault of his own pet, Muruu. Zola / Æ]Æâ° CV: Kentarou Tone A former companion of Elza and Quark. He betrayed them for money and left them for dead. He is now the leader of a group of robbers on Ruli Island and is causing trouble by robbing and killing traveling merchants. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Basics and Terms [Kihon] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ While in Battle: Attacking - There are two attack options: Auto-attack, in which you simply direct your character toward an enemy and they will automatically begin attacking them. Manual input, where A becomes the Attack button, allowing for Chaining hits, combos, etc. Note that the max damage that can be dealt is 99999. Someday, you too may be able to deal this much damage! Cannon - In some battlefields, there are Cannon shells that are sitting on the ground. These have various effects depending on the colored band on the side of the shell. Pick up a Cannon Shell, and then hold the Throw Button to pick a place nearby to lob it. If there's an obstacle (like a wall) in the way, it will stop there. However Elza and friends can throw these pretty far. White - Cure Shell, recovers HP and cures Status Ailments. Orange - Explosive Shell, will explode and deal damage. Green - Kura-Kura Shell, acts like a Landmine. When stepped on, it will release Dizzy Gas and daze allies and enemies alike in its blast radius. Chaining - When Elza and the other party members attack consecutively in a correctly timed manner, the amount of damage dealt to the target enemy will increase as the Chain count increases. This can be done with Magic as well. Command Mode - Pressing Up on the D-pad activates Command Mode (earned during a Chapter Event) which allows Elza to issue Commands to the AI controlled party members. The Skill Gauge must be full in order to do so. This is the only way to activate Tension Artes once they become available. Command Mode also cuts down the Casting Time for Spells to 3 counts for most normal spells. Dodging - Elza will duck and roll when the Dodge button is hit. He can dodge while moving, hiding and Guarding. Those of you who have played games where normal 'walking' is slower than rolling will make use of this to move Elza and friends around. Note that Elza can only do this in areas where he can fight. Environment Objects - There are two objects of note in some of the dungeons that will help you succeed. Healing Wells and Torches. Healing Wells act as permanent White Magic Circles, and will refill your HP as well as recover any status ailment. Their effects can be spread using Wind or Dunk Slash. Torches act in two ways: First off when they are knocked over, whatever they roll into will be damaged by the initial explosion. Afterward, they act the same as Fire magic circles, imbuing your weapons with flames and can be spread with Wind or Dunk Slash to create Guard Break effects. Torches can be knocked over by either using the Attack button, the Action button (Y) or by being shot with the bowgun. Experience - Unlike some RPGs where EXP is immediately added when you drop a monster, The Last Story will tally up all the EXP you earn at the end of the fight, and adjust it if character levels are not balanced. However in some cases, you may have pummeled numerous monsters to death, but have been cut off by a cut-scene of some sort. Don't worry as the EXP you have amassed will be tacked on later in your next fight(s), so you will not get short changed. Guarding - Pressing the Guard button will raise your weapon to block incoming attacks. After a certain event in game, melee characters will learn the ability to use Counter. Pressing Guard at the right time will allow them to counter-attack, as well as deflect some magical projectiles. While Guarding, moving towards obstacles/party members will allow you to perform a somersault/flipping motion to jump over them. This is important if the AI party members gather around an area and you want to move around or past them. Elza cannot move straight through them, so do this to avoid getting stuck. Health - The amount of HP a character has. Once this runs out, the character will be downed until Elza uses Cure on them, or in Elza's case he will automatically revive himself. If Elza cannot get to a party member, they will eventually revive on their own. As your HP decreases in battle, the screen will slowly get darker and darker. Hide - Pressing the Hide button will have your character hide behind cover, such as walls, fallen objects, rocks etc. During Hide, you can command them to Dive out of cover, Turn towards the next hiding place, Jump over certain low obstacles or go into Seek mode and attack with the bowgun (Elza only). Doing this while firing Burst arrows will prevent the recoil that occurs when firing them. While Hiding, Elza can use Slash (once he learns it). Item drops/Treasure Chests - Enemies when defeated will drop loot. What they drop varies from Items, Gold, Arrows, Weapons and Armor. These are represented by: little satchels/bags, coins, a bunch of arrows, swords, upper armor and pants. Most run of the mill enemies will drop some fairly generic items that can be found over and over again, but stronger enemies tend to drop the better stuff. The item found will be determined randomly by the drop table, which comes up as a slot machine like randomizer when you approach the item. However certain monsters will always drop the same Rare Item, like some bosses. Some treasure chests will also always contain a pre-determined item every play through. Some replayable bosses, such as those in the Arena will drop one kind of rare weapon, but there is a very small chance to get an even rarer weapon. In replayable dungeons, shiny golden chests will appear and contain randomly generated rewards. Life - The number of lives a character has before they are permanently downed in battle. This usually starts at 5 during a chapter. Certain NPC characters will have less than 5 lives and you are required to protect them. Lives can only be regained through Manamia's Tension Arte, Revive. You will regain lives at the start of each battle in a Chapter. Magic - Some of Elza's teammates can cast Magic which will damage enemies, or heal them if it's an element they absorb. Spells will leave a Magic Circle on the battlefield, which can be used to add Elemental Damage to physical attacks which is necessary to damage certain bosses, or to exploit the weaknesses certain enemies. Magic circles can also imbue certain special effects depending on their color. All Spells have a Countdown. If this countdown is interrupted (i.e. the caster gets attacked), the spell will be lost and the caster will have to start over again. Similarly you can interrupt enemies this way as well. See Elza's Wind command for details. The elements and their opposites (weaknesses) are: Ice <-> Fire Forest <-> Star Light <-> Darkness Certain monsters, if hit by their matching element, will recover HP. Some other monsters will only resist damage of their matching elements. Enemy Mage units can cast Magic circles as well, with Black Healing circles, large wide range Red Damage circles, Poison Circles as well as the other elemental circles. There are some spells which are used to for non-damage effects, such as Reverse. Seek Mode - Elza can use his bowgun in this mode to attack enemies with various projectiles. It is also used to find the Weaknesses of the various monsters that you fight, this is denoted by the Elemental symbol that appears in the Monster Info box, that is the monster's element. Another use of Seek mode is to find certain objects that the party can Interact with and destroy with Magic. Note that sometimes in game during certain scenes, Seek mode will be automatically activated and Elza must search for something in the area around him. Also some items are located in places too far away for Elza to pick up normally, shooting at them with the bowgun using normal Arrows will let you pick them up. Seek Mode can also be used in town to look for things, or look at people in order to interact with some of them. Skill Gauge - This gauge is essentially your MP gauge. It will fill slowly as you run around on the battlefield, and lets you use skills like Wind or magic when playing as the other characters. Using a spell-like skill will consume one section of this gauge. This also lets Elza use Command mode once completely filled. Certain pieces of equipment will increase the rate that the Skill gauge is filled. Tension Arte - Each playable character has their own unique Tension Arte. These vary from dealing heavy damage, inflicting status ailments, increasing speed, raising a barrier, healing damage and restoring Life. TP Gauge - This meter fills whenever a character deals damage or takes damage throughout a battle. This meter is only available once a character has learned their Tension Arte Ability. Some pieces of equipment will increase the rate this fills, and some other pieces have special effects if the Gauge is full. Status Ailments - Various ailments can be inflicted upon the party, and inflicted back on some enemies, depending on the weapons the party has. Party only: Poison: Lose HP over time. Cure with a White Magic Circle/Cannon. Manipulated: Only affects allies, where they will be attack the party instead. Can be cured either by defeating the affected character, or with White Magic. Only certain bosses and enemies can use this. Enemy only: Sleep: Affected enemy will fall asleep, rendered unable to move or attack. This can only be inflicted with Sleep Arrows, an event item. Charm: Affected enemy will fight for the party. They cannot be attacked while under this status. Only few weapons can inflict this status. The only other occurrence of this ailment is during one very specific side quest. Gravity: Enemies affected by this have slower movement and attack rate. Stop: Enemies affected by this are unable to move for a certain amount of time, or until they are attacked. Both: Beto-Beto (Sticky): Movement and Attack speed decreased. Will go away over time or with White Magic. Stone: Person inflicted with this will slowly turn into a statue and be unable to move or attack. Make it to a White Magic circle to cure it before becoming a statue. If not, shake the control stick back and forth to break free. Denoted by the character changing to a pale graying color. Paralyze: Temporarily unable to move, shake the control stick back and forth to break free. Kura-kura (Dizzy): Temporarily dazed, unable to attack or move, shake the control stick back and forth to regain your senses. Silence: Unable to cast spells and use certain abilities. Will eventually wear off over time or can be cured. Death Sentence: A timer of 30 will appear over the afflicted character. As this counts down to 0, that person will be downed, regardless of current health. As the count nears zero, the screen will start to lose color and go to a more black and white color scheme. This can be cured using White Magic. Some enemies are unaffected by this ailment, like Bosses. Slip-Fall: Affected characters will not be able to walk around without falling onto the ground until the effect wears off. Status Boosts - Various effects can be given to buff up the party, as well as some enemy specific buffs. Accelerate - Affected members have increased movement speed and attack rate. Nitro - Enemies with this are much stronger. Powered - Revived party members have improved attack power. Barrier - Affected party members can repel certain projectile and magic attacks. Damage suffered while under the barrier is greatly decreased. Deflector - Affected party members can repel certain projectile and magic attacks. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Menu Translation [Menu] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The in game Menu for The Last Story, thankfully is in English, however there are still some aspects of it in Japanese making it somewhat of a pain to deal with. Moving on. Equip - This is where you outfit your characters with the gear that you've bought, found, picked up etc. Weapon: Most characters, with the exception of Elza and Seiren will equip only one weapon. Elza can equip Bowguns, and Seiren can equip a second sword/weapon. Protector: Here you can equip your characters with Armor and Legs. Unless you have the Costume armor items, such as Kanan's One-Piece, Kanan's Dress and the Knight's Armor, these will take both slots. When you unequip the dual slot armor, the Leg slot will be automatically equipped with a piece of gear that optimizes that character's stats. Auto-Equip: This will equip the character depending on their type (Fighter/Mage/Healer) in order to optimize their stats. Color - Here is where you can customize the colors of your characters, remove certain accessories from armor and other fun stuff. You can edit the colors of the following parts: Body Body Sub Body Armor Body Accessory Pants Boots Leg Armor Leg Accessory Effects - These are unlocked via online play. Transparency - Two Key Items are needed to access this option, where you can make it so the characters are running around in their underwear. You can set transparency to Upper Body, Lower Body, Both, or None. Add/Remove Parts - This allows you to customize the parts that are in each armor set. At levels, 1, 4 and 7, armor will gain extra parts that you can remove on the character avatar. Color Sets: Load - Load a pre-saved set Save - Save a custom color set Map - Here is the Map of Ruli Island and other related areas that the party will explore throughout the game. This menu effectively acts as a quick warp function which can allow you to jump quickly from one place to another if you're in a hurry. Blue framed areas are places in town that you can visit. Orange framed areas are dungeons that you can replay. You will unlock more dungeons over time. Grey framed areas are placed you cannot access at the moment, or ever again. Depending on what is going on in the story, your access to other places will be limited. This will include some dungeons which are NOT replayable. Here are a list of places that you will eventually travel to throughout the game: From Ruli Island Area â¢Â¬Ââ¦ÂLÂê Fountain Plaza ÂéâÃ¥ÂLÂê Castle Gate Plaza ÂEÂlâÃâè Craftsman's Alley â¬â¹ZÂê Arena ââ â°âºÂLÂê Central Plaza ÆAÆÅ ÆGÆâ¹âÃŽðÂê Ariel's Tavern - ÆGÆâ¹ÆUâÃâ¢ââ°Â® Elza's Room - ÆAÆÅ ÆGÆâ¹âÃâ¢ââ°Â® Ariel's Room - ÆZÆCÆÅÆâÂEÆ}ÆiÆ~ÆAâÃâ¢ââ°Â® Seiren and Manamia's Room - Âs¤ÂlâÃâ¢ââ°Â® Traveling Merchant's Room âìâÃ¥ÂLÂê South Gate Plaza Æ}Æâ¹ÆVÆF Marche/Market âÂâ¯âcâÃâ Robber's Hideout ¯ũâÃâÆ Stargazing Tower ÆÅ ÆUÂ[ÆhâÃâ´ÅA Lizard's Cave Âéâ°Âºâ¬âÃâÃâ¹ Road to Castle Town â¹Mâ°âÃÅ Ã Noble's Mansion ŽðÂêÆTÆâ¹Æ}ÆâÆhÆâ¹ Tavern Salamander áÂâ¹CâÃâ´ÅA Miasma Cave (replaces Lizard's Cave) âÃâžÂ` Port Lapis ânâ°ÂºÂâ¦â¹ Groundwater Tunnel ânâ°ÂºâÃâ¹{ Underground Labyrinth ÆAÆâ¹ÆKÆiÆââ°ÃâÃÂ_âa Temple of the Arganan ÆÅ ÆUÂ[ÆhâÃâ´ÅA ÂÃâà Lizard's Cave Revisit ÆAÆâ¹ÆKÆiÆââÃâéÂÅ The Arganan's Secret Place ânâ°ÂºâÃâ²â¯â¹ Underground Escape Route Å RâÃâÃâ±âÂâ¹ Cliff Road Ârâêâ¹Â¶âÃ⽊C Furious Ocean Å CâÃâ´ÅA Sea Cave âvÂÃââ¡ Fortress Island Æâ°ÆXÆgÆÂÂ[Æâ¹Æh Last World ÆOÆâ¹ÆOÂé Gurg Castle âïâjâD Shipwreck Â_âéâÃÂX Mysterious Forest ÆOÆâ¹ÆOŠîân Gurg's Military Base Ruli Castle Area âÃ¥ÂLÅ Ã Grand Hall âÅŽÃâÃÅ Ã Earl ArgananÂfs Chamber Â}Â⎺ Library ââ âë Courtyard ÅRŽââ Military Building âCâ䧊κ Turret Control Room ânâ°Âºâ¢Ã¦ân Underground Tomb Å©â£âèâä Lookout Tower ŽŽâûâÃâÆ Tower of Ordeal ââ¬âèâÃâÃËæ Manipulator's Domain â¢ââÂ¥â°Ã¯Âê Ballroom ¶ŠËÆGÆÅ ÆA Living Area - ÆGÆâ¹ÆUâÃâ¢ââ°Â® Elza's Room - ÆJÆiÆââÃâ¢ââ°Â® Kana's Room - ÆWÆâ¹âÃâ¢ââ°Â® Jill's Room ËSÂâ - Prison ânâ°ÂºÂà Â[â¢â - Underground Depths ¸ŠÃŽº - Interrogation Chamber Status - Fairly self-explanatory. This is quantitative portrayal of your characters current Strength, abilities and other data. Name, Portrait and Type (Fighter, Mage, Healer) Fighter = Yellow Sword Mage = Red Staff Healer = White Rings Level, HP, Exp, TP, ATK, DEF, MATK, MDEF, SPD Level - Current Level, Max is 99 HP - Hit Point total, Max is 99999 Exp - Experience point total Max for all Stats is 9999 Atk - Physical Attack Strength Def - Physical Defence Strength MAtk - Magical Attack Strength MDef - Magical Defence Strength Spd - Character Speed Skills, Tension Arte - The skills that the character can use in Battle. Item - This is a listing of all the stuff that your party has gathered through the game. Arrows - The various kind of arrows that you own Weapons - Weapons that you own Armor - Armor and Legs that you own Products/Materials - The food products and materials that you own Other - Other items, including Upgrade Materials, Dyes etc. that you own Key Items - Key Items that you own All - Will list all of your Items Tutorial - This menu will keep record of all the tutorials that you have seen or read while playing through the game. Go through here if you forgot how to do something, and watch the movie that explains it (if it helps). Options - Allows you to configure the game to the way that YOU want it to be. Kind of. Controller 1: This section allows you to change the Gathering button with the Seek Mode button, and the Command Mode button with the Action/Hide button Controller 2: THIS ONE IS IMPORTANT! Here is what makes this game more fun and not lame. You can set the Attack Mode to either Normal or Manual. Normal is when you move the character towards an enemy and they will auto-attack. Manual is when you have to push A to attack. This will also change your Dive Type, setting the button to Dodge in battle. Controller 3: This allows you to change your camera and Seek mode controls. Camera: You can change the speed, if the camera will sway while you're onboard a boat, and if the camera's X and Y axis' are inverted. Seek: Here you can change the speed, and if you want the X and Y axis' to be inverted. Settings: This sets other random fun stuff. Battle - Battle options Pointer - This will determine the 'line' that appears to connect monsters to Elza when Elza is using Gathering. Min - Only when using Gathering Normal - Always on Max - Even Allies will have the line connecting them (I use this one) Off - No pointers Scene - Cut scene options Subtitles: On/Off Tutorials: On/Off Scene Skip: Normal/Fast/Off Scene Camera Controls: On/Off (this lets you screw around during cut-scenes!) Sound and Brightness Sound: Background Music -/+ Sound Effects -/+ Character Voices -/+ Output Type: Stereo/Mono/Dolby Pro Logic II Brightness: Adjust by moving the cursor bar. Retry Game - This menu allows you to: Leave Dungeon/Start over from Last Quick Save Note that you can only leave some dungeons. This may be wise if you are dying horribly. Start from last Save Point Just like it says, from a Save Point Return to Title Fairly obvious, returns to the Main Title Screen. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Walkthrough [Story] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Warning: This guide is FILLED with spoilers and what not. First off, turn on your Wii and boot up The Last Story. Now follow the on-screen cues to get to a selection screen and choose New Game. You will notice as you progress through the story, that the Title Screen image will change from time to time, depending on how far along you are. Controls listed in the FAQ will be assuming you are using the Classic Controller. However Tutorials that the game plays out, should you choose to watch them will illustrate how to perform actions using the Wii-Mote and Nunchuk. This is important now. You can choose to either play with Auto-attack mode, where all that is required to attack is to walk toward an enemy and your character will attack, or Manual mode where you will Attack by pressing A, and Dodge by pressing Y. You will also notice that in battle, there are lines that appear to be attached to the heads of your characters. These lines indicate which character is the target of which enemy in the area. There can be numerous lines on one character, meaning they are being targeted by a group of monsters. Typically if Elza needs to make a choice, the left choice more or less serves as 'Yes' and the right choice is typically 'No'. Sometimes there are exceptions to this. Most people, doors and entrances that Elza can interact with throughout the game will have a blinking circle mark on them, indicating that there is some importance attached to them. This will be important in order to find quest specific NPCs in town. There also will be a notification on screen, for when to use Seek mode in certain areas and that will appear in the bottom left corner of the screen. Chapter 1 - Lizard's Cave [CH01] The game starts out throwing you (the Player) right into the action. In the Lizard's Cave, you hear the child-like giggling of the inhabitants of the cave; the lizard folk. Seiren and Quark are chasing after them and control goes to Quark, with a tutorial explaining how to rotate and center the camera. Before moving on, turn around (away from Seiren) and go down the passage to find a wall which Quark can kick open to find a Treasure Chest containing a Rare Item: Dragon Fang. Continue down the tunnel and the game explains how to use Hide (Y) to use cover to hide from the enemy and avoid projectile damage. Defeat this group of enemies and the next area gives a tutorial on Guarding (R/ZR), and gives you more enemies to test this on. (Not that you really need to) After fighting off a number of the lizards in this large cavern, game play will be turned over to Elza and Yuris. Move forward and the game explains the Seek function (ZL). Target one of the pillars (the central one) and choose the Left option to have Yuris destroy it with magic. This will collapse the rest of the pillars and kill all the lizard men in the area. Continue forward to arrive at the area where Quark and Seiren were fighting. You'll know you're close when the screen display shows Quark and Seiren's portraits as you approach. From here, Elza can choose to have Yuris attack the bridge to eliminate the archers on top (right choice) or Elza can shoot them down himself. Once all the lizards have been eliminated, a short scene occurs, with a Lizard Blade (the big lizard) breaking through the wall with more lizards following him. Mini-Boss: Lizard Blade Level: 6 Element: Ice Weakness: Fire This is the first of the large enemies that the party will run into. He attacks with his sword, jumping up and slamming the area around him and rushing party members with his shield. It is best to deal damage to him from the side/back and while there are fire magic circles around his general area. The shield he carries isn't just for looks, as it will block damage. After killing the Lizard Blade, he drops Wizard Killer x10. A cut-scene plays out with a flash-back of the party at a Tavern, which explains why they went to Ruli Island in the first place. They were hired by Earl Arganan to 'exterminate monsters' on the island, or so Quark was informed. He thinks that this is rather strange as the island itself has its fair share of heavy artillery, including a magical cannon battery. In the next area, Quark tells Elza to go around the right so the party will put the enemy in a pincer attack. Do so and it makes the battle go very quickly. Once the enemy has been wiped out, examine the triangular rock/switch in the center of the platform. Elza will fiddle with it to make platforms fall down from the ceiling, leading to the next area. Travel through the long passage way, check the wall at the dead end and Elza will kick it open. Head on in. The party finds themselves in some ruins. Littered with skeletal bodies. Move towards the large door to have Quark and Yuris go off to scout ahead. Elza and Seiren stay around the area to rest. Move towards the door where Seiren is standing in front of to have the undead come back to life. Keep the skeletons at bay until the doorway opens, then run away from them. Follow Seiren down the hall and into the next room. Seiren will hold off the skeletons, and she tells Elza to search for a way out. Check the large stone structure and a door in the wall to the left. This will lead to a cut-scene with Seiren getting shot by a magical arrow. At this point, Elza gains the Gathering ability (L to turn on/off). It is used to draw attention away from Elza's allies, and towards him. It also slows any enemies that have been gathered, and lets Elza regain Health when he attacks them. He also gains the Cure ability, which lets him revive Downed characters and Power them while in Gathering mode. Use this to bring Seiren back on her feet. Quark and Yuris come back into the fray. Take out the remaining skeletons and enter the door that opens on the left. The skeletons need to be dropped at least twice in order to defeat them as they are able to revive themselves (with only partial health). Go through the path inside, and the party will find themselves outside in front of a narrow bridge. As they cross it, they get ambushed by another group of skeletons. Have Yuris take out the outcroppings where the archers are standing. The other undead will go down and revive, so knock them off the bridge to kill them (this will however not earn XP for the party). Once the archers are gone, two skeleton mages show up on the other outcroppings, so shoot them with the bowgun to prevent them from casting spells, so Yuris can defeat them with magic. This is also a good time to use those Wizard Killer arrows that you picked up earlier. As the party approaches the door, you will notice a red circle with symbols on it painted on the ground. This is a Summon Circle. It will summon enemies for the party to fight against (and earn Gold, EXP and items). Effectively this is the main way to grind EXP in this game. Press L to use Gathering and summon enemies to fight them. This can be done over and over again, however the EXP gain from this will decrease as the party levels up. Open the door and head up the stairs and open the next door. Inside the ruins is the first boss. Boss: Cocoon Level: Element: Weakness: This thing is huge. But what the hell is it? Who knows? However it looks dangerous. The party realizes that they're in deep trouble. Yuris will immediately point out that there's no way for them to win, as Elza tackles him in order to avoid the sword of light that Cocoon threw at Yuris. Use Seek mode to find its weak point, the creature's face/head. Have Yuris use magic on it while Elza draws its attention away from the spell caster with Gathering. Once Yuris gets a shot in, a number of skeletons rush into the room, helping the boss. If Cocoon has its sights on a character, it will throw swords at them, and these swords will in turn call a lightning strike wherever they land. Try to draw Cocoon's attention away from the other party members, as this attack can drop them in an instant. Cocoon will also attack with its limbs, knocking over characters and dealing heavy damage. There are White cannon shells that Elza can pick up and throw to heal the others. At some point during the battle, Quark will tell Elza to lure Cocoon outside. Use Gathering to draw its attention, then follow the arrow to get out of the room, and towards the bridge outside. It is possible to destroy Cocoon, but considering its ridiculous HP count and the party's current strength, the EXP reward is not worth it at this point in the game. However if you choose to return to the Lizard's Cave later on, Cocoon can potentially drop the Rare Weapon: Hosoi Mikazuki. During a New Game Plus however, it is possible to simply just beat on the boss until it dies, instead of luring it outside. By doing so however, the party skips a scene where they drop the boss down the chasm. As Elza runs out on the bridge, the others follow after Cocoon, and Yuris shoots a fireball underneath the boss' feet and shatters the bridge, dropping Cocoon down the chasm. You won't get anything out of doing this except for the fact you managed to stay alive during this one-sided battle. The party admires their cunning, but the fact that they destroyed the bridge leaves you to wonder how Quark, Seiren and Yuris managed to get across to leave the area... Chapter 2 - Road to Ruli City [CH02] Follow the party up the path. Part way through there, people are calling for help. Head towards the source of the trouble and straight into another boss fight. Boss: Forest Beast Level: 8 Element: Forest Weakness: Star Elza, Seiren and Quark will hold off the tiger while Yuris goes to save the kids in the area. A tutorial on Chaining attacks comes up, explaining that party members need to attack consecutively to Chain their attacks, as well as being able to Chain magic with physical attacks. The beast only has two attacks, a claw swipe and a charging strike. Elza can either dodge or block these, but he will take quite a bit of damage this early on in the game. Continue to attack the beast until its health has been drained and it will run off. In New Game Plus it is also possible to drain all its health before Yuris even saves the second child, making things kind of weird. The beast will leave and the party has another scene with some of the locals, who at first wrongly identify them as knights. When Quark says that they're actually mercenaries, the locals' attitude change and they then proceed in expressing their dislike of mercenaries, throwing money at the party's feet and leaving. A cut-scene of Elza and his friends' past struggles plays out, showing just how much mercenaries are hated. Head up the path and toward Ruli City. Another long cut-scene plays out with the Main Theme music as they enter the gate to the castle town. Chapter 3 - Ariel's Tavern: Day [CH03] The party will automatically enter Ariel's Tavern. This place will serve as the party's base of operations while they're on Ruli Island. They will join back up with Jackal and Manamia in the Tavern. Use Seek to examine the large tapestry on the wall to the right for a conversation with the owner of Ariel's Tavern. He will explain to Elza that the tapestry shows how many different people from around the world have come to the tavern and left their mark on his wall. Speak to the rest of the party members while in the tavern. Conversing with them may give you a choice of what to say. These have no effect on the game, but will lead to a different set of dialogue between Elza and his friends. Yuris will go to his room after you talk to him, saying that he's tired and needs to rest. Talk to Quark for a scene of him cleaning his sword, and a flashback of when Quark first met Elza. Quark will get up and stand next the entrance afterward. Seiren will be completely wasted and Jackal is busy flirting with Ariel (and he fails miserably). Manamia will ask how Elza is faring and if he was injured during their latest excursion. Speaking the Ariel gives some information about the going-ons in the city, and Elza can comment on what he thinks about Ruli City so far. This won't affect the game but it will give different opinions from Ariel during the conversation. Elza can go upstairs to the second floor. If he passes by Ariel's room, he can hear Wack coughing inside. You can go inside to speak with the boy if you'd like. After you've spoken to everyone, Quark tells Elza maybe he should go check how things are outside in town. Talk to Quark again, he'll tell Elza to go buy new equipment for the party's next job. Say 'Understood' (left choice) to get 2000 G from him. If you say no, he simply just berates you for being childish and you can talk to him again to get the money. He conveniently forgets that you told him 'No way' just moments before. Inside the room next to Quark is the Traveling Merchant Girl. Speak with her to purchase new weaponry for the party. Exit the tavern to move on to the next chapter. Chapter 4 - Ruli City [CH04] By going outside, Elza (and you) is treated to a view of Ruli City. Now you can freely wander around Ruli City, go shopping, do side-quests and find items hidden around town. Some of the areas that Elza goes into will play a small scene showing its name and a scrolling shot of the area. The following places that will do this are: Central Plaza Fountain Plaza Castle Gate Plaza South Gate Plaza Marche (A Street market) Craftsmen's Alley Arganan Bridge Side-quests that are now available are: Please note that the side-quests do not actually have names associated with them in game, but rather will come up sometimes as a sub-event or an NPC that Elza can talk to. Some of these NPCs will be vocal and call out to Elza, others will be talking to themselves in the sub-title text when you approach them, indicating there might be something for you to do. 1000th Customer Toy Coins Charisma Chef Aspiring Patissiere The Trader The Orchid Thieves Group The Comedian Friend of the Frogs Frogs of Good Luck Tent Watchman Cooking Ingredients The Old Sailor Tripping Ladies Solitary Old Man After wandering around for a while, Quark will catch up with Elza, so in Seek mode, turn around to look at him. He tells Elza that there is a military parade happening later. Elza can either: Immediately go with Quark to see, or Catch up with him later, if he still wants to wander the town. However when Elza approaches the area that connects Central Plaza with Castle Gate Plaza, the scene will start. Around town, you will notice merchants standing next to flags. These guys will sell Elza various Product goods at fluctuating prices, as well as buy any pumpkins that Elza may have on him later in the game. When Elza heads near the Arena, standing at the entrance are Seiren and Jackal, speak to them for a scene where Elza has an embarrassing misunderstanding with Seiren. Elza can now access to Season 1 of the Arena. If you intend to fight in the Arena, speak to the group of four people standing near the entrance and they will mention what they are willing to bet on the new challengers (Elza and friends) winning. During your first round in the Arena, Elza will be joined by Seiren and Jackal. Afterwards if you choose to return to the Arena and fight again, Elza can pick three other members to join him. Once Elza nears the area between Central Plaza and Castle Gate Plaza, a cut- scene showing the military parade occurs. Afterward, Quark says he's heading back to the Tavern. Elza can either go with him, or wander around some more. For some reason Quark looked really angry when he saw the knights walk by... After some time, time will change to evening (this is shown fairly obviously) and Elza says that it's getting late and he should head back to the Tavern. But before that Elza can run into Manamia standing in the Central Plaza for a scene with her. She'll talk about something philosophical (which kind of goes over Elza's head). Head towards to Tavern to go to the next series of events. Night falls on Ruli City and there seems to be a festival happening in the city. Elza speaks with Seiren and Jackal. Jackal makes an off-color comment and Seiren boots him off the balcony of the second floor of the tavern and onto a table below. Go to a conversation with Seiren getting drunk. Turns out they've ran out of alcohol, so Seiren tells Elza to go fetch more for her. Even Ariel asks him to before Seiren says that she'll start to cry. Ariel tells him that around the Castle Gate plaza, the liquor store is around there, so head out. While Elza is doing this, there is a minor side task that Elza can do. Head to the bridge near the Marche. There is a little boy standing there watching the fireworks. Go into Seek mode and focus on him for Fireworks x10. Head towards the liquor store (it's marked by a Yellow dot on the map that isn't a building). The man is standing in the alley where the parade was being held earlier. He is on the right side if Elza is coming from Ariel's Tavern. Talk to the owner and he'll hand over Key Item: Tasty Sake. From here, head back to the Tavern. As Elza heads back to the Tavern, a young boy will say that he heard voices coming from the horse drawn wagon. Really now? Maybe you weren't just hearing things either. Once Elza tries to go back to the Central Plaza he hears a sneeze. Must be imagining things... or are we? If Elza chooses to ignore it and head back to the bar, he'll hand over the Tasty Sake. Seiren seems drunker now than when we first left her... and then she finishes all the booze you just brought back. Go and fetch more if you want to keep it in your inventory (it doesn't really do anything else). This time Elza should go check out the cart in Seek mode. He'll find someone hiding underneath, until he's interrupted by some soldiers asking if Elza has seen a girl his age wandering around. He lies to them and tells her to come out from under the wagon once they leave. The girl introduces herself as Al. She spots more soldiers wandering around, so lead her away from them towards the Marche. One of the stores there will have a dot that is a brighter yellow than the others. Head there for a quick scene. Al will wander around the Marche, so follow after her for yet another scene. After wandering around the Marche for a bit longer, another scene between Elza and Al occurs. She runs off after hearing some commotion south of Marche. Follow the arrow after her to the Fountain Plaza. It looks like some of the local soldiers are causing trouble for one of the merchants and are extorting him. Al steps in to put in her two cents. Elza starts to have a hilarious panic attack in the background. As one of the soldiers tries to pull his sword on Al, Elza runs in to introduce the soldier to his fist. This raises a commotion as the rest of the street patrol is alerted and they begin to chase the pair around the city. Run away from guards and lose them. If either Elza or Al run out of HP, it's Game Over. The best way to lose the guards is to run around corners, knock down fruit baskets and head for a wide-alley way where the guards can't find you. Once the two are out of line of sight, the guards will eventually give up. The game continues on with another scene between the two of them. As they make their way through city, Elza will spot more soldiers hanging around the path back to the Tavern. Head back to the Tavern without being spotted by the guards. Return to the Tavern to start Chapter 5. Chapter 5 - Ariel's Tavern: Night [CH05] Returning to the Tavern, Elza gets teased by Seiren and Jackal, who are surprised to see him bringing a girl back to the Tavern with him. Jackal congratulates Elza for being a 'good student'. After the scene, talk with Al and she'll go join Seiren in the baths. Elza can go to Seiren and Manamia's room to 'check' things out. Go inside and use Seek on the door. Elza will put two and two together to figure out what's behind here. Examine the door and either 1) Calmly do nothing or 2) Calm down. Option one will lead to Elza getting yelled at and attacked. Option two... well, he hears something 'interesting', heh heh heh. Leave the room and go around to talk to the others. Ariel will be in her room. Yuris will be in the guys' room. Head downstairs to talk to Quark. He tells Elza to speak with Manamia and Jackal. Elza finds out that Kensu and Ariel are taking care of a young boy named Wack. Both Jackal and Manamia stayed behind during Chapter 1 to search for medicine for him. They found it... however the merchant who had it was killed and it was stolen by Robbers. Elza asks about Wack, so Manamia tells him he's upstairs. Head to Ariel's room and talk to them. Wack has a strange sickness that is currently wracking his body, preventing him from leaving his bed or going outside. Elza says that he'll definitely get better. Leave and Manamia and Jackal tell Elza that they've found the medicine. There's a slight problem however. It's hidden somewhere in the Robber's Hideout in the city. Elza is told they need to break in and find it. Jackal asks if Elza's ready to go. Choose 'Yes let's go' and head to Chapter 6. Chapter 6 - Robber's Hideout [CH06] Elza sneaks into the hideout through a window near the rafters and he's above the sleeping guard. Let Elza make his way across the rafters and he'll jump down. The closest chest to the left contains a Lizard Edge. Take out the guard quietly and the others will make their way in and search the area. Failure to knock him out in one go will cause two more robbers to show up and make your life difficult. Now that the goons are gone, Elza lets the rest of the party in. Quark, Jackal and Manamia join you. Now being to search the chests in the area to find the medicine. Manamia will open one of the chests for you. The chest Manamia opens isn't the medicine. There's another one near the save point. That isn't it either. Go through the narrow opening for the last chest. So where the hell is it? All is lost until... Jackal hits a switch on the wall with his back and it opens a hidden door. Before heading down, Quark tells Elza to look at the flag hanging on the wall. It's Zola's emblem, one of Elza and Quark's former companions turned bad. Head down stairs the see a scene between the robbers and their boss, Zola. The party will quickly split up to pull a pincer attack on Zola and his goons. On Quark's count, bust into the room and take them out. Once all six have been taken down, there's a short scene between Zola and the party as he drops them down a trap door and into the sewer. Elza will fall in with Manamia. After swimming out of the water, the two get attacked by a group of lizards. After defeating them, use Seek and look up to spot a doorway. Have Elza climb the wall and move on. Head down the passage and to the right. The two will reach a dead end until some lizards break through the wall to attack them. Elza and Manamia talk about Zola and how he betrayed them for money. Head through the hole and open the chest. Take a right and the two will be reunited with Quark and Jackal. A Lizard Blade stands in the party's way. Quark tells Elza to use Slash to take him down. Shoot the lizard with the bowgun to get his attention (if you don't shoot him, Quark will do it for you). A '?' will pop up over his head. Once the Lizard moves in while Elza his hiding, wait for him to turn his back on Elza and then use Slash when the command for it appears. This should take him out in one hit. As the party goes into the hole, the climb up the ladder and another scene occurs. Before going through the door, take a left for some treasure. In the next room, a group of eight lizards await the party. Take them down to continue to the next room. There is an Ogre chained to the wall here. Elza can directly attack it, or hide behind something and shoot it death with his bowgun (this might take a while though). Directly attacking the Ogre will call a group of lizards to the fight however. If you fight it directly, you can have Jackal destroy the wall supports behind the Ogre to crush him. Continue onward to find a hallway with two chests (one is hidden behind a pillar) and a save point. Inside the chest, you may find the Hosoi Mikazuki sword. Open the door to find Zola and the boss of the area. Boss: Ghoul Level: 11 Element: Darkness Weakness: Light This enemy's main attacks are charging in the room and falling forward with his front legs. Ghoul's front is also heavily armored, so direct attacks will prove to be ineffective. Using Gathering during this battle is not a good idea, as the boss will proceed in stomping Elza into mush. Quark tells you how to defeat this boss (Elza even gets in position before the fight starts!): * Climb the stairs on either side, * Hide along the rail * Slash when Ghoul is nearby. When the attack connects, he'll ricochet around the room like a pinball (be sure to guard while he does this) and then crash into the end of the room where he came from. Another tutorial on Chain attacks comes up and then Elza and Quark can quickly cut him to bits. Turn on Gathering if Elza needs to recover health while attacking the Ghoul. Elemental Damage will help during the fight, so use Jackal's ice magic circles to your advantage, as he will sent them towards Ghoul. Should the need for healing arise, fall back and hang around Manamia. Repeat until Ghoul is dead. Also make sure to take out the archers hanging around the high ground if they start to shoot the magic users, interrupting their spells. Taking out Ghoul will earn the party a Killer Cutter +2. Climb up the ladder and chase after Zola for the next cut-scene, where Elza and Quark catch up to deliver sweet justice. Rather they don't get to dish out justice as Manamia bashes Zola's head in with a frying pan. Jackal finds the medicine nearby and the party return to the Tavern to give the medicine to Wack. Really there's something kind of wrong with this... they just stole something that was stolen... oh well. In Ariel's pub, exit Ariel's room and then talk to Seiren (who will tease Elza as usual) and Al, where she asks Elza to go to the Stargazing Tower before she heads back home. Choose 'Yes' (left choice) to proceed to Chapter 7 Choosing 'No' (right choice) will have Al get mad and stick her tongue out at Elza. Chapter 7 - Stargazing Tower [CH07] Watch the cut-scene between Al and Elza. Once you get control, aim at the flame on the left, and then move directly right to reach a single star, then she'll tell Elza to look up to find the pair of stars. The cut-scene continues with Toberu Mono playing in the background. After the scene plays, Elza can speak with Al. He can either approach her from the Front (left) or from Behind (right). Choosing from Behind makes Elza have an awkward moment the first time (and makes him look really sketchy). Do it again and Al will accidentally trip him (or maybe it's purpose...) and cause him to fall OFF the tower and into the water, and some text will say he climbed back up safely. Elza will speak with Al about their dreams, then he returns to the Tavern alone. Back at Ariel's Tavern, Elza has a few words with Jackal, then he heads upstairs. Attempting to leave the Tavern will have Ariel stop Elza and tell him that Quark wants to have a word with him (meaning you can't go out anymore tonight). Elza can find the rest of the party hanging around in their rooms in the Tavern. When ready enter the men's room on the left upstairs. Talk to Quark and choose the left option to go to bed for the night. In the morning, there will be an event that occurs once Elza leaves his room. Quark tells the group that they're acting as security during the ball at the castle. What fun. Speak with the rest of the party to glean some information about the ball and Ruli Castle. If you're not ready yet, Elza can go wander around the city and goof around. The Side-quests that are available now are: Blue Bird Search for the Lost Kitten Miina from Marche Behind The East River Gate The Starving Kid Events leading to the Stolen Permission Passage can be initiated in the area NE of the Arena. Once you're ready to advance to Chapter 8, talk to Quark back in the Tavern and choose the left option. You don't have any time restrictions, so you're free to wander around. The party will arrive at Ruli Castle. Chapter 8 - Ruli Castle: Grand Hall [CH08] Once the view point goes to First Person, look to the right to spot a knight in black. After a conversation with the party, Elza is free to go around the castle. Quark gives him Key Item: Permission Pass in case Elza wants to go in and out of the castle. Wander around the Castle to speak with Elza's friends. Yuris is on the second floor balcony looking into the Grand Hall. Jackal is on the third floor in front of the Library, flirting with a maid. Manamia is in the Library on the third floor, on the ground level. Seiren is hanging around the Courtyard, and as Elza approaches that area, a knight tells him one of his friends is causing a ruckus. In First Person mode, focus on Seiren who is arguing with a Knight, Tasha. The two of them are about to get into a fight until they're interrupted by Master Trista. Seiren backs off and the two knights move elsewhere in the courtyard, through a long cut- scene. Speak with Seiren, and then Elza can speak with Trista later. Trista will mention he's never been to the castle before and that he's lost (really?). From this point the following Side-quests are available: Gatekeeper Of Ruli Castle (West Gate) Gatekeeper Of Ruli Castle (East Gate) Once Elza leaves the courtyard and back into the Castle, Jackal is waiting there and tells him to go up to the third floor to find Quark and speak with him. If ready to move on choose the left choice to move on to Chapter 9. This is the last chance that you have for a while before Elza can explore Ruli City again, so continue on only if ready. Chapter 9 - Ruli Castle: Ballroom [CH09] Elza and Quark will be in the ballroom. Elza yawns out of boredom as Quark lectures him about how to behave properly around nobility. From here, Elza can wander around the ballroom. Getting close to the Earl and Jill will cause a knight to yell at him. So don't. Quark tells Elza to look toward the throne at the Earl when the Seek icon shows up. Quark explains who the two standing there are. The current Earl is the previous Earl's younger brother, Kanan's Uncle. The man next to the Earl is the Marquis of Ranbart, Jill; who is also Kanan's fiance. Of course, you're probably wondering who Kanan is. When an announcement is made about Kanan, look up towards the Chandelier to start a cut-scene between Kanan (wait, is that Al!?) and Jill. Both Quark and Elza realize that Kanan is Al. Quark warns Elza not to get involved with the nobility. But Elza has other ideas... Quark will notice something's wrong with Kanan, so go into Seek mode and look at her to start another cut-scene with her heading to the balcony. Quark tells Elza to leave her alone and forget about everything that happened the night before. Of course with Elza being Elza, he won't leave her alone. So head toward the balcony. A knight will stop him, and Quark will intervene to distract him. Quark tells Elza to 'stand guard' while the two of them clear things up with the higher-ups. Head outside and look for Kanan. It looks like she's clearly upset about something. Elza speaks with her and confesses that he isn't actually just a traveling merchant, but a mercenary. She also apologizes that she hid the fact that she is the princess of the island. She mentions how things have changed since her father had passed away and her uncle became the next Earl. She starts crying after a while. The two of them continue to chat until they're interrupted by Jill (that nosy, annoying bastard). Turn around to look at him in Seek mode. Jill comes in to drag Kanan back inside, saying that she's embarrassing him by not participating in the ball. Elza tells Jill to treat Kanan better. Jill then misconstrues some details and accuses Elza of doing something to Kanan and draws his sword, demanding that Elza fight him. Elza asks if they heard something, as there is the sound of a large commotion. The Gurg Tribe have suddenly started an assault on Ruli Castle. Jill runs away like the cowardly SOB he is and Elza has to hold off some Gurg fighters. Defeat them to continue on. Elza then learns that Kanan can use similar magic to Manamia due to her bloodline as she treats his wounds. The two of them continue on to fight off the invading Gurg troops. Elza will be joined by two Ruli knights, Kanan, Trista and Tasha. They will help you take care of any remaining Gurg invaders in the ballroom. Trista introduces himself to Elza properly this time. Trista and the knights will go off to find Jill and the Earl, leaving Elza with Kanan. Follow her upstairs to the Living Area. In the Living area hallway, there are Gurg Fighters, Archers and a Mage. Once the enemies have been cleared out, examine the center door in the hallway. Kanan tells Elza that this is her room and she's going inside to change into something more combat ready. Cue Elza sputtering and choking in embarrassment. You will receive Kanan's Dress as a piece of armor for the female characters. Once she's ready, head out the door opposite her room. The two of them will reach a bridge, and a tower that has been bombed. Look to the right to examine the tower in order to continue on (and avoid getting squished). Once the bridge has collapsed go into the door back to the Castle. The two of them enter and find the Castle in flames. Once they round the corner, they find a lone Mage Knight holding off the Gurg troops. Help him out then head downstairs, Kanan tells Elza that they can get out through the main door, until their escape is interrupted by the King of the Gurg, Zangurg. A scene between Elza and Zangurg starts, and Elza gets knocked out in one blow. Three knights come to the rescue and get taken out as well. Two Gurg twins show up, reporting that two knights (likely Trista and Tasha) have kept the Gurg forces at bay, and they can't find the Stranger. The Gurg then take Kanan with them. When Elza comes to, he'll hear Quark telling him to wake up and get a grip. Look up and left at Quark to speak with him and continue the game. Quark joins Elza and the two of them go off to look for Kanan. Head toward the Courtyard. The Mage Knight in front of the door can upgrade the party's equipment. Head outside to find another group of Gurg attacking some knights. Help them out. If you want to fight more enemies, talk to the armored knight in the NW corner of the courtyard and choose the Left option. You can repeat this as many times as you would like. Head down to the East door to find Seiren and Jackal (with a healer) holding off a large force of Gurg. Defeat the troops and Quark will speak to them. Manamia and Yuris haven't been found yet apparently. The mage keeled over next to the door will Upgrade any equipment if you talk to him. Open the door and the party will split up again, as Seiren and Jackal go off to find Manamia and Yuris, while Elza and Quark chase after Zangurg to rescue Kanan. Moving on to Chapter 10. Chapter 10 - Cliff Road [CH10] Once outside Seek mode comes up, examine the cannon turret to spot Zangurg and Kanan. A mage outside asks Quark and Elza to help take out a Gurg Beast and its rider. Continue along the path to get trapped in a pincer attack by Gurg forces. You will be joined by another knight somewhere along this point. Once those enemies have been defeated, run up the cliff path to find another Gurg Beast and defeat it. More enemies will appear as Elza continues on. This is the final wave of Gurg as Elza finally catches up with Zangurg. Quark turns back to hold off the Gurg following after them. Boss: Zangurg Level: 13 Element: Fire Weakness: Ice This is a fight Elza can't win. Zangurg will Perfect Guard all attacks, arrows and so on. He will also punch Elza and quick-cast fireball spells, which will quickly drain your HP. After the fight becomes more and more hopeless, a cut-scene occurs with Kanan casting a spell on Elza. The magical barrier around him now allows him to harm Zangurg, as well as decreases damage and deflects spells that Zangurg uses. Once Elza has dealt enough damage to Zangurg, the Gurg will withdraw as Ruli Castle prepares to counter-attack with its Magic Cannon. As the Gurg escape on their ships and the castle continues to spray the area with cannon fire. Quark says that the people in the castle don't know that the three of them are on the cliff, so to avoid being attacked they have to sneak aboard one of the fleeing Gurg Warships. On to Chapter 11! Chapter 11 - Gurg's Warship [CH11] This scene starts with the three of them successfully sneaking onboard. Quark says that he injured his eye during the commotion while they escaped, so he teaches Elza the Command ability. Press and hold Up on the d-pad when the TP bar is full and Command mode will come up. This allows you to issue commands to Elza and the rest of the party. This allows for quicker spell casting and access to Tension Arte abilities later in the game. From this point, Elza needs to find a way to get into the other areas of the boat. Use Seek from his initial position to find a ladder and he'll climb down. Have Elza make his way over and he'll get on another side of the ship. Head to the right to open a chest. Head down the stairs on the left to find a Gurg man standing over a human. Take him out and talk to the man. Open the door on the left to have Kanan and Quark rejoin the party. Once the man's wounds have been healed by Kanan, he tells them to save the other people on board, as well as two others dressed like Elza and Quark were on the ship as well. Quark assumes that they're probably Manamia and Yuris Talk to the man again if you need to Upgrade equipment. Open the door to find a Gurg lookout. Knock him over the head to take him out. Up the stairs is yet another lookout. Continue through the passage and into the next room and down the ladder. In the next hallway, Kanan says no one is there and this should be easy, but an ogre attacks the party. Once Elza enters the cannon room, there are two Gurg operating the guns. Draw their attention toward Elza so they can't call for reinforcements, by taking them out one at a time using the bowgun to bring them over. They find another guard standing in front of a lift. Take him out with the bowgun strategy as well. The guard drops Key Item: Lift Key. There is a chest to the right of him. Open up the lift to find... no lift. Immediately on the bottom left is a ladder, so climb down for a short scene between Elza and Kanan. Open the door to the next area. Quark leaves to check things out. Carefully make your way through the ship. There is a chest behind a narrow door on the right that Elza can squeeze past. On the left, Elza sees a guard and a cell. Inside the cell is Yuris. Take out the guard to save him. Elza receives Key Item: Rusted Keys. Examine the door and use the Right option to open it up. There is another chest in the cell before Yuris'. Use the left option when you examine it to open the door and get the treasure there. Yuris asks why Al is here, and Elza says 'Because some various things happened' Yuris then tells you that Manamia is in the neighboring cell, so save her as well. Open the door and in the next room, there is a chest hidden behind a wall of boxes. Elza can slip through them to get at it. Go through the next door and they'll find the room is flooded. Yuris tells Elza he doesn't feel like swimming right now, so Elza has to go in by himself. Manamia is in the back dog-paddling back and forth. Help her out of the cell by rotating the control stick back and forth. Once out Manamia says that she got her hands on something, and gives Key Item: Cargo Hold Key to Elza. She'll also ask why Al is here and Elza will make an excuse. With the key in hand, open up the door, look up and right immediately, there is a crate on the second level and it's shaking! Successfully making the Seek check will have Elza dodge the Spider that emerges and counter-attack it. Failure to do so will have Elza start the battle with half of his total health. Prepare for a fight against a group of Battle Spiders. Spiders automatically guard when attacked at the front so go around and back slash them. You can attack them directly, but it is fairly ineffective. Partway into the battle Quark makes a 'dramatic' entrance (he walks in). Quark gives the party some intelligence he's gathered and rejoins the party during the fight. Once the spiders have been cleared out, head up the ladder. Elza will go right into Seek mode when he reaches the top, look over at the Gurg Marine (with the whip), then draw the attention of the Gurg Elite (purple armored Gurg) with the bowgun. Then take out the Gurg Marine. Talk with the man you just saved to receive a Gurg Sand. Then check out the chest nearby. Opposite of the chest is the door to the next area. Once Elza steps in, Quark stops him as the area has a few Gurg soldiers hanging around. Either jump into the fray, or slowly pick them off. Once those three have been dealt with, Quark frees some prisoners, and then more Gurg emerge. Two of the men you just freed join in on the impeding melee. The other two hang back and cheer you on. Somewhat creepily too. There are three Gurg fighters downstairs, and up top are two archers and a mage. Finish off the troops and head toward the lift. Elza and Quark discuss their next course of action. It's time to get rid of the ship's captain and commandeer the vessel. Yuris wonders if it'll actually be that easy. Of course since he said that, it won't be that easy. Once the party emerges from the lift, there's an Ogre standing on the deck. Shoot him with the bowgun then use Slash to take him down. He should drop an Ogre Hammer. There is a chest to the left of where the Ogre was. Head up towards the ship's wheel to find a Summon Circle to fight some Gurg if you need to level up the other characters. Otherwise head through the door on the right near the stairs. Once inside, there's a man there that can Upgrade the party's gear. The door left of him seems to be stuck however. So take the other door instead to the ship's cabin. Before going up the stairs, past the save point on the right alcove is a chest. Head towards the large double doors on the right to enter the Captain's room. Quark says this should be the last place to deal with, and Elza kicks open the door. The party meets the Gurg Captain, 'Captain' (very original). As he talks to the party, something claws its way onboard the ship. Look to the right when Elza goes to First person mode to spot a giant turtle, Muruu who now bashes his way into the ship. As the Captain continues to peak with the party, saying how badly they're going to suffer and die, until the beast swipes at him, taking him out. Now you have a giant turtle problem on your hands, so get ready. Boss: Muruu Level: 16 Element: Ice Weakness: Fire So it's a giant turtle. Therefore it has a shell. Therefore the shell is hard. If it's hard it must mean it has high physical defence. Which it does. Normal attacks won't break through easily, as Muruu will automatically guard physical attacks. Magic will deal damage, but not enough to take him down fast. The boss tries to stomp and swipe at the party. He'll also try to body slam and land on someone to deal huge damage. The best way to deal with Muruu is to Command Kanan and have her cast her Shining magic, then use Elza's Wind on it to create Deflector Barriers for all the party members, this will protect them from the needles Muruu shoots. Once Deflector is up, when Muruu curls back into his shell and shoots paralysis needles, Elza can guard and prevent damage/paralysis from the needles. Muruu will then become dizzy, indicating it's the party's turn to fight back. Knock Muruu onto his back, then press A to jump up and 'Ride' him. From there, Elza can plunge his sword down through Muruu's neck and deal massive damage (tap A repeatedly). Repeat this process until Muruu's life has been depleted, and then finish him off in the same manner in order to end the battle. The party receives a Para Axe +2 for their trouble. Since the Captain is gone, and so are the rest of the Gurg, the party has successfully taken over the ship and it's now theirs. Go on to Chapter 12. Chapter 12 - Mercenary's Warship [CH12] Now that they've taken over the ship, the party wonders how they're going back to Ruli Island. However Quark has different ideas. Perhaps it's time to strike back at the Gurg is what he suggests. Yuris wonders if that's a good idea. Kanan asks if she can tag along with the party, and the others agree to this, as long as Elza takes care of her. Now that the ship is under human control, Elza can go around and do some shopping and what not while onboard. Immediately to Elza's left is an man who runs the Identify Shop, he's leaning against the wall. Note, that when Identifying items, once you've identified it once in game, it will remain identified, even throughout New Game Plus. Not that you have anything to lose from doing this. The Identifying fee is cheap too, so it doesn't matter. Really. Through the door right of the stairs, a man is trying to force open the door that is stuck, he tells you that he'll get it eventually so leave him alone for now. The door to the area before the Captain's Room has two men running an Upgrade Shop and a Weapon Shop. In the Captain's room there are two chests on either side: A Sylph's Bowstring and something random. And somehow the hole Muruu made has been patched up PERFECTLY (just like new, how do they do it?). There is a Summon Circle that will let the party fight against Undead if they need to level up more. Up the stairs to the ship's wheel is a man sitting next to a yellow flag, he runs the Color Shop. On the highest level, Elza can find Manamia, Yuris and Quark. The man in the right corner runs a Trade Shop. Speak with your friends. Yuris asks about who Al is. Elza kind of weasels his way out of an explanation. Manamia assumes that Elza has 'that' kind of relationship with Al. She even offers to counsel him about it (awkward). Quark says that it's a good thing if Elza gets along with Kanan, it will lead to something 'good' in their future, as he laughs it off, saying he's joking. He does say however they should hide her identity from the others for now. On the other side of the ship, Elza can go through either door. There is a chest inside on the left with a Sylph's Bowstring. Enter the center door to find Kanan standing outside on the bow of the ship. Elza will speak with Kanan. Once the cut-scene finishes, Kanan says she wants to stay here a little longer, so Elza can head back by himself. Afterward, head back up to the top deck where Quark and the others are. The narration begins again, and the party learns that the ship is taking water (I wonder whose fault that is?). Quark tells Elza to look for an island for them to land on to make repairs. Look to Elza's right to find the Vono Islands, to move on to Chapter 13. Chapter 13 - The Vono Islands [CH13] The party makes a stop on Vono Islands to perform repairs on the ship. Once control returns to Elza, you'll notice that Manamia and Yuris have left the top deck and only Quark remains. Talk to him. He says that the two of them want to explore the island, because something on it interests them. So Elza needs to go talk to them and see what they want. From here it doesn't matter who Elza speaks to first, as both chapters need to be finished in order to advance the story. So pick either Yuris, who is near the Upgrade and Weapons Shop, or Manamia who is in the room on the Bow side of the ship (the side with the doors on either side). Both chapters will give more background information about their pasts. Speak with Yuris and he says he wants to take a walk on the island. He says Elza should mind his own business and not bother him. After some probing Elza finds out that Yuris wants to check out a nearby Shipwreck, and Elza asks him why. Yuris says it's still none of his business, so Elza has a choice: 'Fine, do what you want' or 'I'll help too'. Pick the second to move on to Chapter 14. If you picked the first option, speak with Yuris again, and he says that he can't do it alone, so he'll give up on it. Pick the second option to help him and move on. Elza says he'll tag along if he can't stop Yuris from going. Speak with Manamia, she's standing in front of a collection of mysterious plants. It seems that she is researching them. She mentions that the island that she came from had numerous flowers like this growing everywhere when she was growing up. Manamia says that she wants to find out why the forests of the islands she's traveled to have died, much like the one she came from. Elza can say: 'But it's dangerous' or 'Well, let's go check it out'. Go ahead and check out the island with her to go to Chapter 15. Saying 'No' gives a similar response like the one Yuris had. Chapter 14 - Shipwreck [CH14] Elza and Yuris make their way to a cave and they find a shipwreck. It looks like it's been there for a while. They enter the ship, and it goes to Elza's first person view. Look down to the right to see the ship has taken water. Yuris will then jump in and go to the next area, with Elza following after him, telling the younger man to wait up. Once in the first area, follow Yuris to the doorway. Examining the door leads to Elza almost getting hid in the face with a sandbag trap (What the hell kind of trap is that!?). Move on to the next room. The footing here is very unsteady, and something comes out from the water. Two giant crabs come out to attack Elza and Yuris. Both crabs can cause Poison, so be careful as you don't have Manamia or Kanan with you to heal. Once you've depleted the crabs' HP (they fall on their backs) you need to Ride them to finish them off. Elza says it's a good thing he went with Yuris and they continue on. Before following after Yuris, head back and towards the right of the entrance Elza came from to find a chest there. Then head to the left corner over a floating crate for another chest. Follow after Yuris and open the door to a dusty hallway. A brief scene occurs, as Yuris succumbs to poison from the crabs. Elza realizes that somewhere on the ship should be some kind of Antidote, he leaves Yuris in the hallway and goes looking for it. Climb up the ladder to the next area. Elza can explore this area to find the Antidote for Yuris. But first, head upstairs on the right and go down the hallway to find a chest. Leave and go downstairs to the large room for another two chests. Return to the room with the ladder and you'll see a chest to the left of it, this was where the Antidote was all along. Take this back to Yuris. Speak with Yuris and he says that he owes Elza and has to pay him back. Elza says that he doesn't because they're friends. With Yuris back on his feet, head up the ladder again to continue exploring the ship. Something or someone is spying on the two of them through a curtain. Elza hears some footsteps from above and wonders what's going on. Approach the curtain for another scene as Yuris shoots a fireball at... Quark? Manamia hops in right after. The two of them join up with you. From here, Elza can go either downstairs (left) or upstairs (right). It doesn't really matter which one if you've already taken the treasure earlier. Both routes just have different monsters to fight. Manamia will go with Quark and Yuris stays with Elza. Downstairs, Yuris will comment it smells awful and another crab attacks them. Open the doorway to find a group of Undead. Deal with them and head upstairs. Upstairs, Elza says that the area is narrow and reminds him of when he was growing up. Inspect the barrels and Elza will ask Yuris to blow them up. Go into the room to the right (where the wall panels are now missing) and look at the wall to the right in the room. Elza will kick it open. Immediately in front of Elza in the next room, kick open the wall again. As you go down this hallway, you will find a room to the left with a chest inside. Go out and through the door Yuris is waiting at. Inside is a single crab and some barrels that Yuris can target. Open the door and go upstairs. The two of them reunite with Quark and Manamia, who are fighting off a large group of crabs and undead archers. Use Yuris' magic to take down the archers. After the fight, Yuris examines the faded nameplate of the boat. He realizes this is his father's ship. He talks about his past and how his father had disappeared while fighting pirates in order to protect his home island. Yuris then talks about how he became an orphan. The party then can climb up a ladder to the next area. Before doing so, check to the area left of the ship's wheel next to a fallen pillar for a chest. Climb up the ladder to the next level of the ship. Something is spying on the party again here. The party notices a smell behind the door (except for Elza who can't smell anything). Quark says it smells like food. Manamia IDENTIFIES the food. Go inside the room. Indeed there is a table full of food. Manamia wants to eat it, but Quark won't let her, saying it's probably poisoned. Move past the table and examine the mirror. The wall moves away from the party, revealing a hidden door, which Yuris dashes into. Chase after Yuris, but first immediately in the right of the hallway is a chest. Continue down the hall and into a room with a save point. Save then enter the next room, Elza finds Yuris standing over a skeleton. He finds his father's body, dagger and journal. Reading the Journal, he learns what had happened to his father. This is interrupted by some banging behind that big red curtain. Examine the curtain and Elza finds a mirror, and his reflection... doing something odd. 'This isn't me.' Elza says, as the next boss starts to attack the party. Boss: Doppel Ganger Level: Element: Weakness: Just as it looks, it's a doppelganger. If Elza attacks it with his sword, it will block, then counter. Quark immediately notices that magic circles the party casts are able to go past the mirror. The doppelganger will shoot sticky goo at the party, so your best bet is to actually attack it upfront. Once it strikes back at Elza, it will laugh at him, and that's your chance to strike it while the 'reflection' is no longer copying Elza. Deal enough damage to it, and the doppelganger gets upset and breaks through the mirror. Once out of the mirror, it jumps onto Elza's head and starts clawing at him. Shake the control stick to get rid of him, because this will drain Elza's health very quickly. Unfortunately as you did that, he then copies the rest of the party, Elza included. You don't know which one of the copies of your friends is the real one (yet), so take out the fake Elza first. Yuris will point out (after Quark decks Manamia with his sword) that the fakes have a black and red light on them, around their eyes. If you hit one of your friends, they WILL complain/berate/swear at you, letting Elza know that you're doing it wrong. As you take out each of the four doppelgangers one by one, they will begin cycling through party members to confuse you. When one of the people have a ? mark over their heads, it's likely to be one of your friends and NOT the doppelganger. When they pretend to be Manamia and cast Cure, use Yuris' Reverse Spell to create damage circles and prevent them from healing themselves. Once taken care of, the Doppel Ganger drops the Fang sword. Yuris goes back to reading his father's journal, and finds a picture of his family. The party receives the Memento Dagger for Yuris, and they leave the ship in its final resting place. Back on the ship, Elza can speak to Yuris for some more character development. The story goes back to Chapter 13 and Elza can go speak to Manamia to go to Chapter 15, or Chapter 16 if you've already cleared Chapter 15. Chapter 15 - Mysterious Forest [CH15] The party heads off to explore the Mysterious Forest on the Vono Islands. Elza, Manamia, Quark and Yuris head off the expedition through the forest. As the party enters the gate, once Elza heads in far enough, a cut-scene between Elza and Manamia starts. Manamia tells him that she was raised by the Divine Beasts of the forest, and she doesn't know who her real parents were. She says she's traveling with her friends to find out what's causing the forests of planet to slowly die. Once the scene is over, examine the fountain Elza is standing next to. It will sink and give you the Blunt Copper Sword. When you're about to leave, Quark stops you as a number of skeletons have gathered around the area, so defeat them. Since the area is very wide and has numerous walls for cover, the best way to deal with this is use the bowgun to draw attention to single enemies, then defeat them one at a time. There is a chest alongside the left wall (from where the party started). There are three more in one of the walled off areas, that has a narrow passage into it. One chest has Gnome's Gold Ore x4, the other two are random. The fountain here gives a Blunt Silver Sword. Another chest is hidden behind a pillar one the left side. Another one of the walled off areas has a broken wall, in there are three more chests. One chest has Gnome's Gold Ore x4, the other two are random. The fountain here has a rare weapon: Shishioh. That's it for treasure here, so find the rest of the party. Then in Seek mode examine the large footprint. During the cut-scene Manamia says that the footprint belongs to a Divine Beast. However the gate to the next area is stuck. Examine it in Seek Mode. Yuris will burn down the vines tangling it. Manamia will run off towards the next area by herself, leaving the guys alone. Chase after her. Yuris will comment that Manamia is a lot faster than she looks. Before crossing the lake on the floating islands/plants head to the right for a chest. It has a Gurg Sand in it. The floating whatevers are somewhat shaky as the party run across them. Once on solid ground again, the guys are attacked by Mystic Plants (tentacles) and Lizards. Some of the Lizards are camped out on the floating things, so Yuris will focus on them while Quark and Elza clean up the monsters on the main land. Try to avoid the Mystic Plants, as they will grab your characters, choke them and toss them away after being attacked. Use Yuris' magic or the Cannon shells to quickly defeat them. Any items that are dropped by the enemies in the distance can be picked up by shooting them with Elza's bowgun. Quark will say something's wrong with this forest, as Plants shouldn't be attacking people. Go across the floating plants. The fork to the left has a Summon Circle, and the fork to the right continues to follow the giant footprints. As the group enters the canyon, more plants and lizards attack them. After clearing out this group, you'll hear Manamia scream (and see a save point). Follow after her! The party arrives to see Manamia backing away from a giant spider. Boss: Mystic Spider Level: Element: Weakness: First off, Spider creatures have auto-guard when attacked from the front unless you have a weapon that can specifically penetrate spider defences. Which at this point, you probably will not have one in your inventory. The Mystic Spider will spawn baby spiders to attack the party with, head butt people, run around, trample things, and shoot webbing. When it shoots webbing the first time, it will knock down both Elza and Manamia. Shake the control stick to break free, then as Quark tells you; use Wind on Manamia to free her from the bindings. If not, the spider will eat her and she'll be removed from the battle, leaving you without a healer. The spider will do this to the rest of the party as well, so keep Elza's SP gauge filled so he can use Wind at a moment's notice. The spider will specifically target Manamia first, then after it eats her, will go after the others. The best way to damage the boss is to drop Yuris' fire magic circles around it and attack it from the side or front. Use Wind on the fire circles to cast Guard Break on the boss in order to increase damage dealt to it. Beware as the boss runs around, it can also paralyze your party. After defeating the Mystic Spider, it drops the Karma sword. Now that the imminent danger has passed, continue on after your party members to the next area. They'll reach a dead end, and Elza kicks open the wall. The party finds the huge skeleton of a Divine Beast, long dead and lying in a field of flowers. Manamia realizes the forest here has also died as well. That stupid tiger makes an appearance in the upper cliffs for some reason... With that mystery cleared up, you return to the ship. Speak with Manamia for more information. The story will go back to Chapter 13 if you haven't cleared Chapter 14 yet, or Chapter 16 if you have. Chapter 16 - Gurg's Military Base [CH16] Elza's back on the boat before the chapter officially starts. Go around and talk to his friends. Manamia will say that the boat is about ready to leave the island. Elza says that they'll have good stories to tell Seiren and Jackal when they get back to Ruli Island. Manamia has completely forgotten about them however. This startles Elza greatly and he wonders about Manamia's mental health. Yuris asks if the ship is ready to leave, and Elza tells him yes. Yuris tells Elza that he's already said his good-byes to his father, and it's fine to leave the shipwreck there as it is. He has already taken his father's feelings and accepted them (as well as his father's dagger) The door that was stuck has been unstuck, so Elza can go inside. Once inside, Elza finds a number of books and other things stolen from Ruli Island. Examine the black-blue looking book on the desk. Elza reads it and finds symbols similar to the pattern on his right hand. A key drops out of the book and Kanan comes into the room. She recognizes the book as something from Ruli Castle, written by her ancestors. Apparently the ancient Arganan were talented magic users who used the powers of 'gods'. They called that power the power of 'The Stranger'. The same power that Elza had received while in the ruins. The two of them realize that Elza's Gathering power can resonate with Kanan's bloodline magic as their sources are similar. Elza receives the Key Item: Liquor Cabinet Key. Open the chest in the room before heading off. Go to the Captain's room and Seek there for the hidden room on the left side of the area. Examine the shelf and Elza finds a hidden room. Inside this room, use Seek on the map on the wall. This leads to narration about the location of where the Gurg's Military Base is located. It appears to be a bit too close to Ruli Island for comfort. Quark suggests that the party should head toward the island and deal with the Gurg on their home turf. Speak with the rest of the party, then speak with Quark to move on when you're ready. Manamia wonders about Gurg cuisine. Yuris expresses if the five of them will be okay if they infiltrate the island. Kanan says that their adventure is something out of a knight's tale picture book. Quark says that Elza, Yuris, Kanan and himself will infiltrate the island. Manamia will remain onboard to in case anything happens. More narration and a cut-scene as the ship approaches the Military base. Kanan and Elza are in the crow's nest talking. She asks him why he became a mercenary. Elza says that he met Quark after his village was destroyed, and the two of them grew up together. He wants to become a knight. Kanan says that if he becomes a knight, he'll be stuck in a castle for the rest of his life and can't see scenery like this anymore. She says she doesn't want to go back to the castle, but she'll try her best like Elza and his friends. The scene changes and shows the naval strength of the Gurg. The party begins their infiltration of the island and they swim in, officially starting Chapter 16. As they swim in, Kanan comments that the water here is really warm. Yuris says it's because they're near a volcano. Kanan is impressed by Yuris' knowledge and he gets embarrassed. Swim in, and Quark will stop you for a moment. The screen zooms in on a Gurg guard. Shoot him in the head and he falls into the water, allowing the party to move on. Head to land and up the stairs. Yuris and Quark say the place stinks. Elza can't seem to tell though. The source of the smell? The two stinky ogres in the room. Start this fight by taking care of the guard first, then defeat the Stinky Ogres. Head through the large doors to the next area. The next room shows a number of bridges. The area seems to be a living area, there are two chests to the right, one is a random item, the other contains a Skull. Head out the door to the cliff area for another scene. Once Elza goes to first person mode, a Gargoyle flies over to drop off a squadron of Gurg forces. The party hides and another fight begins. There is a difference this time around as the game introduces 'Leader' units. Defeating the Leader will reduce the strength of the enemy, however the rest of them will notice and start attacking. Elza can either order Yuris to blow up the deck above the enemies, or find another way to deal with them. Either way, killing the leader will alert the others to the party's presence. Defeat them as normal. One of the Gurg soldiers might drop a Blood Sword. Head along the cliff to the next room. In the room to the left is a save point, and where you want to go. Heading through here will show a scene with humans being forced to work by the Gurg. A man trips and falls, and a Gurg Elite is about kill him for being useless. Until Kanan stops him by force. This unfortunately raises the alarm. Start the battle off by getting rid of the Leader units. Quark will berate Kanan for blowing their cover. Getting rid of these foes will lead to the next cut-scene where Elza and Kanan get separated from Quark and Yuris. Kanan apologizes for causing trouble and Elza teases her for it. For the time being, Elza and Kanan need to regroup with the others. Enter the passageway in the wall that just opened up. Elza and Kanan will eventually reach a bridge where a limitless number of Gurg will attack from both sides. Hold them off for as long as possible until Elza says 'No matter how many of them I take out, more of them come', and Kanan says that she can't keep this up any longer. The next cut-scene starts with Kanan collapsing and the two of them being surrounded on both sides by Gurg forces. Kanan tells Elza to leave her behind for now, the time that she spent with him made her happy and she was glad she met him and his friends. He embraces her and a mysterious light emits around them and out the top of the volcano. A new cut-scene occurs. During this a new cut-scene, Trista, Tasha and some Ruli warships arrive. The Ruli Navy is now attacking the Gurg base. Trista shows off his badassery by cutting down a flying enemy with ease. He orders Tasha to secure some of the flying monsters. The naval attack distracts the Gurg and take out some of them. Break through the remaining Gurg troops blocking your way. Meet up with Yuris, who is currently surrounded by enemies. Defeat that group and head for the stairs. Go upstairs, and find Quark fighting off more Gurg. Help him out. Immediately find the Gurg mage who is making the damage circle around the area and take him out. One the enemies may drop another Blood Sword here. Head out towards the cliffs from here, and the place starts to collapse. Head back inside. Quark asks what's causing the commotion, and Elza says that reinforcements from Ruli Island have arrived. Open the gate here, and there is a chest behind the rock pillar on the left. Open the next gate to find a save point, then move on to the next gate and open that. The party will arrive back in a the place they came into initially (note the open chests). Go outside to start the next cut-scene. Tasha arrives with some griffon creatures and the party jumps on. They're continuing their assault on the rest of the Gurg base in this cut-scene. The party finds an entrance to the base and has Yuris attack the enemies on the deck (destroy it) while Quark acts as a decoy. The party is now accompanied by Trista and Tasha. Be wary of the snipers above ground shooting Burst arrows at the party. Either have Yuris or Kanan take them out with magic, or have Elza return fire with his bowgun. Once this first group at the entrance have been cleared out, head for the large red door. Down this passage is a Save point. Continue on to the next fight. A short scene occurs with Gurg archers sniping with Burst arrows. Defeat the enemies here, as usual there are a number of snipers hiding out on the balconies up top. Shoot them down with magic or arrows. You will notice some large crystal formations farther in. Either have the magic users destroy them to take out enemies below them, or have Elza climb up the higher path and shoot them with Burst arrows. Destroying the crystals will drop them on mages below and crush them. A chest along the upper walkway contains 10 Burst Arrows. Deeper in the cavern are ogres along with Gurg forces, so attack either in groups or from a distance. Once the initial group of enemies has finally been cleared out, Elza is given the option to either 'Move on' or 'Continue fighting'. Continue fighting if you think the party needs more XP or loot. Quark will slowly get annoyed if Elza wants to continue bashing skulls in. Pick up any items that have been dropped and head for the lift to go to the next area. In this hallway is a Save Point, a chest and Summon Circle. Make preparations before entering the large double doors. The party is welcomed by Zangurg. Zangurg will then leave and Quark chases after him, leaving the rest of the party to deal with his pet, Marbas. Boss: Marbas Level: Element: Weakness: This boss cannot be hit normally because it's too damn fast. Trista explains that to stop Marbas, use the Green Cannon shells on the ground and throw them along the edge of the room where Marbas runs along. They trigger like landmines, so upon exploding will release Kura-kura (Dizzy) gas, and this will temporarily stop the boss from moving. Attack the boss during this phase, and repeat until he's dead. Marbas will give a last roar of defiance and then fall over. Marbas drops the Speed Star sword. Go down the passage behind the throne to find Quark on the ground. The next cut-scene plays out with some Ruli Knights arriving, saying that Gurg have escaped on their ships, and it's time for the party to return to Ruli Island with Trista. Time to move on to Chapter 17. Chapter 17 - Trista's Ship [CH17] The scene starts with the party talking among themselves on the ship, with Kanan absent. Manamia asks why Al was called 'Lady Kanan' by Trista, Quark and Elza apologize for hiding the truth from them. Now onboard a boat headed back Ruli Island. Another cut-scene. There is an Upgrade shop, Weapon shop, Identify shop and Trade shop on the ship. Note, you can buy shark fins only at THIS location, go below deck and talk the merchant there if you want some. Talk to the important NPCs (Tasha, Trista). Talk to Elza's friends. Quark is in the room behind Elza. Tasha is on the right of the ship where Elza starts. Manamia is on the left side of the deck where Elza starts. Trista is standing near the main mast. He asks about the symbols on Elza's right hand. Trista seems to know something about it, but won't go into the details. Yuris is near the bow of the ship. Elza can check the boxes and barrels near Yuris to 'search' for Kanan. Yuris will comment on Elza's stupidity. Head below deck and look for Kanan near the right. Elza will notice that she was crying. Follow Kanan below deck to the right side near the cannons (Kanan... Cannons, wait what). Another cut-scene occurs once he reaches her. Kanan is very upset and Elza says he can't stand to see her like this, and says he will definitely take her along with him away from the Castle. He goes back up on deck to speak with Quark about this. The party refuses to do so as this is bad for them as a whole. Quark will object as Elza will put everyone in danger if he tries to hide Kanan from her family. Talk to Trista to go back to Ruli Island. Another cut-scene in the castle occurs. Then you get arrested (what the hell!?), as Jill (that total bastard) accuses Elza of kidnapping Kanan and stealing the Arganan Family's Grimoire. Yay (not). The party will go to jail and find Jackal, Seiren and Lotta (what the hell is he doing here?). Chapter 18 - Ruli Castle: Prison [CH18] Before anything starts, Quark gets escorted out of prison, leaving the others stuck. It looks like Seiren and Jackal got thrown in jail, with no fault of their own. Talk to the party members, and Lotta. The left most prisoner has an Identify and Weapon shop. Another scene occurs as Elza gets taken away by some guards to an interrogation room. Yet another scene with Jill 'prosecuting' Elza and accusing him of various crimes. Tasha puts in a good word for Elza, but it doesn't do him much good. Jill spouts some garbage and Elza retorts. Then Elza has a choice. Choosing the Left choice 'Kanan asked me to' will not work, so pick the choice on the Right. Elza gets some beatings from a guard. (He's pretty tough though, you have to admit). Jill is a total dick (kill that bastard). A Flashback involving Elza and Quark when they were young plays out. Back to the cell, Elza wakes up with the party checking on how he's doing. Speak with your fellow prisoners. The shopkeeper says that there is a mysterious 'space' underneath the castle and there's probably a ridiculous amount of treasure in it. He snuck into the castle and got arrested for that. The man next to Manamia says that he was thrown into jail for telling the truth about Jill being a lying son of a bitch coward. Manamia complains that the party didn't do anything wrong so it's bad that they're in the jail. The man next to Jackal says that since the present Earl has come into power, things have changed. If you even badmouth the Earl slightly, you'll end up in jail. He misses the past ruling generation. Jackal complains that he was supposed to have a date today. Seiren says that the others were lucky to have escaped on the ship earlier. The two of them got thrown in jail for no reason she says. Yuris says that being stuck in a dark room reminds him of his past. Speak with Lotta to progress the story. Elza: Say haven't I met you somewhere before? Whatever, what'd you do to get caught up in here? Lotta: Eh... honestly I tried to sneak into a certain noble's mansion. I got caught. Elza: Huh... a thief eh? Lotta: No no! I'm not a thief. I was trying to get something of mine back. But I tried to lodge a complaint. But they wouldn't believe the testimony of someone of my social status, so they wouldn't let me take it back. Elza: I see... we're in the same boat I guess. Lotta: You guys as well? From what I can see, you don't seem like bad people at all... right, well would you be willing to help me with something? Elza: With what...? Lotta: Oops... right now is... we're being observed again... And again; Elza: Whatcha doin'? Lotta: Look here now. While the guards weren't looking I dug a hole here. To be honest, I like archaeology, so going through old ruins and stuff is a hobby of mine. This hole looks really suspicious. Heh, like something good is here. Elza: We can escape through here!? Lotta: Well... up through there are monsters, so going by myself was kind of... if someone strong like you was with me... well would you be willing to help out? Elza: Sure. Jackal will stay behind to keep watch while the rest of the party goes exploring. Chapter 19 - Underground Secret Path [CH19] After agreeing to help Lotta escape, you will enter the Underground Secret Path below the prison. Joining Elza this time are: Seiren, Manamia and Lotta. There are a number of hidden walls/passages in this area. However always pick the Left choice and have Lotta examine them. Otherwise if Elza examines them, they will blow up and hurt him (not good). In the starting room: Seek the following. Left Wall -> Treasure Chest with random item Right Wall -> Crawl space to the next area. Manamia will sneeze and complain that it's cold. Next area: Seek again. Empty Well Room. Left Wall -> Treasure Chest Right Wall -> Crawl space to the Healing Well room. Healing Well Room Lotta will stand around, but look up and see the Spider to start a fight (and save Lotta from getting eaten). After the fight, a door opens. Go back into Seek mode. The wall next to Crawl space -> Treasure Chest Go out the door. Lizard Statue Room Left Wall -> Lotta checks out the chest, and the party hears noise. Elza will go out to check. Quickly look left to block the lizard man's attack. Defeat the Stone Blade Lizards, all the doors open afterward. Go down the stairs under the sarcophagus. Lotta will then open a trapped chest. Undead and spiders appear to start another fight. Go into Seek mode to search the room. There are two doors you can open in this room. Left Wall -> Treasure Chest If you head through the Left Passage there is a Summon Circle. Check the left wall for a Treasure Chest. If you head through the Right Passage, check the Left wall first. There will be a treasure chest, but enemies will appear. Defeat them, then search for the passage on the Right side. There is a narrow hallway with a chest. Lotta will run towards it, but triggers a trapdoor and falls in. In order to get the chest (now separated from you by a trapdoor), go into Seek mode, and look up. There is a crystal stalactite structure. Shoot that with a Burst Arrow to break it and the crystals will fall and knock the chest down into the next area. Down the trapdoor: The chest that was knocked down is sitting here. Open it to get the Deadly Bow. Go straight and to the right into a foggy room. Check the left wall, and go up the stairs to the room with pews and benches. Check the main coffin. It will explode and Necromancer comes out. Quickly attack him and he will escape. Follow him down the stairs underneath the coffin. Beat him up again and he runs away (again). Go down the stairs under the coffin. The party enters a room full of skeletons. Fight the Skeleton King, and his underlings. Be careful as he is a giant skeleton that throws the smaller ones in order to attack. Defeating him will have a save point appear. Follow the blood stains to the coffin. Another Statue room. Open the coffin. Get Elza to open it because Lotta has low lives, and if Lotta dies it is game over. Opening the coffin will KO whoever opens it (in this case, Elza). Boss: Necromancer Level: Element: Weakness: Necromancer appears again. This is the last fight against him. He summons skeletons and awakens the Stone Blades to attack, so be careful of being petrified. This is a fairly simple fight, just chase after the Necromancer as he teleports around the room and beat him into submission. When the Necromancer's HP goes to 0, Elza has to run over to him and finish him off with a critical hit. The Necromancer drops the Duel Sword. Check the ice structure in the room. Lotta will hand over a Sunstone, allowing Elza to melt the ice and reveal the door leading to the next room. In the Tomb room. You find a dead-end and check the coffin. Another scene occurs, where the party finds a book written in ancient script. Get the Sunstone from Lotta as a gift for 'trying' to escape. The party gives up and returns to their cell. Back in the cell, General Trista brings the party their food. Elza will refuse to talk, so pick the '...' option. A scene with Quark and Earl Arganan plays out, with the Earl questioning the party's innocence, as well the truth in Jill's testimony. Check the cell door. Get taken to the interrogation room again for another scene. However, before Elza is falsely proven guilty, Trista and Kanan interrupt. Quark and the Earl show up as well and say that Jill is a lying piece of crap and that Elza is going to be the new hero of Ruli Island. This really pisses Jill off as the people present start to laugh at him in mockery. Get freed from Prison. (Finally!) Find Trista in the courtyard and talk to him to thank him. Finish up with him, then head back into the castle to talk to Earl Arganan with Quark. The Earl makes a deal with Elza, telling him that the power he has is very important in winning the war. And since Jill is a lying sack of crap, he's also throwing in Kanan's hand in marriage to sweeten the deal. Elza leaves the Earl's room thinking on this, but he sees Kanan who has overheard this. She runs away. Follow after her to apologize/explain to her about the situation. Head towards her bedroom. The maid says that she's not there. Go to the ballroom. Follow her to the balcony. A cut-scene with Kanan plays out, with her telling Elza he shouldn't dream about becoming a knight. You are now free to leave the Castle and explore town again. The following Side-quests are now available at this point: Kanan's One Piece Key Thief Stolen Permission Pass Lizard Counter-attack Dragonmeister Pumpkin Garden Marche Store-Keeping The following Optional Chapters are also available: Chapter 21: Tavern Salamander -> The Stolen Permission Pass must be cleared first, then talk to the man in green, sitting in the back of Ariel's Tavern. Chapter 20: Haunted Mansion -> Learn that Lotta is looking for Elza, then find him on Arganan Bridge to speak with him and agree to help him. Chapter 24: Into the Sewers -> Clear the Haunted Mansion Chapter first, then go to Lotta's shop to learn about this chapter. The replayable areas at this point are: Lizard's Cave Robber's Hideout Mysterious Forest From here, Elza can choose to start two additional side chapters. Talk to people at the Tavern to find out that Lotta was looking for Elza and is hanging around Arganan Bridge. Seek mode near the bridge to find him. Talk to Lotta and agree to help him in order to go to Chapter 20. Talk to a man in the corner of the first floor of the Tavern in order to unlock Chapter 21. Agree to help him in order to do so. You must finish the Stolen Permission Pass Side-quest first however. Heading back to Ruli Castle and talking to the Earl will start Chapter 22. Chapter 20 - Haunted Mansion [CH20] Elza agrees to go to 'that' Noble's mansion to help Lotta find his wife, who had gone missing there. Elza, Quark, Jackal, Yuris and Lotta will join you. Because Lotta is there, you can upgrade your equipment whenever. Just talk to him when you're not in battle. Check the door. It will be locked. Lotta will open it. The party is now trapped in the mansion as the door slams and locks itself behind the party. Quark tells Jackal to stop goofing around and Jackal says that he didn't do anything. Look up at the Chandelier in order to save Yuris (if he gets hit, he starts at 50% health). Wander around the room for a bit. Quark will get abducted by 'something' in the wall. Open the door, bats come out of the room. Yuris starts to freak out. Look towards the mirror in the left-corner. Jackal gets abducted as well as a skeleton bonks him over the head and drags him into the mirror. Seek the mirror. Run to the back left corner of the room and Check the book there. Then go back and check the mirror. Attack the skeleton that abducted Jackal. Open the door to the next room. Yuris will yell at Lotta, demanding an explanation about the haunted house, and why it's called the 'People-eating Manor'. Continue further along the hallway, bats break through the window, and then Yuris will get dragged through the floor, leaving Elza and Lotta by themselves. Enter the bedroom. Before you can do anything, skeletons attack. Lotta gets abducted next by the skeleton during a cut-scene. Seek the book in the corner of the room on the nightstand. Check it out. Check the mirror, then continue to the next room. Immediately look to the right at the sword and shield on the wall. Elza will dodge it as it flies at him. Check the sword (now stuck in the wall) for a Phantom Sword (cursed). Continue down the hall until a door opens for you. Go outside to the grave area. You will notice the gravestones will read the names of the party members (including those not with you at the moment), Lotta and Lotta's wife Irmina. Open up the coffins to find your party members (and some skeletons). Your party members each have a different reaction from being stuck inside the coffins. Once everyone has been freed, there is another scene involving Elza finding Irmina's glasses. Try to leave the area, then an old 'friend' appears. Mini-Boss: Ghoul Level: Element: Weakness: Fight Ghoul. This time, Ghoul is heavily armored all around. Because you don't have higher ground to Slash at him, use Elza's Dunk Slash ability to deal heavy damage to Ghoul. Hiding behind the gravestones and using Slash will still cause him to bounce around like a pinball, but because the battle area is small, there is a higher chance of Ghoul hitting Elza and the party during his rebounds. Once ghoul has been defeated, go back into the mansion. Elza will see a ghost child. Follow him to the next room. In Seek mode look at the bookshelf and the party will hear some moaning. Next, Seek under the candle on the right to find a keyhole. Go out the door that leads outside to find yet another Ghoul and some skeletons. Note that if any of the party members get downed, a black skeleton will come and drag them into the mirror (and back to the coffins where the first ghoul was). Defeat the enemies and go back outside to rescue anyone who was dragged into the mirror. However the coffins have closed up again, and now are trapped. It is completely random as to which one your party members are stuck in. Continue back outside and open the door back into the mansion. Be careful of the bats, they will drain Elza's HP very quickly. Use the White Cannons to heal if Elza gets hurt. Seek the book in the left corner of the room. Check it to read it. Open the door, and you will be back at the main entrance. Search the remains of the chandelier for the key, Elza finds Key Item: Rusted Key. Be ready for another battle after Elza picks it up. In order to defeat the Phantom Armor, go up to the ones that aren't possessed yet and use the Attack command to break them. A sphere of light will try to possess the armors that you aren't fighting yet. This will make the fight a lot quicker. Spheres that can't find a suit of armor to possess will self- destruct, so don't get close to them. Return to the room with the keyhole, through a new door that the party can access. When you return to that room, bats will drain Elza's HP again. Again, use the White Cannons to heal if Elza is hurting. Use the key and Elza will fail. He'll call Lotta and the door will open. Another cut-scene where Lotta will find his wife tied to something. Lotta will get blown back by some energy, then the boss appears. Get ready! Boss: Nebirous Level: Element: Weakness: It's Nebirous! A vampire (kind of)... okay to be fair it's a giant floating coffin, but whatever. It's still a vampire according to the party. In order to damage the Vampire, shoot it with Silver Arrows. The ghost child will continue to give arrows to Elza if he runs out. Defeating any other undead archers that appear will also give Elza some Silver Arrows. Once the vampire has been hit by a Silver Arrow, the party is able to damage it with their weapons. If you attack it without shooting him, you'll do minimal damage. Chase Nebirous if he runs away and repeat the process until he's dead. He is a fairly easy to deal with opponent as long as you can continuous shoot him with arrows and prevent him from using his stronger abilities (which he can't while in his weakened state). The vampire will drop Death (cursed) when you take him down. Once Nebirous has been defeated, Yuris will be overjoyed that he can finally leave the 'people-eating' mansion. There will be a cut-scene with Lotta being overjoyed that he found Irmina and the party will leave the mansion after all that. Yuris says that this mansion 'wasn't so bad', but Jackal points out that the front of Yuris' pants are wet for some reason. He must have pissed himself out of fear. The next morning Elza will wake up in the Tavern. Leave his room and go downstairs to find Lotta and his wife. Speak with them, and they tell him to come visit their store sometime. Do this to open up Chapter 24. You can also return to the Haunted Mansion if you want to fight Nebirous again. Chapter 21 - Tavern Salamander [CH21] Talk to the man in green sitting in the back of Ariel's Tavern. Agree to help him find his daughter, who was kidnapped by a robed man. Go to the Fountain Plaza and you'll see a man in a black robe. Use Seek to confirm that it's him. Then follow him. Once you've chased him far enough, he will run into a building that at the start of the game the party couldn't access. This is the Tavern Salamander. Go inside and Seek the man twice. Elza accuses him of kidnapping children and tells him to stop it. The man says 'what of it?' and starts a fight. Defeat him and his goons. More goons come in, but this time Quark, Yuris and Seiren join in on the fun. Defeat all the goons and check behind the bar for two chests. Head up the stairs on the left. Use Slash to knock the other two guards out. Seiren will check one door with Elza, as Quark checks another. Yuris remains downstairs to stand guard. Enter the room and take out the six goons. Get the single chest near the corner. The game goes to a scene with Quark finding a key. Meet back up with Quark. Go to the room Quark was in to find two chests and a save point. There will be a door with seals on it. Elza can't open that yet. Head back to the room Elza explored with Seiren, open the door with the newly acquired key. No one is inside. Check out the window and climb outside to get to the other room. Once Elza gets far along enough, a little girl will call for help and open the window. Head inside and kill the goons. When the party heads back downstairs, it's time for a boss fight. Boss: Lesser Shade Level: Element: Weakness: Normal weapons and physical attacks can't damage it. In order to hurt it, knock over the torches near the shade and then attack it with elemental damage, or wait for Yuris to lob fireballs at it. The little girl that you rescued will cast White Magic circles for the party in case you need healing. Continue to beat on the Shade and dodge its attacks. Once enough damage has been dealt to it, it will split up in to mini-shades, which are much weaker than the original, but need to be dealt with in the same way, with magic circles. If the party can defeat the shade very quickly (before it splits up), Elza will receive a ? Bowgun (which when ID'd becomes the Fast Bow). If you take too long, you will receive a Snipe Bow instead. The party will return to Ariel's Tavern. Talk to the girl's father to receive 3 Dragon Fangs and his gratitude. After this, the Fortune teller outside of Ariel's Tavern says that she can now tell 'Love Fortunes' and this unlocks the Side-Quest: Elza's Groupies. The Tavern Salamander can now be explored. Chapter 22 - Corridor of Dark Spirit [CH22] Back to the main story now... Return to Ruli Castle and talk to Earl Arganan in his office and swear loyalty to him (Left choice). You receive the Fallen Angel's Sword from the Earl to commemorate the event. A cut-scene in the Castle, where the Earl introduces Quark and Elza as the next great heroes and saviors of Ruli Island. The party returns to the Tavern to party it up. Talk to everybody but Seiren. When Elza tries to leave the Tavern, Seiren won't let him. Talk to Seiren (last) to continue the train of events, Pick both left choices. The party gets really drunk and the night passes. Next morning: Ariel tells Elza that the gang has gone to the castle without him. Head there (or do some side quests). The new Side-quests available are: Bow Expert Go to the Castle and head to the Earl's office. Watch the cut-scene, where the Earl explains to Elza and friends that Ruli Island is capable of self- locomotion, except that its ability has been sealed and needs Elza to unseal it. Exit and head to the Courtyard and examine the device next to the arch where Trista was standing. A staircase underneath the fountain will appear. You can now the lift there to access the Jail (to finish the Starving Kid Side-Quest) as well as your destination, the Underground Depths. After a scene about the Manipulator's Domain (your next objective) Elza can wander around and talk to the rest of the party. Only Quark and Manamia will be joining him in this next little escapade. There is a man standing next to the lift that can Upgrade your equipment. When you're ready, enter the creepy looking portal. The party will arrive in a place much like another dimension. As Elza makes his way down the path, a large black snake-like thing will move around the area. Open the nearby chest. The party will reach an area with a hexagonal platform and a robed man kneeling over it. A cut-scene occurs as Manamia tells Elza not to get close to him. A battle with the robed figure ensues. Mini-Boss: Dark Master and Dark Servant Dark Master Level: Element: Weakness: Dark Servant Level: Element: Weakness: In order to defeat the Dark Master, Elza must use Gathering to make the Dark Servant (a large sword wielding skeleton) appear. Attack the Servant, and after dealing enough damage, the Dark Master will be vulnerable. Attack him. Once defeated the platform is activated. Use the platform. The party is taken up to a weird cube like structure, where Elza must Seek to find a gate above the party. Manamia and Quark will comment that they can't get there. Wait for a moment and Operate the platform, which causes the entire structure to turn, surprising the party. Head for the first gate. You will encounter the Dark Master and Servant again, as well as two Skeleton Pipers, who will create poison circles. Take out the Dark Servant, then its Master. Afterward the party can easily clean up the last two enemies. Leave the area and return to the rotating cube. Activate the platform again, and the party will notice that some magical stairs have appeared. However you are only half way there, so Seek the next gate above the party and activate the platform yet again. Head to the next gate. The party will encounter another Dark Master and three Skeleton Archers. Repeat the same process as before, defeat all the enemies and head back to the cube room to reset the room's orientation and take the stairs to the next gate. Another pathway, and right into a battle with a Dark Master and two Servants. Defeat both servants before attacking their master. Continue onward. Manamia's stomach will start growling. Open the chest near the stairs to get an Ogre Nail. Continue to the next chest and save point. Notice that there is a path that veers off away from the stairs that go down, there is a Summon Circle there that the party can use to level up. The chest near there contains the Lapis Lazuli sword. Enter the gate downstairs. Another cut-scene starts, indicating the party has reached the 'Manipulator's Domain', but something is off about it. Boss: Shade Level: Element: Weakness: Yet another Shade, except this one is MUCH bigger than the one you faced in the Tavern Salamander. Meaning it's also much tougher. Like the Lesser Shade before it, the only way to hurt Shade is via magic/elemental damage. Physical attacks will not affect it. Use Command and have Manamia cast her Plant/Forest attack spells on the Shade, creating a magic circle where Elza and Quark can stand and attack it. Once a magic circle has been placed, beat on the Shade mercilessly until it dies. Repeat this if necessary. Once the Shade reaches less than a certain amount of life, it will possess Quark. Quark will now be manipulated and will try to attack Elza and Manamia. In order to cure him, you can defeat Quark in order to have the Shade reappear Beat down Quark as quickly as you can, since he has the same stats as he would normally, which may be difficult. Or the easier/safer way is to have Manamia cast a White Magic circle and lure Quark into it, curing him (and sparing him a Life). Once defeated Shade drops the Palladium sword. A stone panel appears in the center of the area and Elza examines it, removing the seal on the island. He learns more about the source of his strange power. During this, the entire Ruli Island is activated by Elza's powers. Afterward, he returns to the castle and meets with the Earl to make the Island move. Kanan tries to stop her uncle from doing so and gets backhanded for her trouble. Choose the left option to do so in order to progress the game. A short cut-scene occurs with Jill getting really mad at some faceless goons, telling them to 'take care' of Elza. Elza gets out of bed and the maid asks him to head to the courtyard. Do so by heading out of the living quarters area and over the bridge to the main area of the castle. Elza can now 'Watch' the island sail through the ocean. Head down to the second floor. There is a knight (in silver armor) pacing the area. Talk to him to get access to Chapter 25. He asks you to meet him in the Underground Depths to discuss the source of the troubles he has. Head out to the courtyard and Elza will be attacked by assassins. In a few moments, a robed figure will join in to help Elza. Defeat the assassins, and the robed figure will run away. Elza will attempt to interrogate one of the assassins, but he will disappear. Head towards the military building and go up to the Lookout point to meet with Tasha. Afterwards, Tasha leaves, so head back to the military building to see Manamia speaking with General Trista. Watch this scene and then speak with Manamia, she'll tell you not to mind it (and tell you nothing else), so head out to the courtyard and speak with Trista. He will ask Elza if he wants to brave the Tower of Ordeal. Choose either yes or no. Choosing Yes will bring you to Chapter 23. Choose No if you have some other business to take care of first, like Chapter 24, 25 or Side-Quests. Chapter 23 - Tower of Ordeal [CH23] Elza will follow Trista to the Tower of Ordeal. Follow Trista's instructions in order to be successful through these trials. There are Five Ordeals, but before Elza can continue on, he will receive Key Item: Magatama of Ordeals. He only gets to keep this item during this chapter only. Floor 1: Defense Elza must first carry the little boy through the obstacle course and avoid getting shot up by the archers. Be sure to hide behind whatever cover is provided as he makes it across the bridge. Once Elza reaches the gate, a Trial Mage (statue) will help him defeat the archers. Use Gathering to attract attention away from the mage, allowing him a clear shot at the archers. Or if you're lazy, just blast them with Burst Arrows. Clearing this will earn the Solid Shield, which boosts Elza's Defense by +10. Head up the stairs to the next floor. Floor 2: Strength Elza must wipe out all the enemies by himself. The archers and healers will be easy to deal with. The ogres might give you more trouble. Note that some of the knights and mages are still statues (for now). A few of these knights are invincible and must be defeated by knocking them off the stage. The mages however will cast poison spells, so use the fountain to heal that. Once Elza steps in the inner area with the fountain, the stone knights will awaken, so avoid them if necessary, until the other enemies have been defeated, then focus on them. Clearing this will earn the Ferocious Sword, which boosts Elza's Attack by +10. Head through the gate to the next floor. Floor 3: Intelligence Elza is allowed to have only one ally on this floor (at a time!). Choose from the Mage, Archer, or Healer to defeat the enemy team. Choosing the Mage statue will allow Elza to damage the otherwise invincible Knight. Use Seek to target the knight, to order the Trial Mage to cast an attack spell on him. Clearing this will earn the Sharp Eye, which boosts Arrow Damage by +5.0. Floor 4: Humanity Elza has six allies which he must team up with to defeat the enemy team of six. Simply beat the six enemies to death, this is an easy fight. Elza will let you know how many of the enemy are left as you take them down. Clearing this will earn the Gentle Hand, which boosts Elza's Speed by +10. Head to the open door to the next floor. Floor 5: Bravery Boss: Master Trista Level: Element: Weakness: Elza now must 'duel to the death' against Master Trista. In order to make the fight progress, Elza must use all his unique skills at least once on Trista. Use Wind, Dunk Slash, and Slash in order to further the battle. (Also you must use Counter if this is a New Game Plus run). Beware of Trista's jumping slam. It will deal heavy damage if it connects. Don't bother firing arrows at Trista, as he will Perfect Guard them all. There will be quick-time event cut-scenes where you must push up or down to block Trista's attacks. This will occur four times. The final time, Elza will knock Trista's sword out of his hands and end the battle. Trista will give Elza the Key Item: Trista's Medal. Finishing the battle will also earn Elza the ability to Counter. Clearing this will also earn the Brave Soldier, which gives Elza +100 to his maximum health. Head downstairs for a cut-scene with Jill. That guys pulls some weird stuff when he shakes Elza's hand. That snake managed to poison Elza with some Death Sentence Poison! This means Elza has to finish the next fight against the Ogre within the countdown, or it's Game Over, as Elza also only has 1 Life to work with. If you happen to have an upgraded Ogre Hammer on you, now is the time to use it. Defeating the Ogre earns you a Wise Dagger. After all this, Elza will return to his room and the day passes. Tasha knocks on the door and speaks with Elza. Talk to Tasha to continue on to Chapter 26. However if you haven't deal with the other chapters yet, don't follow him yet and leave Ruli Castle. Leave the castle and head to Ariel's Tavern to see a short scene with Yuris (if you noticed that he hasn't been in the castle since the start of the Chapter). The Tower of Ordeal is added to your Map menu, however it will not be playable right now as the knight standing guard in the tower tells you to stop working so hard, and to get lost. Chapter 24 - Underground Labyrinth [CH24] Head to Lotta's store after clearing Chapter 20. Speak to him and his wife to learn that Lotta had heard rumors about Lizards sneaking into the city through a well near the Marche. He then went to check it out, but got scared and dropped an important book. He would like the party to go down the well and fetch it for him. Agree to do so to access the well. Head towards the well, West of the Marche. Quark, Seiren, Yuris and Jackal will join Elza in this optional chapter to recover the book that Lotta had dropped. This book will allow the party to Uncurse weapons once returned to Lotta; gee that sounds really useful since you should have 2-3 Cursed weapons by now. From the starting point, turn around and enter the narrow passage to find a Chest and possibly a rare item. Continue on until the party reaches a save point and dead end. Examine the rock wall, and Elza will kick it open. The party will find themselves in a large underground ruin. Press onward to find a lizard archer, in First Person mode, seek him. Quark will angrily chase after the lizard and then get surrounded. Kill all the lizards and their reinforcements. Once that's been done, search the area for a nearby treasure chest, then move on through the gate where the lizard reinforcements came from. Chase down any lizards, but beware of the archers who shoot Prank bananas. You'll also see items all along the area, but don't pick them up yet, as they are protected by Landmine traps. Seek out all the lizards and kill them. This new area has one chest as well. Instead of heading through the door the party is waiting at, go to the farther door at the right and go through the narrow pathway, there are two chests there. Continue onward to the save point. Go to the next area up the stairs and open the gate. There are three pathways, each with lizards guarding a chest in each area. Clear out the lizard groups in any order. Note that each area has its own guard at the front. If you alert him, he'll call more lizards out to ambush Elza and friends. If you manage to kill him silently, reinforcements won't arrive and Elza can sneak over and snipe the other lizards with ease. Open the chests in each area to get an Ivory Fang charm from each. One of the groups might drop the Rare Weapon: Oni. Once all three fangs have been collected, examine the statue of the lizard near the stairs. Elza will stick the fangs into the statue and reveal a hidden stairway. Head down the stairs. Seiren will comment about the ridiculous amount of treasure hidden in the area, however you will not be able to access it yet. Continue down the hall and the party will note there are two Lizard Blades there. Shoot them through the cell door with the bowgun to lure them over to the party. After defeating both, continue on to the room they were guarding. There is a Summon Circle in this room if leveling is desired. Open the door to the next area and move on. Save if needed, then go through the next door to a large room with two statues and pillars in it. Be prepared for a short scene and then a boss fight. Boss: Queen of Abyss Level: Element: Weakness: You'll see a group of lizards performing some strange ritual around a magic circle. After their ritual a GIANT lizard crashes through the ceiling and starts rampaging. This thing is the Lizard folk's 'god'. She is also really huge. Do not let her eat/swallow up the other party members, because if she does, she will instantly KO them. When she does however try to swallow Elza, follow the on- screen commands to avoid being eaten, and continue to attack her. To have her 'eat' Elza, use Gathering to draw its attention and lure her away from the other party members. In order to deal heavy damage to the Queen, lure her to one of the orange cannon shells, and when she's about to eat Elza, roll away. She will instead throw the cannon shell up and swallow that instead, causing massive indigestion (and damage)! If the Queen has one of the party members, pick up a cannon shell and throw it at her mouth to save that person. The fight is fairly simple as long as you avoid getting eaten and clear out the never-ending lizard reinforcements. This is an excellent area to grind for rare materials by the way. Defeating Queen of Abyss will earn the party the Flame Lizard (Cursed). Head up the altar where the lizards were dancing to find Lotta's book and get out of here through the doorway. There will be a rather amusing scene involving counting how many stairs the party has to climb as they try to leave. Quark tells the 'young'un's to stop whining as he leads the count. Once they hit the 3000 something mark, Quark gets exhausted and Elza takes over. Return to Lotta's store to give him the book. Now Lotta can uncurse any equipment the party finds for a reasonable fee of Light of the Stranger x 1. The Underground Labyrinth can be replayed now. Chapter 25 - Sea Cave [CH25] Remember that knight that was pacing around in front of the door to the Courtyard? You might want to help him now... Head down to the Underground Depths in Ruli Castle, and approach the gate where two knights are standing. Elza will learn that when the island started to move, some sea monsters got onto it and a scouting team was sent to check out the situation, but haven't returned yet. Make a choice as to whether or not Elza will go on the rescue mission. Choose to go on the Mission (duh). The party will comprise of Elza, Quark, Seiren, Manamia and Jackal. You will return to a very familiar area (the ruins in Chapter 1 where Elza learned Gathering). Seiren will complain that this area gives her bad memories, and demands that Elza 'warms her up'. Elza ignores her plea, but Jackal takes her up on the offer. She then tells Jackal that he's being gross. Elza and Manamia tell them to shut up. Grab the chest near a pillar, then move down the corridor and open the door on the left. The area however will have changed considerably. Look to your right and spot some lizards firing arrows at the party. Quark will have the party split up, so Elza will have to start climbing across the cliff face. Watch out for falling rocks (they hurt). Jackal and Manamia will go with Elza. Climb into the hole that the lizards came from, leaving Elza alone (for now). Once inside, continue further into the cavern, and fight four lizards. Grab the chest, the go into the hole in the wall the lizards came from. Elza will emerge at the bridge (from Chapter 1) that Yuris may have blown up. Don't jump down, but instead shoot the torches to attack the lizards as they greatly outnumber Elza. Shoot the torches to take out the groups of lizards. Elza will spot two of the knights near the far left pillar. If you feel particularly daring, jump off the bridge and attack the lizards. Talk to the knights once the lizards have been wiped out. Elza will learn that there were four of them in total and the other two are still missing. Jackal will reunite with Elza afterward. There is a chest near the area Jackal just came down from, as well as one right in front of the door to the next area. Head up the stairs, Jackal will tell Elza that he saved one of the knights, meaning there is still one missing. Head down the passage and kick open the wall to the next room. Another battle starts, Jackal will head to the right, leaving the front lines to Elza. Once the lizards have been defeated, the party will hear Manamia scream. You will see her being chased by some lizards, so defeat them. Afterward, Sea Lizards will climb out of the water and attack the party. Be careful as they can spit sticky fluid to slow down the party. If you let your party members get hit by this, they'll complain that this is gross and nasty. They are weak to magic (just not Ice), so have Manamia cast spells to hurt them. Once the Sea Lizards have been defeated, Seek the area left to where Manamia and Jackal are standing to find a wall of interest, the next entrance is the door to the right, but don't go there just yet. Before heading there, go down the path where Manamia came from to find a treasure chest with a Light of the Stranger. Check the wall to the left, and grab the treasure (Ogre Nail) nearby. The wall will open up, and the party will reunite with Quark and Seiren. In this room there are two treasure chests near the back. Now that the whole gang is back together, head to the door. There are two chests near the stairs. Go downstairs to find a save point. As the party approaches the next set of stairs, lizards will drop down on them. Shake the control stick to get rid of them. One at the bottom, don't jump off the current ledge until the treasure chest near the edge has been opened. Jump down and be attacked by more lizards. You can choose to fight more lizards (right choice), or move on (left choice). Head towards the water for the next cut-scene with the last missing knight and a giant tentacle (get your minds out of the gutter dammit). Boss: Kraken Level: Element: Weakness: Attack all the tentacles, and don't get caught by them. Once the tentacles have been sliced off, the head will pop up and fire a beam at the ceiling of the cave. Use the fallen rock to perform a Dunk Slash on Kraken for massive damage. Getting hit by the ceiling chunks however will cause YOU massive damage. While the Kraken's head is poking out, it will create black magic circles that will stab party members standing on it. This will outright kill you and your party members, no problem. So be sure to avoid these. Repeat this procedure until the Kraken is very dead. The party will find the Grand Swell sword, and the last knight will pop out of the water alive... kind of. Okay fine, half-drowned but still alive. The rescue mission is a success, as the party returns to the Castle. The Sea Cave is now replayable. Now that all the optional chapters have been (or should be) dealt with, you can continue on with the main storyline. Chapter 26 - Ruli Castle [CH26] Now then, remember you left Tasha standing around in front of your room? Maybe it's time to get back to him. He's probably getting all angsty and mad. Talk to Tasha and choose 'Yes' (left choice), follow him to the walk way when the castle gets bombed (again!?). Elza and Tasha will meet up with Earl Arganan and Quark. The party will have to escort Earl Arganan to safety, away from the attacking Gurg. Arriving at the first open area in the third floor, Gurg troops attack the party. Defeat them, then head to the second floor. Attack the next wave of enemies. Ruli knights will come and block off the main entrance, so head to the Courtyard. Your party should now consist of Quark, Tasha, the Earl, and a Healer. The party will be attacked by three Phantom Coffins. Drop them immediately, because they are fairly strong. Otherwise they might take out the Earl and that's bad. After that, the party will go through the Military building. You will be joined by a Mage. Inside the building are a number of Gurg forces, so fight them off and move on. One of the enemies might drop the Healel sword, so grab it and move on. You may also find a Defender sword here too. There will be a conversation between Tasha and a knight. The Phantom Coffins return, so kill them as you did before. Quark will run ahead of the party. Defeat the Gurg that came out of the lift, and another cut-scene occurs, with Elza getting separated from Tasha and the Earl. Elza will go up the lift. In Seek mode, look for the person lying on the ground. A sad scene plays out as Trista with his last breath warns Elza about 'that man' and the secret associated with his medal. Elza is then approached by Jill and a troop of knights, who then proceed in arresting him and falsely accusing him for the murder of General Trista. (Boo!) Jill looks like he's enjoying himself a little too much... Elza gets thrown in prison, again. Onward to Chapter 27! Chapter 27 - Ruli Castle: Prison [CH27] Hey this cell looks kind of familiar. Duh, you were thrown in here before on false charges last time too, but now you're here by yourself. Wait for Quark to arrive and speak to him. Quark asks if Elza is all right. Elza says that he's fine, but is Trista all right. Quark says that they've just buried him. He also suspects that Jill is up to something dirty and he'll figure it out in order to free Elza from prison. Elza swears that he'll avenge Trista one way or another. Quark tells you to wait quietly and behave while he finds a way to bust you out. After Quark leaves, wait a bit for the next scene. In Seek mode look to Elza's right at the robed figure standing at the door. The figure later reveals herself as Kanan. She apologizes for not saying anything. She also knows about something that Trista was looking into before his death. Now the two of them must escape the castle and find Manamia, who had worked Trista, searching for something to do with the secret of his medal and Ruli Island. Head to the Courtyard (Left choice on the elevator). During this part of the game, control goes over to Kanan. She hands over 30 Sleep Arrows. Use the bowgun to snipe at the patrolling guards to put them sleep. Don't let Elza get caught or you'll have to do it again. While you shoot the guards, the two of them discuss where Manamia might be. Apparently Manamia might still be somewhere in the castle, namely the library. Put six knights to sleep and Elza will move on. However the door is locked, so check each of the knights for the Courtyard key (and a Gurg Sand). Inside the Castle, put the two Knights in plain sight to sleep. You need to get Elza and Kanan to the Castle Library. There are two knights patrolling the third floor where the library is. Put them to sleep too. You can check these guards as well for items (though they're not carrying anything). Go into the library. Control returns to Elza. Look to the right for Manamia (wow, she really was there). Elza does a horrible job of hiding, and the knights do a lousy job of searching. Elza shows the medal to Manamia and she says that it looks familiar. She asks where Elza got it. She then explains there's more to this medal than you think. It acts as the key to a forbidden area in Arganan Castle. Because there are patrols throughout the castle, it would be bad if they get caught. She then proposes that the party return to Ariel's Tavern, so they head there immediately. And another scene plays out with the rest of the party wondering how Elza got out of jail and why Kanan is with him. A patrol comes into the Tavern, (though Elza, Kanan and Manamia are in PLAIN sight in the back), they get scared off by Seiren. After some discussion about whether or not the party should just ditch the island, Elza says he wants to find out who killed Trista first before he's done with Ruli Island, as well as the source of the mysterious power gifted upon him. Seiren asks if anyone has an idea about who killed Trista. Quark says there's a possibility it's Jill, since Trista got in his way before. Jackal agrees with him. Yuris asks if there's any evidence of this. Quark says that they'll go find some, by sneaking into Jill's room and searching it. Talk to the rest of the party in the Tavern. (If you Zoom in on Manamia's face, she'll be wearing glasses) Talk to Quark when you're ready to break in to the Castle. Note: It is night outside of the Tavern, so it is possible to do some night- time only side-quests now. Head to the Tavern Salamander, and use Seek on the man standing SE to its entrance to receive the Wine Bottle weapon. Return to Ariel's Tavern to start Chapter 28 with Quark. Chapter 28 - Ruli Castle: Courtyard [CH28] Heading back to Ruli Castle... instead of escaping, Elza and Quark and breaking in. They start in the Courtyard and the game will zoom to the door the pair need to get to. Do not let the guards spot you, and do not attack the guards, this will cause a Game Over. Elza doesn't have access to the Sleep Arrows like last time, so he must wait for the guards to pass, and sneak by them quietly. Wait for the knight to pass, then head for the middle of the courtyard. From there, Elza can easily get to the door (read: the knights are really dumb and this isn't Metal Gear Solid). Another way around this is to trip the guards using Prank Bananas and roll past them while they're getting up. Once inside (and somehow the Castle has magically repaired itself already), follow the arrow to Jill's room. Just don't go up the left staircase, as there is a guard there and he WILL follow after you. Instead head up the right staircase, and wait for the patrolling knight there to walk away toward the library. At the hallway near the count's office, there are guards standing there, so walk toward the window there. Quark will stop Elza and tell him to wait. Quark will go and distract the guards, sending them away. Elza is now free to continue on to the living quarters. Go to Jill's room. Using Seek mode, check the desk. This will lead to a cut-scene with the Earl and Jill, where Elza finds evidence of Jill plotting against Ruli Island and that he is in league with the Gurg. Then Justice! Sort of. But it seems like someone else is pulling the strings right now... Elza is now a free man, and wakes up in his room in the Castle. Answer the door and speak with Tasha. Tasha suspects that Jill has been framed and somebody else killed Trista. Head to the Grand Hall afterward, Elza will speak with Quark, the two of them will have a small disagreement. Quark tells Elza to go to the Tavern and talk to the others. It is sometime in the evening now, so night events are still accessible. At the Tavern, speak with Seiren and Jackal. Speak to them again to head to the Arena, for Season Two. As usual he will be joined by the pair. After clearing the Arena, Elza and co. will complain about the match. Talk to Seiren again for another scene, then she'll leave with Jackal. Head back to the Castle, some knights will ask you to go to the Lookout point, but don't go with them yet, and find Manamia in the Castle Library. Talk to her (this is the only other scene where she'll be wearing glasses!) Go to the jail if you want to see Jill freak out. You'll also see some kind of... thing chained to the center of the prison. The guard nearby says that its some kind of monster. Afterward go the Lookout point, talk to the Earl and in Seek mode, look at the Gurg continent. Another scene will play out. When you're ready, select 'Yes' (left choice) to move on to Chapter 29, as a CG cut-scene will play out with the Ruli Knights moving in to invade the Gurg continent. Chapter 29 - Gurg Castle [CH29] Elza arrives at the Gurg continent and leads a group of knights on a strike mission. He is accompanied by Four Knight Masters and Baron Huge (another knight) You might recognize him from the beginning of the game. The five of them are fairly useless. Climb up the stairs for a scene between the knights and Gurg civilians. Keep moving for another scene of senseless carnage and violence, where fantastic racism leads to more carnage a violence. Seiren will show up to accompany you instead of the knights after this scene. She'll talk about how the knights are being scum, then she'll mention how the place stinks like eggs. Seiren will mention that apparently somewhere in the East, there is something called an 'Onsen' where people bathe and it smells like eggs (hmm...) She does apologize because she remembers that Elza can't smell anything. Now that all the Gurg have been 'taken', the knights are busy looting and pillaging the place. Elza says that they're no different from the robbers who attacked his village. IMPORTANT: There are three chests containing three Key Items here. DO NOT PICK THEM UP. They are needed LATER for a valuable and rare material from a Side- Quest. Here are their locations however. Wander around to the Gurg Iron Pot, Gurg Comb and Gurg Doll while Elza is in the area. The two southward passages in the area Elza starts on lead to the pot and comb. Follow Seiren across the Bridge, and head to the passage directly in front of the bridge. Enter the narrow passage to find the Gurg Doll. Head to the left from here to find a Gurg civilian for another cut-scene. Go back to Seiren's location for yet another scene and flash-back. Follow Seiren to the main castle area. Seiren will tell Elza that knights are still scum and that she wants to finish this job so she can take a bath with Manamia. The Knight Masters and Baron Huge rejoin you. Head to the lift for another cut-scene. Go up into the lift and open the door. (Seiren will bitch about how annoying Baron Huge is, she has a point though, the guy IS really annoying). Enter the throne room for another cut-scene. After this scene, Tasha joins up with Elza and Seiren. Speak with Seiren, the two pair of knights in the corners and Tasha. Tasha will comment about how corrupt the knights are being now, and how things would have been different is Master Trista was still alive. As this occurs, Elza is ordered to check out the area behind the large door for remaining Gurg survivors. As you approach, there is a Gurg child there. Chase after him (don't bother attacking him as he is invincible). Elza will approach the child and get shot in the face with a slingshot for his trouble. Continue to chase after the kid and find other survivors. There is another cut-scene after this. Leave the area and head back to the throne room. They hear horrified screaming and the sound of battle. Elza and company find three knights remaining and two ogres. Take out the ogres and don't expect much help from the knights as Baron Huge is too busy freaking out. Before the battle starts, Elza and Seiren look blankly at the scene before their eyes, until Huge prostrates himself and begs for help. Once the ogres have been defeated (one of them falls on Huge). There is a short scene with Seiren and the Baron, with her telling him off. Elza will talk to Tasha as they leave, leading to a cut-scene. Move on to Chapter 30. Chapter 30 - Ruli Castle: Grand Hall [CH30] The chapter starts with a cut-scene in the castle, with the knights returning with the treasure they 'won' from the Gurg. The Earl praises Elza and his efforts, but he gets disillusioned and leaves. Afterward Elza will be on the East bridge in the city, Quark shows up to chat with him. Notice that as Elza travels through the city, people start referring to him as 'Kishi-sama/Sir Knight' instead of 'Hey you' if he bumps into them. They'll even bow in apology if YOU bump into them. At this point Elza is un-officially a Knight in the service of Ruli Castle. Head back to Ariel's Tavern and chat with Elza's friends. Afterward go back to the Castle. A bit of story narrative and a cut-scene with Elza at the balcony. Elza will hear something or someone singing. Inside the ballroom, Seek the doorway upstairs and go to the living area. Move past Kanan's bedroom and Seek the door back to the main castle area, and enter. Elza will notice that no one else can hear the song but him. Head to the second floor. Seek the door to the Courtyard and move on. While in the Courtyard, Seek again to the hidden underground lift. Take the lift to the Underground Depths. In the Depths, open the doorway to the right. Elza will be in the ruins, and as he travels further in, he will run into Kanan. Examine the wall with the hole in it. Elza will kick it open (much to Kanan's surprise). Examine the stone tablet behind the wall for the next scene. The doorway opens and Tasha ends up tagging along with them. Head toward the light to go to Chapter 31. Chapter 31 - The Arganan's Secret [CH31] Elza, Kanan and Tasha find themselves in another warped world. Travel down the spiraling staircase. When the party reaches a dead-end they will be attacked by a Tracer. The party has no normal means to attack these, so have Elza use Gathering, then Gathering Burst to slow them down so that Tasha can help Elza eliminate the floating orb. After defeating it, the pathway is opened. Continue down the stairs until the party reaches another dead end. Five more Tracers will attack this time. Continue until the party reaches the bottom of the staircase and finds a gate. They will be attacked by Tracers again, except there seem to be a countless number of them. Defeat enough of them in order to move on through the gate. Tasha leaves the party to hold off the Tracers. Inside the gate, a cut-scene plays out. Elza and Kanan find themselves in a mysterious space that warps time and space. The two of them meet the Ancient Witch who tells them the truth about the Stranger and Elza's powers. The two of them leave and reunite with Tasha. Prepare to climb back up the stairs again to return back to the normal world. Elza will be back in his bedroom, and the entire castle is bustling with activity, in preparation for Elza's knighting ceremony and wedding to Kanan. Leave the living area and head back to the main castle. Talk to Elza's friends who are hanging around the area. Manamia and Jackal are on the main floor. Yuris is in the Courtyard. Seiren and Quark are still in Ariel's Tavern. Gurg Castle is accessible, speak to the knight hanging around the entrance to go back to Ruli Island. He will mention that there's a magazine he wants to read. Return to Ruli Island and go to the East gate and speak to the girl in blue. She'll give you a magazine. Go back to the castle and give the magazine to the knight. He'll give you a letter to give back to the girl. She will in turn give Elza a Dragon Fang. Note: Beware that from this point on, now is the only time Elza can choose to return to Ruli City to do any side-quests or extra battles. There is no turning back from here on until the Epilogue chapter. Once you are ready, return to the Castle, and when the Knights inform Elza that preparations for the ceremony are ready choose 'I understand' (left option) to move on to Chapter 32. Chapter 32 - Ruli Castle: Earl Arganan's Chamber [CH32] The game moves on to Elza's knight ceremony. Immediately the scene starts, with Elza talking to Tasha, look down at the sword he gives you. Then when the option to swear loyalty to Earl Arganan comes up, choose the Left one 'No'. Choosing the right option just leads to Elza staying at a deadlock with himself. This leads to Elza leaving the office, refusing to be knighted. Tasha will keep the others from chasing him. Elza now must go and find Kanan. So head towards the living area and go to Kanan's room. On the way there, Elza will be stopped for a moment by Quark, who threatens Elza with force. Upon reaching the living area, the rest of the party is hanging around in the hallway. A long scene occurs with Elza telling Kanan to run away with him, but the Earl interrupts. Kanan slaps her uncle in the face. Elza and Kanan run away, while the remaining four party members hold off the knights. (For some reason everyone else thinks that the two of you got married and are congratulating you like total idiots). Elza says to Kanan that they need to destroy the Magic Cannon's control panel to end this war. Run back to the Castle and head for the Courtyard, then the Military building. From there take the lift to the Castle's Control Room. You will be automatically taken there, and another cut-scene starts once Elza examines the control mechanism. He is about to smash it until the island is rocked by an explosion, stopping him. The Gurg are now attacking Ruli Island and all hell has broke loose as THEIR Island has started to move toward Ruli Island. The game immediately progresses to Chapter 33. Chapter 33 - Ruli Castle: Grand Hall [CH33] The remaining party (Jackal, Seiren, Yuris and Manamia) is standing around the Grand Hall, discussing the current affairs, and the Earl comes to speak with them. The Earl needs to party to escort him back to the Control room so that Ruli Island can fight back. Because Elza isn't present, you take control of Jackal, who plays differently from Elza. Jackal will also level up to match Elza's level. The Earl will join the party for now. Jackal's Controls: Hold A to charge Ice magic, Ice magic can be released any time during the Countdown, but letting it hit 0 will cause it to do more damage. The Skill gauge is expended whenever Jackal casts spells, and he cannot use Command Mode. Equip Jackal with a weapon that improves his Magic Attack before moving on. Head for the Courtyard, where the party will have to fight off some Gurg troops. Tasha will show up as well. A scene where a Gargoyle drops an Ogre cage occurs, and more Ogres come to attack the party. Watch out for the Gurg Archers atop the arch. Use Jackal's ice magic to drop them. Tasha will leave the party, so head toward the Military building. Another scene occurs with the Gurg infiltrating the Castle Prison and unleashing something nasty from its prison. Inside the Military building, Lizards and Spiders will attack the party. Jackal can shoot Ice at one of the supports to drop it on the enemies for heavy damage. Defeat any stragglers and move on to the lift. Elza and Kanan will be reunited with the rest of the party, and you regain control of him. Defeat the incoming Gurg soldiers and protect the Earl. Once the fight is over, a scene occurs, with the Earl ordering the Stranger to fire on the Gurg. The cannon however refuses to work as something is stopping it. The party has to go remove the seal on it. Enemies arrive as the party goes to deal with whatever it is down there. Jackal and Yuris stay behind to deal with them. Move on to Chapter 34. Chapter 34 - Turret Basement [CH34] The chapter starts with the party standing in a massive staircase. Before climbing down however, turn back and search the area for a treasure chest, inside is a Royal Ring. Now the current enemies have a new status boost associated to them; 'Nitro', making them stronger than the usual ones. Defeat the first group and move on. There is a chest on the left side near the railing so don't climb down the stairs yet. More Nitro powered lizards will attack the party here. Because of their super powers, they can extend the area of effect of their damage circles, so be sure to stay in Manamia or Kanan's Heal Circles. Defeat the Lizard Mages and Healers to get rid of the Damage Circles. Open the next door and move on. When Seek comes up, look for the sparking connector. Shooting the Sparking connectors will cause anything close to it to have the Kura-kura (dizzy) status (including your party members, so DON'T shoot it point blank). There are more Nitro powered Lizards here. Attack the Mages with Elza's bowgun to prevent them from casting any harmful magic. Move to the next area, open the chest at the bottom of the staircase, then go through the door. There is a possibility that you will find the Sanctuary Sword while wandering through here. From the doorway, go straight first to find a chest. Then head to the right to find more Lizards, Seiren and Manamia leave the party to deal with them. Elza will run into Zola who's sitting in a corner, it looks like someone managed to escape from prison during the chaos. Zola will Upgrade equipment or sell weaponry to the party. His stock is fairly normal. Ditch Zola and move to the next room. The nasty creature that broke free from the jail is waiting here. Boss: Berith Level: Element: Weakness: Notice that Berith has two meters: a Health meter, and a Shield Meter. In order to damage Berith, the shield has to be broken first. Be sure to protect the Earl, as he will not help in this battle, but if he dies it's game over. Stay close to Berith and hit it until the shield breaks. Use Kanan's magic circles to deal more damage to it. Dodge the arrows it fires, as they will stay stuck in the character they hit, then explode for more damage. If you don't like getting up close and personal, using the Fast Bow is a fairly effective way of breaking Berith's shield. After hitting it for a while, it will regenerate its shield, so repeat the process again until Berith is low on health. By this point the other four party members make their return, so the fight will be easier now. Killing Berith will earn the party a Chaos Blade. The party can either head through the door the others came from, or continue on through the massive gate. Going through the door to the left earns you three treasure chests. If needed, turn back and find Zola to upgrade any new gear you may have picked up. Like that Chaos Blade for instance. Once fully upgraded, it'll become the Stranger, one of the stronger weapons you'll have for a while. Go through the large door, and inside the room, there is a gate to another dimension and a save point. Save if needed, then go through the gate. A scene plays out with the Earl summoning the Stranger from its pit in the room, then have Elza move towards the Earl, to start a longer cut-scene. The Stranger appears and the Earl starts slashing at it with his sword, demanding it to become enraged. This sudden attack causes it to sink again. A strange force picks him up then, then proceeds to mess up the entire room and awaken the Guardian dragon, Mitra. Boss: Mitra Level: Element: Weakness: As your party starts to attack the beast with magic, Jackal will immediately point out something to you. Namely the Earl and his now decreasing health bar. Attacking Mitra will cause it to harm Earl Arganan, so that's bad. And notably, Mitra has MUCH more health compared to the Earl. In order to defeat Mitra, use Manamia's Plant magic on it, then use Wind to spread the Silence effect (you will know when Mitra is silenced by the giant bubble on its head). This will cause Mitra to crash land onto the ground, allowing the party to harm it and not the Earl. Watch out for the projectiles it spits out, as they can instantly take out a party member. If you have good timing, Elza can use Gathering to draw the beast's attention, the Counter the projectiles, sending them flying back at Mitra and flooring the beast. Once Mitra has crashed onto the ground, start beating on it, but beware that it will thrash around and hurt those around it. After a certain point, Mitra will start shooting a more dangerous laser beam, so be prepared to avoid that. Your overall strategy should remain the same, by drawing its attention and sending the beam back at it by countering. Once you've drained the beasts life to a certain point, it stops attacking and the fight will be over. 'Defeating' Mitra will free the Earl and control of the Stranger is returned to the Arganan family, allowing the Castle's magic cannon to be fired. A cut- scene occurs, showing the two islands at war, with Ruli Island successfully getting a shot in. The Earl himself starts going completely nuts as the Stranger absorbs him. Ruli Island's cannon fails and Gurg Island starts to retaliate, blasting Ruli Castle and crashing into it. The game moves on to Chapter 35. Chapter 35 - Port Lapis [CH35] As the party makes their way out of Ruli Castle's basement, they realize that Ruli Island is now being invaded by the Gurg, while Tasha and the remaining Ruli Knights are trying to hold them off, with little success. The party arrives back in the city, which is now in ruins. Elza is joined by Seiren, Yuris and Manamia. Jackal and Kanan will not be participating in this battle. Some Gurg troops start to attack the party, including some hiding on the rooftops sniping at them. Once defeated, follow the ship that just left the port. A group of knights will run past Elza and company. Elza will yell at the escaping Ruli Knights. However one of them, encouraged by Elza's bravery remains and starts shooting at one of the Gargoyles. This shows Elza how to defeat the flying Gargoyles; with Burst Arrows. The Gargoyle returns fire with Orange Cannon shells, and they take out the knight. Don't let the knight's sacrifice be in vain. Elza must shoot down 3 Gargoyles with Burst Arrows in order to proceed. This should be fairly easy as the Gargoyles are not by any means speedy creatures, and they're also very LARGE targets. Dropping a Gargoyle earns massive amounts of XP. You can make short work of them with the Fast Bow if you have it. Near the back of Port Lapis (where the buildings are) are two chests. A save point is nearby as well. Moving further along the port, another Muruu appears to harass the party Boss: Darkmuruu Level: Element: Weakness: Same as its predecessor, but stronger and nastier. Because Kanan isn't here, the Deflector spell strategy won't work, so be prepared to be paralyzed during the fight. Darkmuruu can also cast damage circles, and during its needle shooting attack, it can possess one of your allies, making them attack you. Strategies for defeating Darkmuruu remain the same however, so take it down. When finally downed, it will drop the General Sword. Elza will spot Tasha and the Knights on the dock. The party must head over to help him. The gate to where Tasha is has rusted over, so have Yuris blow it up while holding off Gurg soldiers. Elza will reach Tasha during a cut-scene, as he dashes into the fray. Help him defeat the incoming Gurg coming from the ships. One of the Gurg may drop ? Sword (Kasen) in this area. After defeating these Gurg, Elza will help Tasha to his feet, but is thrown out of the way as Tasha catches a sword to the leg. He gives Elza Key Item: Key to the Underground Sewer. The remaining knights will take care of Tasha as he tells you to find the others. Head for the Underground Sewer, but before that open the two chests next to the entrance. Inside the party is reunited with Kanan, Jackal and other townsfolk. While underground, talk to everybody before proceeding. Upgrading: Speak to Lotta Armor: Ariel's Father, Kensu Salamander Bone x1: Little boy next to Manamia Upgrades/Arrows: Zola Weapons/Identifying: Merchant from the Tavern Light of the Stranger x1: Wack Common Materials: Ariel Once all preparations are ready, talk to Kanan twice. A conversation between the entire party begins. As Elza opens the door, Lotta asks him to wait. He hands over the Key Item: Summoning Stone. This allows the party to summon Lotta in certain Summon circles to Upgrade equipment and so on. Head out the door and down the stairs to go to Chapter 36. Chapter 36 - Groundwater Tunnel [CH36] Once the party enters the tunnel, both Seiren and Jackal will complain that it stinks. Considering its a sewer, that's not too surprising. Elza as usual will fail to notice the smell. Seiren says that Elza is lucky. Head straight then left. Keep moving forward to grab the chest, you will notice a Coconut crab in the left passage. Attack it, but note that it will heal itself (very quickly) as long as it's in the water, but isn't resistant to Jackal's ice magic. Its attacks can also paralyze you so be careful. Use Gathering to lure it to dry land in order to kill it. Go down the passage where the crab was to find two chests and an enemy Summon Circle. Head further down the dry passage to fight another Coconut crab, half way during the fight another one will join in. Same rules apply here. Don't let them hang out in the water. Their rate of recovery is much greater than the party's overall damage output. There are two holes in the wall in this passage. The one on the right leads to a Save Point, a Summon Circle (For Lotta) and two chests, containing Silver Arrows and Gnome's Gold Ore. Odd, why would there be Silver Arrows here of all places? Move on to the Left hole to continue on and climb down the ladder. Manamia will comment that the party is getting closer to the outside as the sound of the wind has changed here. Head straight, then turn left. There is a save point to the right, then climb up the stairs to go outside. More Coconut crabs will attack the party. Lure them to dry land in order to kill them. If the crabs won't leave the water, push them up the stairs by attacking them repeatedly. During the fight Manamia says that her favorite food is seafood. The others said that she's never mentioned it. Once all the crabs are dead, search the area for treasure chests (there are four of them), then head through the door on the right. Go down the stairs and to the right, then right again for two more chests. Going to the left will lead back to where you started, as the pathway is a square. Going straight will lead back to where the party came from (or so Seiren thinks). Elza pays it no mind. Make another lap around to the outside again, leading a scene where the party says that they are indeed walking in circles. Suddenly when they make it outside, Nebirous appears. (What the hell?) Boss: Nebirous Level: Element: Weakness: If you fought him in the Haunted Mansion, the same methods to defeating him apply, he still summons reinforcements if he runs away inside the sewer. The Silver arrows you found earlier will make this fight a breeze, so shoot away while the party beats on him. If you run out, attack his helpers to make them drop more. Nebirous drops a Dragon Fang after you kill him. Afterward another gate opens and a short scene with the party occurs, so head through the gate (because the arrows says so). In the next area, go straight and the water starts to get deeper. Start swimming to the left and head for the area with the save point. Seiren will whine about the water being dirty and stinky and that no one will marry her. Jackal offers to marry her as his 42nd wife and that makes her get mad at him. There will be a bridge and another scene with the party stopping in front of it. Elza will go scout it out as the others hide. Immediately look up as a giant spider tries to eat Elza's face. Failure to do so will end poorly for him. Note: If you have the cut-scene camera enabled, moving it upward gives you a hint that the spider is actually there. Boss: Monstrous Spider Level: Element: Weakness: Like other spiders, this thing will always auto-guard from the front, so attack it from the rear. The Knight sword will make this fight more bearable as it is strong against spiders. If you have a Grand Swell sword, that will automatically Guard Break the spider's defence. Have Yuris cast fire spells on the spider, then use Wind to Guard Break it. The spider as it moves around will destroy the area, so beware of falling debris. The spider can also cause Silence and Paralyze status effects as it dashes around. Half-way through the fight, the party will be interrupted by Gurg forces who will join in on the fun, so take out both the spider and the Gurg troops. The Spider will also attack the Gurg, so Seiren and Jackal suggest to Elza that they should sneak out while the Spider is occupied with the Gurg. You are free to either kill everything, or if things look dicey, run away through the hole the Gurg provided for you. If you do kill the Spider, this gets rid of the Gurg as well and earns the party a General Sword +2. There is a save point as well as a Summon Circle to call Lotta here. Head into the battering ram thing the Gurg troops used to break into the area to go to Chapter 37. Chapter 37 - Fortress Island [CH37] The party has now entered the Gurg Fortress, the heart of the enemy. Head straight and where the road forks, there is a guard to the right. Once he spots Elza, he will put up a barrier that can only be broken by magic. This is a new kind of enemy, referred to as a 'Field'. Have the spell casters attack the shield, then have Elza shoot down the mage with his bowgun. Head back to the left fork to find two chests. Then back to the right to get another chest. This area has a Save point and Summon Circle. Press onward down the next passage. This next area has numerous Ogres and some guards. The party tells Elza to sneak past without alerting the guards, so hide behind the pillars and move to the exit on the Left. If you screw up you can just kill the guards and ogres instead. If Elza makes it across undetected, wait for the guard to turn around to call the rest of the party over (this is somewhat reminiscent of Final Fantasy 7). Wait for each guard to turn his back on the party in before calling them over. You will do this three times. If the party gets detected, they're in for a fight with Gurg Elite and Ogres. So really, it's up to you if you want to fight, or if you want to be sneaky. It doesn't really matter what you do, just as long as you progress. As the party heads down the ladder, they ARE detected anyway, so they will have to fight off a group of Gurg Elite and Ogres. See? It doesn't matter. Have one of the spell casters destroy the bridge, then when this first group of enemies is dead, another group comes down from the lift. Head into the lift after defeating the remaining enemies. From this point on, a lot of the enemies have the Nitro status. The party reaches a bridge and yet another fight. There are two Fields this time. Elza can climb a ladder to the right to go around and pincer attack the foes. After the first group is dead, another group drops down to the higher ground. Elza can climb up there to fight them while the party supports him from the lower area. Take the lift to the next area once these Gurg are dead. To the left of the lift there are two chests. Head towards the large door to an even larger room with six intersecting bridges. Once inside there is another scene as they go on, and yet another fight. There is another one of the Gurg Fields, mages and other nasty dudes. As the party makes it to the center intersection of the room, they get split up again by falling rocks. Elza is now with Kanan only, so head for the door. The next room has two chests in it, open those then take the lift to the next area. Now on the 9th floor, what the hell are those things to the right? Coffins, but before dealing with them, open the chest near the door, then open the left door to find Jackal sprawled on the ground. Move over to him to have him rejoin the party. Then go and approach the coffins. Once Elza moves past them, they start to move and attack the party. Take down the Gold Coffins. After hitting one of them, a short scene with Seiren occurs. She's freaking out because the lift she's in it closed and she can't get out. Help her out of the lift by pulling on the maces jamming the gate. Seiren will join in on the fight as well. Head toward the open door and up the stairs. The next room has numerous stairs cases and lots of Gurg troops stationed around it. More of the Gurg Fields are here as well. Midway in the fight, Manamia and Yuris reunite with the party and join in. Defeat both Gurg Fields, then run up the stairs to clear out the rest of the enemies. Once defeated, before heading straight through on the second level, head to the third floor and there will be a doorway on the right side of the room. This room has an enemy Summon Circle, so use it if necessary. It will summon a group of Nitro Gurg. This is a good place to level up any characters that haven't been used for a while. When you're done with this area, head through the door on the second floor. Go down the passage and to the left is a room with the lift. There are three chests, a save point and a summon circle for Lotta. If you Summon Lotta here, he nearly chokes to death as he was eating some mochi before you called him. Head up the lift to the 24th floor. Open the door to the next room. It is another one of those rooms with the 6 intersecting paths. Once the party reaches the center, they are stopped by Zefa and Zesha. Boss: Zefa & Zesha Zefa Level: Element: Weakness: Zesha Level: Element: Weakness: The twins are tough. Zefa will put up a physically impenetrable barrier while Zesha attacks the party from behind it. In order to break the barrier, cast magic which matches its color. So when it is green, use Forest; blue, use Ice; red, use Fire, yellow, use Shining; etc. Using the wrong kind of magic will have the spell reflected back on the party however. And this will happen, a lot. The twins will heal their injuries so continue to attack them. To win this battle, defeat Zefa as he is an easier target. When the team breaks a barrier, both twins will leap up into the air and slam down their swords, so get out of the way. Once Zefa's life has been drained the battle ends and a cut-scene occurs with the twins retreating for the time being. The party receives a Salamander's Bone and Gurg Stardust from this battle. They learn that Zangurg is trying to take Ruli Castle's half of the Stranger, however they must press on and destroy the half being kept on Gurg island. Head towards the set of double stairs, and find a Red warp gate similar to the one in Ruli Castle. Enter the gate to another dimension. In the warp they find the Gurg half of the Stranger. However the Gurg piece of the Stranger seems strange. It emits much rage in comparison to the calm sadness of the piece on Ruli Island. As they approach it, the party is then attacked by Atar, who takes both Elza and Kanan to the top of the fortress, leaving the others to give chase. Boss: Atar Level: Element: Weakness: This fight is similar to the fight against Mitra, except that the other party members aren't there to help (yet). Focus on trying to stay alive until they arrive. Because Manamia isn't there, Atar can't be immediately silenced and therefore can't be grounded for now. Stay away from the damage circles Atar drops and dodge it's fireball and beam attacks. It will also start dropping lightning around the entire battlefield. If you're feeling confident with your Countering skills, use Gathering and deflect the projectiles back at the dragon. These can silence him so the fight may have gotten easier (slightly anyway). The other members will finally show up, Jackal being somewhat exhausted after running up all those stairs. Manamia proceeds in saying something out of character, shocking the others into an awkward silence. Immediately have Manamia cast Forest, then use Wind to drop Atar on the ground. From there you can proceed in attacking it like you did Mitra. This strategy is still the same. However because it flies around (and is stronger than Mitra) it is a difficult target to deal with. Partway into the fight... Kanan will mention that if she uses her Tension Arte, she can summon Mitra to help. Elza can command her to do this whenever, but wait for a second chance to drop Atar to the ground first before summoning Mitra. The Countdown for Kanan's ability becomes 10 (instead of instantaneous) however, so you must protect her while she summons Mitra. Once she does it successfully, Mitra appears and a battle between the two dragons occurs, with Mitra blasting Atar's wings to pieces. Now that it can't fly around, the party is able to beat on it until it dies. However even though it can't fly now, Atar becomes more aggressive and attacks at a quicker rate, dropping lightning and fire everywhere. Once Atar's health has ran out, Elza must deal the final blow, knocking it up into the air and sending it crashing back down into the fortress. Note: It is possible (albeit very difficult) to drain all of Atar's HP before even summoning Mitra. This changes the scene ever so slightly. A scene occurs in Ruli Castle, with Jill using the chaos to break free from prison and swearing revenge on Elza. He meets up with Zangurg who is amused by the noble's plight and offers him a medium for his revenge. Then the fortress begins to collapse, separating the party yet again. Move on to Chapter 38. Chapter 38 - Furious Ocean [CH38] Elza and Kanan fall out of the fortress and into the water. As Elza, swim around aimlessly for a while. Eventually a scene occurs and Elza goes into first-person mode. Swim around some more. Another scene as Elza starts to get swallowed up by the waves. Swim some more, and a ship should appear. In Seek mode, look at the ship (the cursor should turn red). Elza will get dragged aboard the ship. When Elza finally comes to, look to the left at Jill. The guy has finally gone completely insane, and is out for you blood. He even handed over Kanan to the Gurg, that bastard. Prepare for a fight. As the game starts to play Invitation to Madness, get ready to kick Jill's ass and get your revenge on HIM (finally)! Boss: Jill Level: Element: Weakness: Compared to the previous bosses, this one shouldn't be too bad. Jill is just human after all. Kind of. Sort of. I don't know anymore. Dodge his jumping attack, and then hide behind one of the railings to Slash at him. Use Counter if possible to deal heavy damage to him. Attack him a few more times until he is knocked to the ground. A Quick-time scene plays, the sequence is Up-Down-Up. If successful, Elza will end up behind Jill. If failed, the sequence will be Up-Down-Left to dodge Jill's attack. If Jill stabs Elza, shake the stick back and forth to break free, because Jill will drain Elza's HP. Take advantage of the times when Jill starts laughing psychotically to beat on him. He won't fight back. Continue to counter his attacks. Jill telegraphs them quite obviously, so take advantage of this. Once Jill has taken enough damage, the Quick-time event changes. Press Up to dodge the attack, then Left and A to attack Jill. When Jill's health has reached to the point he only needs one more hit to kill, Elza will automatically kill him in a cut-scene (then Jill's own sword impales him). Jill mutters that he only wanted to be happy before he explodes in a cloud of Blue rose petals. Elza will receive the Emperor (cursed) Sword after this battle. Warning: This sword is for the foolish or the brave. It will set your total Life count to 1, so if you die while using it, you're done. Now that Jill is dead, all the Gurg on board abandon ship. The rest of the party reunites with Elza on board their ship, and start to head back to Ruli Island. Move on to Chapter 39. Chapter 39 - Lizard's Cave, Revisit [CH39] The party's return to Ruli Island is guided by the Forest Beast, which turns out to be the Divine Guardian Beast of Ruli Island. Note the + shaped mark on its forehead and how that is similiar to the mark on Elza's right hand. The party finds themselves back where all their troubles originally started. Seek the burning ships for a bit of commentary about what the party thinks is going on right now. There is a chest along the corner of the area near the water, as well as three hidden behind a fallen column of rock. Head up the stairs to find a save point, and carry on, check the wall to get to the next area, there is a passage to the right with a chest. Follow after your party. Continue on through the cave. Another chest will be in a small alcove to the right. Move on until the party sees some Gurg forces hanging around a larger cave. A Gurg Field is there, so take them him out with magic and arrows. Be careful in this area, as the Gurg are using landmines. After you defeat a few of them, the Gurg run off and set off some explosives, blocking off your path back to the ruins. Seek mode will come up, so inspect a walled area to the right of the sealed entrance. Elza will check the wall to find another entrance. Go through the small hall, and check the wall to go to another large cavern. There are more Gurg here. If the party takes a left and into a cave, there is a chest there. Before the battle starts, shoot down one of the Gurg mages standing on a perilous outcropping to start the battle (and get rid of one mage). In the central area where the Gurg troops are stationed, there are floating mines that will blow up paralyze whoever gets close to them, so beware. Elza can destroy them from a distance with his bowgun. Move on once all the Gurg have been defeated, and go through the long rock hallway back to the Castle Ruins. There is a scene with Zangurg and Kanan. Zangurg opens the sealed gate using Kanan (freaky). The party arrives in a room with a Enemy Summon Circle, Lotta's Summon Circle and a save point. This place should look somewhat familiar. There are two chests in the corner, right of the stage like area. Continue down the hall and open the door. As the gate comes within sight, there is a strange black thing sitting on the ground. It warps the party to another dimension. The party is confused and wondered how that happened, so Seiren puts two and two together and takes a swing at the thing, but it retaliates by sending her screaming across the room and into a pillar. Boss: Last Cocoon Level: Element: Weakness: Do NOT approach the Cocoon, it will simply pick up your party members and throw them around like rag dolls, like it demonstrated on Seiren earlier. You will also notice that its health bar is empty, and slowly fills up for some reason. Stay back as the cocoon starts draining the party's life, so stay parked on top of Manamia's healing circles while this is happening. Once its health is full, it gets huger, then another scene occurs with everyone getting sent somewhere (again). Elza is taken back to the past, during the time when bandits attacked his village. A Bandit appears, so take him down, and it turns out to be Jackal, except Elza doesn't realize this. What's going on? The next bandit appears but it's actually Seiren. Take her out too. Elza cuts down Seiren. The third one to go is Manamia. Elza starts to freaks out and goes back to reality, but in a more white-lit dimension. Yuris is the only one left, but he's also gone insane and is Nitro powered. Knock him out too, then another scene occurs with Elza freaking out, realizing he just killed all his friends. Or so he thinks when they help him come to his senses. The monster finally takes on its true form, and it is somewhat similar to the first boss, but more feral in appearance, standing on all fours. Boss: Last Cocoon (true form) Level: Element: Weakness: Now that the boss has stopped screwing around with the party's memories, prepare to beat it down. Except for one minor problem, it will dodge your attacks. Very quickly, much like Marbas. However, the time to attack it is when it climbs up one of the pillars. Either use Counter to deflect the projectiles it throws back at it, or have the magic users bombard the pillar with magic. Once it falls, run up to Last Cocoon and slice away. Once it reaches 50% health, Last Cocoon transforms into something more like the first Cocoon, then the party returns to the dimension where Cocoon sent them first. It also heals it health back to full (dammit). Cocoon will attack by body slamming areas where the party is, or by throwing swords of light. If the sword hits its target, it will then bring down lightning and deal heavy damage to them. You can likely deflect these using Counter. In the room with many pillars, you will notice a large sword suspended above the altar where the Cocoon was originally. Lead the boss to the altar and then drop the sword on him by shooting it with Burst arrows once the boss is standing directly under it. Once the sword falls, it will pin the boss to the Altar, but it won't kill it. The fact that the boss is impaled with a giant sword and STILL isn't dead makes the party comment on its ridiculous toughness. Run up to Cocoon and press A to 'Ride' it. Elza will jump up Cocoon's body and stab it in the face, dealing 99999 damage each time, and the boss cannot retaliate in any way as you stab the living crap out of it. If you FAIL to drop the sword on Cocoon... well... have fun killing it the hard way, by cutting at its feet. The party will then comment on how stupid Elza (and by extension, you the player) is. Killing the Last Cocoon earns you the Nightmare sword. Head into the gate to follow Zangurg to Chapter 40. Chapter 40 - The Last World [CH40] This is a REALLY long chapter. But things start off with a bang, as the first thing that happens right after that last boss fight... is ANOTHER BOSS FIGHT. Boss: Berith x 3 Level: Element: Weakness: Remember this punk? He's back but he has two friends with him now. Two of them are fake, only the real one will take damage (as shown by its life meter). The fake ones when attacked with self-destruct. Berith will attack by either swinging its arms like swords, or fire red light arrows, which will call down lightning on whomever is impaled by them, much like how it fought before. You still have to break its shield first before you can actually damage it. Defeating Berith will earn the Witchcraft Dagger. This dagger is especially useful for spell casters, as it increases spell casting speed by 20% once fully upgraded. A scene plays out, with the party deciding how they're going to chase after Zangurg. There are three doors and only five of them. The party will now split up. Elza and Manamia, Seiren and Jackal, and Yuris by himself head for separate doors to find Zangurg and Kanan. Play will switch between Elza, Yuris and Seiren throughout this area now. Seiren and Jackal are immediately thrown into a fight with a number of Gurg troops. With Seiren, simply attack, attack, and attack. She can also perform the Dunk Slash if she runs up a wall. After a brief conversation between Seiren and Jackal, the game switches to Yuris, fighting on a magical lift. Yuris plays similarly to Jackal. Press and hold A to charge and use magic. The golems he fights against are easy targets, simply swat them with his sword, or shoot a quick fireball at them. Defeat the golems to make the lift move on. After three waves of golems, play returns to Seiren and Jackal. After clearing out the Gurg, large Golems have now arrived. Defeat the Golems, and then reboot them by examining the fallen remains. They will help the party clear out the incoming Gurg. The wall opens up as the Gurg run away. Back to Yuris again. Take out the golems with fireballs and sword strikes. There is a short scene with Yuris examining his father's knife and speaking with his father's spirit. Then a short scene with Jackal and Seiren, fighting off Laser Tracers. The two of them have no means to fight the Tracers, so they have to retreat. Run away from the center of the room and towards the wall that just opened. The two of them will arrive at a very high bridge with a save point. Continue on. The second set of supports has a chest hiding behind it, containing 3 Dragon Hides. The two of them arrive at a dead-end. Then a rather funny cut-scene plays out, as Jackal kicks the wall and in return is nailed in the groin. Seiren laughs at him and she gets punched in the head by the wall as well. Game play finally returns to Elza and Manamia. Moving forward starts a cut- scene with one of the twins, Zefa. However he still is injured from his last battle with the party, but continues to fight. Boss: Zefa Level: Element: Weakness: This fight is the same as the first time you fought him, except his brother isn't around to help. He does however have numerous Gurg warriors coming in to back him up. Break his barriers and attack him throughout the battle. Zefa will however cast a very wide-ranged damage circle, so stay near Manamia's healing circles to avoid dying. He will eventually put up a round magic barrier, much like the square one in the Gurg Fortress. Have Manamia cast Forest to break it. Unfortunately he then puts up a barrier that Manamia can't break. Manamia says that she can sense Yuris coming this way. Hold out long enough until he arrives. Once Yuris arrives, he can break the red barrier with his fire magic. Also since Yuris is present, cast Reverse to get rid of the damage circles and make them into friendly healing circles. Repeat this until Zefa is dead, and a cut-scene plays out with Yuris finishing him off with a fake-out and a knife to the chest. The party receives the North and South Wing Swords. A scene occurs with Zangurg and Zesha (the younger brother), realizing that Zefa is now dead. Elza and company catch up and it's time to take down the other twin. Boss: Zesha Level: Element: Weakness: Zesha is the fighter of the two, and will use Counter to guard and send you flying. This is a fight the party can't win with only three members, so sneak around Zesha and attack him from behind. He also warps around, so don't bother trying to Combo him. Beware his jumping slash as it has an area effect. He can also throw light swords that paralyze your party. Eventually Seiren and Jackal catch up, evening the odds. Now it is just a simple matter of attacking Zesha whenever his guard is down. Zesha will fall, but the fight isn't over as Gurg soldiers come to attack the party. A cut-scene will play as Zesha launches a sword at Seiren, but Jackal pushes her out of the way and takes it instead. With that, Zesha revives with full health. Both Seiren and Jackal are now out of the fight. The rest of the party tells Elza to leave this to them and he must head to where Zangurg and Kanan are. Note: It IS possible, but very difficult to defeat Zesha the second time around. Also because of the nature of this fight, the experience earned from defeating the (unlimited) Gurg troops here will carry over into the next battles instead, as the party is NOT awarded experience here. So it is in your best interest to run away. If you DO manage to take him down somehow, you get nothing at all out of it. Other than maybe the satisfaction that you beat him (again). Head into the inner sanctum of the Last World. There is a summon circle there that Elza can use to amass that experience he may have earned but didn't receive in the fight with Zesha. It will drop two large golems for him to defeat, despite their size they are fairly easy to drop. Deeper in the room is a door and a save point. Open the door to find a dimly lit room. Look to Elza's right at the fallen body. Elza realizes that it's Kanan there. Zangurg shows up and it's time for a rematch against him. Boss: Zangurg Round 1 Level: Element: Weakness: Attacking Zangurg head on is a poor idea, as he will simply guard, and then swat Elza away. Keep your distance for the time being. Zangurg can during his counter attack knock Elza off the platform, so hit A repeatedly to climb back up. Wait until Zangurg takes a massive swing, run beside him and hit him to deal damage. Zangurg will perform a three-hit combo, so Elza can also interrupt him during that with his own combo. Watch out if Zangurg charges as Elza as that will deal heavy damage. Also, if Zangurg manages to grab Elza with his sword, he will slam him down and do lots of damage. Once Zangurg's health hits zero, attack and Elza will finish him with a critical hit. Another scene plays as it's time for Round 2 with Zangurg, but this time Kanan joins in as well. Boss: Zangurg Round 2 Level: Element: Weakness: For the time being Zangurg has a shield and will Perfect Guard attacks against him. Elza will comment that he can't break the shield, but he hears Yuris and the others outside. Run to the blue door to let the rest of the party in. This time Zangurg has a shield and the only way to deal real damage to him is to wait for him to throw the Zanlance at Elza, dodge it and pick it up. Use the Zanlance against Zangurg to break through his defences. An easier way to make Zangurg drop the lance is to shoot him with Prank bananas. Finally, a legitimate use for those things! Once the shield's health is gone, a quick scene plays with Elza slicing it in two. Continue to hammer Zangurg with his own weapon. At this point however, Zangurg will start using his Gathering powers to attack, as well as punch the ground, creating stalagmites. In order to receive the Zanlance at the end of the battle, the final blow must be dealt with the Zanlance. To do this, once Zangurg's health is low enough to defeat him in one hit, use Kanan's Tension Arte to protect the party, and wait for Zangurg to toss the lance, then use it on him. A scene will play out, showing Elza using the Zanlance to slash at Zangurg, finishing him off. Zangurg has his last words, saying that everybody involved in this incident were puppets for 'that person', then he rips his own right arm off and dies. With Zangurg dead, everything should be all right, right? Wrong. Follow the arm. Head to the staircase for a cut-scene with... Quark (wait what?). Quark stabs Zangurg's arm and absorbs the power the Stranger and as well as the power of the Arganan bloodline. He explains some of his intentions and tells Elza and the others not to follow him. Follow Quark upstairs. Turn back only if you wish to use the Summoning Circle to level up. There is a save point in the next room. The party arrives in a dark room, and they speak to Quark. He still tells them not to follow after him. Another wall opens, and you see Quark's shadow. Follow him. They enter a room filled with blocks, and the Ruli Island's half of the Stranger. They speak with Quark who finally reveals all of his intentions, and he destroys much of the area around him. Since he told the party everything, he can't let them live anymore. Prepare to fight. This is a three-part battle, so you need to make sure to conserve life and try not to get KO'd by Quark. Boss: Quark (human form) Level: Element: Weakness: This part is fairly simple. Attack Quark until he dies. One of his main attacks is to grab the closest target next to him and slam them into the ground, this will do a lot of damage, but can be remedied with healing. As long as one of the healers are up, this should be easy if the party stands in the healing circle and attack Quark. Do so in order to build up the TP Gauge to ready your Tension Artes for the next fight. Boss: Quark (monster form) Level: Element: Weakness: Now Quark has become a monster with a giant sword. Dodge his attacks and hit him. Quark can now perform a Guard Break attack which hits the entire party. He will also fly into the air to unleash a homing fireball spell. A barrier will appear around Quark, allowing him to Perfect Guard attacks. At this point, the party has no means to damage him, leading to a cut-scene with Yuris tearing off his eye-patch and unleashing a sealed power. Protect Yuris as his Meteor Tension Arte has now becomes Big Bang. Big Bang is the only way to break through Quark's barrier. Use Gathering to attract Quark's attention away from Yuris in order to finish the Countdown of 10. If you mess up, Yuris will yell at Elza telling him to try harder. Once the countdown is over, Yuris will then drop a massive ball of fire on Quark, shattering the barrier. Proceed in beating on Quark as usual. Once Yuris' Tension Gauge is full again, drop another Big Bang on Quark, however the timer will be 40. Once Quark's health is <50% he'll start using his sword more often (and say something to the party, namely that he let his guard down and has to get serious) He'll fly up and charge a spell that shoots numerous needles, which will cause a Death Sentence Countdown. Run to a healing circle to get rid of this. Once Quark's life has gone to 0, he'll taunt the party and change form again. Boss: Quark (huge form) Level: Element: Weakness: This form of Quark deals ridiculous amounts of damage. He ditches the sword, but all he has to do is slap the party twice and then pick them up (if they're floored) and slam them into the ground. Shake the control stick to roll away safely when he slams you. If you fail to roll away, this attack will do 99999 damage regardless of armor/health etc, instantly KOing you. At this point, have Elza run up the numerous blocks in the area and climb them. Once Elza gets high enough, he can reach Quark's head and attack him with a Dunk Slash. Quark will however catch on and destroy the blocks you try to climb. The blocks will fortunately rebuild themselves after a while. Quark will shoot a giant laser that has a ridiculous amount of knock back, so be careful. Continue to hit Quark's feet to deal damage to him. Once Quark's Health is at 0 again, climb up the blocks to deal the finishing blow to Quark (in a manner of an awesome cut-scene)! After a long scene with Quark, prepare to escape the Last World, as the whole place is collapsing, as Elza had stopped Quark, the one who was keeping the whole place together in the first place. Quark says his last words to the party and hands over the sword he wears on his back to Elza. Elza receives the Traive sword from Quark. Leave the area where the party fought Quark and Zangurg to go where Jackal is lying on the ground. There is a short scene with Jackal, as Seiren says to the others not to wait up for her as she tries to carry Jackal back to Ruli Island with her. However before she and the party can continue to argue, Jackal is revived by the remainder of Quark's spirit and the party continues to escape the Last World. Pick up the East Wing and West Wing swords here before leaving to the next area. Once on the bridge, keep running and don't look back. The place is falling apart, and taking the scenic route is a BAD idea. The party makes it the lift, but they're attacked by Golems. Get rid of them. During this fight, everything looks like complete utter chaos, so be careful. Once the fight here is finished, the party has made it out safely. The game moves on to Chapter 41. Chapter 41 - Stargazing Tower: Day [CH41] The party will be gathered at the Stargazing Tower. It's time to tie up some loose ends. Talk to the other party members, then talk to Kanan. Elza and Kanan will send the two pieces of the Stranger back into the heavens. It leaves some of its powers with Elza, in the form of the markings on his hand as a final gift before it leaves. Congratulations, you've finished the main story of The Last Story! However it's not over yet as there are four more chapters to go. Move on to the Epilogue. *Epilogue* - The Last Story [EPIL] Elza will be joined by Kanan in the Grand Hall of Ruli Castle, which is now undergoing repairs (for the third time, and this time it's not instantaneous). Even the knights here mention that theyÂfre getting used to the fact the castle gets destroyed on a regular basis. There are still two more dungeons to go to before actually finishing the game. But you must finish Chapter 42 however before you can actually finish the game. Head out the castle for a cut-scene of happenings around town, where Humans and Gurg now live together. Elza and Kanan can roam around Ruli City to find things to do. Note: Elza can no longer swim in the river if Kanan is accompanying him. Arena Season 3 is now available, and in the same manner only Seiren and Jackal will accompany him the first time around. Manamia is standing in the Central Plaza, she tells Elza to go find Tasha at the Castle. Zola is standing in the Craftsman's Alley, he sells Gnome's Copper Ore and Silver Ore. The merchant from Ariel's Tavern is there as well, but she no longer sells anything. Some of the people involved in side-quests will be gone now. The Old man from East River will have changed location to the wooden deck near his house. Speak with certain Gurg citizens to learn that they're missing some of their things. Return these items to the following Gurg tribe members throughout Ruli City: Gurg Pot -> Gurg man in Marche. Gurg Comb -> Gurg woman in front of Castle Gate Plaza. Gurg Doll -> Gurg girl in South Gate Plaza. Completing this will earn the rare material: Gurg Esoteric Writings x3, to upgrade the Gurg Blade to the Magmajium. Go to the Tavern Salamander with Kanan for a short conversation with her (only if you if did the Elza's Groupies sub-quest). Elza will leave Kanan to meet his groupies (that cheater). Go back to Ruli Castle for various short scenes at certain locations; Earl Arganan's Chamber Yuris is in the Castle Library The Ballroom balcony Living Area: Jill's Room Prison: There is treasure on the second level in a cell. Turret Control Room Underground Tombs: Challenge Tasha to a fight. This can be repeated. Boss: Tasha Level: Element: Weakness: If you agree to challenge Tasha, he will take Elza up to the Tower of Ordeal and fight you there. He fights like Master Trista, so use the same strategies against Tasha. However Tasha can also use Slash, and Dunk Slash. After the first Sword fight Quick-time event, Tasha will start to teleport and dodge your attacks. In order to hit Tasha, use Gathering Burst to slow him down. The easiest way to deal heavy damage to Tasha is use Counter to hit him. However he will then start to Counter your Counters (ridiculous!). Defeat Tasha for a scene between him and Elza. Tasha says that he'll return to the Empire and raise up a new generation of knights that General Trista would be proud of. Some dungeons that have been cleared before can still be accessed: On Ruli Island: Arena Season 3 Robber's Hideout Haunted Mansion Underground Labyrinth Sea Cave Mysterious Forest (from Vono Islands) Ruli Castle: Tower of Ordeal Seiren and Jackal will not appear in town until after Chapter 42. To access Chapter 42 go to Kanan's room and examine the picture of Kanan and her parents. To access Chapter 43 go to Lotta's store and talk to him, he's standing outside with Irmina. A knight will come to report to Elza. Speak with him to go back to the Underground Labyrinth. Chapter 42 - Temple of the Arganan [CH42] Elza says he wants to go to the Arganan tomb to make an oath in front of Kanan's parents' grave. So off they go, just the two of them by themselves. Kanan even warns him that since no one has been there in years that is likely overrun with monsters. Elza says that is unforgivable and that once he has time, he'll have the knights do a monster extermination run later. The first thing that you will notice is there are lizards waiting for the two of them. Elza can choose to either take them head on (first choice) or go around the right and sneak behind them (second choice). If both characters are fairly under-leveled, choose the second choice and have Elza sneak behind the pillars, then Slash the lizards while Kanan shoots magic at them. Once taken care of, enter the large doors. The two of them enter a temple/church-like building. Take out the lizards hiding here. One of the lizards can put up the field barriers that the Gurg Fields in previous chapters used. One particularly fiendish way of dealing with this is before entering the building completely, use Elza's Deadly Bow and shoot the Field Lizard in the head and hope it gives him the Death Sentence status. The rest of the fight against the mages can be done while Elza hides behind a pillar and shoots the lizards with his bowgun. Once the mages are gone, Elza can go and defeat the archers by himself. Otherwise, just run into the crowd and start swinging. Kanan will rejoin Elza inside, then more lizards will break through the wall. Defeat them as well. A Lizard Blade (giant lizard) will show up through the entrance. Once the lizards have been defeated, check the broken walls for treasure chests inside. There are two in the left area. And one on the right. Kanan will wait at the next gate. Exit the church and the pair will be in the graveyard, where more lizards are waiting. These are Gold Lizards and Gold Archers. The three hiding in the back have Burst arrows. So watch out for them. Have Kanan attack the support of the bridge the three archers are on to take care of them. Or have Elza pitch a cannon shell over there to blow them up. The Gold lizards are immune to Kanan's Holy magic. Finish off the lizards then enter the gate. The two can either go left or right from here. Going left will lead to an area where there are lizard mages and snipers. Going right will lead to an area where there are more close-combat fighters. Before taking your selected path however, there is a narrow opening left of the door in front of Elza. Sidle through there to find the Rare Weapon: Arganan Dagger. Go back to lizard hunting, as either path will lead to combat. Once done, either from the right path, continue on before entering the building, past a broken wall to find a chest. From the left path, exit the building Elza and Kanan are in and find the same chest. Head back inside and examine the hole in the ground to go down to the next area. Kanan jumps in first, and Elza follows after her. The two of them reach the final area before the Arganan family's burial place. Open the large imposing door. Elza will go in first. Look up in First-Person mode. Elza will spot a Golden Spider. Crap. Boss: Gold Spider Level: Element: Weakness: Joy, yet another spider boss. This one will be particularly tough as only Elza and Kanan are available for the fight, making Elza the main dealer of damage. The spider will use body slam attacks, spit webbing on downed allies and then eat them. However unlike the fight with the Mystic Spider, the party members CAN escape its gut. The spider will knock down both Kanan and Elza, then swallow up Kanan. Elza will freak out, but Kanan shouts that she's all right and will use magic to attack the spider from the inside. Continue to attack the spider until Kanan breaks free. When the spider farts out (yes it farts them out) a trapped member, they will have the Beto-Beto (sticky) status. Notably this spider's reeling ability is a lot faster than the previous ones, so getting eaten is not good, as it will deal continuous damage to the victim. If Elza gets eaten... Kanan starts to freak out. However while Elza is INSIDE the spider, it's defences are crap, so feel free to swing at it while he's in there, however make sure Elza is using a weapon that has life drain or healing skill so he can heal himself while attacking, as being inside the spider WILL hurt him badly. Gold Spider however has a higher likelihood of swallowing up Kanan instead of Elza (if he isn't using Gathering), so don't rely primarily on this strategy. If you plan to fight the spider head-on, use Elza's Counter when it tries to claw him. Near the end of the fight, lizard mages join in and start dropping damage circles in the area. Take them out if they're being nuisances. Once all the lizards are gone, there won't be more coming back, so focus on the spider again. Either let the spider swallow Elza again so he can finish it off, or let Kanan shoot magic at it. Once the final blow has been dealt, the spider goes down. The party receives a Grand Swell +3. Which would have been really useful for this fight. Unless you've upgraded the one you've received from the Kraken boss earlier. Go down the hall that the spider was in and open the door. Climb up the stairs for a scene as Elza and Kanan arrive at her parents' grave. It looks like the others ended up following after them. It would have really helped if they joined in on the fight, but they said they just wanted to watch. Talk to Kana first, then to Elza's friends. This will lead to the next scene, as Jackal performs a make-shift wedding ceremony. Pick the left choice to move on as Toberu Mono plays in the background and a very long scene plays out. All's well that ends well. For now. But the game isn't over yet. Elza and Kanan return to Kanan's room in Ruli Castle. Turn around in Seek mode to look at Kanan to progress the scene. Once control returns to Elza, leave Ruli Castle and finish the game. Arganan Temple will be added to repeatable dungeons now. If Chapter 43 hasn't been dealt with, go to Lotta's shop. Seiren will now be hanging around Craftsman's Alley with the Traveling Merchant girl. Once the dungeon has been cleared, go to Ariel's Tavern and speak to her outside. She'll be sweeping the ground. She tells Elza that Jackal says that 'that' thing has been completed, and that he's waiting somewhere around the Castle Gate Plaza, so head that way. Elza will hear a familiar voice, turn around to seek... Quark? Actually it's Jackal. He says 'that' thing is ready and asks if Elza is ready to go. Choose the left option to move on to Chapter 44 or choose the right one if you still have things to do in town. Jackal will wait for Elza in front of the Color store. The side-quests: Charisma Chef, Aspiring Patissiere, The Trader, Frog of Good Luck, Man of the Solitary Island, and Lizard Counterattack are still available. Chapter 43 - Miasma Cave [CH43] Talk to the knight in front of Lotta's shop to continue on to the next dungeon. The knight says that a strange poison is spreading from the Underground Labyrinth and they need Elza to investigate it. Before Elza leaves for the Underground Labyrinth, Lotta gives him Key Item: Lotta's Ring. This can be used in Seek Mode to find hidden entrances and pathways in the Labyrinth; particularly to hidden treasure in the area. Elza and all his friends head for the Labyrinth. Head down the stairs to take out a group of lizards. Afterward, search for the hidden door to get some treasure. In the next area, the party jumps down to fight a large group of lizards, defeat them and search the area for two hidden doors. When Seek comes up, there is a target to the right of where the party came down from. The hidden passage behind a narrow wall opens up when Elza checks it. Sidle into the area and open the door. The party enters the room filled with water, there are no enemies here, however Elza spots a door along a higher part of the wall where the party can't reach. Operate the switch to flood the room so the party can swim over there. The party emerges in the actual labyrinth. Upon closer inspection to the area of where they came from, there is a large group of lizards and cave cougars there. Attack them if you wish. There are two chests in the open area where the enemies were standing. Move towards the closed gate. Upon entering area, numerous lizards come out to attack the party. Jackal guesses that there are at least 100 of them. Elza and the rest of the party have a little game among themselves to see how many they can kill. Elza will count out loud the number of lizards that he takes down during this battle. The conversation at the end will differ depending on whether or not Elza can kill more lizards that the others. If he reaches over 40 it's a good indicator that Elza won. If not, somebody else will have their say. Pick up any remaining loot that remains from the melee. Have Elza take the alternate path instead of the one the others wait in front to find a treasure chest. Head up the stairs and back to the area where the lizard statue was. A cut-scene occurs and the party notices that there is something very wrong with the water here. Before going down the stairs, go down each of the three paths and use Lotta's ring to find a hidden door at each end for treasure. Once all the treasure has been gathered, head down the secret stairs. According to the party, the miasma down here is worse. Go into the room where the two large lizard men were previously when you were here the first time. Remember all that treasure that Seiren wanted to grab the first time, but couldn't? Now's your chance. Checking the door will indicate that it is locked. Use Lotta's ring to search the walls. Inside is a chest with the Key Item: Key to the Treasury. Elza can now unlock the cells in this area to receive some gold and other things. So backtrack and open each of the cells. Inside he will find assorted swords, materials and gold. From the entrance of this room: Legendary Fertilizer x3 Gnome's Gold Ore Dragon Hide x5 Nightmare +3 Blunt Diamond Sword Blunt Gold Sword Going right to left in the large room 6000G 3000G Key Item: Key to the Altar door 4000G Eventually one of the cells contains the Key Item: Key to the Altar door. Once Elza has looted the room open the door to the Altar room and move on. There is a Save Point right in front of the door. Boss: Mad Kraken Level: Element: Weakness: A lot like the original Kraken, except pink and transparent instead of black. The idea is the same, cut off the tentacles, then attack its head. The problem is that the tentacles can now cause the Beto-Beto (sticky) status effect. The Kraken itself can also cause Death Sentence and deal heavy damage if you get too close, by creating lightning around it. It can also create black magic circles that shoots a spike that will take out a character easily. Mad Kraken's weakness is fire so have Yuris cast Meteor whenever he can, and make sure Jackal is using Berserker instead of shooting ice at it (healing it, which is bad). Because this Kraken doesn't shoot a laser at the ceiling, one way to damage it is to use Magic circles to hit it, and then dodge its counter attacks and spells. If it hangs around the pillars in the room, use those to your advantage and climb up and hit it with a Dunk Slash. After enough damage, Mad Kraken goes down and drops the Old Alloy (used for upgrading the Knight's Armor). Move on to either Chapter 42 or Chapter 44 if you've cleared 42. By this point, you can access and replay the following dungeons: Robber's Hideout Mysterious Forest Haunted Mansion Tower of Ordeal Underground Labyrinth Sea Cave Temple of the Arganan Arena Season 3 Chapter 44 - Stargazing Tower: Night [CH44] Head to the Color store back in Ruli City to speak with Jackal and go with him. Elza, Kanan and Jackal are walking along in the city during the scene that starts this chapter. They chat about their futures now that there isn't a need for them to be mercenaries anymore. The party will arrive at a cliff and an event will play out, with them paying their final respects to Quark, at his newly placed gravestone. A cut-scene then plays out, with Elza finally getting knighted. Afterward, Elza will arrive at the Stargazing Tower, and there is a meteor shower. Walk up to the platform and Kanan will arrive shortly after. Talk to Kanan to start another scene, ending the game. Congratulations, you've finished The Last Story! Now you can start a New Game Plus with all your levels, equipment and items. Normally occurring monsters will be a breeze considering this. The only catch is that certain monsters, as well as the bosses will have leveled up something ridiculous and will proceed in wrecking your face, so it's not going to be that easy. Also replayable levels and Summon Circles will have powered up enemies to match your character levels. The advantage to this however is that all your equipment (except bowguns) can now be upgraded past their Round 1 thresholds to up to +99. Unfortunately you will need to collect a lot of Particles of the Strangeras well as Gold to level up your gear. Have fun! Also, your party will be equipped with whatever they were using last, except for Quark, who will have Hunter Armor +9 and Hunter Legs +9 and the Emperor equipped. He will also have all of Elza's abilities during the time you control him in Chapter 1. He cannot however use a bowgun. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Sub-Quests [Subquest] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Sub-Quests in The Last Story aren't exactly... obvious to say the least. In order to find them, Elza (and therefore the player) have to wander around Ruli City's locales and speak with some very specific NPCs in order to open up certain quests and garner their rewards. However what should be noted is that if you see an NPC that isn't wandering around, or you haven't seen them before, or has a circle marker indicating you can interact with them, that means they MIGHT have a quest for you. Other quests aren't as obvious as they require knowledge of Japanese to 'notice' an NPC's subtitles in regards to something they want. The [Square Brackets] will denote what Chapter the Quest should be available at. Now then on to the list of Sub-Quests: 1000th Customer [Chapter 4] Speak with the Fortune Teller who is located in front of the Central Plaza (Ariel's Tavern side). She will tell Elza that it is his lucky day and that he can get a free equipment upgrade at Lotta's Shop. Head over to the shop and Lotta will exclaim that Elza is indeed the 1000th customer! You are free to upgrade one piece of equipment free of charge, however if it has a material component, you are still required to provide it. Toy Coins [Chapter 4] Speak with a boy at the South Gate Plaza. He will call out to Elza and 'challenge' him. This particular challenge involves finding Six shiny toy coins. Agree to the boy's challenge, and he will run off to hide the coins around the city. You will find the coins at the following locations: Central Plaza, Fountain Plaza, South Gate Plaza, the Marche, West of the Arena, and on the way to the Castle Gate Plaza. Return to him after finding all six coins and he'll hand over his 'treasure', the Hoe weapon. Note that the Hoe is an awful weapon until you are able to upgrade it in a New Game Plus. Charisma Chef [Chapter 4] If you head to the Marche, there is a man in red that wanders around the area. There are two men dressed like this, however only one of them will speak with you. He is the Charisma Chef [ÆJÆÅ ÆXÆ}â¿âÂÂl] of the Marche and he requires ingredients for meals that he needs to prepare. He will reward you for your trouble however. You can repeat this however many times you'd like. The other recipes that he can make will appear as you progress through the game. Starting Request Birthday Cake: Coconut, Wheat, Egg. Gnome's Copper Ore x 2 Chapter 22 Merchant's Banquet: Ripe Pumpkin x10, Wheat x6, Coconut x2. Gurg Sand x4 Epilogue Noble's Dinner Party: Wine x10, Wheat x3, Gigantic Shark's Fin x2 Gnome's Gold Ore x4 Aspiring Patissiere [Chapter 4] In Craftsman's alley, there is a girl in blue [ÆpÆeÆBÆVÆGâÃâ½âÃâ²] that stands along the left side near a large bell-like structure. Speak with her and she says that she wants certain ingredients for recipes. She will reward you in return for the ingredients you bring her. You can repeat this however many times you'd like. The other recipes that she can make will appear as you progress through the game. Starting Request Coconut Milk: Coconut, Sugar, Banana. Gnome's Copper Ore x2 Chapter 22 Florentine: Wheat x8, Almond x8. Gnome's Silver Ore x4 Epilogue Pumpkin Cake: Ripe Pumpkin x5, Wheat x10, Sugar x2 Gnome's Gold Ore x3 The Trader [Chapter 4] A somewhat frazzled young man [âfËäÂl] standing in Castle Gate Plaza is missing the materials needed to make special goods. Help in out and he will reward you in kind. You can repeat this however many times you'd like. The other items that he can make will appear as you progress through the game. Starting Request Pocket Watch: Copper, Iron. Light of the Stranger x1 The last two requests show up around Chapter 27 Silk Dress: Silk x10, Fur x10 Ogre Nail x1 Mofu-Mofu Bag: Fur x10, Diamond x3 (To be honest, I have NO idea what that even MEANS) Lizard's Canine x1 The Orchid Robber's Group [Chapter 4] As you approach the alleyway West of the South Gate Plaza that leads back towards Ariel's Tavern, there will be a young girl sitting on a bench there. Speak with her, and suddenly Elza's wallet will be stolen (the paltry sum of 100 G). There are three of them, and you have to find them in Seek mode to get your wallet back, as well as a Dragon Hide x1. They are hiding around the following locations: On top of the South Gate On the roof of Ariel's Tavern (This is the kid who has the wallet) On the Street Light south of the Arganan Bridge After finding them, you learn why the people here aren't too fond of mercenaries. The Comedian [Chapter 4] There's a fellow sitting North of the Arena, he looks kind of like a mime, with a black hat. Speak with him and he talks about bananas. He asks Elza a question and if you say you want to learn about the secret, he'll ask you to bring him a banana. Hand one over and he'll give you Prank Banana x50 in return. You can repeat this however many times you'd like. Friend of the Frogs [Chapter 4] From the Central Plaza, Elza can go down some stairs to the riverside. On the west end, there is a boy standing on the wooden deck there. Speak with him and he says that he'll teach Elza something neat if he can catch three frogs. There is a catch however. In order to have the frogs appear, Elza must first speak with the Fortune Teller, and she will tell you where a frog is hiding. There are six possible locations for where they are: On the riverside Wood Deck, North-West area Near the well behind Ariel's Tavern Near the Fountain in Castle Gate Plaza Near the Fountain in Fountain Plaza Near the well around the Eastern Gate; near Marche area Near the well behind the Color shop north of Central Plaza Elza must slowly approach the frog from behind and press A to catch it. Once you've caught a frog, every member of the party gains +5 to their speed. This can be repeated six times (for a total of +30 speed). In order to have a new frog appear, Elza must go into Ariel's Tavern, leave and then talk to the Fortune Teller again. Once you've collected enough frogs, the boy will teach Elza how to Dive into the river and explore other parts of the city he couldn't reach before. Frog of Good Luck [Chapter 4] Once you've caught six frogs in the previous sub-quest, every frog thereafter will reward you with either a Green Four Leaf Clover or a Yellow Fish Scale. The procedure is still the same. You can repeat this however many times you'd like. Tent Watchman [Chapter 4] On the riverside closest to the Tavern, there will be a young boy standing guard in front of a tent with a treasure chest inside. He says that he won't EVER budge from his spot if you want that treasure. He will however hint that he wants to see fireworks. So launch a few of them into the sky, run into the tent, snag the Dragon Hide and then run away. If he comes back before you finish up, he'll take it back. Cooking Ingredients [Chapter 4] Near the arena, there is a female shopkeeper standing next to a man cooking. Speak with her (she's somewhat vocal), and she'll say that she doesn't have enough ingredients ready for the customers around the arena. Offer to help her and she'll have over 3000 G for Elza to buy Banana x1, Egg x2 and Coconut x3. Pick these up for her in the Marche and hand them over. She'll let you keep the change, give you a Dragon Hide and makes her shop available to shop at. The Old Sailor [Chapter 4] Head near the East gate, just North-east of the Marche. There should be an older looking gentleman wearing blue-grey sitting on a bench. Take a seat next to him and he'll talk to Elza. He will ask Elza what's more important, Your physical health, or economic sense. Pick physical health to increase you defence by one, or pick economic sense for 100 G. Personally I'd go for the Defense boost. Tripping Ladies [Chapter 4] Around the Castle Gate Plaza, there will be a girl waiting on tables griping about how the ladies sitting/standing nearby are simply loitering and not ordering something. She wishes someone would 'do' something about it. So grant her wish by shooting all the ladies in the area with Prank Bananas, and this will make her day. She has a good laugh and hands over Wheat x1. Solitary Old Man [Chapter 4] Once you've obtained the ability to Dive into the river, if you head along the east most point of the river and climb up the ladders, you will arrive at a strange old man's residence. He will tell you some very... obscure facts about what Elza has done in the city. And reward you for it too. He'll even give you a Dragon Hide for visiting him the first time around. How many times you've bumped into people on the streets. 50 Times: Leek weapon 100 Times: Frying Pan weapon 150 Times: Kitchen Knife weapon 300 Times: Dragon Fang x9 How many times you've banged your head/face on low-hanging signboards. 20 Times: Hammer weapon 50 Times: Axe weapon 100 Times: Lance weapon 150 Times: Dragon Fang x9 How many times you've slipped and fell (banana peels, oranges etc.) 20 Times: Pitch Fork weapon 50 Times: Wooden Club weapon 100 Times: Stool weapon 150 Times: Dragon Fang x9 All the weapons you receive from him have very unique effects, but cannot be upgraded during Round 1, and are VERY weak. They are however very amusing to use in cut-scenes and in online play. Behind the East River Gate [Chapter 7] West of the Marche, there is a young man who says there are strange noises coming from behind the water gate on the East side of the river. After speaking with him, if you Dive into the river and approach the left-most grate, there should be a circle there, indicating that you can interact with it. Should you CHOOSE to enter, Elza will spot three Cave Cougars (level 40) enemies and they are a million kinds of nasty this early in the game. You can choose either to fight them, or retreat depending on your level. Note that Elza has to fight these by himself, so if you're still in the early stages of the game, it is a good idea to come back later. Defeating the cougars will earn you a Sylph's Bowstring x3 (one from each) and the three chests contain: Silver Thread x1, Indigo Thread x1 and Divine Beast Sword. The Starving Kid [Chapter 7] You may have met this kid earlier along the riverside, but you couldn't do anything for him... yet. Anyway, after clearing the Robber's Hideout, go to Ariel's Tavern and speak with her. She says that she just finished making a new boxed lunch and hands over Key Item: Ariel's Bentou to Elza. She warns him not to go near Manamia with it though, or else she'll eat it. Head over to the riverside to the boy who's sitting on the ground next to a tent. He'll notice that you're carrying the lunch box. Talk to him and he'll offer to trade a Towel (for wiping sweat) in exchange for the food. Agree and you receive Key Item: Towel Go to the Craftsman's Alley (you might have seen this guy gripe about being sweaty earlier). He'll notice you have the towel and he'll offer the Key Item: Basic Magic Spell book in exchange for it. Make the trade. Once you have access to Ruli Castle, head to the library and one of the magic school kids (a boy) will notice you have the book. He'll talk to you and offer Key Item: Aristocrat's Basics book in exchange for the spell book. Take this book outside of Ruli Castle and around the Castle Gate Plaza area. One of the ladies (that you had tripped earlier) will notice you. She even has that annoying 'Ohohoho' laugh too. Trade the book for Key Item: High Grade Gemstone. Gem in hand, head back to the castle and up to the third level in the main area. Go to the end of the hallway near the Earl's office, and a lady will stop you. She'll offer in exchange for you shiny stone, Key Item: Zola's Ship Journal. Now this will take a while... once you've hit Chapter 22, you can finally enter the prison and find Zola. Speak with him and he'll notice you have his journal. He demands that you give it back to him, but will offer his sword in return. Take him up on his offer and you'll receive Zola's sword. This katana can be upgraded to the Rokujou Hannya, which is especially handy in a lot of fights against human foes. Blue Bird [Chapter 7] The title of this is somewhat... confusing, but whatever. Before you head to Ruli Castle, there is a girl standing on the second floor of Ariel's Tavern (she'll stand out, so don't worry you'll see her). Speak with her and she says that she wants to get some Angel's Thread in order to make a special kind of dye. Agree to help her and she sends you off to the Central Plaza, saying that the feathers of blue birds contain Angel's Thread (I have no idea how that works), but whatever. You'll notice that Seek mode pops up and you have to look for the blue birds. 1. Top of the central pillar in the Central Plaza 2. West side fence of the central area in the Central Plaza 3. Far hanging lamp on the doorway on the East side of Central Plaza 4. Near hanging lamp on the doorway on the West side of Central Plaza, Chase it the Castle Gate Plaza Fountain and Seek it again. Once you've picked up four Angel's Threads for her, go back to the tavern and speak with her. She'll hand over the Stimulating Bleach, which makes Armor invisible (insert boob joke here). Miina from Marche [Chapter 7] Wander around the Marche, and head over to the South end where the hill is. Elza will hear a girl yell in surprise and a wagon full of fruit is dumped in his general direction, causing him to slip and fall on his ass. A girl named Miina will run up to him and apologize for goofing up. As the story progresses, make sure you attempt to speak with Miina whenever you can. Once you've spoken to her three times, by Chapter 23 she will go out on a date with Elza, and introduce you to her stray cat Mii. Feed the cat some almonds and it will follow you around the city (for a short period of time anyway). After Elza has been knighted (sort of, around Chapter 30) you can speak to her again and she'll give you a Dragon Fang. Search for the Lost Kitten [Chapter 7] As you wander around the city, you'll notice that the Seek button pops up when you approach the area North of the Central Plaza. You'll spot a young boy standing on the roof top of the Color Shop calling out for his lost kitten. Run up behind the building and climb the ladder to speak with the boy and agree to help him find his kitty, Mari. To do this, speak with the Fortune Teller, who directs you to the Fountain Plaza. There you will find a white cat waiting for you. Chase after the cat through the back alleys of Ruli City and she'll lead you to where the kitten has gotten itself stuck. Elza will automatically return to the boy with the kitten, and he receives the Tea Ladle (a Japanese tea ladle) as his prize (yet another joke weapon). Stolen Permission Pass [Chapter 7/19] In order to start the events which lead to this sub-quest (as well as activating Chapter 21), go to the area North of the Arena to find a boy speaking with his older sister. You will learn that his sister has a strange illness. After Chapter 19, go back to the same area and you'll find the boy by himself, lamenting the fact that he can't do anything for his sister who is now bedridden. Return to Ariel's Tavern, and then leave. A scene will occur as the boy bumps into Elza and runs off. Elza will realize that his Permission Pass just got jacked. Chase after him, and if he bumps into pedestrians, that is your chance to grab him. If you mess up and lose sight of him, wander around the area and Elza will wonder if people nearby have seen him. Continue to give chase, once you've cornered him twice Elza will drag the boy with him back to the Tavern, while Ariel will berate the thief. Elza can then choose to either take back his pass, or give it to the boy. Giving it to him will cause another scene between Elza and Quark to play out, with Quark saying that Elza is too nice for his own good. After this little mess, Elza gains +20 to his Speed and the boy will have dropped a Dragon Fang inside the Tavern. You can go back outside to the arena area later and find out why the boy's sister is ill. Gatekeeper of Ruli Castle: West [Chapter 8] Once you have access to Ruli Castle and can move about freely, head towards the West gate to speak with the guard there. He says that three generations of his family have been guarding this gate, his grandfather, his father and himself. What's behind the gate however is a mystery. Head to South Gate Plaza to find an elderly man sitting on a bench and speak with him. He will say that he is the young man's grandfather and give you some special Cooling Herbal Medicine to give to his grandson. Return to the gate and hand it over to the guard. He gives Elza a Dragon Hide as thanks. Gatekeeper of Ruli Castle: East [Chapter 8] Approach the Eastern gate, and try to open the door. The Gatekeeper here isn't as talkative as his friend on the other side, and tells you that you can't go through this door. He will say that since you took the trouble to chat with him, he'll give you a Gnome's Copper Ore, just because. Kanan's One-Piece [Chapter 19] A particularly easy sub-quest. After the events in Chapter 19, Kanan will want to be left alone and will refuse to see Elza. Go to Jill's room next door to Kanan's and examine the closet in his room. You will find Kanan's One-Piece there. Elza will even comment 'What the heck is this doing here...?' Creepy. Marche Store-Keeping [Chapter 19] One of the shop keepers in the Marche, one that you have to approach from behind his stall to talk to, says that he has some errands to run and needs someone to watch his stall for a bit. Volunteer to do so and Elza can sell the party's excess junk to people passing by for a pretty penny. Go into Seek mode to select your potential customer. Do note that the civilians have different tastes and will buy different things from you. Lizard Counter-Attack [Chapter 19] There is a soldier standing in the Courtyard of Ruli Castle on the East side. He will tell Elza that he has received a message addressed to him. Choose to read it and it will be narrated by a particularly belligerent Lizard man who wishes to challenge Elza to a mano-to-mano duel. Kind of. Elza will arrive at the Cliff Road, and lo and behold, there is a lizard man waiting. While riding a Gurg Beast. Elza asks if this is even remotely a mano- to-mano duel and the lizard tells him to shut up and tries to run him over with the beast. Knock the lizard off the beast, the commandeer it, press and hold A to make the beast dash around and flatten all who stand in your way, as this is no longer a one-on-one match, but a bloodbath as Elza squishes the crap out of the incoming lizards. Press B to dismount the beast if you want. Stomp enough lizards and they'll run away cursing Elza's name. You will receive one of the following rewards: Pirate's Ring x1 Noble's Ring x1 Legendary Fertilizer x2 You can repeat this, but the lizards aren't getting any stronger (and they aren't learning their lesson either). Dragonmeister [Chapter 19] East of the arena in the maze like alleyways, there's a robed man sitting there. Speak with him and he says that if you bring him 5 Dragon Hides, he'll make you something good. You can choose to either make Dragon Armor or Dragon Legs. This choice is represented by him asking Elza about what his preferences are. 'What do you like' -> Answers being 'Boobs' or 'Butts'. (Seriously, those are the choices). This can be repeated as long as you have enough Dragon Hides. Pumpkin Garden [Chapter 19] Just outside of Ariel's Tavern, there should be a mustached man in a hat standing on the street corner. Talk to him and agree to follow him to the newly made fields. You will arrive at the area outside of Ruli City and on a pumpkin farm. He will give you a Seedling and some regular Fertilizer. You can then grow pumpkins for recipes and profit. First off, you must plant a seedling, then you must fertilize it. Fertilizer -> Small Pumpkin High Quality Fertilizer -> Normal Pumpkin Legendary Fertilizer -> Ripe Pumpkin After you've cleared a map or a chapter, return to the farm to harvest your crops. The Key Thief [Chapter 19] Head over to Craftsman's Alley. You should spot the girl you met in the Tavern hanging around here. She will say that she has something new for Elza, but her key to the warehouse has been stolen. Elza will say that's too bad, but who would steal a key for dyes? She then will say, oh someone who looks just like that, as a boy (who strikingly resembles the permission pass thief) shows up. Give chase and get the key back from him. After she scolds him, she gives Elza the Shocking Bleach, which makes Legs invisible (insert dirty joke here) Elza's Groupies [Chapter 21] This sub-quest is available after clearing the optional Chapter 21, Tavern Salamander. Speak with the Fortune Teller in front of Central Plaza and she'll say that she is now telling Love fortunes. Ask her to tell your Love fortune and she will direct Elza to the Eastern balcony of Central Plaza, where he can flirt with one of eight girls from Ruli City. Elza must correctly answer at least two of their questions for them to agree to meet him later at the Tavern Salamander. Here are some 'rough' translations. Older Lady in Love âöâ·âéâ¨âÃâ³âñ Yes, I like older women. âÃ⢠âNÂãÂDâ«âà â· I do think so. â»â¤Žvâ¢âÃâ· With pleasure. Šìâñâà Older Sister in Love âöâ·âé⨎oâ³âñ No. â¢â¢â¦ Older I guess. âNÂãâ©âà Yes! âÃâ¢! Lady in Love âöâ·âéâ¹Mâ¢wÂl There's no need for basics and such in being stylish. â¨âµâáâêâÊîâ{âÃâÃâÃâ¢âà â· I think that's wonderful. âfâGâ¾âÃŽvâ¢âÃâ· Of course it is. âà â¿âëâñâ âèâÃâ· Spoiled Princess in Love âöâ·âéâ¨â¢Pâl The way you did you eyes is very pretty. ãYâÃâÃâÃâðâµâÃâ¢âÃâ·âà You're very determined to be charming. Ÿâ¹Câà â£âÃâIâà â·âà That's not the case. â»â¤âà âà âÃ⢠Relaxed Girl in Love âöâ·âéâÃâ®â·Ââ« Thank you. â âèâªâÃ⤠I think doing it gently is wonderful. âDâµâÂâÃâfâGâ¾âÃŽv⤠I am fond of the gentle and older type. âDâµâ¢âNÂãâÃÂDâÃâà â·âæ Fun Girl in Love âöâ·âéŠyâµâ¢Ââ« That's right. â»â¤â¾âà In my mind. â°Â´âÃâªâÃââ For the time being, how about getting a meal? âÃâèâ â¦â¸ ÂHŽââà âà âÃâ¤âà â·â©ÂH Romantic in Love âöâ·âéÆÂÆ}ÆâÆ`ÆXÆg Yes, I will most certainly come to welcome you. â¤âñ â«âÃâÃÅNâðÅ}â¦âÃâÂâéâæ You're already closer enough I think. âà â¤â¹ÃâÂâÃâ¢âéâ©âà âµâêâÃâ¢âæ How about me being your prince? â°Â´âªÅNâÃâ°Â¤Å½qâlâÃâÃâ±âÃâ³ Serious Girl in Love Â^âÃâÃâÃÂâ« Having calm judgment. ââÂÃâÃâ»âfâà A mind that fears the world. ¢âÃââ âðŠëÅÅâ·âéÂS A self-confident mindset. Ž©â¢ÂªâÃŽ©ÂMâðŽÂâÃÂS You'll need to go back and forth between Ariel's Tavern and the Fortune teller in order to meet all eight girls. After the ninth time (assuming you've done it right) the fortune teller will tell Elza that he has a fated meeting at the Tavern Salamander. You can now go there to feel... appreciated (I guess). Although this does mean that Elza has learned a thing or two from Jackal (despite saying he wants nothing to do with Jackal's art of seducing women). Bow Expert [Chapter 22] Elza must have sworn loyalty to the Earl first. During the celebrations at Ariel's Tavern, one of the men on the second floor will mention that there is a man looking for a 'bow expert'. Speak to him and say that you're interested. He will tell Elza that a man in a blue hat and clothes is hanging around the Fountain Plaza looking for a 'bow expert'. Elza can head out the next morning in search of him. When you approach him the first time, he asks Elza to shoot someone with this arrow. Elza says 'There's no way I'm going around killing people'. Jackal will show up and wonder what's going on, and Elza explains to him that this guy wants him to assassinate people for him. The man explains to them that he doesn't want that, and Jackal realizes that the arrow is a Charm Arrow. Elza catches on and agrees to help him, despite the fact the guy should really try harder himself. Once you've received the arrow, target the girl in blue. Elza will react if you hit the right person, which leads to a scene with the guy 'flirting' with his target, until she snaps out of her stupor and slaps him. Elza will gain +2.0 to his Arrow damage if successful. This can be repeated at least once every chapter until Chapter 31. It is possible to reset it by going to one of the replayable dungeons and clearing them. Failure in hitting the right target will earn you Prank Banana x10. Knight's Armor [Chapter 22] Once Elza is allowed to 'stay' in Ruli Castle, there is a wardrobe/closet/cabinet in his room that he can examine. Inside he finds an old set of Knight's Armor. The Drunk [Chapter 27] After escaping from Prison, it will be night time in Ruli City. Head over towards the Tavern Salamander, and south-east (not SE on the map, but physically if you're looking at the door) of its entrance should be a man leaning against the wall, looking rather ill. Go into Seek mode and look at him until he talks to you, saying that just looking at the empty bottle makes him ill, he will ask you to take care of it and hands over the Wine Bottle. Gurg Lost and Found [Chapter 29] While you are in the Gurg Castle, do NOT pick up any of the Gurg items in the treasure chest. Instead wait until you have reached the Epilogue and then talk to the following Gurg citizens that now reside in Ruli City. Gurg Pot -> Gurg man in Marche. Gurg Comb -> Gurg woman in front of Castle Gate Plaza. Gurg Doll -> Gurg girl in South Gate Plaza. Now you can go to the castle and fetch the items in the chests. Return these items to them and you will receive a Gurg Esoteric Writing x1 from each of them. Fashion Magazine to Gurg Castle [Chapter 31] The last sub-quest. You can listen to a girl in blue near the East gate. She will mention that her boyfriend has been stationed somewhere faraway. There aren't that many faraway places where knights would be, so head to the Gurg castle. Once you're there, listen to the knight standing near the exit. He says that he's bored and wishes that he had something, namely a fashion magazine to read. Speak with him to return to Ruli Island, then speak to the girl at the East gate. She will hand over Key Item: Fashion Magazine. Go back to Gurg Castle and give the magazine to the knight. He will ask you to deliver Key Item: Letter to Girlfriend. Go back and give the letter to the girl. She will then give you a Dragon Fang. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Exploring Ruli City [Rurimachi] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Scattered throughout Ruli City are a number of random items that will regenerate each time you leave for a dungeon and come back. You will find 17 locations where there are Status Boosting placed in town. They will always be in the same location, but will be randomly generated, except for one item, which will always give +0.2 to your Arrow damage. The following map provided by dswiipspwikips3.jp gives details to the locations of these random items, denoted as blue dots on the map. http://dswiipspwikips3.jp/laststory/ruri.jpg Also on this map are the locations of the Six Toy Coins (red), possible Frog locations (yellow), four of the five treasure chests in town (green) and lastly people in town (purple) that you can 'stare' at in Seek mode to earn free items from (once). The last treasure chest is in the area South of the arena, next to the bridge. Furthermore, as you wander around the city, you will sometimes spot something shiny on the ground. The Seek option should pop up and notify you that there is something there. Make sure you find it quickly as the item will vanish after a set amount of time. There are eight locations in Ruli City where these items will appear and will respawn after a set period of time. At night time however, Food product items will appear as well, but there are only two instances in the game where this will occur, so you are better off just buying these items from the Merchants instead of searching for them. http://dswiipspwikips3.jp/laststory/seek.jpg This map tells you which places have Seek items. An area of importance in this map however is #5. Here Elza can grab some feathers, which are Arrow Damage attack boosters. Items that you can find in Town are the low ranked Stat boosters for Elza or the Stat boosters that affect the entire party. In Seek Mode, Elza must Chain together his finds in order to get better items at the end. Here is a list of the possible things Elza can find: Chain 1: Spring Vegetable Seed, Yellow Fish Scale, Green Clover, Winter Sky Stardust, Midsummer Coral, Khaki Bullet Chain 2: Spring Vegetable Seed, Yellow Fish Scale, Green Clover, Red Igneous Rock, Fallen Autumn Leaf, Khaki Bullet Chain 3: Spring Vegetable Seed, Yellow Fish Scale, Green Clover, Red Igneous Rock, Fallen Autumn Leaf, Khaki Bullet Chain 4: Fertilizer, High Grade Fertilizer Chain 5: Sylph's Bowstring, Gnome's Copper Ore (early in the game), Gnome's Silver Ore (mid-game), Gnome's Gold Ore (late in the game) Area 5 has feathers: Chain 1: Arrow Damage +0.1 Chain 2: Arrow Damage +0.1 Chain 3: Arrow Damage +0.1 Chain 4: Arrow Damage +0.2 Chain 5: Arrow Damage +0.5 The people you'll want to Seek in town are: They will turn the cursor red if you point it on them. Other people turn the cursor red as well, but won't give you anything. Man playing an Accordion in Castle Gate Plaza: Banana Old Man in a Bowler hat, Castle Gate side of Central Plaza: Wine Boy holding bag of Apples near Lotta's Shop: Coconut Man fishing along the South side of the River: Dragon Hide Girl talking with her brother in the alley East of Lotta's Shop: Magic Def +1 Woman sweeping South of Ariel's Tavern: Dragon Hide Boy on a bench in South Gate Plaza: Normal Pumpkin Man repairing a wall, West of Fountain Plaza: Dragon Hide Boy on a roof above the Marche Color Shop: Dragon Hide Night: Boy on the Eastern bridge: Fireworks x10 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Arena [Arena] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ When you first arrive at the Arena in Chapter 4, Elza gets the wrong idea from Seiren and thinks that it's a brothel or love hotel. However it is indeed an Arena for fighting and whatnot. Every time a new Arena 'season' comes up, Elza will brave it with Seiren and Jackal in tow. Once you've cleared a Season, you can then choose to bring other party members with you instead. Your team must be a team of 4 for all Seasons when you replay them. The rules of the Arena are simple: Go through the gates to each room and clear out all the enemies there, then move on until all the monsters have been eliminated. If Elza is downed five times, you have to Retire your Arena challenge. Clearing the Arena will earn you prize money, as well as any items you happen to pick up there while killing monsters. Certain rare weapons and items can only be found while fighting in the Arena. You are not timed here, so you can take your time going through each room, and each time you repeat a season of the Arena, your prize money will increase. Furthermore, before you each match, you can speak with the group of four people standing to the left of the entrance. They will say that they'll bet on Elza and friends to win their match and will reward you accordingly if you meet their expectations. The items that they wager are predetermined and they will cycle through them. This is a fairly easy to earn some extra gold, food products and some Upgrade materials. There are three Seasons of Arena battles. Season 1 is initially available. Season 2 is unlocked once you have reached Chapter 28 in the main story. Season 3 is unlocked during the Epilogue chapter, and will replace both Seasons 1 and 2. The first time the party runs through Seasons 2 and 3 will be unique however. Also at the end of each 'first run', Seiren and Jackal will speak with Elza and give him 'his' share of the prize money. It's fairly paltry. Arena Season 1 Head to the right. Round 1: Lizard Archers, Lizard Mages, Battle Spiders and a Lizard Blade Defeat these really easy enemies and move back to the starting room. Head to the right from the exit. Elza can roll off the bridge and down the stairs as a shortcut. Round 2: Lizard Elites, Lizard Mage, Lizard Archers Another easy battle. Kill them all to clear Season 1. Rewards: 1000 G + 1000 x # of times cleared after 1st time for reward. 300 from Seiren and Jackal (first time only). Arena Season 2 Head Straight to the first area. Round 1: Sea Lizards, Lizard Archers and Lizard Healers. Have a magic user blast the pillar near the stage twice, in order to get at the enemies. Otherwise the party will be pin-cushioned to death. From there, defeat the enemies. Elza can also use Burst arrows to destroy the pillar. Go straight to the next area. Round 2: Sumuruu Level: Element: Weakness: This thing is the same as Muruu except tougher. Use the same strategies against him as you would the original. Use the torches in the stage to your advantage to cause elemental damage to Sumuruu. Head to the left to the next area. This mini-boss will drop either the Nanashi or the super rare Airblade. Round 3: Lots of Lizards: Lizard Elite, Lizard Piper, Lizard Healer, Lizard Archer, Lizard Mage Take out the healers and pipers first. The rest will fall apart fairly easily after. Head to the next area. Some of the lizards here will drop the Defender. Round 4: Ruli Knights (First Time Only) This is a weird battle. Run up to a knight and attack him right away. Then something weird will happen. Wait. What the hell just happened? An instant replay shows the Knight just 'died' even though Elza didn't hit him. It seems like the knights totally threw the battle for Elza and company. 5000 G + 1000 x # of times cleared after 1st time for reward. 1500 from Seiren and Jackal (first time only). Arena Season 3 As usual, Elza is joined by Seiren and Jackal. Apparently there are rumors that somebody from the Gurg continent is holding a grudge against him. Head straight to the first area. Round 1: Ruli Knights: Knights, Mages, Healer, Archers and Witch. Take them down. They're not much to talk about anyway. Except for the ones that shoot Sticky Arrows. Head to the right to the next round. Round 2: Gurg Tribe: Beasts, Guards, Gorgons, Mages and Healer. This is actually kind of scary, not. Two of the large Gurg riding beasts are here. As well as Gorgons, which can cast the Stone status effect. Take them down like you would any other Gurg force. Go to the next area. Round 3: Ghoul Level: Element: Weakness: Wait what. It's the Gurg Captain. Looks like he still has a bone to pick with Elza. Both Seiren and Jackal have no idea who he is, and even Elza has kind of forgotten him. He summons a Ghoul to battle the party, but Ghoul instead flattens him, then turns its attention to Elza and Company. Same rules as before with fighting Ghoul in the Haunted Mansion. Use the walls to Dunk Slash him into submission, as using Slash will cause Ghoul to crash around the arena and squish the party. Use the healing fountain when the Ghoul's supporting Skeleton archers/mages inflict silence and death sentence on the party. Defeating Ghoul will finish Season 3... however, as the three of them leave they are interrupted by a giant spinning... Muruu (a la Gamera)! The Captain has yet another pet for the party to fight. It proceeds in slapping him to death (again). Kanan, Yuris and Manamia will join in on the fight. Round 4: Domuruu (first time only) Level: Element: Weakness: A ridiculously HUGE Muruu. Same strategies for fighting regular Muruu will work on this thing. Except that this one can one hit KO your party members by falling on them or tackling them. For the time being, let your magic users weaken it, and then use Deflector to protect the party from the paralysis needles it shoots when it spins. However due to its hugeness, the party cannot knock it down onto its back using regular means. Use Tension Artes to deal heavy damage to Domuruu, as it doesn't have any resistances to magic (including Ice which would heal the other ones). While Domuruu is dazed, use Wind on an Ice magic circle to knock it on its back From here you can Ride Muruu to deal massive damage as Elza jumps up and stabs it. There is no need to deal the finishing blow on Domuruu. Dealing enough damage to it will drop it. 15000 G + 2000 x # of times cleared after 1st time for reward. 2000 from Seiren and Jackal (first time only). ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Replayable Dungeons [Dungeon] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are a few places that the party has been that the game allows you to return to in order to amass gold, materials and new equipment. The catch is that when you return to a dungeon that you've cleared already, you will NOT earn any experience from the monsters there. Also in some of these dungeons, new Golden treasure chests will be placed around the area, containing randomly generated items, as well as some pre- generated ones. The enemy levels will change in order to be on par with your party members, making them more difficult to deal with. This will even more noticeable during a New Game Plus. Also the bosses will sometimes drop rare weapons, however clearing a Dungeon will sometimes only earn you a Clear bonus instead. The dungeons that you can return to are: Lizard's Cave (This dungeon will be disabled after Chapter 43) Difficulty: 5/5 Team Size: 4 Golden Chests: 7 6 Random, Sylph's Bowstring x Cocoon: Hosoi Mikazuki Clear: Rogue Edge +3, Particle of the Stranger x5 Robber's Hideout (Chapter 6) Difficulty: 1/5 Team Size: 4 Golden Chests: 7 4 Random, Gnome's Gold Ore, Gnome's Gold Ore, Gnome's Gold Ore x2 Hosoi Mikazuki can be found here. Ghoul: Killer Cutter +2 Clear: None Mysterious Forest (Chapter 15) Difficulty: 3/5 Team Size: 4 Golden Chests: 5 All Random Shishioh can be found here. Mystic Spider: Karma Clear: None Haunted Mansion (Chapter 20) Difficulty: 2/5 Team Size: 5 Golden Chests: 5 3 Random, Sylph's Bowstring x2, Skull Nebirous: None Clear: Death (Cursed), Particle of the Stranger x5 Tower of Ordeal (Chapter 23) Difficulty: 4/5 Team Size: 1 (Elza only) Golden Chests: 3 2 Random, Light of the Stranger x1 Note: Four Cave Cougars replace Master Trista as the boss here. Clear: Divine Beast Sword, Particle of the Stranger x5 Underground Labyrinth (Chapter 24) Difficulty: 4/5 Team Size: 5 Golden Chests: 4 3 Random, Sylph's Bowstring Oni can be found here. Queen of Abyss: Flame Lizard (Cursed) Clear: None Sea Cave (Chapter 25) Difficulty: 2/5 Team Size: 5 Golden Chests: 8 5 Random, Sylph's Bowstring x2, Light, of the Stranger Gnome's Gold Ore x4 Kraken: None Clear: Grand Swell, Particle of the Stranger x5 Temple of the Arganan (Chapter 42) Difficulty: 5/5 Team Size: 2 Golden Chests: 4 2 Random, Dull Gold Sword, Salamander Bone x1 Gold Spider: Grand Swell +3 Clear: None Arena Season 1 (Chapter 4) Difficulty: 2/5 Team Size: 4 Arena Season 2 (Chapter 28) Difficulty: 2/5 Team Size: 4 Sumuruu: Nanashi or Airblade Lizards: Defender+5 Cursed Arena Season 3 (This will replace Seasons 1 and 2 during the Epilogue) Difficulty: 4/5 Team Size: 4 Ghoul: Royal Ring Domuruu (once only): Gnome's Gold Ore, Particle of the Stranger x5 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Items [Item] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Unlike most traditional RPGs, the items in The Last Story aren't used in game during battles or on the field for healing or status restoration. Instead any items found are of the following: Ammunition for Elza's bowgun, Weapons and Armor, Goods and Products (for buying/selling/sub-quests), Materials for upgrading equipment, Materials for making Dyes, Key Items, and Status Boosting items (that are used instantly). ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Arrows [Arrow] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Arrows are used as ammunition for Elza's bowguns. All arrows have a maximum capacity of 99. Some of them are usable only in certain chapters, sub-quests and multiplayer mode. Some arrows can be bought in stores, where as some have to be found in treasure chests, or by defeating certain enemies. Arrow ÆAÆÂÂ[ Magical arrows which appear infinitely. They cannot be used up. Default ammunition, infinite capacity. Paralai Arrow ÆpÆâ°Æâ°ÆCÆAÆÂÂ[ Arrows which inflict the Paralysis effect on targets Paralyzes enemies, deals no damage to them. Sleep Arrow ÆXÆÅ Â[ÆvÆAÆÂÂ[ Arrows which make targets fall asleep Used in Chapter 27 only by Kanan to put the Knights in Ruli Castle to sleep. Charm Arrow Æ`ÆÆÂ[Æâ¬ÆAÆÂÂ[ Magical arrows which Charm the target and make them friendly towards you Used in sub-quest Bow Expert to make the girl in blue 'fall in love' with the guy in blue. Burst Arrow ÆoÂ[ÆXÆgÆAÆÂÂ[ An arrow which explodes on the place of impact. Effective against Snipers and Gargoyles Explodes on impact, can be used to destroy certain parts of the environment and causes area damage to grouped enemies. Destruct Arrow ÆfÆXÆgÆâ°ÆNÆgÆAÆÂÂ[ Arrows which deal heavy damage with an explosion. Used in multiplayer Fray and Suppression modes, shoots a large explosive burst at targets, dealing heavy damage. Wizard Killer ÆEÆBÆUÂ[ÆhÆLÆâ°Â[ Arrows that are effective on Mages, Healers and other magic users. Deals extra damage to spell-casting enemies. Fairly ineffective against non- spell casters. Silver Arrow ÆVÆâ¹ÆoÂ[ÆAÆÂÂ[ Rare arrows made of silver, said to have an effect on undead vampires. Used to pierce through the Vampire Nebirous' defences. Not very effective on other undead or regular enemies. Itazura Banana â¢â½â¸âçÆoÆiÆi When you a flying banana peel from your bowgun while facing someone... Can be used in town to trip NPC characters, can also be used to trip most bipedal (two-legged) enemies (including bosses). Hanabi â°Ãâ°Ã Magical arrows which launch fireworks upwards into the sky. Fireworks, will automatically fly upward. Used to distract certain NPCs. Heal Arrow ÆqÂ[Æâ¹ÆAÆÂÂ[ Magical arrows which recover your Allies' HP Used in multiplayer Suppression modes to heal other players. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Weapons [Buki] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are a number of weapons in The Last Story. The fall into two main categories: Physical or Magical. Physical weapons offer a higher Physical attack and deal more damage. Magical weapons offer a higher Magical attack and improve Spell damage. Fighter Characters, such as Elza, Quark, Seiren and Jackal (despite being a mage) can equip all weapons. Mages/Healers, such as Kanan, Yuris and Manamia can equip only dagger weapons. There are some weapons which can be equipped by all characters, regardless of what type they are. The translations for the weapon descriptions are my own. Fighter Weapons: Blade ÆuÆÅÆCÆh A typical sword that used by most swordsmen Default Weapon, Ariel's Tavern Weapon Shop Chapter 3 Rune Blade Æâ¹Â[ÆâÆuÆÅÆCÆh A long sword favored by those who have mastered sword fighting Upgrade Blade Rogue Edge ÆÂÂ[ÆOÆGÆbÆW A long and narrow curved sword with a single edge, favored by robbers Default Weapon, Ariel's Tavern Weapon Shop Chapter 3 Killer Cutter ÆLÆâ°Â[ÆJÆbÆ^Â[ To enhance its silent nature, this assassinÂfs sword pursues sharpness Ariel's Tavern Weapon Shop Chapter 3, Ghoul Chapter 6 Drop Nightmare ÆiÆCÆgÆÂÆA A wicked sword with a shady history, crowned with the name Nightmare Upgrade Killer Cutter, Ariel's Tavern Weapon Shop Chapter 12 Last Cocoon Chapter 39 Drop Gladiator ÆOÆâ°ÆfÆBÆGÂ[Æ^Â[ A narrow sword, used by gladiators to accurately target vitals Ariel's Tavern Weapon Shop Chapter 6 Para Axe ÆpÆâ°ÆAÆbÆNÆX A battleaxe that specializes in cutting through armor Ariel's Tavern Weapon Shop Chapter 12 Raijin Axe ââ¹Â_ÆAÆbÆNÆX A battle axe which bears the mark of RaijinÂfs magical power Upgrade Para Axe Knight Sword ÆiÆCÆgÆ\Â[Æh A knightÂfs sword, suitable for exterminating beasts and spiders, like crabs and four legged creatures Ariel's Tavern Weapon Shop Chapter 19 Blood Sword ÆuÆâ°ÆbÆhÆ\Â[Æh A sword filled with forbidden magic Chapter 16 Enemy Drop Justice ÆWÆÆÆXÆeÆBÆX A narrow sword regularly used by those whom excel at fencing Ariel's Tavern Weapon Shop Chapter 28 Duel Sword ÆfÆâ¦ÆGÆâ¹Æ\Â[Æh A sword that reacts to magic power and amplifies it Necromancer Chapter 19 Drop Palladium ÆpÆâ°ÆfÆBÆEÆ⬠A sacred long sword which is bestowed upon Holy Knights Shade Chapter 22 Drop Divine Beast Sword Â_ÂbâÃÅ⢠A beautiful long sword that contains the fang of a Divine Beast Ruli City: East River Gate Treasure Divine Beast Fang Sword Â_Âbâ°Ã¥Å⢠A beautiful long sword that contains the fang of a Divine Beast Upgrade Divine Beast Sword Chaos Blade ÆJÆIÆXÆuÆÅÆCÆh A great sword with hidden protection magic Berith Chapter 34 Drop Stranger ÆXÆgÆÅÆâÆWÆÆÂ[ A treasured sword overflowing with life force, made from an unknown metal Upgrade Chaos Blade General Sword ÆWÆFÆlÆâ°Æâ¹Æ\Â[Æh A great sword used by a knight who leads the troops Darkmuruu Chapter 35 Drop Undead Edge ÆAÆâÆfÆbÆhÆGÆbÆW A sword carved from the bones of the undead Undead Drop Phantom Sword ÆtÆ@ÆâÆgÆâ¬Æ\Â[Æh A sword possessed by spirits of the dead Dodge the Trap Chapter 20 Death ÆfÆX The Grim ReaperÂfs sickle, it can reap someoneÂfs neck in one blow Nebirous Drop Chapter 20 Fallen Angel's Sword âÃâVŽgâÃÅ⢠A secret sword that is handed down in the Arganan family Receive from Earl Arganan Chapter 22 Lapis Lazuli Æâ°ÆsÆXÆâ°ÆYÆÅ A sword that has Ruli IslandÂfs power placed into it Treasure Chest Chapter 22 Flame Lizard ÆtÆÅÆCÆâ¬ÆÅ ÆUÂ[Æh A sword made by Lizard craftsmen Queen of Abyss Chapter 24 Airblade ÆGÆAÆuÆÅÆCÆh A sword that is mysteriously invisible Sumuruu Arena Season 2 Rare Drop Lizard Edge ÆÅ ÆUÂ[ÆhÆGÆbÆW An off-hand sword held by Lizards Treasure Chest Chapter 6, Lizard Drop Craftsman's Alley Weapon Shop Chapter 19 Ogre Hammer ÆIÂ[ÆKÆnÆâÆ}Â[ An iron hammer, it was made based off the designs of an OgreÂfs Hammer Ogre Drop, Craftsman's Alley Weapon Shop Chapter 19 Gurg Edge ÆOÆâ¹ÆOÆGÆbÆW A sword preferred by the Gurg Tribe Gurg Drop, Craftsman's Alley Weapon Shop Chapter 19 Gurg Blade ÆOÆâ¹ÆOÆuÆÅÆCÆh A great sword, its use is restricted to certain members of the Gurg Tribe Gurg Elite Drop, Craftsman's Alley Weapon Shop Chapter 28 Magmajium Æ}ÆOÆ}ÆWÆEÆ⬠A great sword, it was created using techniques that were refined and collected by the Gurg Tribe Upgrade Gurg Blade Fang ÆtÆ@ÆâÆO A sword made from the skin and fangs of a villainous fish Doppel Ganger Drop Chapter 14 Blue Blade ÆuÆâ¹Â[ÆuÆÅÆCÆh The temperature of this long swordÂfs blade is extremely low, it is said that the wounds made by this sword freeze instantly Upgrade Fang Black Hole ÆuÆâ°ÆbÆNÆzÂ[Æâ¹ A long sword, which is named after an empty space where a frozen world sleeps Upgrade Blue Blade Karma ÆJÆâ¹Æ} An ornamental sword made sacred during a ceremony Mystic Spider Drop Chapter 15 Sunblade ÆTÆâÆuÆÅÆCÆh It is said that the pain of the wounds left by this sword can be compared to the hell fires of the sun Upgrade Karma Starburst ÆXÆ^Â[ÆoÂ[ÆXÆg Those who are cut by this sword will receive an impact much like an explosion Upgrade Sunblade Grand Swell ÆOÆâ°ÆâÆhÆXÆEÆFÆâ¹ An extremely thin bladed cursed sword created for the purpose of chopping up tough spiders Kraken Drop Chapter 25 Juken Grand (Tree Sword Grand) Ž÷Åâ¢ÆOÆâ°ÆâÆh A tree sword that has been forged by the magic power of spirits living in the forest Upgrade Grand Swell Nanashi ÆiÆiÆV A sword which deals damage by striking Sumuruu Arena Season 2 Drop Mu no Ken Nanashi (Sword of Nothingness Nanashi) â³âÃÅâ¢ÆiÆiÆV A sword that embodies the state of nothingness Upgrade Nanashi Sanctuary ÆTÆâÆNÆ`Æâ¦ÆAÆÅ A sword that was excavated from ancient ruins Chapter 34 Enemy Drop Caliburn ÆJÆÅ ÆoÂ[Æâ A holy sword that was used by a hero of a prospering ancient kingdom Upgrade Sanctuary Speed Star ÆXÆsÂ[ÆhÆXÆ^Â[ A sword that was made from gathered star fragments Marbas Drop Chapter 16 Defender ÆfÆBÆtÆFÆâÆ_Â[ A sword which puts emphasis on defence, not attack Chapter 26 Enemy Drop, Arena Season 2 Enemy Drop Healel ÆqÂ[Æâ¹ÆGÆâ¹ An ironic sword which sacrifices sharpness for healing power Chapter 26 Enemy Drop Hosoi Mikazuki (Thin Crescent Moon) ÂÃŽOâúÅŽ A slender sword which was made using the secret arts of the East Random Treasure Chest Chapter 6, Chapter 6 Replay Treasure Chest Cocoon (replay) Drop, Shishioh (Lion King) ŽâŽqâ°Â¤ A famous sword from the East, praised to be able to cut through anything Chapter 15 Fountain, Chapter 15 Replay Treasure Chest Oni (Demon) â¹S An Eastern demon sword that is said to take every soul that it cuts loose Chapter 24 Enemy Drop, Chapter 24 Replay Treasure Chest Kasen (Great Poet) â°ÃÂÃ¥ An old sword, it is said that those who have seen much beauty will be enraptured by it Chapter 35 Enemy Drop Zola's Sword Æ]Æâ°âÃÅ⢠A supreme treasured sword, forged by a famous Eastern swordsmith Starving Kid Sub-Quest Reward Rokujou Hannya (Six Articles of Wisdom) ËZÂðâÃŽá A negative sword which seals the grudge of a vengeful spirit Upgrade Zola's Sword Emperor ÆGÆâÆyÆâ°Â[ A defiled sword Jill Drop Chapter 38 North Wing ÆmÂ[ÆXÆEÆCÆâÆO ZefaÂfs regularly used Sword of the North Zefa Drop Chapter 40 South Wing ÆTÆEÆXÆEÆCÆâÆO ZefaÂfs regularly used Sword of the South Zefa Drop Chapter 40 West Wing ÆEÆGÆXÆgÆEÆCÆâÆO ZeshaÂfs regularly used Sword of the West Where Zesha was Chapter 40 East Wing ÆCÂ[ÆXÆgÆEÆCÆâÆO ZeshaÂfs regularly used Sword of the East Where Zesha was Chapter 40 Zanlance ÆUÆâÆâ°ÆâÆX A demonic lance which can generate great heat through the StrangerÂfs power Defeat Zangurg with it Chapter 40 Traive ÆgÆâ°ÆCÆâ This sword symbolizes the oath between Quark and Elza Last Boss Chapter 40 Dull Copper Sword âºâÃâÃâÃâÂâçÅ⢠An expensive piece of fine art made of copper for enjoyment purposes It is weak and has no practical use Enemy Drop, Treasure Chest Dull Silver Sword â¹Ã¢âÃâÃâÃâÂâçÅ⢠An expensive piece of fine art made of silver for enjoyment purposes It is weak and has no practical use Upgrade Copper Sword, Enemy Drop, Treasure Chest Dull Gold Sword â°Â©â¹Ã âÃâÃâÃâÂâçÅ⢠An expensive piece of fine art made of gold for enjoyment purposes It is weak and has no practical use Upgrade Silver Sword, Enemy Drop, Treasure Chest Dull Diamond Sword Æ_ÆCÆââÃâÃâÃâÂâçÅ⢠An expensive piece of fine art made of diamond for enjoyment purposes It is weak and has no practical use Upgrade Gold Sword True Dull Sword Â^âÃâÃâÃâÂâçÅ⢠An expensive piece of fine art meant for enjoyment Its practical use is low Dispose of it by selling it while going out on a trip Upgrade Diamond Sword Mage Weapons: Dagger Æ_ÆKÂ[ A dagger which anyone can handle easily Default Weapon, Ariel's Tavern Weapon Shop Chapter 3 Magic Dagger Æ}ÆWÆbÆNÆ_ÆKÂ[ A dagger typically used by spell-casters Ariel's Tavern Weapon Shop Chapter 6 Enchant ÆGÆâÆ`ÆÆÆâÆg A dagger which is able to raise high grade magic power Ship Weapon Shop Chapter 17, Prison Shop Chapter 19 Wise Dagger ÆÂÆCÆYÆ_ÆKÂ[ A dagger with the words of a sage embedded within it Ogre Statue Drop Chapter 23 Sorcerer Æ\Â[ÆTÆâ°Â[ A dagger sealed with a high-level spell It draws upon the magical power of its user Underground Weapon Shop Chapter 35 Witchcraft ÆEÆBÆbÆ`ÆNÆâ°ÆtÆg A dagger created by witches, embedded within it are magic words that have been condensed Berith Drop Chapter 40 Memento Dagger â©â½âÃâÃÆ_ÆKÂ[ A dagger belonging to YurisÂf father Chapter 14 Event Dagger of Infinite Depth â³ÅÃÂ[âÃÆ_ÆKÂ[ A dagger which has become the embodiment of YurisÂf fatherÂfs limitless love for him Upgrade Memento Dagger Gurg Dagger ÆOÆâ¹ÆOÆ_ÆKÂ[ A dagger wielded by members of the Gurg Tribe Gurg Drop, Craftsman's Alley Weapon Shop Chapter 19 Arganan Dagger ÆAÆâ¹ÆKÆiÆâÆ_ÆKÂ[ A dagger handed down the Arganan family, used by KananÂfs mother Hidden Treasure Chest Chapter 42 Joke Weapons: Hoe ÆNÆ A hoe that is necessary in farm work It is suitable for tilling the soil on Ruli Island Toy Coins Sub-Quest Tea Ladle ÆqÆVÆÆÆN A durable tea ladle made of bamboo Search for the Lost Kitten Sub-Quest Wine Bottle Æ{ÆgÆâ¹ A wine bottle The Drunk Sub-Quest Leek ÆlÆM A leek, a specialty from Ruli Island Solitary Old Man Sub-Quest Frying Pan ÆtÆâ°ÆCÆpÆâ A frying pan that is popular in the Marche Solitary Old Man Sub-Quest Kitchen Knife ÆLÆbÆ`ÆâÆiÆCÆt A kitchen knife that is necessary in cooking Solitary Old Man Sub-Quest Hammer ÆnÆâÆ}Â[ A hammer used by workers in Ruli City, it can even quiet crying children Solitary Old Man Sub-Quest Axe ÆIÆm A decorative axe meant for viewing purposes Solitary Old Man Sub-Quest Lance Æâ°ÆâÆX A decorative lance meant for viewing purposes, there is magical power hidden within it Solitary Old Man Sub-Quest Pitchfork Š±âµâÂÆtÆHÂ[ÆN A popular pitchfork that is easy to handle, even by women Solitary Old Man Sub-Quest Wooden Club ÆEÆbÆhÆNÆâ°Æu A wooden stick that hurts when you get hit with it Solitary Old Man Sub-Quest Chair ÆCÆX A chair that is mass-produced in Ruli City It is very calming to sit on Solitary Old Man Sub-Quest Online Prize Weapons: Coral ÆTÆâÆS Magical Coral that inhabits the South Seas Fray Mode Rose ÆoÆâ° A flower that bloomed in outer space when it was taken along by a meteorite Fray Mode Sunflower âÃâÃâÃâè A flower full of life energy, taken from an illusionary unexplored region Fray Mode Piko-Piko Hammer ÆsÆRÆsÆRÆnÆâÆ}Â[ A hammer made by the gods for the sake of playing Fray Mode Prophet ÆvÆÂÆtÆFÆbÆg A sword that was entrusted with secret forbidden knowledge from ancient times Fray Mode Zero Sword Æ[ÆÂÆ\Â[Æh A sword that sealed an accelerating magic particle in a complete perfect circle Fray Mode Claw Sword ÆNÆÂÆEÆ\Â[Æh A sword made from a trap that was meant to capture gods Suppression Mode: Kraken Trident ÆgÆâ°ÆCÆfÆâÆg A sword that was made to appear like the lance of a sea god Suppression Mode: Cocoon Eclipse ÆGÆNÆÅ ÆvÆX A sword that was made to appear like the hair ornament of a goddess Suppression Mode: Nebirous Spiral ÆXÆpÆCÆâ°Æâ¹ A sword made from the super-metal carapace that covers the tail of a scorpion Suppression Mode: Muruu Dragoon ÆhÆâ°ÆOÂ[Æâ The wing of a dragon that was destroyed in very ancient times Suppression Mode: Atar Bowguns: (Elza Only) Crossbow ÆNÆÂÆXÆ{ÆE Elza's normally used bowgun Default Weapon Snipe Bow ÆXÆiÆCÆvÆ{ÆE A bowgun suitable for sniping Craftsman's Alley Weapon Shop Chapter 19, Lesser Shade Chapter 21 Deadly Bow ÆfÆbÆhÆÅ Â[Æ{ÆE A bowgun which bestows Death Treasure Chest Chapter 19 Fast Bow ÆtÆ@ÆXÆgÆ{ÆE A bowgun which excels at rapid-fire performance Lesser Shade Chapter 21 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Armor [Yoroi] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are two categories for the armor found in The Last Story. Armor - For the upper body Legs - For the lower body Fairly self-explanatory as to what they do. They improve your defences. However at the beginning of the game, all the armor sets at their initial level will provide the same level of defence until you upgrade them, improving their defensive capabilities as well as activating skills associated with the armor. Furthermore, all of the initial Armor sets can be bought in Craftsman's Alley, save for the Dragon Armor set which needs to be made via a Sub-Quest, and the Costume Armor, which takes up both the Armor and Legs slots, and you will receive each of them once per play through. Armor will gain a Skill at +6 (Except Dragon, which gains at +3) Costume Armor will gain a Skill at +7 Legs will gain a Skill at +7 Armor: Heavy ÆwÆrÂ[ Armor reinforced with metal, it is preferred by mercenaries, specializes in Physical Defense. Reduces damage while guarding. Hunter ÆnÆâÆ^Â[ Armor made from light but sturdy materials, allows for agility, but doesn't do away with defense. Increases Max HP Leather ÆÅÆUÂ[ Slash resistant armor made from leather and metal, it specializes in Physical Defense. Automatically Recover HP while Hiding Brave ÆuÆÅÆCÆu Light armor preferred by mages, it specializes in Magic Defense. Increases Physical and Magical Defense Feather ÆtÆFÆUÂ[ Good armor that is well balanced against physical attacks and magic. Increases Casting Speed Stealth ÆXÆeÆâ¹ÆX Armor designed for espionage activities, it specializes in Magic Defense. Automatically Recover HP while Hiding Cross ÆNÆÂÂ[ÆX Armor made for mages, however it also excels in Physical Defense. Increases Casting Speed Dragon ÆhÆâ°ÆSÆâ Legendary armor made for a war against the mightiest of monsters. Reduces Damage while a Barrier is in Effect Kanan's Dress A dress tailored for Kanan for the ball. It was torn into a miniskirt. (Female Characters Only) Automatically Recover HP while Hiding Kanan's One Piece Kanan's everyday one-piece dress.(Female Characters Only) Reduces Damage while a Barrier is in Effect Knight's Armor Armor that specializes in physical defense, utilized by knights that serve in Ruli Castle. (Male Characters Only) Reduces Knockback Legs: Heavy ÆwÆrÂ[ Leg armor reinforced with metal, it is preferred by mercenaries, specializes in Physical Defense. Increase TP Gain Hunter ÆnÆâÆ^Â[ Leg armor made from light but sturdy materials, allows for agility, but doesn't do away with defense. Increases Max HP Leather ÆÅÆUÂ[ Slash resistant leg armor made from leather and metal, it specializes in Physical Defense. Increases Movement Speed Brave ÆuÆÅÆCÆu Light leg armor preferred by mages, it specializes in Magic Defense. Increases Physical and Magical Defense Feather ÆtÆFÆUÂ[ Good leg armor that is well balanced against physical attacks and magic. Increase TP Gain Stealth ÆXÆeÆâ¹ÆX Leg armor designed for espionage activities, it specializes in Magic Defense. Increases Movement Speed Cross ÆNÆÂÂ[ÆX Leg armor made for mages, however it also excels in Physical Defense. Increases Max HP Dragon ÆhÆâ°ÆSÆâ Legendary leg armor made for a war against the mightiest of monsters. Reduces Knockback This will detail which upgrade will add which parts to your armor. The Costume Armor have no parts that will/can be added when you Upgrade them. Armor Parts Heavy 0 Jacket, Gauntlet (R) 1 Gauntlet (L), Arm Armor (L), Arm Cloth, Shoulder Armor (L) 2 3 4 Muffler, Shoulder Armor (R) 5 6 7 Arm Armor (R), Shield, 8 9 Hunter 0 Chainmail, Wristband (L) 1 2 3 4 Wristband (R), Gauntlet (L), Arm Armor (L) 5 6 7 Shoulder Armor (L) 8 9 Leather 0 Shawl 1 Wristband, Gauntlet (L) 2 3 4 Jacket, Gauntlet (R) 5 6 7 Muffler, Shield 8 9 Brave 0 n/a 1 Gauntlet (L) 2 3 4 Shoulder Armor 5 6 7 Gauntlet (R) 8 9 Feather 0 Muffler 1 Gauntlet (R), Wristband 2 3 4 Vest, Gauntlet (L) 5 6 7 Arm Armor (R), Arm Armor (L) 8 9 Stealth 0 Glove (R), Glove (L) 1 Necklace, Arm Armor (R), Arm Armor (L) 2 3 4 Shoulder Armor (R), Shoulder Armor (L) 5 6 7 Gauntlet (R), Gauntlet (L) 8 9 Cross 0 Chainmail, Bracelet 1 Jacket 2 3 4 Arm Armor, Elbow Armor, Gauntlet 5 6 7 Shoulder Armor 8 9 Dragon 0 Arm Accessory (R), Arm Accessory (L), Shoulder Armor (R), Shoulder Armor (L) 1 Helmet, Gauntlet (R), Gauntlet (L) 2 3 4 Side Accessory, [Shoulder Armor (R)/(L) Changes] 5 6 7 Shield 8 9 Leg Parts Heavy 0 Waist Cloth 1 Thigh Armor (L), Leg Armor (L), Toe Armor (L) 2 3 4 Belt, Thigh Armor (R), Leg Armor (R), Toe Armor (R) 5 6 7 Side Armor (R), Side Armor (L) 8 9 Hunter 0 Belt 1 Waist Armor, Fur, Thigh Armor (L) 2 3 4 Side Armor (R), Side Armor (L), Toe Armor (L), Leg Armor (L), [Thigh Armor (L) Changes] 5 6 7 Sword Case 8 9 Leather 0 Waist Armor 1 Waist Cloth 2 3 4 Belt, Boot Accessory (R), Boot Accessory (L) 5 6 7 Side Armor (R), Side Armor (L) 8 9 Brave 0 n/a 1 Ribbon, Leg Armor (R), Leg Armor (L) 2 3 4 Waist Pack 5 6 7 Thigh Armor (R), Thigh Armor (L) 8 9 Feather 0 Belt, Palette Belt, Thigh Armor (L), Leg Armor (L) 1 Thigh Armor (R), Leg Armor (R) [Belt Changes: Round thing] 2 3 4 Sword Belt, Side Armor, Toe Armor (R), Toe Armor (L) 5 6 7 [Sword Belt Changes] 8 9 Stealth 0 Belt, Waist Cloth 1 2 3 4 Side Armor (R), Side Armor (L), Boot Belt (R), Boot Belt (L) 5 6 7 Strings, Compass, Corsage 8 9 Cross 0 Waist Pack Belt, Waist Pack 1 Leg Armor (R), Leg Armor (L) 2 3 4 Chain, Knee Armor (R), Knee Armor (L) 5 6 7 Side Armor Belt 8 9 Dragon 0 Waist Belt, Knee Armor (R), Knee Armor (L) 1 Leg Armor (R), Leg Armor (L) 2 3 4 Waist Guard, Thigh Armor (R), Thigh Armor (L) 5 6 7 Apron 8 9 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Goods [Shosai] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Goods are items that can be bought from the Greengrocer, Trade Shops, Street Merchants in Ruli City, and can be sold back to them in order to make a profit in Ruli City's ever changing 'trade market'. Look for merchants standing near red flags if you're looking for a specific good. These items are sometimes used as Trade goods for some sub-quests where the NPC will ask you to gather certain goods and return with them in order to receive your reward. Note that some goods can only be bought from the Street Merchants, or can only be acquired during one chapter. ¬➠Wheat In actuality, it is a bundle of fine quality wheat that has grown fertile »âÅ Sugar Sugar which feels smooth to the touch, much like silk â½âÃâ² Egg An excellent high-class product with a natural flavor ÆoÆiÆi Banana A fruit from a Southern country, concentrated with sweetness ÆAÂ[ÆâÆâÆh Almond A nut which plays an active role as a snack with alcohol ÆRÆRÆiÆc Coconut A fruit containing lots of refreshing juice, it gives a sweet feeling going down one's throat â¹ÂâåŽLâÃÆtÆJÆqÆÅ Gigantic Shark's Fin Cuisine made from tail of gigantic sharks that rage around the Northern Seas ¬â³âÃâ©âÃâ¿âá Small Pumpkin A pumpkin that is a bit small â¢ÂâÃâÃâ©âÃâ¿âá Normal Pumpkin A completely ordinary normal pumpkin âÃ¥â«âÃâ©âÃâ¿âá Big Pumpkin A large pumpkin that is completely packed ÆÂÆCÆâ Wine High-class wine which has been carefully fermented â¢c Seedling A seedling which is the source of crops âìâ¿ Fertilizer Fertilizer for growing crops Âââ¹â°âìâ¿ High Quality Fertilizer High Quality fertilizer for quickly growing crops â`Âà âÃâìâ¿ Legendary Fertilizer Mysterious fertilizer which is said to grow crops to a ridiculous level âÃâç Fur A fluffy fur Ŧ Silk Light, soft, beautiful silk ⺠Copper Copper with a shiny red gloss âS Iron Sturdy and blackened iron Æ_ÆCÆâ Diamond A large glittering diamond ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Materials [Sozai] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Materials are the items needed to Upgrade your equipment. Some other materials are used to create the Dyes and Effects that you can use to customize your characters. During your first play through, you cannot buy materials from the merchants, and your sources for finding these include: Enemy Drops Treasure Chests Seek Points in Ruli City Sub-Quest Rewards Some of these materials you will only receive one per play through. Some require Online Play in order to be obtained ÆVÆâ¹ÆtâÃÅ· Sylph's Bowstring A bowstring preferred by Wind spirits Material used to upgrade bowguns ÆTÆâ°Æ}ÆâÆ_Â[âÃÂÅ Salamander Bone A bone left behind during the time when a Fire spirit is reborn Material used to upgrade certain weapons Å Câ¯âÃŽwâà Pirate's Ring A ring preferred by men of the sea Material used to upgrade weapons: Rogue Edge, Memento Dagger â¹Mâ°âÃŽwâà Noble's Ring A ring preferred by high-class nobility. Material used to upgrade weapons: Memento Dagger, Blood Sword, Justice â°Â¤â°âÃŽwâà Royal Ring A ring which proves the existence of a once flourishing royal house. Material used to upgrade weapons: Memento Dagger, Blood Sword, Justice, Divine Beast Sword â¾âzÂà Sun Stone A rare crystal made of lava from the Gurg Continent Material used to upgrade weapons: Karma, Fang ÆOÆâ¹ÆOâûâ¹Ã» Gurg Sand Hard sand mined from the Gurg Continent Material used to upgrade weapons: Gurg Edge ÆOÆâ¹ÆOâïâ¹Ã» Gurg Stardust A rare ore mined from the Gurg Continent Material used to upgrade weapons: Gurg Blade ÆOÆâ¹ÆOâÃâ°Åâ¹`Ââ Gurg Esoteric Writings A teaching manual containing blacksmith techniques handed down in the Gurg Tribe Material used to upgrade weapons: Gurg Blade ÆÅ ÆUÂ[ÆhâÃÅ¢Ž⢠Lizard Canine Tooth Canine teeth that members of the Lizard Tribe break off to offer to their god Material used to upgrade weapons: Lizard Edge âµâáâêâ±â¤âà Skull A skull left behind by an undead being Material used to upgrade weapons: Undead Edge ÆIÂ[ÆKâÃâB Ogre Nail A nail broken off from the back of an Ogre Material used to upgrade weapons: Ogre Hammer ÆmÂ[Æâ¬âÃâºâ°Ã² Gnome's Copper Ore A lump of copper ore used by Earth spirits in smithery Material used to upgrade armor to +3 ÆmÂ[Æâ¬âÃâ¹Ã¢â°Ã² Gnome's Silver Ore A lump of silver ore used by Earth spirits in smithery Material used to upgrade armor to +6 Material used to upgrade certain weapons ÆmÂ[Æâ¬âÃâ¹Ã â°Ã² Gnome's Gold Ore A lump of gold ore used by Earth spirits in smithery Material used to upgrade armor to +9 Material used to upgrade certain weapons ËÃâMâÃÅõ Light of the Stranger A gem, whose existence is not of this world It is used as a medium to remove curses Material used to upgrade certain weapons ËÃâMâÃÂS Heart of the Stranger A stone emitting life force, its existence is not of this world Material used to upgrade certain weapons ËÃâMâÃâ± Particle of the Stranger Particles of the Stranger, which scattered from the frictional heat of the atmosphere as the Stranger ascended back into space Material used to upgrade weapons above their thresholds ÆhÆâ°ÆSÆââÃâ°Ã¥ Dragon Fang The fang of a long extinct dragon from ancient times Material used to upgrade weapons and armor â°Ã¶â¢Â¨âÃâÃâä Monster's Cocoon A cocoon which protects monsters of the sea from raging waves Material used to upgrade certain weapons ÆlÆrÆÂÆXâÃâÃâ¢Ã Nebirous' Splinter The splinter of a coffin which was offered to the King of Darkness: The Vampire Material used to upgrade certain weapons Æâ¬Æâ¹Â[âÃÂbâ⦠Muruu Shell A tough shell which is carried by a gigantic turtle Material used to upgrade certain weapons ÆNÆâ°Â[ÆPÆââÃâ« Kraken Leg A tentacle cut off from a monster that lives in the sea ÆAÂ[Æ^Æâ¹âÃâà Atar's Claw The sharp claw which belongs to a life-form known as a Guardian Beast ÂÃâ¢â°Ã¬Šâ Red Igneous Rock Material used for making Red dye â°Â©â¹Ã âÃÆEÆÂÆR Yellow Fish Scale Material used for making Yellow dye âÃâÃŽlât Green Four-Leaf Clover Material used for making Green dye ÆJÂ[ÆLÂFâÃâeÅ Ã Khaki Bullet Material used for making Khaki dye ÂtâìÂÃâÃŽà Spring Vegetable Seed Material used for making Spring dye Â^â°ÃâÃÆTÆâÆS Midsummer Coral Material used for making Summer dye ÂHâÃâŽâ¿ât Fallen Autumn Leaf Material used for making Autumn dye â~â¹Ã³âïâ¹Ã» Winter Sky Stardust Material used for making Winter dye ââ¢âÃŽ⦠Indigo Thread Thread used to make Kanan's One Piece â¹Ã¢âÃŽ⦠Silver Thread Thread used to make Kanan's Dress ÅÃâÃÂâ¡â¹Ã Old Alloy An alloy made using traditional sheet metal techniques from Ruli Island ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Dyes [Senryou] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Dyes are used to color your characters' clothing and armor, to customize their appearances as you see fit. Effects are obtained by using Effect materials won online in Fray Mode. You will start with the following dyes in your Inventory to begin with: Silver, Black, Beige, Brown, Blue, Purple, Orange, Pink In order to obtain the other eight dyes, you will need five of the corresponding material in order to create it. Once you've made the dye, it is yours forever. Red: Red Igneous Rock Yellow: Yellow Fish Scale Green: Green Four-Leaf Clover Khaki: Khaki Bullet Spring: Spring Vegetable Seed Summer: Midsummer Coral Autumn: Fallen Autumn Leaf Winter: Winter Sky Stardust These can be found throughout town through Seek mode. Here are the various shades associated with each dye: They are ordered from lightest to darkest. ÆVÆâ¹ÆoÂ[Âõâ¿ Silver - White, Shine, Dark, Black A dye that will color your armor Silver ÆuÆâ°ÆbÆNÂõâ¿ Black - Shine, Light, Cool, Deep A dye that will color your armor Black ÆxÂ[ÆWÆâ¦Âõâ¿ Beige - Light, Middle, Dark, Bronze A dye that will color your armor Beige ÆuÆâ°ÆEÆâÂõâ¿ Brown - Desert, Wood, Cacao, Deep A dye that will color your armor Brown ÆuÆâ¹Â[Âõâ¿ Blue - Sky, Marine, Cobalt, Midnight A dye that will color your armor Blue ÆpÂ[ÆvÆâ¹Âõâ¿ Purple - Lavender, Devil, Night, Royal A dye that will color your armor Purple ÆIÆÅÆâÆWÂõâ¿ Orange - Sweet, Citrus, Topaz, Dark A dye that will color your armor Orange ÆsÆâÆNÂõâ¿ Pink - Baby, Rose, Princess, Silk A dye that will color your armor Pink ÆÅÆbÆhÂõâ¿ Red - Signal, Ruby, Mad, Blood A dye that will color your armor Red ÆCÆGÆÂÂ[Âõâ¿ Yellow - Gold, Blonde, Canary, Chrome A dye that will color your armor Yellow ÆJÂ[ÆLÂõâ¿ Khaki - Olive, Combat, Camo, Dark A dye that will color your armor Khaki ÆOÆÅ Â[ÆâÂõâ¿ Green - Mint, Leaf, Plant, Depth A dye that will color your armor Green ÆXÆvÆÅ ÆâÆOÂõâ¿ Spring - Yellow, Orange, Red Pink A dye that will color your armor Spring colors ÆTÆ}Â[Âõâ¿ Summer - Mint, Plant, Ocean, Violet A dye that will color your armor Summer colors ÆIÂ[Æ^Æâ¬Âõâ¿ Autumn - Yellow, Orange, Red, Bordeaux A dye that will color your armor Autumn colors ÆEÆBÆâÆ^Â[Âõâ¿ Winter - Mint, Plant, Ocean, Violet A dye that will color your armor Winter colors For the Special Effects that you can add, you will need to earn their materials via Fray mode Online. Materials: ÅõâéÆrÂ[â¹Ã Light Marble Material for a dye that emits light ŽµÂFâÃÆrÂ[â¹Ã Rainbow Marble Material for a dye that emits various lights â½â¢âÃâà Torch Material for a dye that has rising flames Âáâ¾âéâà Snowman Material for a dye that has dancing snow âVâRÂ⦠Natural Water Material for a dye that has ripples on water floating about Ââ¢ÆâÆââð Black Hazy Spirit Material for a dye that has an evil presence drifting about ÆLÆâ°ÆLÆâ°Ââ¦Â» Sparkly Crystal Material for a dye that is dazzling, twinkling, and glittering ÆqÆgÆf Starfish Material for dye where stars rise to the surface ÆnÂ[ÆgâÃÆJÂ[Æh Heart Card Material for a dye that reveals a maiden's affections Ââ¢â¢â°~âà Black Disc (Record) Material for a dye that has musical notes popping out ⨎çâè Omamori (Protective Charm) Material for a dye that shines god's light ÂÃÂLÂà Deodorant Material for a dye that releases a bad smell âÃâ¤â³âñâcŽq Boric Acid Dangos (Dumplings) Material for a dye that attracts insects Effects: ÆEÆBÆâÆ^Â[Âõâ¿ Red Light Dye A dye that emits red light ÆOÆÅ Â[ÆâÆâ°ÆCÆgâÃÂõâ¿ Green Light Dye A dye that emits green light ÆuÆâ¹Â[Æâ°ÆCÆgâÃÂõâ¿ Blue Light Dye A dye that emits blue light ÆZÆuÆâÆâ°ÆCÆgâÃÂõâ¿ Seven Light Dye A dye that emits various lights â°Å âÃÂõâ¿ Flame Dye A dye that has red rising flames âââ¢â°Å âÃÂõâ¿ White Flame Dye A dye that has white rising flames â°JâÃâúâÃÂõâ¿ Rainy Day Dye A dye that has ripples on water floating about âµâÃâ«âÃÂõâ¿ Splash (Shibuki) Dye A dye that has water splashing out Æ_Â[ÆNÆlÆXÆtÆÅÆAÂõâ¿ Darkness Flare Dye A dye made using magic that raises the flames of darkness Æ_Â[ÆNÆlÆXÆ|ÆCÆYÆâÂõâ¿ Darkness Poison Dye A dye made using magic that releases poisonous smoke Æ_Â[ÆNÆlÆXÆvÆâ°ÆâÆgÂõâ¿ Darkness Plant Dye A dye made using magic that releases a green-lit darkness ÆLÆâ°ÆLÆâ°ÆVÆâ¹ÆoÂ[âÃÂõâ¿ Sparkling (Kira Kira) Silver Dye A dye that twinkles in a dazzling silver color ÆLÆâ°ÆLÆâ°ÆSÂ[Æâ¹ÆhâÃÂõâ¿ Sparkling (Kira Kira) Gold Dye A dye that twinkles in a dazzling gold color ÆJÆ~ÆâÆOÆXÆ^Â[âÃÂõâ¿ Coming Star Dye A wondrous dye that has sparkling stars float around the area Æ|ÆbÆsÆâÆOÆXÆ^Â[âÃÂõâ¿ Popping Star Dye A wondrous dye that has sparkling stars jump out ÆtÆâ°ÆCÆâÆOÆXÆ^Â[âÃÂõâ¿ Flying Star Dye A wondrous dye that has sparkling falling stars shine nearby ÆgÆLÆÂÆLâÃÂõâ¿ Heartbeat (Tokimeki) Dye A dye that overflows with the love of a maiden's fluttering heart ÆhÆLÆhÆLâÃÂõâ¿ Heart Pounding (Dokidoki) Dye A dye that overflows with the love of a maiden's shaking heart Æâ°ÆuÆâ°ÆuâÃÂõâ¿ Love-Love (Raburabu) Dye A dye that overflows with the great love of a maiden who cannot keep it hidden ÆÂÆbÆNâÃÂõâ¿ Rock Dye A dye that has the intense sounding musical notes of rock jumping out Æ|ÆbÆvâÃÂõâ¿ Pop Dye A dye that has the light sounding musical notes of pop jumping out ÆoÆâ°Â[ÆhâÃÂõâ¿ Ballad Dye A dye that has the sorrowful sounding musical notes of a ballad jumping out Â_âÃÅãÅõ God's Halo A grateful dye that shines with the green light of God â¢Â§âÃÅãÅõ Buddha's Halo A grateful dye that shines with the orange light of Buddha ÆcÂ[ÆââÃâõâ¤Âõâ¿ Tsuun Smelling Dye A dye that releases an intense odor that stings the nose Æâ¬ÆÂÂ[âÃâõâ¤Âõâ¿ Muwa- Smelling Dye A dye that releases a smell that coils around you ÆEÆGÂ[âÃâõâ¤Âõâ¿ Ue- Smelling Dye A dye that releases an intense odor that makes you feel nauseous âÃâÃâÃâèâÃâÂÆnÆGâÃÂõâ¿ Pesky Fly Dye A dye that makes flies come from nowhere âÃâÃâÃâèâÃâÂÆKâÃÂõâ¿ Pesky Moth Dye A dye that makes moths come from nowhere ÂÃâÂÅõâéâ±âÃÂõâ¿ Shining Blue Butterflies Dye A dye which has mysterious shining blue butterflies dancing about â°Â©ÂFâÂÅõâéâ±âÃÂõâ¿ Shining Yellow Butterflies Dye A dye which has mysterious shining yellow butterflies dancing about ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Key Items [Taisetsu] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Key items come and go. They usually appear during events and once you're done with them, you won't ever use them again, so they stay in this part of your inventory. Some however will not appear in your inventory and only exist as part of the game's data as part of a Chapter event. Some of these items are probably glitchy things that I found in the game's code. â³âÃâç Dragon Hide The hide of a legendary beast that flew in the skies of the Far East Is a material for strong armor ÆÅÆâÆY Lens A memento of Elza's parents. When the two lens are overlapped, it becomes a telescope âÃÂsÂà Permission Pass A pass used to identify yourself when you want to go in and out of Ruli Castle ÆÅ ÆtÆgâÃÅ® Lift Key A key that opens the lift on the Gurg Ship ŽKâÃâ½Å®â© Rusty Keys Keys that open the jail cells on the Gurg Ship âÃâ¢Â¨Å½ÂºâÃÅ® Cargo Hold Key A key that opens the large door of the Gurg Ship's Cargo Deck âà ÂÃâµâÃâò Antidote A medicine that every sailor is sure to carry as a countermeasure to poisonous creatures from the sea ŽðâIâÃÅ® Alcohol Rack Key A key that opens the Alcohol rack in the Captain's cabin ŽKâÃâ½Å® Rusty Key A key that opens the hidden room in the Noble's mansion ÆÂÆbÆ^âÃÂÃâÃÆÂÆKÆl Lotta's Wife's Glasses Glasses that are usually worn by Lotta's wife These were given to her on her birthday by her devoted husband, Lotta ÂÃâ°Ã¥âÃÆLÆo Ivory Fangs Ivory ornaments, the three are one They reveal the way to the hidden stairway in the Underground Labyrinth ŽŽâûâÃÅùâ¹Ã Magatama of Ordeal It exists only in the Tower of Ordeal A magatama that places souls in stone statues, made with special magic ÆgÆÅ ÆXÆ^âÃÅMÂà Trista's Medal A medal received from General Trista ââ âëâÃÅ® Courtyard Key A key that opens the door to the courtyard and grand hall in Ruli Castle ânâ°ÂºÂâ¦ËHâÃÅ® Groundwater Tunnel Key A key that opens the entrance to the groundwater tunnel built in the port ÆÂÆbÆ^âÃŽwâà Lotta's Ring A magical ring that allows you to see things that previously weren't visible by looking through the ring â¢Ã³â¢Â¨ÅÃâÃÅ® Treasury Key A key that opens the treasuries in the Underground Labyrinth ÂÃâdâÃâÃâà âÃÅ® Altar Gate Key A key that opens the door to the altar in the Underground Labyrinth â¨âà â¿âáâÃÆRÆCÆâ Toy Coin Made of stone fragments, children play with these coins â¨â¢âµâ¢â¨Žð Tasty Sake High Quality Sweet distilled liquor that is a specialty product from the Northern part of Ruli Island â¢âÃâµâ¦âÃâ¹ÃÂâ Ancient Forbidden Book A thick book with something written in it, with a language from ancient times Æ`Æâ¦Â[ÆgÆÅ ÆAÆâ¹âäâ{ Tutorial Script A book made from mysterious materials âÃâñâââè¶âò Cooling Herbal Medicine Herbal medicine with a secret formula kept by a family lineage of historical importance ÆAÆÅ ÆGÆâ¹âÃâ¢Ãââ Ariel's Bentou/Boxed Lunch Ariel's Special Boxed Lunch, full of vegetables and meat Š¾Â@â«Æ^ÆIÆâ¹ Towel (for wiping sweat) A freshly washed towel, excellent water absorbency ââ⹊TË_Ââ Book of Basic Magic A book of magic intended for beginners. Difficult to understand for amateurs â¹Mâ°âÃÂSâ¾ Aristocratic Information A book rumored to be popular among fashion-sensitive nobles Âââ¹â°â¢Ã³Âà High Grade Jewel A jewel taken from the valley of spirits on the continent Æ]Æâ°âÃÂqÅ CâúŽ Zola's Ship's Log A logbook crowded with songs written from the author's heart â¬ÂsâÃâ¨âµâáâêŽGŽ Vogue Fashion Magazine An easy to read magazine that collected information on the Empire's fashionable clothes and accessories âÃÂââÃâÃŽèŽâ Letter to Girlfriend A letter written by a Ruli Knight in a Gurg Tribe city ÆOÆâ¹ÆOâÃÂlÅ` Gurg Doll A doll made to look like a girl from the Gurg Tribe ÆOÆâ¹ÆOâ°âÃâÂâµ Gurg Comb A comb made from materials from the Gurg Continent, it is said to release soothing particles ÆOÆâ¹ÆOâ°âÃâSâç Gurg Iron Pot A sturdy and heavy iron pot, capable of withstanding great heat Âõâ¿ÅÃâÃÅ® Dye Storehouse Key A key that opens the dye storehouse in the workshop âòâ¢iÅÃâÃÅ® Medicine Storehouse Key A key that opens the medicine storehouse in the workshop There are expensive medicines inside the medicine storehouse âVŽgâÃŽ⦠Angel's Thread An angelic thread that lives up to everyone's expectations ŽhÅÆâIâÃâ§â¾âò Stimulating Bleach This bleach lets passers-by gaze in awe by giving you access to a new, stimulating dress-up. Turns ARMOR invisible. ÂÃÅââIâÃâ§â¾âò Shocking Bleach This bleach lets passers-by gaze in awe by giving you access to a new, shocking dress-up. Turns LEGS invisible. ¢Š«Âà Summoning Stone A mysterious stone from the Gurg tribe, it allows people to be summoned on Blue Summon Circles ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Stat Up Items [Stats] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ These are randomly found in town, or from fallen enemies. The High Grade items will be found only as Rare enemy drops. The last five items are rewards from clearing Chapter 23 and can be earned only once per play through. Elza Only ŤâÂÂà Grind Stone +1 Attack Âdâ°Â»Âà Hardening Stone +1 Defence Æâ¹ÆÅ Âà Ruli Stone +1 Magic Attack Æâ¹ÆŠ» Ruli Sand +1 Magic Defence ÂÃŽmâÃÅ Ã Soldier's Vessel +10 HP ÆÅÆCÆâÆââÃâ°H Raven Feather +1 Speed âÃâêâÃâ¢ÂS Unshaken Heart Bowgun Dmg Up +0.1 âäâêâÃâ¢ÂS Unswaying Heart Bowgun Dmg Up +0.2 âäâéâ¬âÃâ¢ÂS Steady Heart Bowgun Dmg Up +0.5 â¢sâ®âÃÂS Steadfast Heart Bowgun Dmg Up +1.0 Entire Party ŤâÂÂÃÆZÆbÆg Grind Stone Set Party +1 Attack Âdâ°Â»ÂÃÆZÆbÆg Hardening Stone Set Party +1 Defence Æâ¹ÆÅ ÂÃÆZÆbÆg Ruli Stone Set Party +1 Magic Attack Æâ¹ÆŠ»ÆZÆbÆg Ruli Sand Set Party +1 Magic Defence ÂÃŽmâÃÅ ÃÆZÆbÆg Soldier's Vessel Set Party +10 HP ÆÅÆCÆâÆââÃâ°HÆZÆbÆg Raven Feather Set Party +5 Speed Elza Only Âââ¹â°Å¤âÂÂà High Grade Grind Stone +5 Attack Âââ¹â°Âdâ°Â»Âà High Grade Hardening Stone +5 Defence Âââ¹â°Æâ¹ÆÅ Âà High Grade Ruli Stone +5 Magic Attack Âââ¹â°Æâ¹ÆŠ» High Grade Ruli Sand +5 Magic Defence Âââ¹â°ÂÃŽmâÃÅ Ã High Grade Soldier's Vessel +50 HP ÆtÆ@Æâ¹ÆRÆââÃâ°H Falcon Feather +5 Speed Tower of Ordeal â°sâ«âµ Sharp Eye Bowgun Dmg Up +5.0 âÃâ¯â«Å⢠Ferocious Sword Attack Up +10 Âdâ«Ââ Solid Shield Defence Up +10 âEâÃâµâ«Žm Brave Soldier HP Up +100 âDâµâ«Žè Gentle Hand Speed Up +10 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Upgrading [Kyouka] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ In order to improve your equipment in game, you must either: a) Buy better equipment b) Find better equipment c) Upgrade existing equipment to make it more awesome Weapon and Armor Upgrade List [Round 1 Values] Weapon Skills will typically be added/improved at +3, and will change at +5. Weapon Skills will not change any more after that. Both the Stranger and the Zanlance can be upgraded to +1 during Round 1 Traive cannot be upgraded until Round 2 The Blunt Diamond Sword cannot be upgraded until Round 2 The 'Joke' weapons cannot be upgraded until Round 2 All upgrades past the regular threshold will require a lot of Gold and 1 Particle of the Stranger per upgrade. Here I will list the Weapon, what is required to Upgrade it, the cost, its Stats, and its Skills. I will also list the +99 Upgrade Stats here as well. If there is a % Chance associated with a skill, it is the percentage chance of that Skill activating while attacking unless otherwise stated. I will add explanations if things aren't clear. Notes: TP Gain - Rate at which Tension Gauge fills Life - Refers to the 5 Lives you start with HP - Health that can be regained etc. G. Burst refers to Gathering Burst Magical Damage - Damage while casting a spell, not attacking Blade Requires 1 Salamander Bone to Upgrade to Rune Blade + PA MA Cost Skill 0 40 10 100G No Skill 1 45 10 100G No Skill 2 55 15 200G No Skill 3 65 20 300G 5% Chance to Deal 1.2x Damage 4 75 25 400G 5% Chance to Deal 1.2x Damage 5 85 30 500G 5% Chance to Deal 2.0x Damage Rune Blade (Cannot be Upgraded in Round 1) + PA MA Cost Skill 0 890 35 ---G 5% Chance to Deal 2.0x Damage ~ 99 7124 280 ---G 5% Chance to Deal 2.0x Damage This weapon has a chance to deal extra damage. Rogue Edge Requires 1 Pirate's Ring for each Upgrade past 5 + PA MA Cost Skill 0 60 0 100G Slash Damage 1.5x 1 65 0 200G Slash Damage 1.5x 2 75 5 200G Slash Damage 1.5x 3 75 10 300G Slash Damage 2.0x, 5% Steal Items 4 95 15 400G Slash Damage 2.0x, 5% Steal Items 5 105 20 600G Slash Damage 3.0x, 8% Steal Items 6 125 25 800G Slash Damage 3.0x, 8% Steal Items 7 145 30 1000G Slash Damage 3.0x, 8% Steal Items 8 165 35 1200G Slash Damage 3.0x, 8% Steal Items 9 210 40 ---G Slash Damage 3.0x, 8% Steal Items ~ 99 5502 1048 ---G Slash Damage 3.0x, 8% Steal Items This weapon improves Slash damage output, and can Steal from enemies. Killer Cutter Requires 1 Salamander Bone to Upgrade to Nightmare + PA MA Cost Skill 0 65 10 200G No Skill 1 70 10 200G No Skill 2 80 15 300G No Skill 3 90 20 400G 5% Chance to Deal 1.2x Damage 4 100 25 500G 5% Chance to Deal 1.2x Damage 5 110 30 700G 5% Cause Instant Death This weapon has a chance to deal extra damage, and later Instant Death. Nightmare Requires 1 Dragon Claw to Upgrade past 0 + PA MA Cost Skill 0 790 45 9600G No Skill 1 810 45 10000G No Skill 2 830 50 10400G No Skill 3 850 55 10900G TP Gain +5% 4 870 60 11300G TP Gain +5% 5 890 65 ---G TP Gain +15% ~ 99 6835 499 ---G TP Gain +15% This weapon increases the rate the Tension gauge fills. Gladiator + PA MA Cost Skill 0 80 5 300G No Skill 1 85 5 300G No Skill 2 95 10 400G No Skill 3 105 15 500G Critical Hit +20% 4 130 20 700G Critical Hit +20% 5 140 25 ---G Critical Hit +20% ~ 99 5553 991 ---G Critical Hit +20% Para Axe Requires 1 Salamander Bone to Upgrade to Raijin Axe + PA MA Cost Skill 0 120 0 500G No Skill 1 125 0 500G No Skill 2 135 5 600G No Skill 3 145 10 700G 5% Paralyze Enemies 4 155 15 900G 5% Paralyze Enemies 5 165 20 1000G 10% Paralyze Enemies Raijin Axe Requires 1 Gnome's Gold Ore for each Upgrade from 1-4 Requires 1 Salamander Bone to Upgrade to 5 + PA MA Cost Skill 0 770 0 9200G 10% Paralyze Enemies, 30% Lightning Strikes 1 800 5 9700G 10% Paralyze Enemies, 30% Lightning Strikes 2 820 10 10100G 10% Paralyze Enemies, 30% Lightning Strikes 3 840 15 10600G 10% Paralyze Enemies, 30% Lightning Strikes 4 860 20 11100G 10% Paralyze Enemies, 30% Lightning Strikes 5 940 25 ---G 10% Paralyze Enemies, 30% Lightning Strikes ~ 99 7154 190 ---G 10% Paralyze Enemies, 30% Lightning Strikes Knight Sword + PA MA Cost Skill 0 130 15 600G No Skill 1 135 15 700G No Skill 2 145 20 800G No Skill 3 155 25 900G Damage Vs. Beasts and Spiders is 1.2x 4 165 30 1100G Damage Vs. Beasts and Spiders is 1.2x 5 200 35 ---G Damage Vs. Beasts and Spiders is 1.4x ~ 99 5629 985 ---G Damage Vs. Beasts and Spiders is 1.4x This weapon works well Vs. Beasts (Cave Cougars etc.) and Spiders Blood Sword Requires 1 Noble's Ring for each Upgrade past 5 Requires 1 Royal Ring to Upgrade to 9 + PA MA Cost Skill 0 180 15 1000G No Skill 1 185 15 1100G No Skill 2 195 20 1200G No Skill 3 205 25 1400G Back-Attack, Recover 30% Damage dealt 4 215 30 1500G Back-Attack, Recover 30% Damage dealt 5 290 35 2300G Back-Attack, Recover 50% Damage dealt, 5% Steal Items 6 340 40 3000G Back-Attack, Recover 50% Damage dealt, 5% Steal Items 7 390 45 3700G Back-Attack, Recover 50% Damage dealt, 5% Steal Items 8 440 50 4400G Back-Attack, Recover 50% Damage dealt, 5% Steal Items 9 635 55 ---G Back-Attack, Recover 50% Damage dealt, 5% Steal Items ~ 99 6432 557 ---G Back-Attack, Recover 50% of Damage dealt, 5% Steal Items In order for the effect to work, you must attack enemies from behind. It will steal items regardless of your angle of attack however. Justice Requires 1 Noble's Ring for each Upgrade past 5 Requires 1 Royal Ring to Upgrade to +9 + PA MA Cost Skill 0 270 15 1900G No Skill 1 275 15 1900G No Skill 2 285 20 2100G No Skill 3 295 25 2300G Easier to Chain attacks with allies 4 305 30 2400G Easier to Chain attacks with allies 5 315 35 2600G Easier to Chain attacks with allies 6 365 40 3300G Easier to Chain attacks with allies 7 415 45 4000G Easier to Chain attacks with allies 8 465 50 4800G Easier to Chain attacks with allies 9 635 55 ---G Easier to Chain attacks with allies ~ 99 6432 557 ---G Easier to Chain attacks with allies Gains 10% Chance to Recover 50% HP while Chaining attacks at +5 It is much easier to create Chains with this weapon. While Chaining, there is a chance Recover HP while equipped with this weapon. Duel Sword + PA MA Cost Skill 0 300 0 2000G No Skill 1 305 0 2100G No Skill 2 310 5 2200G No Skill 3 315 10 2300G Dunk Slash: Magic Circle Spread Damage 1.5x 4 320 15 2400G Dunk Slash: Magic Circle Spread Damage 1.5x 5 330 20 ---G Dunk Slash: Magic Circle Spread Damage 1.5x ~ 99 6345 384 ---G Dunk Slash: Magic Circle Spread Damage 1.5x The damage dealt with Dunk Slash in a Magic Circle is increased. Palladium + PA MA Cost Skill 0 380 20 3200G No Skill 1 385 20 3200G No Skill 2 405 25 3500G No Skill 3 425 30 3900G Guarding, 30% Recover 10% of the Damage 4 445 35 4200G Guarding, 30% Recover 10% of the Damage 5 455 40 ---G Guarding, 30% Recover 10% of the Damage ~ 99 6319 555 ---G Guarding, 30% Recover 10% of the Damage Gains Light Elemental at +5 While Guarding, there is a chance to recover 10% of the damage you suffered. Divine Beast Sword Requires 1 Gnome's Silver Ore for Upgrades 1-5 Requires 1 Royal Ring for Upgrades 6-8 Requires 1 Royal Ring to Upgrade to Divine Beast Fang Sword + PA MA Cost Skill 0 600 35 6400G Plant Elemental 1 605 35 6400G Plant Elemental 2 625 40 6800G Plant Elemental 3 645 45 7200G Plant Elemental, Critical Hit Rate +20% 4 655 50 7500G Plant Elemental, Critical Hit Rate +20% 5 670 55 7800G Plant Elemental, Critical Hit Rate +30% 6 770 60 9600G Plant Elemental, Critical Hit Rate +30% 7 820 65 10600G Plant Elemental, Critical Hit Rate +30% 8 860 70 11400G Plant Elemental, Critical Hit Rate +30% Divine Beast Fang Sword + PA MA Cost Skill 0 900 75 ---G Plant Elemental, Critical Hit Rate +30% ~ 99 6881 573 ---G Plant Elemental, Critical Hit Rate +30% Chaos Blade Requires 1 Gnome's Gold Ore for Upgrades 4-5 Requires 1 Heart of the Stranger to Upgrade to Stranger + PA MA Cost Skill 0 630 55 7100G No Skill 1 650 55 7400G No Skill 2 670 60 7800G No Skill 3 690 65 8300G TP Max: Guarding, Damage Reduced by 30% 4 710 70 8700G TP Max: Guarding, Damage Reduced by 30% 5 770 75 9800G TP Max: Guarding, Damage Reduced by 30% Gains HP regens at 0.5% of Max HP/second at +5 Stranger Requires 9 Light of the Stranger to Upgrade to +1, Cannot be upgraded further until Round 2 + PA MA Cost Skill 0 900 85 12300G Star Elemental, Movement Speed +15%, Slash Damage 1.5x 1 990 85 14100G Star Elemental, Movement Speed +15%, Slash Damage 1.5x 2 1190 90 14900G Star Elemental, Movement Speed +15%, Slash Damage 1.5x 3 1390 95 15600G Star Elemental, Movement Speed +15%, Slash Damage 2.0x 4 1590 100 16200G Star Elemental, Movement Speed +15%, Slash Damage 2.0x 5 1790 105 17300G Star Elemental, Movement Speed +15%, Slash Damage 2.0x ~ 99 7816 458 ---G Star Elemental, Movement Speed +15%, Slash Damage 2.0x General Sword Requires 1 Gnome's Ore for Upgrades 4-9; This sword has No Skill + PA MA Cost Skill 0 650 45 7300G No Skill 1 670 45 7600G No Skill 2 690 50 8000G No Skill 3 710 55 8400G No Skill 4 730 60 8900G No Skill 5 750 65 9300G No Skill 6 770 70 9800G No Skill 7 790 75 10200G No Skill 8 860 80 11600G No Skill 9 880 85 ---G No Skill ~ 99 6625 639 ---G No Skill Undead Edge Requires 1 Skull for Upgrades 4-5 + PA MA Cost Skill 0 120 0 200G No Skill 1 140 0 300G No Skill 2 160 5 500G No Skill 3 180 10 700G Damage Vs. Undead is 1.6x 4 205 15 1000G Damage Vs. Undead is 1.6x 5 280 20 ---G Damage Vs. Undead is 1.8x ~ 99 6234 445 ---G Damage Vs. Undead is 1.8x Gains Vs. Undead 5% Chance to Regain a Life at +5 There is a 5% chance to regain a life if you use this against Undead monsters. Phantom Sword - Usually found as a Cursed Item + PA MA Cost Skill 0 310 10 2400G 80% Deal 1.5x Damage Vs. Humans 1 315 10 2500G 80% Deal 1.5x Damage Vs. Humans 2 320 30 2800G 80% Deal 1.5x Damage Vs. Humans 3 325 50 3100G 80% Deal 1.5x Damage Vs. Humans 4 330 70 3400G 80% Deal 1.5x Damage Vs. Humans 5 340 90 ---G 80% Deal 3.0x Damage Vs. Humans ~ 99 5384 1425 ---G 80% Deal 3.0x Damage Vs. Humans Gains 10% Chance to Deal DEATH Status at +5 DEATH is not the same as Instant Death. Death - Usually found as a Cursed Item + PA MA Cost Skill 0 290 100 3100G Slash Damage 1.5x, 5% Cause Instant Death 1 295 100 3200G Slash Damage 1.5x, 5% Cause Instant Death 2 315 105 3500G Slash Damage 1.5x, 5% Cause Instant Death 3 335 110 3800G Slash Damage 2.0x, 5% Cause Instant Death 4 355 115 4100G Slash Damage 2.0x, 5% Cause Instant Death 5 375 120 ---G Slash Damage 2.0x, 10% Cause Instant Death ~ 99 5208 1666 ---G Slash Damage 2.0x, 10% Cause Instant Death Fallen Angel's Sword + PA MA Cost Skill 0 300 0 2100G Star Elemental, Dunk Slash Damage 1.3x 1 305 5 2200G Star Elemental, Dunk Slash Damage 1.3x 2 310 10 2300G Star Elemental, Dunk Slash Damage 1.3x 3 315 15 2400G Star Elemental, Dunk Slash Damage 1.3x 4 320 20 2600G Star Elemental, Dunk Slash Damage 1.3x 5 325 25 ---G Star Elemental, Dunk Slash Damage 1.5x ~ 99 6249 480 ---G Star Elemental, Dunk Slash Damage 1.5x Lapis Lazuli + PA MA Cost Skill 0 300 50 2600G Star Elemental, G. Burst Damage 5.0x 1 320 55 2900G Star Elemental, G. Burst Damage 5.0x 2 340 60 3200G Star Elemental, G. Burst Damage 5.0x 3 360 65 3500G Star Elemental, G. Burst Damage 5.0x 4 380 70 3900G Star Elemental, G. Burst Damage 5.0x 5 400 75 ---G Star Elemental, G. Burst Damage 5.0x ~ 99 5772 1082 ---G Star Elemental, G. Burst Damage 5.0x Flame Lizard - Usually found as a Cursed Item + PA MA Cost Skill 0 290 0 2100G Fire Elemental, Damage Vs. Lizards is 1.4x 1 295 0 2200G Fire Elemental, Damage Vs. Lizards is 1.4x 2 300 5 2300G Fire Elemental, Damage Vs. Lizards is 1.4x 3 305 10 2400G Fire Elemental, Damage Vs. Lizards is 1.4x 4 310 15 2500G Fire Elemental, Damage Vs. Lizards is 1.4x 5 330 20 ---G Fire Elemental, Damage Vs. Lizards is 1.6x ~ 99 6345 384 ---G Fire Elemental, Damage Vs. Lizards is 1.6x Airblade + PA MA Cost Skill 0 220 20 1400G 30% Recover 25% of Max HP 1 225 20 1500G 30% Recover 25% of Max HP 2 245 25 1700G 30% Recover 25% of Max HP 3 265 30 2000G 30% Recover 25% of Max HP 4 285 35 2300G 30% Recover 25% of Max HP 5 305 40 ---G 30% Recover 25% of Max HP ~ 99 5945 779 ---G 30% Recover 25% of Max HP Lizard Edge Requires 1 Lizard's Canine for Upgrades 4-9 + PA MA Cost Skill 0 10 0 300G No Skill 1 40 0 400G No Skill 2 60 5 500G No Skill 3 90 10 1300G Damage Vs. Lizards is 1.4x, Slash Damage 2.0x 4 325 15 3100G Damage Vs. Lizards is 1.4x, Slash Damage 2.0x 5 435 20 4100G Damage Vs. Lizards is 1.6x, Slash Damage 2.0x 6 630 25 6900G Damage Vs. Lizards is 1.6x, Slash Damage 2.0x 7 650 30 7300G Damage Vs. Lizards is 1.6x, Slash Damage 2.0x 8 670 35 7700G Damage Vs. Lizards is 1.6x, Slash Damage 2.0x 9 690 40 ---G Damage Vs. Lizards is 1.6x, Slash Damage 2.0x ~ 99 6644 385 ---G Damage Vs. Lizards is 1.6x, Slash Damage 2.0x Ogre Hammer Requires 1 Ogre Nail for Upgrades 4-5 + PA MA Cost Skill 0 115 0 600G No Skill 1 120 0 700G No Skill 2 125 5 700G No Skill 3 130 10 800G Ignore Ogre Defenses 4 400 15 3500G Ignore Ogre Defenses 5 620 20 ---G Ignore Ogre Defenses, 10% deals Plant element Damage ~ 99 6800 219 ---G Ignore Ogre Defenses, 10% deals Plant element Damage Ogres can naturally guard against most frontal attacks. This will bypass that. Gurg Edge Requires 1 Gurg Sand for Upgrades 4-5 + PA MA Cost Skill 0 80 15 500G No Skill 1 100 15 600G No Skill 2 105 20 700G No Skill 3 110 25 800G Damage Vs. Gurg is 1.4x, Dunk Slash Damage 2.0x 4 130 30 1000G Damage Vs. Gurg is 1.4x, Dunk Slash Damage 2.0x 5 180 35 ---G Damage Vs. Gurg is 1.6x, Dunk Slash Damage 2.0x ~ 99 5521 1073 ---G Damage Vs. Gurg is 1.6x, Dunk Slash Damage 2.0x Gurg Blade Requires 1 Gurg Stardust for Upgrades 4-8 Requires 1 Gurg Esoteric Writing to Upgrade to Magmajium + PA MA Cost Skill 0 290 10 2400G No Skill 1 310 10 2600G No Skill 2 330 15 2800G No Skill 3 350 20 3100G Damage Vs. Gurg is 1.4x, Dunk Slash Damage 2.0x 4 610 25 6700G Damage Vs. Gurg is 1.4x, Dunk Slash Damage 2.0x 5 620 30 7000G Damage Vs. Gurg is 1.6x, Dunk Slash Damage 2.0x 6 640 35 7300G Damage Vs. Gurg is 1.6x, Dunk Slash Damage 2.0x 7 660 40 7700G Damage Vs. Gurg is 1.6x, Dunk Slash Damage 2.0x 8 680 45 8100G Damage Vs. Gurg is 1.6x, Dunk Slash Damage 2.0x Magmajium + PA MA Cost Skill 0 920 50 ---G Damage Vs. Gurg is 2.0x, Dunk Slash Damage 2.0x ~ 99 7065 384 ---G Damage Vs. Gurg is 2.0x, Dunk Slash Damage 2.0x Fang Requires 1 Sunstone to Upgrade to Blue Blade + PA MA Cost Skill 0 135 20 700G Ice Elemental 1 140 20 800G Ice Elemental 2 150 25 900G Ice Elemental 3 160 30 1000G Ice Elemental 4 165 35 1100G Ice Elemental Blue Blade Requires 1 Salamander Bone to Upgrade to Black Hole + PA MA Cost Skill 0 350 40 3100G Ice Elemental, Skill Gauge Recovery Rate 2.0x Black Hole + PA MA Cost Skill 0 880 60 ---G Ice Elemental, Skill Gauge Recovery Rate 2.0x ~ 99 6946 473 ---G Ice Elemental, Skill Gauge Recovery Rate 2.0x Skill Gauge refers to the one you use for Wind, Command Mode etc. Karma Requires 1 Sunstone to Upgrade to Sunblade + PA MA Cost Skill 0 135 20 700G Fire Elemental 1 140 20 800G Fire Elemental 2 150 25 900G Fire Elemental 3 160 30 1000G Fire Elemental 4 165 35 1100G Fire Elemental Sunblade Requires 1 Salamander Bone to Upgrade to Starburst + PA MA Cost Skill 0 350 40 3100G Fire Elemental, Wind: Magic Circle Spread Damage 4.0x Starburst + PA MA Cost Skill 0 880 60 ---G Fire Elemental, Wind: Magic Circle Spread Damage 4.0x ~ 99 6946 473 ---G Fire Elemental, Wind: Magic Circle Spread Damage 4.0x Grand Swell Requires 1 Salamander Bone to Upgrade to Juken Grand + PA MA Cost Skill 0 420 50 4000G Plant Elemental, Ignores Spiders' Front Guard ability 1 425 50 4100G Plant Elemental, Ignores Spiders' Front Guard ability 2 445 55 4400G Plant Elemental, Ignores Spiders' Front Guard ability 3 465 60 4800G Plant Elemental, Ignores Spiders' Front Guard ability 4 485 65 5100G Plant Elemental, Ignores Spiders' Front Guard ability 5 505 70 5500G Plant Elemental, Ignores Spiders' Front Guard ability Juken Grand + PA MA Cost Skill 0 880 90 ---G Plant Elemental, Ignores Spiders' Front Guard ability ~ 99 6758 691 ---G Plant Elemental, Ignores Spiders' Front Guard ability Spiders have the annoying ability to Guard all frontal attacks. This weapon will ignore that. Nanashi Requires 1 Gnome's Silver Ore for Upgrades 4-5 Requires 1 Salamander Bone to Upgrade to Mu no Ken Nanashi + PA MA Cost Skill 0 560 0 5300G Ice Elemental, 1% Ignore Enemy Defense 1 565 0 5300G Ice Elemental, 1% Ignore Enemy Defense 2 575 5 5500G Ice Elemental, 1% Ignore Enemy Defense 3 590 10 5800G Ice Elemental, 5% Ignore Enemy Defense 4 645 15 6800G Ice Elemental, 5% Ignore Enemy Defense 5 670 20 7200G Ice Elemental, 20% Ignore Enemy Defense Mu no Ken Nanashi + PA MA Cost Skill 0 880 40 ---G Ice Elemental, 20% Ignore Enemy Defense ~ 99 7078 321 ---G Ice Elemental, 20% Ignore Enemy Defense Sanctuary Requires 1 Salamander Bone to Upgrade to Caliburn + PA MA Cost Skill 0 560 45 5900G Light Elemental 1 565 45 6000G Light Elemental 2 585 50 6400G Light Elemental 3 605 55 6800G Light Elemental 4 625 60 7200G Light Elemental 5 645 65 7600G Light Elemental, Critical Hit Rate +20% Caliburn + PA MA Cost Skill 0 880 85 ---G Light Elemental, Critical Hit Rate +20% ~ 99 6789 655 ---G Light Elemental, Critical Hit Rate +20% Speed Star + PA MA Cost Skill 0 40 75 500G Movement Speed +15% 1 45 80 600G Movement Speed +15% 2 55 85 700G Movement Speed +15% 3 65 90 800G Movement Speed +15%, Damage Vs. Magic Users is 1.5x 4 75 95 900G Movement Speed +15%, Damage Vs. Magic Users is 1.5x 5 85 100 ---G Movement Speed +15%, Damage Vs. Magic Users is 2.0x ~ 99 3016 3548 ---G Movement Speed +15%, Damage Vs. Magic Users is 2.0x Defender + PA MA Cost Skill 0 5 75 300G Guarding, Damage Reduced by 50% 1 10 80 400G Guarding, Damage Reduced by 50% 2 30 85 500G Guarding, Damage Reduced by 50% 3 50 90 700G Guarding, Damage Reduced by 50% 4 70 95 900G Guarding, Damage Reduced by 50% 5 90 100 ---G Guarding, Damage Reduced by 75% ~ 99 3112 3457 ---G Guarding, Damage Reduced by 75% Gains 10% Chance Damage received is 0 at +3 Healel + PA MA Cost Skill 0 5 10 300G 80% Recover 10% of Max HP 1 10 80 400G 80% Recover 10% of Max HP 2 30 85 500G 80% Recover 10% of Max HP 3 50 90 700G 80% Recover 10% of Max HP 4 70 95 900G 80% Recover 10% of Max HP 5 90 100 ---G 80% Recover 10% of Max HP ~ 99 3112 3457 ---G 80% Recover 10% of Max HP Hosoi Mikazuki + PA MA Cost Skill 0 85 0 400G 80% Deal 1.2x Damage 1 105 0 600G 80% Deal 1.2x Damage 2 125 5 700G 80% Deal 1.2x Damage 3 145 10 1100G 80% Deal 1.2x Damage 4 165 15 1300G 80% Deal 1.2x Damage 5 185 20 ---G 80% Deal 1.2x Damage ~ 99 5942 642 ---G 80% Deal 1.2x Damage Shishioh + PA MA Cost Skill 0 140 0 800G Chaining, 30% Ignore Enemy Defense 1 160 0 1000G Chaining, 30% Ignore Enemy Defense 2 180 5 1200G Chaining, 30% Ignore Enemy Defense 3 200 10 1600G Chaining, 30% Ignore Enemy Defense 4 220 15 1800G Chaining, 30% Ignore Enemy Defense 5 240 20 ---G Chaining, 30% Ignore Enemy Defense ~ 99 6129 510 ---G Chaining, 30% Ignore Enemy Defense Oni + PA MA Cost Skill 0 370 0 2800G 5% Regain a Life after defeating an Enemy 1 390 0 3000G 5% Regain a Life after defeating an Enemy 2 410 5 3300G 5% Regain a Life after defeating an Enemy 3 430 10 3700G 10% Regain a Life after defeating an Enemy 4 450 15 4000G 10% Regain a Life after defeating an Enemy 5 470 20 ---G 20% Regain a Life after defeating an Enemy ~ 99 6589 280 ---G 20% Regain a Life after defeating an Enemy Kasen + PA MA Cost Skill 0 635 0 6400G 5% Charm an Enemy 1 655 0 6700G 5% Charm an Enemy 2 675 5 7100G 5% Charm an Enemy 3 695 10 7500G 10% Charm an Enemy 4 715 15 7900G 10% Charm an Enemy 5 735 20 ---G 30% Charm an Enemy ~ 99 6945 189 ---G 30% Charm an Enemy When an Enemy is Charmed, they will salute at whoever hit them, then proceed in attacking their former allies. Zola's Sword Requires 1 Salamander Bone to Upgrade to Rokujou Hannya + PA MA Cost Skill 0 280 0 1800G Darkness Elemental 1 285 0 1900G Darkness Elemental 2 305 20 2300G Darkness Elemental 3 325 40 2800G Darkness Elemental 4 345 60 3200G Darkness Elemental 5 365 80 3800G Darkness Elemental Rokujou Hannya + PA MA Cost Skill 0 880 100 ---G Darkness Elemental, Damage Vs. Humans is 2.0x ~ 99 6698 761 ---G Darkness Elemental, Damage Vs. Humans is 2.0x Emperor - Usually found as a Cursed Item Requires 1 Gnome's Gold Ore for Upgrades 1-5 + PA MA Cost Skill 0 780 50 9500G Life is set at 1, 30% Recover 5% of Damage Dealt 1 800 55 10000G Life is set at 1, 30% Recover 5% of Damage Dealt 2 820 60 10400G Life is set at 1, 30% Recover 5% of Damage Dealt 3 840 65 10900G Life is set at 1, 30% Recover 10% of Damage Dealt 4 860 70 11300G Life is set at 1, 30% Recover 10% of Damage Dealt 5 880 75 ---G Life is set at 1, 30% Recover 30% of Damage Dealt ~ 99 6758 576 ---G Life is set at 1, 30% Recover 30% of Damage Dealt This sword is dangerous, but it acts like a Blood Sword without having the need to Back-attack. North Wing Requires 1 Gnome's Gold Ore for Upgrades 1-5 + PA MA Cost Skill 0 780 100 10400G Magic Damage 1.2x 1 790 105 10700G Magic Damage 1.2x 2 810 110 11100G Magic Damage 1.2x 3 830 115 11600G Magic Damage 1.4x 4 850 120 12100G Magic Damage 1.4x 5 870 125 ---G Magic Damage 1.6x, Casting Speed +20% ~ 99 6448 926 ---G Magic Damage 1.6x, Casting Speed +20% South Wing Requires 1 Gnome's Gold Ore for Upgrades 1-5 + PA MA Cost Skill 0 780 100 10400G TP Max, Casting Speed +50% 1 790 105 10700G TP Max, Casting Speed +50% 2 810 110 11100G TP Max, Casting Speed +50% 3 830 115 11600G TP Max, Casting Speed +50% 4 850 120 12100G TP Max, Casting Speed +50% 5 870 125 ---G TP Max, Casting Speed +50%, Magic Damage 1.2x ~ 99 6448 926 ---G TP Max, Casting Speed +50%, Magic Damage 1.2x West Wing Requires 1 Gnome's Gold Ore for Upgrades 1-5 + PA MA Cost Skill 0 790 50 9700G 5% Inflict Beto-Beto Status 1 790 55 9800G 5% Inflict Beto-Beto Status 2 810 60 10200G 5% Inflict Beto-Beto Status 3 830 65 10700G 10% Inflict Beto-Beto Status 4 850 70 11100G 10% Inflict Beto-Beto Status 5 870 75 ---G 20% Inflict Beto-Beto Status ~ 99 6743 581 ---G 20% Inflict Beto-Beto Status Gains Ignores Spiders' Front Guard ability at +5 East Wing Requires 1 Gnome's Gold Ore for Upgrades 1-5 + PA MA Cost Skill 0 790 50 9700G 5% Inflict Petrify Status 1 790 55 9800G 5% Inflict Petrify Status 2 810 60 10200G 5% Inflict Petrify Status 3 830 65 10700G 10% Inflict Petrify Status 4 850 70 11100G 10% Inflict Petrify Status 5 870 75 ---G 20% Inflict Petrify Status, Slash Damage 2.0x ~ 99 6743 581 ---G 20% Inflict Petrify Status, Slash Damage 2.0x Zanlance Requires 1 Dragon to Upgrade to +1, Cannot be upgraded further until Round 2 Further Upgrades require 1 Particle of the Stranger Each + PA MA Cost Skill 0 800 50 9900G Arrows become Burst Arrows 1 1200 55 17700G Arrows become Burst Arrows 2 1400 60 18400G Arrows become Burst Arrows 3 1600 65 19000G Arrows become Burst Arrows 4 1800 70 19600G Arrows become Burst Arrows 5 2000 75 20600G Arrows become Burst Arrows, TP Gain +30% ~ 99 8149 305 ---G Arrows become Burst Arrows, TP Gain +30% The Burst Arrows however aren't as strong as real ones. Traive Elza/Quark only Requires 1 Particle of the Stranger for each Upgrade, Can only be upgraded in Round 2 + PA MA Cost Skill 0 5 0 16000G No Skill 1 990 5 16300G No Skill 2 1190 10 16900G No Skill 3 1390 15 17400G 80% Recover 15% of Max HP 4 1590 20 17900G 80% Recover 15% of Max HP 5 1790 25 18900G 80% Recover 15% of Max HP ~ 99 8082 112 ---G 80% Recover 15% of Max HP Dagger + PA MA Cost Skill 0 0 20 100G No Skill 1 5 40 100G No Skill 2 15 60 100G No Skill 3 25 80 200G 40% Magical Damage is 1.2x 4 35 100 300G 40% Magical Damage is 1.2x 5 45 105 ---G 80% Magical Damage is 1.2x ~ 99 1959 4571 ---G 80% Magical Damage is 1.2x Magic Dagger + PA MA Cost Skill 0 0 60 200G No Skill 1 5 80 300G No Skill 2 15 100 400G No Skill 3 25 120 500G Guarding, 10% Recover 25% of the Damage 4 35 140 600G Guarding, 10% Recover 25% of the Damage 5 45 145 ---G Guarding, 10% Recover 25% of the Damage ~ 99 1556 5013 ---G Guarding, 10% Recover 25% of the Damage Enchant + PA MA Cost Skill 0 0 90 300G No Skill 1 5 110 400G No Skill 2 15 130 600G No Skill 3 25 150 700G 10% Recover 10% of Max HP 4 35 170 900G 10% Recover 10% of Max HP 5 45 175 ---G 10% Recover 10% of Max HP ~ 99 1350 5250 ---G 10% Recover 10% of Max HP Wise Dagger + PA MA Cost Skill 0 0 140 700G No Skill 1 5 160 800G No Skill 2 15 180 1000G No Skill 3 25 200 1100G Guarding, 10% Damage received is 0 4 35 220 1300G Guarding, 10% Damage received is 0 5 45 225 ---G Guarding, 20% Damage received is 0 ~ 99 1108 5541 ---G Guarding, 20% Damage received is 0 Sorcerer + PA MA Cost Skill 0 0 220 1300G No Skill 1 5 240 1500G No Skill 2 15 260 1700G No Skill 3 25 280 1900G 30% Chance to deal 1.2x Damage 4 35 300 2100G 30% Chance to deal 1.2x Damage 5 45 305 ---G 30% Chance to deal 1.2x Damage, Casting Speed +20% ~ 99 865 5864 ---G 30% Chance to deal 1.2x Damage, Casting Speed +20% Witchcraft + PA MA Cost Skill 0 0 280 1900G No Skill 1 5 300 2100G No Skill 2 15 320 2300G No Skill 3 25 340 2600G Casting Speed +20% 4 35 360 2800G Casting Speed +20% 5 45 365 ---G Casting Speed +20%, TP Gain +30% ~ 99 745 6044 ---G Casting Speed +20%, TP Gain +30% Memento Dagger - Yuris Only Requires 1 Pirate's Ring for Upgrades 1-2 Requires 1 Noble's Ring for Upgrades 3-4 Requires 1 Royal Ring for Upgrade 5 Requires 1 Royal Ring to Upgrade to Mugenshin no Dagger (Dagger of Infinite Depth) + PA MA Cost Skill 0 0 55 400G No Skill 1 5 150 700G No Skill 2 15 185 1000G No Skill 3 25 230 1400G Casting Speed +50% 4 35 315 2300G Casting Speed +50% 5 45 355 2900G Casting Speed +80% Mugenshin no Dagger - Yuris Only + PA MA Cost Skill 0 125 405 ---G Casting Speed +80%, TP Gain +30% ~ 99 1653 5356 ---G Casting Speed +80%, TP Gain +30% Arganan Dagger Requires 1 Gnome's Gold Ore for Upgrades 1-5 + PA MA Cost Skill 0 600 250 10000G Light Elemental, TP Max, Casting Speed +40% 1 605 270 10400G Light Elemental, TP Max, Casting Speed +40% 2 615 290 11000G Light Elemental, TP Max, Casting Speed +40% 3 625 310 11500G Light Elemental, TP Max, Casting Speed +40% 4 635 330 12100G Light Elemental, TP Max, Casting Speed +40% 5 645 335 ---G Light Elemental, TP Max, Casting Speed +80% ~ 99 4844 2515 ---G Light Elemental, TP Max, Casting Speed +80% Gurg Dagger + PA MA Cost Skill 0 0 15 100G 5% Magical Damage Dealt is 3.0x 1 5 35 100G 5% Magical Damage Dealt is 3.0x 2 15 55 100G 5% Magical Damage Dealt is 3.0x 3 25 75 200G 10% Magical Damage Dealt is 3.0x 4 35 95 300G 10% Magical Damage Dealt is 3.0x 5 45 100 ---G 30% Magical Damage Dealt is 3.0x ~ 99 2024 4500 ---G 30% Magical Damage Dealt is 3.0x Dull Copper Sword Requires a Dragon Claw to Upgrade + PA MA Cost Skill 0 10 0 800G No Skill Dull Silver Sword Requires a Dragon Claw to Upgrade + PA MA Cost Skill 0 10 0 2000G No Skill Dull Gold Sword Requires a Dragon Claw to Upgrade + PA MA Cost Skill 0 10 0 4000G No Skill Dull Diamond Sword Requires a Particle of the Stranger to Upgrade + PA MA Cost Skill 0 10 0 6000G No Skill True Dull Sword Further Upgrades require 1 Particle of the Stranger Each + PA MA Cost Skill 0 10 10 12500G No Skill ~ 99 3250 3250 ---G No Skill Coral Requires 1 Atar's Claw for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 195 0 1100G Dunk Slash: 10% Inflict Paralyze Status, Phys/Mag Atk 1.2x 1 200 10 1200G Dunk Slash: 10% Inflict Paralyze Status, Phys/Mag Atk 1.2x 2 235 20 1600G Dunk Slash: 10% Inflict Paralyze Status, Phys/Mag Atk 1.2x 3 300 30 2400G Dunk Slash: 15% Inflict Paralyze Status, Phys/Mag Atk 1.3x 4 400 40 3700G Dunk Slash: 15% Inflict Paralyze Status, Phys/Mag Atk 1.3x 5 500 50 ---G Dunk Slash: 30% Inflict Paralyze Status, Phys/Mag Atk 1.3x ~ 99 6300 629 ---G Dunk Slash: 15% Inflict Paralyze Status, Phys/Mag Atk 1.3x Rose Requires 1 Atar's Claw for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 195 0 1100G G. Burst 25% Damage x5.0, Phys/Mag Atk 1.2x 1 200 10 1200G G. Burst 25% Damage x5.0, Phys/Mag Atk 1.2x 2 235 20 1600G G. Burst 25% Damage x5.0, Phys/Mag Atk 1.2x 3 300 30 2400G G. Burst 30% Damage x5.0, Phys/Mag Atk 1.3x 4 400 40 3700G G. Burst 30% Damage x5.0, Phys/Mag Atk 1.3x 5 500 50 ---G G. Burst 50% Damage x10.0, Phys/Mag Atk 1.3x ~ 99 6300 629 ---G G. Burst 50% Damage x10.0, Phys/Mag Atk 1.3x Sunflower Requires 1 Muruu Shell for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 190 0 1100G G. Burst 10% Inflict Kura-Kura, Phys/Mag Atk 1.2x 1 200 10 1200G G. Burst 10% Inflict Kura-Kura, Phys/Mag Atk 1.2x 2 205 20 1400G G. Burst 10% Inflict Kura-Kura, Phys/Mag Atk 1.2x 3 310 30 2500G G. Burst 20% Inflict Kura-Kura, Phys/Mag Atk 1.3x 4 410 40 3900G G. Burst 20% Inflict Kura-Kura, Phys/Mag Atk 1.3x 5 470 50 ---G G. Burst 30% Inflict Kura-Kura, Phys/Mag Atk 1.3x ~ 99 6236 663 ---G G. Burst 30% Inflict Kura-Kura, Phys/Mag Atk 1.3x Piko-Piko Hammer Requires 1 Nebirous Splinter for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 190 0 1100G 5% Recover 10% of Max HP, Phys/Mag Atk 1.2x 1 200 10 1200G 5% Recover 10% of Max HP, Phys/Mag Atk 1.2x 2 205 20 1400G 5% Recover 10% of Max HP, Phys/Mag Atk 1.2x 3 310 30 2500G 10% Recover 10% of Max HP, Phys/Mag Atk 1.3x 4 410 40 3900G 10% Recover 10% of Max HP, Phys/Mag Atk 1.3x 5 470 50 ---G 10% Recover 10% of Max HP, Phys/Mag Atk 1.3x ~ 99 6236 663 ---G 10% Recover 10% of Max HP, Phys/Mag Atk 1.3x Prophet Requires 1 Kraken Leg for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 190 0 1100G Slash: 5% Cause Instant Death, Phys/Mag Atk 1.2x 1 200 10 1200G Slash: 5% Cause Instant Death, Phys/Mag Atk 1.2x 2 205 20 1400G Slash: 5% Cause Instant Death, Phys/Mag Atk 1.2x 3 310 30 2500G Slash: 10% Cause Instant Death, Phys/Mag Atk 1.3x 4 410 40 3900G Slash: 10% Cause Instant Death, Phys/Mag Atk 1.3x 5 470 50 ---G Slash: 15% Cause Instant Death, Phys/Mag Atk 1.3x ~ 99 6236 663 ---G Slash: 15% Cause Instant Death, Phys/Mag Atk 1.3x Zero Sword Requires 1 Monster's Cocoon for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 190 0 1100G Movement Speed +15%, Phys/Mag Atk 1.2x 1 200 10 1200G Movement Speed +15%, Phys/Mag Atk 1.2x 2 205 20 1400G Movement Speed +15%, Phys/Mag Atk 1.2x 3 310 30 2500G Movement Speed +15%, Phys/Mag Atk 1.3x 4 410 40 3900G Movement Speed +15%, Phys/Mag Atk 1.3x 5 470 50 ---G Movement Speed +15%, Phys/Mag Atk 1.3x ~ 99 6236 663 ---G Movement Speed +15%, Phys/Mag Atk 1.3x Claw Sword Requires 1 Kraken Leg for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 195 0 1100G G. Burst: 25% Recover 100% Damage Dealt, Phys/Mag Atk 1.2x 1 205 10 1300G G. Burst: 25% Recover 100% Damage Dealt, Phys/Mag Atk 1.2x 2 210 20 1400G G. Burst: 25% Recover 100% Damage Dealt, Phys/Mag Atk 1.2x 3 320 30 2600G G. Burst: 30% Recover 100% Damage Dealt, Phys/Mag Atk 1.3x 4 440 40 4300G G. Burst: 30% Recover 100% Damage Dealt, Phys/Mag Atk 1.3x 5 475 50 ---G G. Burst: 50% Recover 100% Damage Dealt, Phys/Mag Atk 1.3x ~ 99 6247 657 ---G G. Burst: 50% Recover 100% Damage Dealt, Phys/Mag Atk 1.3x There is a chance to regain health through the amount of damage you dealt with the Gathering Burst while using this. Trident Requires 1 Monster's Cocoon for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 200 0 1100G Dunk Slash: 25% 2.0x Damage, Phys/Mag Atk 1.2x 1 210 10 1300G Dunk Slash: 25% 2.0x Damage, Phys/Mag Atk 1.2x 2 220 20 1500G Dunk Slash: 25% 2.0x Damage, Phys/Mag Atk 1.2x 3 340 30 2900G Dunk Slash: 30% 2.0x Damage, Phys/Mag Atk 1.3x 4 430 40 4100G Dunk Slash: 30% 2.0x Damage, Phys/Mag Atk 1.3x 5 480 50 ---G Dunk Slash: 50% 2.0x Damage, Phys/Mag Atk 1.3x ~ 99 6258 651 ---G Dunk Slash: 50% 2.0x Damage, Phys/Mag Atk 1.3x Eclipse Requires 1 Nebirous Splinter for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 205 0 1200G Gathering: Slow Effect is x3.0, Phys/Mag Atk 1.2x 1 215 10 1400G Gathering: Slow Effect is x3.0, Phys/Mag Atk 1.2x 2 225 20 1600G Gathering: Slow Effect is x3.0, Phys/Mag Atk 1.2x 3 360 30 3100G Gathering: Slow Effect is x3.0, Phys/Mag Atk 1.3x 4 420 40 4000G Gathering: Slow Effect is x3.0, Phys/Mag Atk 1.3x 5 485 50 ---G Gathering: Slow Effect is x5.0, Phys/Mag Atk 1.3x ~ 99 6268 646 ---G Gathering: Slow Effect is x5.0, Phys/Mag Atk 1.3x Spiral Requires 1 Muruu Shell for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 210 0 1200G Dunk Slash: 25% 2.0x Damage, Phys/Mag Atk 1.2x 1 220 10 1400G Dunk Slash: 25% 2.0x Damage, Phys/Mag Atk 1.2x 2 230 20 1600G Dunk Slash: 25% 2.0x Damage, Phys/Mag Atk 1.2x 3 380 30 3400G Dunk Slash: 30% 2.0x Damage, Phys/Mag Atk 1.3x 4 465 40 4600G Dunk Slash: 30% 2.0x Damage, Phys/Mag Atk 1.3x 5 490 50 ---G Dunk Slash: 50% 2.0x Damage, Phys/Mag Atk 1.3x ~ 99 6279 640 ---G Dunk Slash: 50% 2.0x Damage, Phys/Mag Atk 1.3x Dragoon Requires 1 Atar's Claw for Upgrades 1-5 Requires 1 Gnome's Silver Ore for Upgrade 3 Requires 1 Gnome's Gold Ore for Upgrade 4 Requires 1 Salamander Bone for Upgrade 5 + PA MA Cost Skill 0 215 0 1300G G. Burst: 25% Heal Allies 25% Damage Dealt 1 225 10 1500G G. Burst: 25% Heal Allies 25% Damage Dealt 2 240 20 1700G G. Burst: 25% Heal Allies 25% Damage Dealt 3 400 30 3600G G. Burst: 30% Heal Allies 25% Damage Dealt 4 460 40 4500G G. Burst: 30% Heal Allies 25% Damage Dealt 5 495 50 ---G G. Burst: 50% Heal Allies 25% Damage Dealt ~ 99 6289 635 ---G G. Burst: 50% Heal Allies 25% Damage Dealt At 0-2: Phys/Mag Atk 1.2x At 3-99: Phys/Mag Atk 1.3x This weapon will not only heal Elza, but his allies as well when he uses Gathering Burst. The following Joke weapons require Particles of the Stranger in order to be upgraded. Hoe + PA MA Cost Skill 0 30 10 600G 1% Cause Instant Death ~ 99 4890 1630 ---G 1% Cause Instant Death Tea Ladle + PA MA Cost Skill 0 30 10 600G 10% Gain 30% of Damage Dealt as Gold ~ 99 4890 1630 ---G 10% Gain 30% of Damage Dealt as Gold The damage you deal will be converted to Gold Wine Bottle + PA MA Cost Skill 0 30 10 600G 10% Inflict Kura-Kura Status ~ 99 4890 1630 ---G 10% Inflict Kura-Kura Status Leek + PA MA Cost Skill 0 30 10 600G 10% Inflict Beto-Beto Status ~ 99 4890 1630 ---G 10% Inflict Beto-Beto Status Frying Pan + PA MA Cost Skill 0 30 10 600G 10% Charm an Enemy ~ 99 4890 1630 ---G 10% Charm an Enemy Kitchen Knife + PA MA Cost Skill 0 30 10 600G 5% Gain 30% of Damage Dealt as Gold ~ 99 2889 3660 ---G 5% Gain 30% of Damage Dealt as Gold Hammer + PA MA Cost Skill 0 30 10 600G 10% Inflict Silence Status ~ 99 4890 1630 ---G 10% Inflict Silence Status Axe + PA MA Cost Skill 0 30 10 600G 1% Cause Instant Death ~ 99 4890 1630 ---G 1% Cause Instant Death Lance + PA MA Cost Skill 0 30 10 600G 10% Inflict Petrify Status ~ 99 4890 1630 ---G 10% Inflict Petrify Status Pitchfork + PA MA Cost Skill 0 30 10 600G 5% Inflict Paralyze Status ~ 99 4890 1630 ---G 5% Inflict Paralyze Status Wooden Club + PA MA Cost Skill 0 30 10 600G 10% Inflict Kura-Kura Status ~ 99 4890 1630 ---G 10% Inflict Kura-Kura Status Chair + PA MA Cost Skill 0 30 10 600G 10% Inflict Silence Status ~ 99 4890 1630 ---G 10% Inflict Silence Status All Bowguns can only be Upgraded to +5. All Upgrades require 1 Sylph's Bowstring. Crossbow + PA MA Cost Skill 0 0 0 100G No Skill 1 0 0 100G 25% 2.0x Damage 2 0 0 100G 25% 3.0x Damage 3 0 0 200G 25% 5.0x Damage, Headshot: 10% Inflict Paralyze Status 4 0 0 200G 25% 8.0x Damage, Headshot: 10% Inflict Paralyze Status 5 0 0 ---G 25% 5.0x Damage, Headshot: 20% Inflict Paralyze Status Snipe Bow + PA MA Cost Skill 0 0 0 500G 25% 8.0x Damage, Headshot Damage is 1.5x 1 0 0 600G 30% 8.0x Damage, Headshot Damage is 1.5x 2 0 0 700G 30% 10.0x Damage, Headshot Damage is 1.5x 3 0 0 800G 30% 10.0x Damage, Headshot Damage is 2.0x 4 0 0 900G 30% 12.0x Damage, Headshot Damage is 2.0x 5 0 0 ---G 30% 12.0x Damage, Headshot Damage is 3.0x Deadly Bow + PA MA Cost Skill 0 0 0 700G Headshot: 80% Inflict Death status 1 0 0 700G Headshot: 80% Inflict Death status, 25% 2.0x Damage 2 0 0 700G Headshot: 80% Inflict Death status, 25% 3.0x Damage 3 0 0 700G Headshot: 80% Inflict Death status, 25% 5.0x Damage 4 0 0 700G Headshot: 80% Inflict Death status, 25% 8.0x Damage 5 0 0 ---G Headshot: 80% Inflict Death status, 30% 8.0x Damage Fast Bow + PA MA Cost Skill 0 0 0 700G Rapid-Fire 1 0 0 700G Rapid-Fire, 25% 2.0x Damage 2 0 0 700G Rapid-Fire, 25% 3.0x Damage 3 0 0 700G Rapid-Fire, 25% 5.0x Damage 4 0 0 700G Rapid-Fire, 25% 8.0x Damage 5 0 0 ---G Rapid-Fire, 30% 8.0x Damage Armor All Regular Armor need the following Materials Requires Gnome's Copper Ore for 1-3 Requires Gnome's Silver Ore for 4-6 Requires Gnome's Gold Ore for 7-9 Heavy + PD MD Cost Skill 0 10 10 30G No Skill 1 30 25 90G No Skill 2 50 40 130G No Skill 3 70 55 190G No Skill 4 90 70 250G No Skill 5 110 85 300G No Skill 6 140 105 390G Guarding, Damage Reduced 10% 7 170 130 460G Guarding, Damage Reduced 10% 8 200 150 540G Guarding, Damage Reduced 20% 9 230 175 ---G Guarding, Damage Reduced 30% ~ 99 1763 1341 ---G Guarding, Damage Reduced 30% Hunter + PD MD Cost Skill 0 10 10 30G No Skill 1 30 30 90G No Skill 2 45 45 130G No Skill 3 65 60 190G No Skill 4 85 80 250G No Skill 5 100 95 300G No Skill 6 130 120 390G Max HP +10% 7 155 145 460G Max HP +10% 8 180 170 540G Max HP +20% 9 210 200 ---G Max HP +30% ~ 99 1592 1517 ---G Max HP +30% Leather + PD MD Cost Skill 0 10 10 30G No Skill 1 30 25 90G No Skill 2 50 40 130G No Skill 3 70 55 190G No Skill 4 90 70 250G No Skill 5 110 85 300G No Skill 6 140 105 390G Hide: HP Autorecovers @ 1% per second 7 170 130 460G Hide: HP Autorecovers @ 1% per second 8 200 150 540G Hide: HP Autorecovers @ 3% per second 9 230 175 ---G Hide: HP Autorecovers @ 5% per second ~ 99 1763 1341 ---G Hide: HP Autorecovers @ 5% per second Brave + PD MD Cost Skill 0 10 10 30G No Skill 1 25 30 90G No Skill 2 40 50 130G No Skill 3 55 70 190G No Skill 4 70 90 250G No Skill 5 85 110 300G No Skill 6 105 140 390G Phys/Mag Def +3% 7 130 170 460G Phys/Mag Def +3% 8 150 200 540G Phys/Mag Def +4% 9 175 230 ---G Phys/Mag Def +5% ~ 99 1341 1763 ---G Phys/Mag Def +5% Feather + PD MD Cost Skill 0 10 10 30G No Skill 1 30 30 90G No Skill 2 45 45 130G No Skill 3 60 65 190G No Skill 4 80 85 250G No Skill 5 95 100 300G No Skill 6 120 130 390G Casting Speed +5% 7 145 155 460G Casting Speed +5% 8 170 180 540G Casting Speed +10% 9 200 210 ---G Casting Speed +15% ~ 99 1517 1592 ---G Casting Speed +15% Stealth + PD MD Cost Skill 0 10 10 30G No Skill 1 25 30 90G No Skill 2 40 50 130G No Skill 3 55 70 190G No Skill 4 70 90 250G No Skill 5 85 110 300G No Skill 6 105 140 390G Hide: HP Autorecovers @ 1% per second 7 130 170 460G Hide: HP Autorecovers @ 1% per second 8 150 200 540G Hide: HP Autorecovers @ 3% per second 9 175 230 ---G Hide: HP Autorecovers @ 5% per second ~ 99 1341 1763 ---G Hide: HP Autorecovers @ 5% per second Cross + PD MD Cost Skill 0 10 10 30G No Skill 1 25 30 90G No Skill 2 40 50 130G No Skill 3 60 70 190G No Skill 4 75 90 250G No Skill 5 90 105 300G No Skill 6 115 135 390G Casting Speed +5% 7 140 165 460G Casting Speed +5% 8 160 190 540G Casting Speed +10% 9 185 220 ---G Casting Speed +15% ~ 99 1418 1686 ---G Casting Speed +15% Dragon Requires 1 Dragon Fang for Upgrades 1-9 + PD MD Cost Skill 0 15 15 30G No Skill 1 40 40 90G No Skill 2 60 60 130G No Skill 3 85 85 190G Barrier: Damage Reduced 50% 4 110 110 250G Barrier: Damage Reduced 50% 5 135 135 300G Barrier: Damage Reduced 50% 6 170 170 390G Barrier: Damage Reduced 50% 7 205 205 460G Barrier: Damage Reduced 90% 8 240 240 540G Barrier: Damage Reduced 90% 9 280 280 ---G Barrier: Damage Reduced 90% ~ 99 1630 1630 ---G Barrier: Damage Reduced 90% Kanan's Dress Requires 1 Gnome's Silver Ore for Upgrades 4-6 Requires 1 Silver Thread for Upgrades 7-9 + PD MD Cost Skill 0 10 30 30G No Skill 1 30 70 90G No Skill 2 50 110 130G No Skill 3 70 160 190G No Skill 4 90 200 250G No Skill 5 110 250 300G No Skill 6 140 310 390G No Skill 7 380 380 460G Hide: HP Autorecovers @ 1% per second 8 440 440 540G Hide: HP Autorecovers @ 3% per second 9 510 510 ---G Hide: HP Autorecovers @ 5% per second ~ 99 3210 3210 ---G Hide: HP Autorecovers @ 5% per second Kanan's One-Piece Requires 1 Gnome's Silver Ore for Upgrades 4-6 Requires 1 Indigo Thread for Upgrades 7-9 + PD MD Cost Skill 0 0 30 30G No Skill 1 0 70 90G No Skill 2 0 120 130G No Skill 3 0 170 190G No Skill 4 0 210 250G No Skill 5 0 260 300G No Skill 6 0 330 390G No Skill 7 360 400 460G Barrier: Damage Reduced 50% 8 420 460 540G Barrier: Damage Reduced 50% 9 490 530 ---G Barrier: Damage Reduced 90% ~ 99 3084 3335 ---G Barrier: Damage Reduced 90% Knight's Armor Requires 1 Gnome's Silver Ore for Upgrades 4-6 Requires 1 Old Alloy for Upgrades 7-9 + PD MD Cost Skill 0 30 10 30G No Skill 1 70 30 90G No Skill 2 110 50 130G No Skill 3 160 70 190G No Skill 4 200 90 250G No Skill 5 250 110 300G No Skill 6 310 140 390G No Skill 7 380 170 460G Knockback Reduced 10% 8 440 200 540G Knockback Reduced 60% 9 510 230 ---G Knockback Reduced 100% ~ 99 4231 1908 ---G Knockback Reduced 100% Legs All Regular Legs need the following Materials Requires Gnome's Copper Ore for 1-3 Requires Gnome's Silver Ore for 4-6 Requires Gnome's Gold Ore for 7-9 Heavy + PD MD Cost Skill 0 10 10 30G No Skill 1 30 25 90G No Skill 2 50 40 130G No Skill 3 70 55 190G No Skill 4 90 70 250G No Skill 5 110 85 300G No Skill 6 140 105 390G No Skill 7 170 130 460G TP Gain +5% 8 200 150 540G TP Gain +10% 9 230 175 ---G TP Gain +20% ~ 99 1763 1341 ---G TP Gain +20% Hunter + PD MD Cost Skill 0 10 10 30G No Skill 1 30 30 90G No Skill 2 45 45 130G No Skill 3 65 60 190G No Skill 4 85 80 250G No Skill 5 100 95 300G No Skill 6 130 120 390G No Skill 7 155 145 460G Max HP +5% 8 180 170 540G Max HP +10% 9 210 200 ---G Max HP +20% ~ 99 1592 1517 ---G Max HP +20% Leather + PD MD Cost Skill 0 10 10 30G No Skill 1 30 25 90G No Skill 2 50 40 130G No Skill 3 70 55 190G No Skill 4 90 70 250G No Skill 5 110 85 300G No Skill 6 140 105 390G No Skill 7 170 130 460G Movement Speed +10% 8 200 150 540G Movement Speed +12% 9 230 175 ---G Movement Speed +15% ~ 99 1763 1341 ---G Movement Speed +15% Brave + PD MD Cost Skill 0 10 10 30G No Skill 1 25 30 90G No Skill 2 40 50 130G No Skill 3 55 70 190G No Skill 4 70 90 250G No Skill 5 85 110 300G No Skill 6 105 140 390G No Skill 7 130 170 460G Phys/Mag Def +3% 8 150 200 540G Phys/Mag Def +4% 9 175 230 ---G Phys/Mag Def +5% ~ 99 1341 1763 ---G Phys/Mag Def +5% Feather + PD MD Cost Skill 0 10 10 30G No Skill 1 30 30 90G No Skill 2 45 45 130G No Skill 3 60 65 190G No Skill 4 80 85 250G No Skill 5 95 100 300G No Skill 6 120 130 390G No Skill 7 145 155 460G TP Gain +5% 8 170 180 540G TP Gain +10% 9 200 210 ---G TP Gain +20% ~ 99 1517 1592 ---G TP Gain +20% Stealth + PD MD Cost Skill 0 10 10 30G No Skill 1 25 30 90G No Skill 2 40 50 130G No Skill 3 55 70 190G No Skill 4 70 90 250G No Skill 5 85 110 300G No Skill 6 105 140 390G No Skill 7 130 170 460G Movement Speed +10% 8 150 200 540G Movement Speed +12% 9 175 230 ---G Movement Speed +15% ~ 99 1341 1763 ---G Movement Speed +15% Cross + PD MD Cost Skill 0 10 10 30G No Skill 1 25 30 90G No Skill 2 40 50 130G No Skill 3 60 70 190G No Skill 4 75 90 250G No Skill 5 90 105 300G No Skill 6 115 135 390G No Skill 7 140 165 460G Max HP +5% 8 160 190 540G Max HP +10% 9 185 220 ---G Max HP +20% ~ 99 1418 1686 ---G Max HP +20% Dragon Requires 1 Dragon Fang for Upgrades 1-9 + PD MD Cost Skill 0 15 15 30G No Skill 1 40 40 90G No Skill 2 60 60 130G No Skill 3 85 85 190G Knockback Reduced 10% 4 110 110 250G Knockback Reduced 10% 5 135 135 300G Knockback Reduced 10% 6 170 170 390G Knockback Reduced 60% 7 205 205 460G Knockback Reduced 60% 8 240 240 540G Knockback Reduced 60% 9 280 280 ---G Knockback Reduced 100% ~ 99 1630 1630 ---G Knockback Reduced 100% ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Shops [Kaimono] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are a number of shops in The Last Story. You will visit some of them numerous times, and some of them not so many times. Weapon Shops Armor Shops Upgrade Shops Identify Shops Trade Shops Color Shops Bullet Shops Weapon Shops - Represented by a Sword and a Axe. There are only two weapon shops in Ruli Island. The others appear time to time during specific chapters. One is the girl in Ariel's Tavern, the other is in Craftsman's' Alley. Weapon selections will change during certain chapters. Ariel's Tavern - Traveling Merchant Girl Initial Blade Rogue Edge Killer Cutter Dagger Chapter 6 Rogue Edge Killer Cutter Gladiator Magic Dagger Chapter 19 - Gains ability to Identify Weapons Para Axe Knight Sword Enchant Chapter 28 Justice Enchant Chapter 35 Justice Palladium Sorcerer She will appear in Craftsman's Alley during the Epilogue, but will no longer sell anything. Craftsman's Alley Weapon Shop This shop typically sells weapons that are +1 higher than the ones the girl in the tavern sells. They also sell some enemy weapons, as well as the Snipe Bow. Chapter 4 Blade+1 Rogue Edge+1 Killer Cutter+1 Dagger+1 Chapter 6 Rogue Edge+1 Killer Cutter+1 Gladiator+1 Magic Dagger+1 Chapter 19 Para Axe +1 Knight Sword +1 Enchant +1 Lizard Edge Undead Edge Gurg Edge Ogre Hammer Gurg Dagger Snipe Bow Chapter 28 Justice+1 Enchant+1 Lizard Edge Undead Edge Gurg Edge Gurg Blade Ogre Hammer Gurg Dagger Snipe Bow Epilogue Palladium +1 General Sword +1 Sorcerer +1 Lizard Edge Undead Edge Gurg Edge Gurg Blade Ogre Hammer Gurg Dagger Snipe Bow Armor Shops - Represented by a Helmet There is only one armor shop on Ruli Island, it is located in Craftsman's Alley. It sells all the basic Armor and Legs. All of them cost 300G. Heavy Armor Heavy Legs Hunter Armor Hunter Legs Leather Armor Leather Legs Brave Armor Brave Legs Feather Armor Feather Legs Stealth Armor Stealth Legs Cross Armor Cross Legs In New Game + Mode, they will also sell Gnome's Copper Ore 2000G Gnome's Silver Ore 3000G Upgrade Shops - Represented by an Anvil, or someone with the word 'Upgrade' on them. Lotta is an Upgrader, but he can also Remove Curses later in game. A maid in Ruli Castle can upgrade Kanan's dresses (Chapter 22-23). A man in Craftsman's Alley can upgrade the Knight's Armor (Chapter 28). Identify Shops - Represented by a person standing with the words 'Shop' on them, and not much else around them. The girl in Ariel's Tavern can do this later in the game. There is a man in Craftsman's Alley who also does this. When you receive a weapon, usually named ? Sword, it is unidentified. Once it has been identified, you will no longer find ? Sword for that particular item. This carries over to your New Game Plus as well. Trade Shops - Represented by... many things. The thing with Trade shops is that the prices for the items that they sell are not constant. The prices will fluctuate from time to time, much like a real stock market. There is a Material Shop in Craftsman's Alley. Has a Scroll sign. Copper Iron Fur Silk The Trade Shop near the Arena. A girl standing next to a man cooking. Wheat Sugar Almond Wine The Greengrocer's Shop in the Marche Banana Coconut Almond Egg The Trade Shop on Trista's Ship is the only shop that sells Gigantic Shark Fin Around Ruli City are Street Merchants, who will sell pretty much everything else that you may need. Seedling Fertilizer High Grade Fertilizer Legendary Fertilizer Diamond Pumpkins need to be grown by Elza. Color Shops - Represented by a Bottle with a cross-shaped stopper. You need to proper materials to make additional dyes here. You will need five of requisite material in order to make a new Dye. Red Dye Yellow Dye Khaki Dye Green Dye Spring Dye Summer Dye Autumn Dye Winter Dye Arrow Shops - Represented by a Crossbow These shops sell ammunition for Elza's Crossbow. They sell arrows in packs of 10. Selection varies from store to store. Wizard Killer x10 - 100G Paralai Arrow x10 - 200G Burst Arrow x10 - 500G Prank Banana x10 - 200G Fireworks x10 - 1000G Some arrows cannot be bought, like Silver Arrows. Sleep and Charm arrows are event specific. Destruct and Heal arrows are Online specific. Other shops are a bit more general and sell a variety of things. Mercenary's Ship Shop Para Axe Nightmare Magic Dagger Wizard Killer x10 Paralyze Arrow x10 Burst Arrow x10 Prank Banana x10 Sugar Wheat Coconut Almond Prison Shop Para Axe Knight Sword Enchant Wizard Killer x10 Paralyze Arrows x10 Burst Arrows x10 Prank Banana x10 Even later in game, during Chapter 35, Ariel, Kensu and Zola will sell you stuff. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Enemy List [Teki] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ This is in progress... as there are a LOT of enemies in this game. Actually, as I don't care anymore, this will not be finished. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Boss List [Boss] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ This is just a listing of all the bosses that you will face throughout the game. Chapter 1: Cocoon Chapter 2: Forest Beast Chapter 6: Ghoul Chapter 10: Zangurg Chapter 11: Muruu Chapter 14: Doppel Ganger Chapter 15: Mystic Spider Chapter 16: Marbas Chapter 19: Necromancer Chapter 20: Nebirous, Sub-Boss: Ghouls Chapter 21: Lesser Shade Chapter 22: Shade, Sub-Boss: Dark Master and Servant Chapter 23: Master Trista Chapter 24: Queen of Abyss Chapter 25: Kraken Chapter 34: Berith, Mitra Chapter 35: Darkmuruu Chapter 36: Nebirous, Monstrous Spider Chapter 37: Zefa and Zesha, Atar Chapter 38: Jill Chapter 39: Last Cocoon Chapter 40: Zefa, Zesha, Zangurg, Quark Chapter 42: Gold Spider Chapter 43: Mad Kraken ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Multiplayer [Multi] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ There are two modes in Multi-player: Fray Suppression Fray - A Player Vs. Player mode, which pits people against each other in free- for-all style matches, or team-play matches. Whoever ends with the most points at the end wins. During this mode, your stats will be equalized with other players, so equipment and character selection is purely aesthetic. However you can choose to play as either a fighter or a mage type character. If you choose one of the characters in your party, they will be appear in the equipment you had them in last. During online mode, Destruct Arrows are made available, as well as a number of Online only weapons, and power-ups. Weapons: Silence Sword - A frying pan Beto-Beto Sword - A leek Poison Sword - A wine bottle Power-ups: Accelerate Orb - Gives Accelerate Stat Boost Old Orb - ??? Power Orb - Attack power up Magic Orb - Magic power up Heal Orb - Heals damage 1 Point - Gives you 1 Point 3 Point - Gives you 3 Points 5 Point - Gives you 5 Points 10 Point - Gives you 10 Points Prizes from Fray Mode: The Special Effect Materials: Light Marble Rainbow Marble Torch Snowman Holy Water Black Fuzzy Lump Sparkly Crystal Starfish Heart Card Black Record Omamori Deodorant Boric Acid Dango The Online Weapons: Sango/Coral Bara/Rose Himawari/Sunflower Piko-Piko Hammer Prophet Zero Sword Suppression - A Team Vs. Boss Monster mode, where a team of up to six is pitted up against a stronger version of one of the bosses from the main story. As long as the team achieves victory against the boss monster, everybody will get something. Both Destruct and Heal Arrows are available in this. Please note that the character you choose will have whatever equipment they had on last, so be sure to properly equip them before going online. Also level and stats DO matter in this mode. Power-ups: Accelerate Orb - Gives Accelerate Stat Boost Power Orb - Attack power up Magic Orb - Magic power up Heal Orb - Heals damage Bosses: All the bosses are more or less the same as they were in the main story, however they are much stronger and nastier. Kraken - Fought in Sea Cave He functions the same as the original Kraken, except he can now inflict the DEATH status on players. Prize: Claw Sword (once), Kraken Leg Cocoon - Fought in the Arena This isn't the Cocoon from Chapter 1, but rather the one from Chapter 39. He will transform back and forth between the four legged 'feral' form and the two legged 'final' form. The main difference is that he can change form, and he also has back-up during the fight. Prize: Trident (once), Monster's Cocoon Nebirous - Fought in the Haunted Mansion He isn't much different from before. In fact, Nebirous is one of the easier to deal with Suppression bosses, as long as you gather Silver Arrows from the Undead Archers. Prize: Eclipse (once), Nebirous Splinter Muruu - Fought in the Arena In comparison to the other Muruu, this one is capable of performing Elemental barrier changes, thereby changing what its weakness is in the middle of the fight. He will change between fire and ice, so having two people playing online as Yuris and Jackal will make this fight a lot easier. It can be done without Yuris and Jackal, but is incredibly difficult. Prize: Spiral (once), Muruu Shell Atar -n/a- Prize: Dragoon (once), Atar's Claw ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Track List [Music] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The Soundtrack for The Last Story comes in three discs. I only have the track titles in English, so they will be listed as such. Composed by Nobuo Uematsu Arranged by Yoshitaka Suzuki, Tsutomu Narita Vocals by Kanon Disc 1 1. Theme of THE LAST STORY 2. Is this the Path of the Just 3. Tone of the Town 4. A Mad Dash 5. Disorderly Design 6. Bonds 7. Order and Chaos 8. Bathed in Light 9. When Hearts Connect 10. Toberu Mono (Instrumental) 11. With Excitement in the Heart\ 12. Infiltration 13. Destruction 14. War 15. Just being near You Disc 2 1. A Knight's Pride 2. Conspiracy 3. Evil Beast 4. Ruli Castle 5. Fallen Nobles 6. A Lurking Presence 7. The Dark Side 8. Being Congenial 9. Bout of Arena ~Battle Banquet~ 10. Glory to the King 11. Lost Time 12. The Other Side of Oblivion 13. Declining Nobles 14. The Pub Disc 3 1. Invitation to Madness 2. Authority and Influence 3. A Determined Heart 4. Dance of Death 5. A Regal Personality 6. Awaiting Disaster 7. The One Who Rules All 8. New Days 9. You Can Hear the Cries of Joy 10. Toberu Mono 11. In the Middle of a Dream 12. Conflicting Impressions 13. Meowmeowmeowmeowmeow~ ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Legal Crap [Legal] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ This guide may not be reproduced under any circumstances except for personal or private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited and is a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright 2011 Mel Mah ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Special Thanks [Thanks] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Studio Mistwalker for producing The Last Story Nintendo of Japan for working with Mistwalker in making this Hironobu Sakaguchi for writing The Last Story; Effectively giving a big 'Screw you' to Square-Enix for some of the crap they've made lately. Nobuo Uematsu for composing the epic music Team Twiizers so that I could play this on an NTSC-U Wii. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Credits [Credits] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Information for this FAQ has been gathered from the following sources: http://thelaststory.wikidot.com/ http://laststory.gamedate.org/ http://dswiipspwikips3.jp/laststory/ http://wiki.mmo-station.com/wiki/laststory/ As well as data straight out of the game's RAM.