Strategy Guide - Guide for Tales Of Eternia

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Tales of Eternia FAQ/Walkthrough
for the Sony Playstation
by Zhou Tai An ([email protected])

Version 1.1

This is STILL a VERY preliminary version. Only the first parts of the
walkthrough have been done, very little system information has been added etc.
Expect a lot more and better updates in future. This FAQ right now is basically
announcing to people that one is being worked on, it should be pretty damn good
when it's done, and help will be appreciated. ^_^

As regards translations, it's the same as all my other FAQs - I will only be
doing summaries for the most part, and I will only translate what I deem to be
well, worth translating. (Which is basically everything except townsperson
dialogue, actually.)

******

Notes :

1) All Face Chats are basically the characters telling you what to do next -
useless since you have my guide. ^_^

2) When I say "same stuff" in Item Shops, I mean the basic list of things you
can buy in the first town. If anything new shows up, I will record it.

3) Explanations, lists and stuff are AFTER the walkthrough - check the
Contents.

******

Some ramblings before I begin...feel free to skip this if you want, it's just
me talking. ^_^

(Before anyone else sends me mail, the Tales series WAS made by Tri-Ace.
Although their name is hard to find, they DID aid the Namco people in making
the games...in fact, I think they did the majority of the work. So I still
consider all of them Tri-Ace games. I mean, how many people know the Phantasy
Star and Lunar series of games were made NOT by Sega, but Studio Alex? Same
deal.)

---

First off, let me start by saying this - I love Tri-Ace. Not love as in "I'm
going to marry you" sort of way (though that should be immediately obvious) but
love in a "this company produces kick-ass games, they rock" kinda way. And they
do. To use a rather picturesque analogy, when my loyalty to Square faltered due
to their harsh betrayal, in the long years without good RPGs - they appeared,
like a shining light in the darkness.

Because yes, I'm actually going to say it (even though I know I will get
flamed) - I don't like Square. Once, they were good. Once, their games were
everything a gamer desired - graphics, story, music, gameplay and even
considerable replay value. Once, they created art where people saw only bits
and pixels. They were the heroes, fighting valiantly on in a land where lousy
games abounded. Then, Square was pure. Square was holy.

How the mighty have fallen.

Now, they have sold their artistic talent for money. They hire Tetsuo Nomuras
instead of Yoshitaka Amanos (yes, I know Amano still does work for them, but he
doesn't have as active a creative hand in the process as before) They produce
games with flashy graphics, hoping that they will save them from the dismal
lack of story. Their gameplay suffers, becoming ridiculously easy and utilizing
weird systems. Even the king of aural bliss, Nobuo Uematsu, no longer evokes
the same power as before.

(Before you start going ballistic on me, let me say a few things...the piece
above is written in that way mainly to keep the flow of the words going. I'll
be the first to admit that Square HAS produced quality games in the past few
years...but sadly few (Vagrant Story and FFT come to mind) So while you can
take what I say with a pinch of salt, remember that I actually believe most of
it.)

So there I was, bereft of good games to play. Der Langrisser had been
satisfying - had been excellent, actually, giving me a look into a good solid,
tradtional game. Xenogear's story appeased me for some time. There were some
other games which had promise. But I needed more. A great game is like a fine
wine...it must be savored, enjoyed. And like any connisseour, I was searching
for that rare beverage - that elusive elixer.

Then I found it.

It was an old game. In fact, it was a remake of a Super Famicom game, but it
was considered a classic even then. Standard but pretty graphics, a catchy
score, cool gameplay...it was with the realization of it's innovative combat
system that it dawned upon me. This was a good game. Then I played somemore. I
heard the voice acting, and the funny scenes, and more of the story. No, this
was a great game.

Well, it was Tales of Phantasia, and it was the game which introduced me to
Tri-Ace. It wasn't a revolutionary game...heck, it didn't really that that many
new aspects in it. It didn't have super-crisp movies, or a classical
soundtrack, or anything really that cool. What it was was an old-school RPG
made especially well, and it quickly became one of my favorite games. So began
my search for Tri-Ace games.

I quickly discovered, along with my newfound respect, things to dislike about
them as well. As you play more games, you eventually grow more precise and in
some ways finicky...their plot wasn't always good. They sometimes did really
weird things with the games. They occasionally needed some graphics and music
work. But their characterization was excellent, their voice casting was superb,
and most importantly - they were fun. I accepted their faults, and moved on.

Then came Valkyrie Profile, and I was converted. I consider that game the
single best PSX game in all of creation. I literally cannot find anything bad
to say about that game. With VP, Tri-Ace had broken new ground and created a
solid, great RPG all in one, deserving of respect and accolades. I had finally
found another company to follow.

So that's basically the reason for this FAQ. I didn't really like Tales of
Destiny (Yume de Aru You ni is NICE, though) but Eternia promises to be
good...and so, in homage to this great company, I'm going to write this FAQ. Of
course, it's primarily for all you gamers out there who need help, but my love
for Tri-Ace is also a factor. And now, I have talked long enough and will
begin. Thank you for reading. ^_^

******

Opening Prologue

(I couldn't get everything because the words were scrolling a bit fast...excuse
any errors.)

When you start, you hear a conversation between a girl and an old man in some
strange language with a strange ship in the background, and the old man tells
her to be careful on her journey. She reassures him cheerfully, but as she
leaves, he remarks sadly that whatever happens after this is out of his
control.

******

Then, we switch to a boy walking down the path, then meeting his friend at the
top of a tower. Farah (the girl) tells Rid (your hero) that the sky looks
strange and that something might fall from Celestia. Rid brushes it away
carelessly and they chat awhile before there is a flash of bright light and
when the screen clears, the tower is smashed and Farah runs off to check out
whatever fell from the sky despite Rid saying that it isn't safe.

Go down two screens and pick up a pair of spectacles and a wood shield, then
head left two screens to get an apple gummy. Go right to continue the story and
follow the blue animal to a broken down thing. Rid wonders who (they don't
understand the girl's speech) and what is everything until the 'spaceship'
starts to glow and blows up soon after. The girl still cannot be understood,
but she hugs Rid and Farah makes a couple of comments about the fact that she
seems to like him. A flustered Rid then brings her to the villages elder, who
tells them to leave her be...and not let her stay in the village as she will
bring disater.

His prophecy comes true, as a guy soon blows up the wall in order to get to the
girl but you fight him and fend him off. The elder says that the girl will make
a tradegy of the past come about again, and that she must go away. Farah says
that she will accede to his wishes, as long as she is alowed to go along with
the girl. The elser tells her to do as she wishes, and Rid, pissed with
everybody, follows Farah.

At Farah's house, Farah wants to take to girl to Keel (not the head of SEELE in
EVA ^_^) because she believes that he will know her language and be able to
talk to her. The girl, however, calls Rid "fuiburiru" (it's the only word she
can say) and hugs him again, communicating her desire to be with him, and he
complains that his name is NOT "fuiburiru." Farah then says that having a cute
girl like him is a good thing that many would want, but he declines this
'honour.' Then, they set out.

In the first house on the left, search the pink pig and you will meet "the
mysterious cook, Wonder Chef!" who will teach you how to make Sandwiches - you
need bread, lettuce and cheese. Search Rid's basement to find a Lens, and the
bookshelf at the second floor of the elder's house for the Collector's Book.
Finally, the armor in the item shop will yield the Wonder Chef, who will teach
you Omelette Rice. Talk to the townpeople and you will find out that the place
you ewant to go to is to the west. Before that, search the door of the house
that you can't enter (at the entrance of the village) to find another Lens.

When crossing the bridge, introductions are made despite the obvious language
barrier. The girls name turns out to be "Meredy" and her pet is "Kyuki." Farah
then says foolishly, "Maybe we don't have to see Keel anymore.. we quite
understand each other!" But this optimistic view is stumped when Meredy starts
talking in long sentences of gibberish again.

A bit further down the road is Regles Dojo, which you can enter to buy weapons
and armor, but Farah won't let Rid join it (according to him, he doesn't want
to join anyway). However, searching the second floor of the inn lets you find
the Wonder Chef again, who will this time teach you Meat Stew. Next to that is
Regles Hill, which the gate to is locked. Head down a bit more and you'll find
the Lashuan River Bridge, which in unfortunately covered by rocks further down,
making travel to Mintz impossible, to Farah's dismay. Rid thinks you should
stay for a night whereas Farah thinks they should find another way across.
Their discussion is interrupted by a movie of a large eye materializing in the
sky and projecting some sort of energy around itself. The people there tell you
it's another manifestation of the Plane of Olbas, and advise you to head back
to the Dojo to ask the master there for help on getting to Mintz. Farah thanks
them happily and they leave, but not before the l!
ast kid there (Paolo) expresses some interest in her...

Before you leave the bridge, you'll have another discussion where they wonder
where Meredy is from (and she gets the "Travelling Artist?" Appellation) They
discuss somemore, and Rid wonders what is "fuiburiru," which appears to be the
only word she knows. The moment you get inside the dojo, eight martial artists
attack you and you must fight them off alone. The dojo master thinks that Rid
is here to learn from him, but Farah clears up the misnderstanding. (The dojo
master knows Farah.) She explains everything, including their desire to reach
Mintz to help Meredy. The Dojo master gives you a healing technique to help you
get to Mintz, and Paolo offers to accompany you there. (As his blush probably
means, he likes Farah.) In the next room, a guy will ask you if you want to
fight against him, and choose the first option to fight. The next few rooms
teach you advanced fighting techniques, and you will get the book of Manual.
Search the third room for a Lens, too.

The last room is Paolo's room. Enter, and he proceeds to explain some stuff to
you about Craymel Gauges - basically, if you have one like him, you are a
Spirit Crystal Wielder. (A mage, in normal terms.) Before you leave, check the
box in his room for a Lens.

Head to the Lashuan River Bridge and the bridge there to find Paolo. He will
use his power to calm the waters and incidentally chants in the same language
that Meredy speaks. You'll also find out that Paolo is Farah's senior in the
dojo. And now it's time to play a mini-game!

The controls for this one are simple enough - steer the raft with the
directional buttons and increase speed with the Circle one. Note that you will
be unable to steer much when increasing speed, though.

Finally, you reach Mintz. Rid comments that it will be hard to find Keel in
this mass of people, but Farah retorts that since he's a childhood friend,
it'll be easy to spot him...maybe. ^_^ The flower in the university cafeteria
hides the Wonder Chef, who will teach you how to make Hamburgers this time.
Head left to the main part of the university and from there to the right. Farah
will meet an old friend of hers (I missed most of this part because I wasn't
concentrating, sorry) and then, you can head up to play Craymel Ball!

Here are the rules :

To actually play, you pick the first option, then the second, then the first.
You can select either Rid (topmost choice), Farah (middle choice), or Meredy
(bottommost choice). There is no noticable difference in their playing styles.
The aim of the game here is to get your opponent run over by the big ball. You
need three hits to win one round, and vice versa.

At the start of the game, several coloured (pink or blue) triangles will appear
at different places. Pick one up and your cokour will be that color, and if
your opponent picks up the same colour as you your colour will change to the
opposite colour. (Example :- if you picked up a pink crystal, and you're pink,
and your opponent picks up a pink crystal too, you'll change to blue.)

The ball will eventually turn to pink or blue, and then we can truly start! If
the ball is the same colour as you, pressing on the circle button will shoot it
away from you, if t is a different colour, pressing the button will draw it to
you. Note that after you press the button, you will have no colour and must
collect a coloured crystal again. Also, the ball might change colour suddenly
and bash you when you want it to go away.

There are two strategies to this game - one where, you change to the same
colour and blast the ball away and into your opponent, the other where you are
of a different colour, go near to your enemy, and draw the ball to you before
running away so that it hits your emeny and not you (tthis is a harder
strategy.)


>From there, go back and head left to eventually get to Mintz University. They
try to find Keel...the clerk asks some questions, to which Rid gives normal
replies which get them nowhere until Farah takes charge of things and says that
they are family of Keel's and have to bring him back because of a family
accident. ^_^ Meredy suddenly jumps on the desk, causing a scene and making Rid
and Farah beat a hasty retreat.

If you continue up to the second-top floor, and enter the left door, you can
reach a staple of the Tales series games...the quiz game! Here, they will ask
you questions from Tales of Destiny, Phantasia, and Eternia. I'll be working on
correct answers and will hopefully have a full list for you after I'm done with
it. Entering all the other rooms gets you some funny scenes, which
unfortunately I am too busy to translate.

Back down on the bottom floor, enter the left room. Farah will head in to ask
about Keel and tell them to wait...however, Meredy runs into the room and
somehow causes all the machines there to go haywire. The school head comes in
and tells them all to get out, along with the person Farah was talking to,
Keel's friend named Sanc. After some discussion, you find out a few things :

1. Keel is on study leave in the mountains somewhere because his theory on the
collapse of the world met with stern opposition from the principal and most of
the faculty.

2. Spirit Crystal Wielders speak the same language (Melnicus) that Meredy does,
but they only speak a high variant of it used for spells, and cannot use it to
communicate normally.

3. Based on Meredy's speech, clothing and etc, Sanc thinks that she might be an
Imperial Spirit Crystal Wielder...but why would one of them be here?

You then leave to find Keel and get to the bottom of the mystery. Meredy also
gets the "High-Level Spirit Mage?" Appellation.

Go south of Mintz to find the Mintz Crags. In the first screen, if you move the
boulders to where the flashing ones are (you can push and pull with the Circle
button) you'll stop the monsters coming out. Do the same thing in the next
screen, and don't forget the chests and bags. Once through, you'll be at Keel's
mountain cabin.

Upon entering, no one will be in...suddenly, Keel appears and gives a terribly
technical explanation about his theory and what he is doing, until he realises
that you're not from Mintz at all. Farah then greets him joyfully, and Rid less
so...anyway, later on, he is able to understand a little bit of Meredy's
speech, but not enough to know what is going on. However, you do get the world
explained to you - the sphere of Eternia is divided into Celestia above, and
Inferia below and is divided by the Plane of Olbas. Meredy coming from Celestia
(they understand that much) causes some confusion, because according to the old
records, everyone from Celestia is violent, inhumane and consumes human flesh.
Meredy also manages to communicate to them about a massive explosion which will
come about if something is not done.

After your story is told, Keel lets you look into his telescope and points out
a black object in the sky, coming ever closer to Inferia...he says that this is
why Meredy came to warn them - the destruction of the world is imminent. Keel
then agrees to come along to bring you to someone who is an expert in Meredy's
language, despite the fact that it is obvious that he and Rid do not get along.
On the path down later when he gets tired, you learn more about his motivations
- he wants to reinstate himself in the school by proving that his theory of
world collapse (supported by Meredy, living evidence) is valid. Rid doesn't
think much of that as he views it as a selfish goal, but Keel insists that he's
just searching for the truth. Before you leave the cabin, search around (I
forgot where) to find another Lens somewhere.

Head to the end of the peninsula and you'll come across the Cave of Lost Hope.
A merchant will appear and warn you about the Eggbears in there, which killed
his companion. Buy supplies from him and then head on inside. Halfway through,
you'll fight your first "boss" - a single Eggbear, which Rid and Keel have to
fight with alone. It should be simple, especially if Rid has gotten Raijinken
and Kogahazan; just use them repeatedly and it will die in no time.

You then get a flashback from the past...an Eggbear is chasing the three of
them, and Keel falls down, crying. Farah is about to fight it when Rid fires an
arrow and draws it away, leaving Farah and Keel crying. (Well, I guess the
stress got to her too.) Later on, while Rid wants to skin the Eggbear for food,
Keel disagrees with him, giving another technical explanation about why it's
flesh cannot be stored for too long. Farah manages to break up the argument,
but not before Rid and Keel's dislike for each other has been made quite clear.

Make your way to the Tree Village of Morl and all the way up. You will meet
Keel's teacher, who hands them a set of earrings which will apparently let them
understand Meredy's speech. It doesn't seem to work, though, and Meredy runs
off. Chase her (take the vine leading downwards) and you'll eventually meet
your first boss. Now this guy is slightly tough. It's two worst attacks are
producing a swarm of bees and rushing towards you...there's nothing much you
can do about the latter, but if you use a few well-placed Kogahazans you should
be able to deal with the former without too much difficulty. If you're really
having trouble, gain a few levels first (increase your Slash and Thrust until
Rid is able to use more skills) then come back.

After the fight, you amazingly can understand Meredy now, even if it takes some
time for Rid to cotton on. ^_^ Keel takes the opportunity to question her
(rather roughly, though) about various things, including the stone that she
wears...he goes a bit too far and gets pushed back by her. They then settle
down a bit and Farah asks Meredy if there is any way to prevent the catatrosphe
- what Meredy calls the "Grand Fall" - that will destroy the world. According
to her, there is - using her Celestian Craymel Gauge, she will get a Great
Crystal Spirit to enter it, thereby stopping the Fall. Keel is initially
distrustful, saying that Great Spirits will not enter just any Gauge, but the
fact that hers has different materials than his own finally convinces him, and
he tells the rest to head back to his teacher since he knows where the Spirits
can be found. Meredy is excited that Keel is actually helping her, but the
latter gets angry and says that he's only coming along because  he!
 is searching for the truth.

Back at Keel's teacher's house, he examines her Craymel Gauge and says that
what they propose can be done...but they need a Great Spirit first. To aid
their quest, he teaches Farah the Antidote skill, gives you a World Map AND
tells you where to find a Great Spirit - in the River of Great Spirits. (Quite
a helpful old geezer, hmm?) He also has some parting words for Keel - he tells
him that in order to become a great scholar, he must study that which cannot be
learnt...most of this goes over the latter's head, though. The fireplace in his
house hides another Lens, and the safe in the second floor will become the
Wonder Chef, who teaches you Fruit Juice. Search the food shop to find him
again and get him to teach you Sour Salad.

Head upwards and walk through the forest to get to the river. (You will be
walking on its banks for quite a long time, but the river itself is surrounded
by a cluster of stones and noticably small.) Don't miss the Feather Robe in the
first screen, it leads you to a chest. In the next screen go past the log and
get the chest at the bottom. Then head around the edge of the lake and get the
blue chest containing an Iron Wrist. Then continue until you enter a cave,
where a voice will comment that it is good that you have come so far. It is
Undine, and Keel asks if the Grand Fall will really occur, but Undine says that
she will have nothing to do with humans and gives no concrete answers. Rid and
party try and persuade her to enter the Craymel Gauge, but she tells them that
she must see their worth and invites them to fight the spirits deeper inside
the cave. Continue right to enter.

The enemies in this area are pretty difficult, so level up a bit before you
enter. You will also be fighting Undine soon, so be sure to stock up on healing
supplies. Explore fully the next few screens to get all the chests - despite
what it looks like, all of them can be gotten if you search for hidden paths
and passageways all around. Finally, near the Load Point, you'll have your
first 100%, true-blue (the plant doesn't count) boss battle against Undine.

Boy is she tough for a first boss. ^_^ In addition to having lots of HP, the
main problem with her is that both her beam attack and spear thrusts grant her
periods of invincibility in which you can't do anything. I suggest you get Keel
and Meredy to stay far away from her, casting spells to aid you, while Rid and
Farah do most of the work. Set Farah's expenditure of TP on healing spells to 5
to ensure that she keeps you healthy. When either the beam or thrust is
released, you can usually see it coming (watch for the glow around her) so get
Rid to jump - Farah will be hit, but you can't help that. Try for short combo
strings in between her attacks.
If you fail, go out and level up again before coming back...I was Level 22 when
I finally beat her.

Once beaten, Undine will enter the Craymel Gauge and you'll be able to use and
summon her in combat. (Read the Craymel Gauge section for more information
about this.) The party talks about what to do next - Keel suggests that since
getting all the Great Spirits will not be an easy task, they should report the
matter of the Great Fall to the king himself. Head down from the river to the
forest below, which you couldn't enter before even if you tried.

(Now this is the part where my friend was playing the game and neglected to
write down what was happening, the result of which is that I forgot most of it.
I will write what I remember, though.)

In the first screen in the forest, head left (there is a passage) to get a pair
of Iron Arms for Farah. There isn't much else of note here, so it doesn't
matter if you miss a few chests. The puzzle here can be solved by getting the
statues (Light and Darkness, Order and Chaos) to face each other. Once that's
done, you have to go around killing all the zombie enemies. You should be out
of there and on your way soon.

Upon entering the capital Inferia, Rid and Farah remark on how big it is. Keel
tells Meredy not to act out of place as she is from Celestia and the Celestians
are thought to have brought a great disaster upon the world a long time ago.
Meredy disagrees, but Rid and Farah convince her to stay quiet. In one of the
houses, a girl tries to flirt with Keel, commenting on how good he looks, but
the boy is too embarrassed to make any moves in return. (This scene is not a
plot device, it is just very funny... And BOTH Meredy and Farah get angry when
she goes out the door saying "I'll be going for now, my prince.")

When, you get to the castle, Keel tries to gain entry by saying that a matter
that endangers the whole world has arisen but the guards laugh at him and push
him away. You leave, and Meredy asks some questions and it turns out that
though they are not barbaric, Celestians have no king. They then enter the
observatory to get some proof about the Great Fall. You enter the observatory,
but a guy stops you and Keel says that he must use the telescope at all costs.
Even though proof is given, the guy throws it away and says hat there have
bewen no changes in the stars since. After they are chased away, the curator of
the observatory comes out and remarks upon how noisy it is has been, while
looking at the papers Keel brought...Keel himself, once outside, thinks that
they should go to the chruch on the east side of town to tell their story.

At the chruch, Keel repeats this message, and they try and convinvce the
priest, who appears to believe them at first but then says that they should be
taken for qurestioning and the guards capturn then. The captain of the guards
(a man named Roein) says that they must be killed for spreading such lies about
the destruction of the world. After some hurried discussion, the part decides
to follow Keel's advice and let themselves be captured because at least they
will get an audience with the king before that.

However, the audience turns out to be in an underground cell in front of the
king. Keel tries again to explain the situation, and since the king cannot
decide, both the princess and queen argue, with the latter winning and ordering
Roien to flood you all. It looks like a bad situation...Keel makes the most of
it by telling them to make peace with themselves and die happily (^_^) but
Farah manages to find a plug, which Rid pulls...it turns out that he doesn't
really need to, since the curator Zoshimos from the observatory read Keel's
papers and wanted to talk to him about his theories. They both agree that the
two worlds are closer to each other than before, and leave to investigate it -
the rest of the party, meanwhile, are free to roam about the castle for a
while.

If you enter the princess's room (first door on the left) Roien will throw you
out, so there's nothing to be done there. Continue down until you get to your
rooms, which turn out to be more spacious then you thought...Meredy likes the
beds, she thinks they're soft and comfy. ^_^ Roien is still on his high horse,
however, and warns you to behave yourself in the castle or he will really give
you the death sentence. Anyway, Rid slumps on the bed and thinks that it's all
over...with the king convinced by Keel and Zoshimos that the Grand Fall is a
reality, something will be done to stop it and their work will end. (Little
does he know the game has barely started. ^_^) Somewhere in the castle's second
floor (I forgot again) there is another Lens.

We switch to Keel and Zoshimos working on the telescope for a while, then back
to Rid and Co. Farah doesn't agree with Rid's assessment of the situation,
because they have one more thing to do - get Meredy back home. Rid wants to
sleep and though Meredy wants them all to sleep together (^_^) Farah gets
flustered, emphatically says no and drags her to the next room. We then see
Keel getting to look in the telescope...Zoshimos asks him how he managed to
come up with the theory. He's about to tell him about Meredy when he catches
himself and says that it was a sudden revelation.

Allendy, the princess, pays you all a surprise visit - Roien is as rude as
ever, but Meredy appears to get off to a good start by saying that she's
prettier than the church's stained glass. You receive a summons to see the
king, so head back up. The princess says that she wants to talk to you, but
Roien says that he'll protect her no matter what (his words have a slight
romantic connotation) and will not let you see her. Everyone wonders what the
princess wanted to see you about, and then you leave to see the king.

The king announces that there is going to be a national disaster, but instead
you are told that it is a plot by the Celestians to ruin their world. The king
readies the armies for war, and Keel asks what is the meaning of this but
Zoshimos says that to be a good researcher he must overcome some boundaries
(i.e., play dirty) and explains that the Brigde of Light discovered yb a man
named Baril 30 years ago is going to be used as a pass between this world and
Celestia. You leave the castle and Roien gives a you ship's pass, and wants
Keel to stay for a minute. Farah says that in order to prevent war, they should
do what they wanted to do (get all the  Great Spirits to enter Meredy's gauge).

Go out of the captital and walk west to reach the harbour (it might be a little
north too....) and you'll be let in and you walk upwards to get to the boat.
You board, but it turns out that Keel isn't going with you because Zoshimos
wants him to work wth him and that has always been his dream. Farah, despite
saying that he is helping with the war effort, lets him go since she doesn't
want to get in his way. The squid in the food shop here reveals once again, the
Wonder Chef, who will teach you Fish Stew.

Onboard the ship, they talk about Keel and Meredy is sad that Keel is now sorta
like her enemy, but Farah comforts her by telling her that Keel just wants to
know a lot of new things and is not fighting her. Rid acts pretty weird but
Farah and Meredy can't get any answers out of him either.

There's not much to do at Barol Harbor - if you want the chests, you're going
to have to pay the guy. Get the Kite Shield for 4000, but forget about the
helmet. A box on the ship has a Lens and the bottommost box hides - you guessed
it - the Wonder Chef, who teaches you a dish which name I cannot translate yet.
^_^ (Well, it contains squid.)




When you get to the town, you see a man beating up a boy and Farah rushes to
help him and tells the man off. After the man has been beaten up, he says that
the boy was actually a thief and Farah is very flustered. The man starts
threatening her but a merchant-looking guy named Reis threatens him with all
sorts of legal punishments. Farah then gets the Appellation "Hotheaded"

You treat Reis to lunch at the tarvern, and learn that he is a travelling
merchant, which is why his knowledge of the law is so good. He also asks if
Farah has always been so short-tempered. Rid says yes, and proceeds to recount
a whole lot of past experiences, until Farah is pissed with him. Reis then
brings out a valuable pot and reveals that he's been to the Wind Spirit cave
and asks you for 50,000 gold to lead you there. Select the second option and
he'll let you go with him for free. At the top of the bar is another Wonder
Chef who tells you how to make Steak.
The accessory shop has another Lens somewhere, and a bed in the inn nets you
Wonder Chef again, who teaches you Grantan.

When you meet Reis at the inn later, Meredy hugs Reis and that same light that
Rid had appears and Meredy says that he has a "fuiburiru" too. Head down to the
cave.

In the cave, you have to step on the holes when air is coming out of them, if
not nothing will happen. Check the poles in the first part of the cave to get
Reis to string a rope between them. The rest of it should be pretty easy,
except the section with two chests...be sure to take the top route, because the
other two will cause you to fall back down. Be sure to get all the chests in
the cave.

Right at the end, you'll meet your next Great Spirit, Sylph. In true RPG
fashion, he too wants to test your mettle, and you'll end up fighting him.
While not as cheap as Undine because of his lack of invincibility frames, he's
nevertheless still quite a challenge. You'll have to continue to stick to short
combos since after about the fourth hit, he will teleport back into the air and
you'll have to hit him down again. Use jumping attacks and moves like
Kogarenzan (if you have it) to make things easier. Besides that, always stay to
his back - his Air Thrust will still hit you, but not his arrow attack, which
is more damaging. After beating him, he will join you like Undine.

Desert Town Shambal

---

Armor and Weapon Shops (Heat Up and Hot Shot)

Dao Blade 		4400
Crescent Axe	2200
Halberd		3800
Pretty Horagai	3160
Gem Rod		3200

Ring Mail 		3500
Cross Helm 		3600
Gold Crest		3560
Kite Shield 	4000

---

Item Shop (Running Water)

Same stuff

---

Inn

240 Gold

While camping, Reis talks to Farah about various things...he later on makes a
comment about her "running away" from something, to which Farah heatedly
disagrees, saying she's not scared about anything, except perhaps dead slugs.
^_^ They continue to talk for a bit until Reis apologises for his comment and
they both go to sleep.

You'll have another camping scene later in the cave, in which Keel is forced to
rest because he's too tired. He makes comments about how pathetic he is, but
both Farah and Meredy disagree, saying that he's made something of himself with
his research. Keel then says that Farah has always been very kind, helping
other people out...but makes a last remark which almost gets him in trouble.
^_^

Against Salamander, keep in mind that the only area affected by your blows is
his chest, not the flames below, so go for attacks like Hiensoukyaku and
Kogarenzan in order to hit him effectively - if not, your attacks will miss
completely. Despite having a powerful rushing attack which momentarily stuns,
this guy is pretty easy because he can't avoid your attacks the way Sylph and
Undine could. Once he kicks the bucket, Undine will appear and restrain him so
he can be placed in a Craymel Gauge, since he won't listen to you. First option
is Keel, second Meredy.

Suddenly, all the spirits will combine and the Spirit of Light, Rem, will
appear. He's the most powerful of the three, but he will not help you because
he says that humans have to solve by themselves the problems they
created...Keel asks how can the Grand Fall have been created by humans, but Rem
does not answer and instead gives you the Sorcerer Ring, telling you to use it
to pass the Bridge of Light. Despite Keel's pleas to stay to explain, he then
disappears, and the rest of the Spirits return to their respective Gauges. Go
back to the doors you couldn't open and use the Ring to open all of them -
you'll have to fight some monsters, but you'll get treasures, among them
another Lens.

Back on your way out of the cave, Keel will ask Meredy forcefully about whether
she knew about the Grand Fall being the work of humans or not. It turns out it
was the work of a man named Baril, who is the like the equivalent of the king
in Celestia. Keel gets angry and asks Meredy why she kept quiet about this
information until now, but Meredy replies pleadingly that she didn't know how
to explain it properly and was afraid - but they should believe her, because
it's the truth. There is some more discussion until Rid, in a rare moment of
insight, asks Meredy if all Celestians share the same physical charisteristics
(skin color etc) as she does...yes, she replies, all but Baril. Rid then asks
the group to remember the name of the person who found the Bridge of Light.
Guess who? ^_^ Keel can't believe that an Inferian would do such a
thing...Farah also reassures Meredy that she believes her. Rid says to an
ecstatic Meredy that he'll accompany her until they find the Bridge of !
Light, but there's no special meaning in his doing so. As to where the Bridge
is, Keel, our resident scholar, tells them that he saw the Bridge at Farose
Church using the Imperial Observatory, earning a rare bit of respect from Rid.
He also says that he's only doing to determine the cause of the Grand Fall with
his own eyes. (However, he's sweating when he's saying this...^_^) Meredy says
that she really likes all of them (obviously a heartfelt gesture of thanks) and
you continue on.

Farose Church

Item Shop (Traveler's Supplier)

Same stuff

Fortune-teller

Farose Church is located in the center of Inferia, the highest mountains there.
(Check the map, it's the last town you haven't explored.) In the church, go
left into the room and find a Lens in the closet there. The right room has a
fortune-teller, but I haven't discovered what she does yet. Answering all the
priest's questions correctly also doesn't have any effect as far as I know.
Head back into the left room and you'll go to bed.

Another talking scene. Farah will ask Meredy about Celestia, and she tells her
it's much different from Inferia - the wind doesn't blow, and it's dark and
full of machines. Keel cannot believe that their technology can be better
(despite the evidence of Meredy's flying machine) - Rid, on the other hand,
can't believe that really want to go to Celestia, but the others are quite set
on it; he finally goes to sleep in frustration. ^_^ Outside again, the priest
will teach Farah another healing skill.

Go on up the mountain. Halfway through, a rockslide will occur, separating the
party. You'll now lose Farah temporarily, which is Not a Good Thing. Be sure to
head back to the church and stock up on Gummies - you'll need them, as the
climb is very long and you'll meet plenty of enemies. Later on, you'll discover
that Farah has met up with Reis again (whom she sees in a flashback, strangely)
and you agree to meet at the top. On the way, Reis will ask Farah why she
bothers to do all this - travel the world, try to assemble all the Spirits,
even risk her life going against the king. Farah thinks that maybe she might be
a strange person...Reis says that she might be, but he has an interest in her
anyway. (No, this is not a romantic line.)

Camping scene! Keel and Meredy remark about how silent Rid has become since
Farah is not with them, and Keel talks about Reis a bit. Then he starts
wondering about whether Farah needs a more adult-thinking person and how it's
late for her to have a romantic relationship with someone, leading Rid to get
quite angry. ^_^

Another scene with Farah and Reis walking together. This time he asks her
whether her meeting with Meredy was simply chance, and why she believed her so
easily. Farah says that she had a good reason, but Reis goes on to talk about
the nature of belief and trust. Farah then asks him who HE believes in, and
Reis says his mother, who passed on when he was young...Farah asks about her,
but Reis thinks he's talking about worthless things and the two continue on.

Now you'll have to get Kyuki to let down all the ropes for you. The first
option makes him look around for ropes and travel left and right. Second,
travel forwards. Third, look for other routes. (This is just a rough summation,
I might be a bit off.) At the top, you will finally meet up with Farah and Reis
again. Keel thanks him for taking care of her, and then says they should travel
on without him, since he's not involved in their affairs. Meredy and Farah
disagree, but Reis thinks he should go off...but not before he tells Farah he
thinks they will meet again. Fire the Sorcerer Ring at the door and you will be
able to enter.

When you enter, you summon the Spirit of Light, Rem, and he makes the bridge of
Light appear. Before you can go to Celestia, Reis emerges from behind a pillar
and reveals that he is actually  a high-ranking night from Inferia, and he must
stop you. He also reveals that actually Keel has been working for the
observatory and is spying on you, but Rid and Farah are more inclined to want
to fight Reis and not Keel.

Reis is not a terribly tough opponent. Sure, he has some good skills, but has
no way of avoiding a sustained barrage of attacks. Simply surround him and let
loose with whatever you have. The team will quickly rush into the Bridge of
Light afterwards and you'll be in Celestia. (And incidentally, the second
disc.)

Once you reach Celestia, Keel will be escastic and say that Meredy is REALLY a
Celestian. Meredy is pissed off and asks if he just realised it, but Keel
explains that he'd had no real proof (he didn't see the spaceship, remember?)
He also talks about how the sky, wind and entire world are different from his
own. Meredy suggests you all go to the place that she was born, and assures Rid
and Co. that no one will mind them being Inferians. As they leave, Farah is
strangely quiet and Rid asks her if she is okay, to which she replies with her
usual cheerful comments.

Aimen

Weapon and Armor Shop (Paps Aimen)

Sor Saber 		8000
War Hammer		9000
Bardische		8400
Gradius		8400
Silver Knuckle	7600
Ruby Wand		7200
Splint Mail 	8000
Anbark Cloak	7800
Crystal Robe	4200
Duel Helm		5000
Striped Ribbon	5200
Fain Shield		6000

Food Shop (Fudou Aimen)

Bread			60
Rice			100
Cheese		60
Milk			50
Tusk Meat	      150
Lettuce		60
Cabbage		60
Cucumber		50
Tomato		80
Banana		50
Kiwi			80
Amango		80
White Sodei		60

Item Shop (Els Aimen)

Same stuff and

Lemon Gummy		2500
Liquer Bottle	1200

Walk upwards to reach Aimen, and Meredy says that she'll introduce you to
everyone. She then goes off for awhile and they talk about how the earrings
allow them to understand each other. The three people all are weapon designers
and make Craymel weapons that cannot be found in Inferia. Keel talks about the
technology and how advanced it is, and it's revealed that that technology has
been around for 30 years, so they don't think of it as anything special.

Meredy then drags Keel and everybody else into her house, and explains that
Celestians live by themselves after the age of ten. They then chat a little
about Meredy's lifestyle, and Celestia's advanced technology. When you go out,
Keel will comment that many Celestians use spirit powers to run a whole lot of
stuff. Meredy then introduces you to everybody and they are all interested
because you are Inferians and ask a whole bunch of silly questions. The
Celestians are certainly much friendlier than Inferians, they willingly chat
with Rid and Keel. (It is also revealed that 12 year-old Celestian children can
already use guns and are permitted to buy them.)

Meredy takes Keel to the library, and Rid goes in to sleep. Then, as he turns
on the light, he realises that farah has been sitting in a chair. When asked,
she says she is thinking - about what Reis said, and why she does everything
without thinking, just relying on instincts. Rid says that he thinks Reis is
lost, he's come as far as he did and yet he's lost...and then says "The day
Farah starts thinking is the day the wind stops blowing," and Farah gets pissed
off and he goes to sleep.

You ca get a Sprinty Ribbon on the shelf in Farah's room, and the funny robot
thing near her door holds a Wonder Chef who will teach you Zarame Rice. The
library is hard to find, it's directly opposite the two kids and a big machine,
through a small path that's pretty difficult to see, and you go upstairs and
find Keel and Meredy pouring over lots of huge books, and Keel looks very happy
and talks about how he's found out a lot. Just then, Meredy falls asleep on the
floor and it turns out that Keel kept her up all night translating.

When Farah comes out of the library, Keel asks is Meredy's okay, then blushes,
and mentions that he was thinking about what his teacher said about learning
the things that cannot be learnt from books in order to be a great scholar. Rid
and Farah both look puzzled, and then we begin the next day after Meredy makes
a call (via the Elara Phone) to someone named Galenos and decides that you will
all meet him at Rushica, a town to the east.

You're about to leave when a guy runs up and tells Meredy to be careful (while
blushing), and Rid and Farah pull Keel away (now why is that? ^_^) and you set
off to catch your train. However, when you reach the train, the guy says that
the train will take them to Rushica but there is no fuel so you have to fo back
to Aimen to get it.

Back at Imen, Keel asks what sort of person Galenos is, and Meredy says that
he's a great researcher and she's his apprentice. Keel can't believe that (as
she's so young), and asks her why she was sent to Inferia, to which she replies
that  didn't allow her to help him on this big invention that he was making.
She gains the Appellation "Spirit Engineer."

Go back to the guy at the forge, and Keel and he will agree to work on weapons
together sand they are both very happy. (^_^) The open book in the left side of
the library contains a Wonder Chef. Get the fuel for the train at the weapons
shop (push button at the cylindrical object) abd head back to the station.

On the train, Keel starts the engine with his Craymel Gauge but gets shocked by
the high speed of it, so he sits down to take a rest. The engineer there also
gives letters to take to the various stations along the path...which of course
means another mini-game. ^_^

In this one, press up to put on the brakes and down to release them. Take note
that the train only comes to a complete stop after you are travelling a high
speed - i.e, you cannot stop from a slow speed very well. Because of this, I
recommend you travel at full throttle, then slam on the brakes when you reach a
station. (About a second or so after Meredy says "I see it!" would be good.) I
didn't manage to get all the stations, so I don't know what kind of reward you
get for doing so. Keel is a bit unsteady on his feet after the ride. ^_^

Rushica Station

Weapon Shop (Es Rushica)

Great Sword		6600
Silver Knuckle	7600
Memory W 		8000
Splint Mail 	8000
Anbark Cloak 	7800
Crystal Robe 	4200
Duel Helm		5000
Striped Ribbon	5200

Item Shop (Tein Rushica)

Same as Aimen shop, but has

Pine Gummy		3000


Upon entering Rushica, everyone wonders why it's totally ruined. Meredy says
it's because of the Ultimate Light Sorcery, and Keel accuses her of keeping
quiet again, but she can't explain it properly and wants you all to see
Galenos.

When you get to see Galenos, he explains tnhe Great Fall and all your other
questions in great detail, including what a 'furiburiru' is. It apparently is
like a certain 'power' that everyone has, including the gods. The Ultimate
Light Socery that destroyed the world is apparently the god's 'furiburiru.' And
REid, having a furiburiru of the god of destruction, is supposed to be
espically powerful but they have to experiment further to see.

When you get back to the room, Rid has to take off his clothes and lie on the
bed. Everyone goes off to sleep to spare his embarrassment. As Farah and Meredy
get into bed, Farah asks Meredy if she has parents, to which Meredy answers
"no." Farah says that though her parents are dead, she has lots of happy
memories - the way her mother smelled, the work her father did. She asks if
Meredy has memories too, and Meredy gets a flashback that apparently scares
her. She replies "Memories.... don't have them." and then adds that since Farah
and Keel and Rid are there for her, she's absolutely fine. Farah remarks that
Meredy is strong, and then they fall asleep.

It turns out that when some conditions are met, the power of the Furiburiru
within Rid will awaken and Rid has a very strong Furuburiru sleeping within
him. No one knows what the conditions to be met are, and Rid says that he has
to go because it concerns his body directly, and even Keel looks interested (to
which Meredy says "even Keel is interested, Meredy's so happy!" an he blushes
again.^_^) so you set off to

Take the train again, and play another mini-game. Unlike the first one, you
have to bomb other trains to blow them up so that you do't get attacked by
enemies. Just load your bombs, and drop! (each bomb has a counter of 5
seconds.) If you don't bomb in time and they pass you, you'll fight a bunch of
enemies on the train. Basically, just drop the moment the trains appears and
you'll be fine, only a couple of battles.

When you each the statin, Keel will comment that the Earth Spirit's magic is
holding it, andt hey can meet the Earth Spirit. Be sure to get the chest beside
the tracks.

Go into the cave and the first option is scope, the second dynamite, and the
third key. \


Well, now we start our mini-game, Ryst. You bascially have 4 elements - fire,
water, earth and wind. Some cards are two colours - lightning is wind and
water, rock is fire and earth. You have to put card in the same element, and a
two-colour card counts as both its elements. A card with two cards upon it is
an attack card - it gives your opponent (then one just after your turn) two
cards. Your opponent can counter this by placing another attack card and
inflicting another two cards (i.e., if you place one, your opponent places
another, the third guy gets 4 cards). There are also two other cards - light
and darkness. Since every element has a bit of these two, they can be used to
change elements.

Once you pass the lift, you encounter a boulder, and have to go to the conveyer
belt to get it.

He haS  a very powerful draining attack, it does loads of damage but leaves him
open.


The clock has a Wonder Chef.

Potato
Beet
Toufu
Red Sode
Black Sode

******

Basic Hints :

Cheap tactic to use in battle - if a character falls and you need him/her up
quick, get the person to use an item. The item-using animation will override
the time needed for the character to recover.

******

Comboing Techniques :


******

Fighting System :

The fighting system in Tales of Eternia is very similar to that in the two
earlier games in the series - Tales of Destiny and Tales of Phantasia. So if
you've played either or both of them, you'll be able to jump right in. If not,
I'll provide a short explanation.

Fighting takes place on a 2-D plane (yes, it's 2-D, despite the detailed
backgrounds) and is in some ways reminiscent of 2-D fighting games like Street
Fighter due to the presence of combos, special moves and the general way the
battles proceed. You move one character (in this case, the hero, Rid) around in
either Semi-Auto or Manual format (I'm not sure whether you can control more
later) Semi-Auto lets you have limited control over your character, while
Manual gives you free rein.



Skills and Techniques :

These are learnt in three ways : having the requisite level, having the
requisite amount of Slash and Thrust (or Foot and Hand etc) power acquired, and
practicing the previous skills before. Unlike the previous games, Ougi
(combinations of two skills) no longer have to be learnt from a book and can
now be gotten normally.

Every skill (much like in Star Ocean : The Second Story and Tales of Phantasia)
has a Count which indicates the amount of time the character has used that
particular skill. A high Count will be better for you, because the damage and
hit rate of the skill increases with more usage.

Rid's Skills :

Majinken - (Demon God Sword)

How to learn : Will be gotten early on.

Description : Rid shouts "Majinken!" and swings his weapon, creating a wave of
blue energy which shoots forwards.

Evaluation : Standard move which has been with us since the days of SFC Tales
of Phantasia. It's a basic long-range move and can keep enemies back/attack
from afar, but in most cases you're better off simply attacking.

Raijinken - (Thunder God Sword)

How to learn : Will be gotten early on.

Description : Rid shouts "Raijinken!" and thrusts his weapon forwards, creating
an explosion of energy. A lightning bolt then comes down from the sky to deal
additional damage.

Evaluation : Pretty decent move early on in the game. Because it hits twice, it
does stun the enemy, but Rid has some lag after the thrust.

Kogahazan (Tiger Fang Breaking Blade)

How to learn : Increase your Slash level a bit.

Description : Rid does a uppercut with his weapon, then brings it down in a
slashing motion.

Evaluation : Not bad. It has the added advantage of occasionally knocking down
flying enemies. Besides that, it comes out pretty fast and moves you
forwards...be careful not to get stuck in the middle of the enemy when using
it, though, because the move can take you too far forward and there is some lag
later.

Chirisazame - (

How to learn : Increase your Thrust level a bit.

Description : Rid does a series of several quick thrusts, ending with a longer
one.

Evaluation : One of the better skills for dealing damage early in the game. It
combos very well off your normal moves; the only thing you have to watch out
for is the slight lag after it finishes, which can be taken care of by
cancelling it into another move. Although it is effective, try not to overuse
it since it keeps you in one place for a while, unable to do much.

Kogarenzan - (Tiger Fang Consecutive Slash)

How to learn : Increase Slash and use Kogahazan a lot.

Description : Rid does a Kogahazan, but the first two hits knock the enemy up
into the air, whereupon he slashes them two more times.

Evaluation : A very good middling move. The advantage of this is not only can
it combo easily, it's upwards motion also makes it ideal for taking out flying
enemies - furthermore, it keeps the enemy in the air for some time so they
can't do anything. It does have some lag, though.

Rekkuzan

Akisazame - (Autumn Falling Rain)

How to learn : Increase Thrust more, use Chirisazame a lot.

Description : Rid thrusts furiously with his weapon multiple times in front of
him, then finishes with an uppercut.

Evaluation : It's basically a better Chirisazame, with some differences.
Because it deals more hits and deals then faster, it's generally a better bet
than the former, and excellent for combos. The problem is the uppercut at the
end - it doesn't do much more damage, and it's irritating it that it takes a
long time and leaves Rid wide open to enemy attack. Take this into considering
when using the move.

Fuuraijinken

How to learn : Increase Slash and Thrust, use Raijinken a lot.

Description : Rid rushes forwards, swinging his weapon as an explosive of wind
occurs around him. A second later, lightning blasts down from the sky a la
Raijinken.

Evaluation : Not too hot in the damage and combo departments, but this move
does push enemies a good distance away when used, so it has it's uses. I
personally would stick with something else myself, though.

Majinken - Souga (Demon Blade - Twin Fang)

How to learn : Increase Slash and Thrust, use Mashinken a lot.

Description : Rid does a Majinken, then sends out another larger wave of
energy, which doesn't have the same distance as his first.

Evaluation : You need to have the correct distance to use this move effectively
- the second wave, which is by far the more damaging one, only hits at a
certain distance and does nothing if it's in front of or behind the enemy - it
has to hit dead on. So if you're going to be using this, be sure to gauge your
distance carefully. Besides this restriction, it actually does good damage and
can be an effective keepaway/support move if for some reason you don't want Rid
to actively participate in combat.

Raijinsouhazan

Senkuureppa

Majinsenretsuha (Demon Blade Thousand Ripping Wave)

How to learn : Use Majinken and Chirisazame a lot.

Description : Rid does a Mashinken, and then immediately after that, a
Chirisazame.

Evaluation : Treat as a better Chirisazame. Because his execution is so fast,
it's basically tacking on an extra hit to a Chirisazame.

Majinrengazan (Demon Blade Consecutive Fang Slash)

How to learn : Increase Slash more, use both previous Majinkens a lot.

Description : Rid does a Majinken, then with afterimages trailing after him,
sends out a whole slew of Majinkens that converge in front of him.

Evaluation : Treat as a more damaging Majinken - Souga. It's basically the same
thing, although this version does more damage and combos better. All the same
rules and restrictions apply here.

******

The Craymel Gauge system :

During the course of the game, various Spirits will enter your Craymel Gauge,
allowing your mages access to different spells and summons. However,
understanding the system takes some explanation, which is of course why I'm
here. ^_^

As a Spirit travelles with you, it gains two things - Vitality (the yellow bar)
and Experience. The first, when maxed out, allows you to summon the Spirit in
battle (When the word "Vitality Max!" and the Spirit's sigil appear.) However,
after you've summoned it, it's Vitality goes back to zero. Also, every time you
shfit the Spirit around, it's Vitality decreases, so be careful.

Experience increases the power of the Spirit. Every time it gains a level, it's
spells effectiveness increases (much like your characters) and more
importantly, it can now get you more spells! This is where Fringing comes in.

Fringing is the third command on the Craymel Gauge screen (I'll deal with the
second, Items, later) When certain Spirits reach the required levels, you can
select this command to learn new spells. Some are easy - for example, Air
Thrust and Eruption can be learned the moment to get the correct Spirits. Some
are harder, like Heal, because they require specific levels. In both cases, the
mage in question needs the required Spirits inside his/her Craymel Gauge in
order to use them - for example, Keel wouldn't be able to use Spread if Undine
wasn't in his Gauge, and he wouldn't be able to use Heal if BOTH Sylph and
Undine weren't inside.

Now we move on to Items. Items basically can increase both the Vitality and
Experience of your chosen Spirits, depending on type. Most items fall into the
"Fragment" category. More on this later as I continue my research...

******

Lens List :

******

Camping Scenes :

Since there appears to be no method of archiving or re-viewing these, my
translations are going to have some room for error, and I'm going to have to
say - live with it. ^_^ Sorry, but I can't be 100% accurate under these
conditions.

Rid : "A girl from a strange place...weird clothes...intelligible language.
Hmmmm..."

Meredy : "%*983(&*#&($&$?"

Farah : "Have you thought of anything?"

Rid : "No, nothing at all." (The way he says this is kinda funny, though the
joke doesn't come out in translation.)

Farah : "We have to get to Keel as soon as possible!"


Farah : "Hey, hey, Rid, we're finally adventuring in the world together!"

Rid : "What do you mean "adventuring?" We're just travelling to Keel and
delivering the girl, right?"

(forgot this part)

Farah : "No, you have to take responsibility right to the end!"

Rid : "What a "kind" and "nice" person...(Farah's face bashes him) gaaah!"


Farah : "Do you remember, Rid? When the three of us were small, we promised to
go on an adventure to explore the world. The three of us, together...Rid, are
you listening? Ah, he's gone to sleep. At that time, I thought that there would
be a place in the world where I could do something...and I still think it even
now."

Farah: "Ha! Huh! Ha!"

Rid: "Did you learn that stuff at the dojo?"

Farah: "Yes, this is just the warming up exercises. After this, there's
more..."

Rid: "Stop! Just hearing about it makes me tired!"


Rid : I wonder why Celestians are like this...

Keel : (forgot)

Meredy : We're good! We don't do anything bad...just good things!

Rid : Well, if someone like you is the king...

Keel : I need evidence that the Grand Fall is not the work of Celestians...if I
have that, my suspicions will be gone. So all we can do is venture forwards.

Rid : Yeah, I guess so.

******

Credits :

1) Tales of Eternian (http://www.talesofeternia.com/) a Japanese site (hell,
the BEST site, bar none, that I've found) for Tales of Eternia information.
They have everything - Lens lists, semi-walkthroughs, skill help...a lot of
information here comes from them, so hats off, everyone! (Not that I didn't do
my own work, you know. ^_^)

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