The Game Revolution FAQ viewer contains no advertisements.
Please contribute your FAQs.

Children of Mana - DS

Children of Mana Guide/Walkthrough

(Version: 0.82)
PRINT FRIENDLY VERSION

by Kassidy 
-------------------------------------------------------------------------------
Chilren of Mana
Guide/Walkthrough by Kassidy (Kassidy (at) gmail (dot) com).

This guide has been started, and I am attempting to add more and more detail as 
I work my way through the game. I'm currently playing through with Tumble. 

-------------------------------------------------------------------------------


-Children of Mana
--[VERSION] Version control
--[THANKS] Thanks
--[STORY-INTRO] Storyline (Intro sequence from the game text)
--[FAQ] Frequently Asked Questions
--[CONTROLS] Controls and Gameplay
--[CHAR-MAIN] Characters
--[CHAR-2ND] Secondary characters
--[STORES] Stores a the Illusia Town Centre
--[ITEMS] Available Recovery Items
--[WEAPONS] Your arsenal for destruction
---[SWORDS] Swords
---[FLAILS] Flails
---[BOWS] Bow and Arrow
---[HAMMERS] Hammers
--[ARMOURS] Armours
--[ACCESSORIES] Accessories
--[MAGIC] The Eight Elementals
--[WALKTHROUGH] The Walkthrough
---[FLICK] The Determination of a Young Warrior
---[TUMBLE] The Kindness of a Young Maiden
---[POP] The Curiosity of a Young Boy
---[WANDERER] The Diligence of a Wandering Niccolo
---[CHAP0] The beginning of our tale
---[CHAP1] The Mana Tower
----[BOSS1] Boss Battle : Xangar
---[CHAP2] Star Lake, Topple
----[BOSS2] Boss Battle : Galem
---[CHAP3] The Fiery Sands of Jadd
----[BOSS3] Boss Battle : Thaydol
---[CHAP4] The Ice Citadel of Lorimar
----[BOSS4] Boss Battle : Landmund
---[CHAP5] The Brightwood forest in Wendal
----[BOSS5] Boss Battle : Mana Storm
---[CHAP6] The Ruins of Illusia Isle
----[BOSS6] Boss Battle : Revenants
---[CHAP7] The Path of Life
----[BOSS7] Boss Battle : The Mana Lord
---[CHAP8] The Cosmic Rift
----[BOSS8-1] Boss Battle : Dopplegangers
----[BOSS8-2] Boss Battle : The Scion of Mana
---[END] The Beginning of a New Legens
--[GEMS] Gems
--[SUBQUESTS] Subquests
--[BENEVODON] The Elemental Knowledge
--[OST] The Soundtrack - Breath of Mana

-------------------------------------------------------------------------------

[VERSION] Version Control

0.82 Moved note on accessing the Haunted House from Chapter 4 to end of Chapter 
2. Thanks to KillerRoy70 for confirming this. Added information to the Gems 
section on how to upgrade the Gem Frame (for quick reference, as it is already 
in the main walkthrough). Expanded FAQ section. Added Boss Battles to the main 
menu for easier access.
0.81 Added note on requirements to advance to Chapter 3.
0.80 Completed the walkthrough for the main storyline, as well as added the 
details for the ending and some other bits and bobs here and there. Upgraded to 
Complete Walkthrough on GameFAQs now that the main walkthrough section is 
complete, and all that remains is to flesh out details such as weaponry, the 
remaining subquest, gems and also character specific details.
0.75 Added more LevelReqs for Flick, thanks to Sheexy.
0.74 A couple of people have pointed out to me that the level requirements for 
weapons/armour vary from character to character, and since I have only played 
through so far with Tumble these are the stats I have. I've rearranged the 
layout to accomodate the new details as I obtain them. Any contributions 
welcome. :)
0.73 Corrected Flick losing his sister rather than brother. Thanks to 
WarWizardRichardRahl for this correction.
0.72 Completed information on Tumble's unique subquest, updated gem lists. 
Preparing for Chapter 8 to be completed.
0.71 Added more detail to the subquests after Chapter 7, amended information 
about the elemental subquests with regards to their availability at the end of 
each chapter, as some were available earlier than I had anticipated.
0.70 Completed the Path of Life, may need to revisit and clear up some minor 
details. Weapons section mostly up to date (again, minor details missing). 
Added three new subquests now available (need to complete details on these). 
Added Game-Revolution to list of permitted sites. Refined some details on gems 
and fusion. Added some details to Soundtrack secion.
0.61 Added FAQ section, since there are questions going around that have been 
repeatedly answered. Ammended availability of elemental subquests note. Added 
SuperCheats, GamesRadar, SuperCheats, Cheat Code Central and CheatPlanet to 
list of permitted sites.
0.60 Chapter 6 completed, preparing for next chapter started. Still need to 
complete details on the subquests newly available and the level requirements 
for new equipment. Also ammended some minor notes to the Soundtrack.
0.53 6 Elemental subquests complete, missing Wisp and Shade. Appears one can 
only do up to 6 at this point in the game. Completed missing details in 
weapons.
0.52 Added section [BENEVODONS] with information provided by the benevodons on 
their subquests.
0.51 Completed Recovery Item details (oopsy). Weapons list requires some 
tweaking, but is up to speed with game (missing required levels on some items). 
Working on Elemental Subquests next.
0.5 Completed Brightwood and brought gem lists up to speed. Preparation for 
next chapter pretty mcuh ready. 
0.44 Orange and Green Gems list now complete. Subquests now up to date with 
game progress. Next step is to move on and do Brightwood.
0.43 Added details for each characters game introduction, up to meeting Tess, 
where all stories converge and follow the same line.
0.42 Added details of the Soundtrack, added gems and fusions to list, added 
detail for weapons. Need to clarify beginning of the game more. Added more 
subquests and their respective item rewards' details.
0.41 Chapter 4 added, still working on post mission details. Expanded blue gem 
list considerably, and brought weapons up to speed. Missing some level 
requirements, but should have that shortly. More little niggly bits here and 
there improved.
0.4 Improved detail on the game mechanics and controls. Clarified details in 
Fiery Sands and added notes on the nature of quests after obtaining the Hammer. 
Next update to include Chapter 3.
0.3 Chapter 3 added, expanded gem lists, weapons etc up to date, some blanks 
filled. Added benevodos information to first quests.
0.2 Chapter 2 added, expanded other lists. Submitted to GameFaqs
0.1 Initial layout, chapters 0 and 1, and other lists started. 

You may copy no part of this guide or the guide in its entirety without my 
express permission, and currently this information is only to be hosted at the 
following sites:
http://www.seikens.com
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.gamesradar.com
http://www.cheatplanet.com
http://www.cheatcc.com
http://www.supercheats.com
http://www.game-revolution.com

If you want to publish this guide, please contact me at the e-mail address 
above. Sometimes a take a couple of days to reply, but I do get there. ;) 

[THANKS]

Thanks to Shadow00X for pointing out some information regarding elemental 
subquest availability times.

Thanks to DavidV and Sheexy for providing some of Flick's levels for weapons.

Thanks to VGMusicFreak for confirming that Tess' Subquest is a requirement to 
continue on to Chapter 3.

Also, with regards to the Gem Guide, I am using the same ordering as a previous 
Gem Guide (by eyedunno11), but the information is taken from the game as I go 
through, not copied from the other guide. However, the numbering is of great 
help so I can keep a steady order going as I move through the game.


-------------------------------------------------------------------------------

[STORY-INTRO] Storyline (Intro sequence from the game text)

'Tis a tale of long ago,
when the Mana Tree
was newly born.

Illusia Isle loated in
the middle of a sea in
the center of the world.

Above it towered the 
great Mana Tree.
I'm sure you've heard
many stories about
the Mana Tree and
the Sword of Mana.

The story you're about 
to hear tells of the
only time the holy
sword ever dared to
defy Mana.

This is how it all
began...

-------------------------------------------------------------------------------

[FAQ] Frequently Asked Questions

Q. What is this game like? How does it compare to other Seiken Densetsu games?
A. It bears little similarity to previous games in that it is more of a dungeon 
crawler (think Diablo) than an Action RPG. The storyline doesn't feel quite as 
deep as the previous games either, but there are shimmers of the former games' 
style in there. Graphically it has quite the feel of Legend of Mana. The ring 
menus are use quite a lot, but not as much as SoM, and magic is quite similar 
to Sword of Mana. 

Q. Does this game have Wifi or multiplayer?
A. This game does NOT have Wifi, but does have DS to DS multiplayer to do 
cooperative play. Each player has to own the game, this is not a download play 
option. Also multiplayer will allow you to access gems that normal play does 
not.

Q. Is this game difficult?
A. No, the game is not all that difficult. You'll find that depending on the 
character you'll need to adapt to a certain style of play, but overall you'll 
find that if you keep up to date with levels and weapons, the game is 
relatively easy.

Q. What's the music like? Do any old Seiken Densetsu tunes return?
A. The music follows the style of Legend of Mana or Sword of Mana. There is a 
full list of composers and tracks in the soundtrack section. It sees the return 
of Rising Sun, the title theme from Final Fantasy Adventure (Seiken Densetsu 1, 
if you wish).

Q. Can I delete save-games?
A. No, you can overwrite them with new game data though. 

Q. How do I change spirits?
A. Talk either to Tess, or when she is unavailable talk to Nana in the Silver 
Mermaid (girl in the green dress).

Q. Are there classes in this game like in Seiken Densetsu 3?
A. No.

Q. I can't access X mission even though I've followed what the guide says.
A. If part of the guide states, for example, to talk to someone to access the 
next mission, and that does not trigger the event, then either e-mail me or 
post a message on the GameFAQs board, stating what character you are using, and 
that you have tried what it says in the walkthrough. Also if you find the 
answer is talking to someone else, say, let me know of that also so I can 
ammend the necessary notes on the matter. The more background information you 
provide, the easier it will be for us to make sense of what is happenning.

Q. Is the touch-screen used?
A. Only for menu navigation, not in the actual gameplay itself. The menu 
navigation can also be done with the pad, so it is not sctrictly necessary to 
use the touch screen at all, although for things like the Gem Frame you will 
find it easier to use the touchscreen.

Q. How do I extend my Gem Frame?
A. The three expansions are listed in the [GEMS] section.

Q. How do I open the Haunted House?
A. After Star Lake, go to Moti's house and look for the shining object near the 
fireplace. Pick it up and take it to Moti. Then use that object to open the 
door to the Haunted House.

Q. Where does this game fit in with the rest of Mana games with regards to 
timeline?
A. The events of Children of Mana occur 10 years after the events of Dawn of 
Mana (which is yet to be released while writing this FAQ).

Q. What are the elemental sidequests for?
A. Once you have finished all the sidequests and completed the game, you will 
be able to access a final sidequest by touching the Mana Stone in the village. 
The reward for this is the Mystic Blessing gem. See the [SUBQUESTS] section for 
more details.

Q. How do I get past the bails of hay/floating blocks/box obstacle in certain 
areas that follow my movements?
A. There are several ways of doing so. First off, you can bash the heck out of 
it, though this will take you ages. Secondly you can put an object such as a 
barrel in its path using the knock-back strike of the sword, the flail, etc. 
Thirdly, you can use the flail diagonally to pull yourself across just above or 
just below it. It takes some practice, but the block can't follow you quickly 
enough when you're pulled by the flail, so you can normally get past it this 
way. 

Q. How do I get past the fast-moving quick-sand in Fiery Sands?
A. You can either flail yourself across by diagonally aiming and latching on to 
a wall, which will work pretty much everytime in the subquests but won't get 
you all the way in the main mission, or you can equip a Virtue of Balance gem 
to walk on sand and ice normally (check the [GEMS] section with regards to how 
to obtain said gem).

Q. Do you get penalized for dying on a level?
A. You are returned to the Mana Village but you do not lose (as far as I have 
seen) any Lucre, EXP or items. You do lose your progress in the level, of 
course. While this may not be a pain in the first levels, if you die on the 
16th zone of a 17 zone level, you'll be kicking yourself.

Q. Do all enemies give the same EXP?
A. Pretty much all enemies give 2 EXP, but you will find that certain larger 
monsters, until you're at a high level, will give you additional EXP. Also you 
can increase the amount of EXP received using gems like Heart of Progress or 
Courage to Learn.

Q. My question isn't covered here or by the walkthrough / I think there is 
something wrong in your walkthrough / I have a suggestion to make for your 
walkthrough / I have some details that are missing from your guide.
A. I'm very happy to receive e-mails regarding this guide, and I will endeavour 
to answer all e-mails received as quickly as possible. I am very grateful for 
any feedback, and will take suggestions on board. If you have information that 
is not reflected in this guide (like a subquest I do not have listed, a weapon 
not listed, etc), please e-mail me as many details as you can, and I will 
credit you for providing this information when I update the guide. You can find 
my e-mail address at the top of this guide.


-------------------------------------------------------------------------------

[CONTROLS] Controls and Gameplay

The button configuration and menus are well designed when it comes to doing the 
levels.
L -  Ring Menu to select item (press Y to assign)
R - Ring Menu to select weapons (press button to assign, X or A depending)
A and X - Primary and secondary weapons, hold to do charged attack
Y - Use Item
B - Cancel menu, hold to use magic
Start - Bring up option to use Magic Rope to return to the Mana Village.

And in town, well, it's the basic Start for menu, use A to talk, B to cancel. 

As you get hit or hit others, you gain Fury meter. When the Fury meter hits 
it's max, you can hit SELECT to activate it. Your attack rate is faster until 
the meter runs down again. You will also gain the effects of any purple gems 
you have equiped in your gem frame.

The main screen is the top one, as can be seen in many screenshots. The bottom 
screen will display stats while in the town and during levels, but in the 
levels will also show the following info:
- An overhead map of the level, pinpointing the Gleamdrop and Gleampool and 
live enemies.
- Information on where to find the gleamdrop and pool (ie, "in a vase")
- Experience points til next level and current level.
- Equiped elemental and the magic spells it provides.

Also when in the Mana Village, your next step to advance in the game will be 
displayed below.

The touch system is used, so far, only for the menu systems that involve 
equiping items and gems, dialogue options when talking to people, and if you 
really want, choosing weapons and items during combat, but this is pointless 
because you'd do it much faster with the ring system displayed in the main 
screen.

Levels are obtained by killing, simple as. You don't have to level up swords in 
the way SoM did, just the level of your main character. Each enemy will award a 
basic 2 EXP points, though there are gems to modify this, and some enemies will 
give you more EXP (for example the large cockroaches in the Fiery Sands give 
you 14).

Your centre of operations for the game will be the Mana Village on the Illusia 
Isle. You'll be given missions by Moti to progress along the game, and return 
here after the mission is complete. You can also obtain subquests to gain items 
and levels by visiting Dud Services, talking to villagers or talking to 
elementals. The Dud Services subquests are randomly generated, and the villager 
and elemental subquests are detailed in the [SUBQUESTS] section. 

When you visit a site for a mission, you'll go straight in unless you've 
already completed the main mission previously. If the latter is the case, 
you'll be given the option to carry out the subquest that you have picked up 
(you can only do one at a time), or to return to the site via a space-time 
rupture to redo the level and pick up items you missed, improve your level, 
beat your previous ranking, etc.

Missions are divided up into Zones, and to pass to the next zone you must find 
the GleamDrop and take it to the GleamPool. This is explained in more detail 
during your first mission. Also note that your HP is mostly restored between 
zones, so no need to waste items recoverying at the end of a zone before you 
move on to the next. Each 4 zones, you will have a chance to re-arrange your 
equipment, save and review your Status.

Another thing to note is that the number of enemies displayed on screen will be 
limited as it was in previous Mana games, although this time it is not fixed at 
three enemies. It will start out as such, but as you advance in the game and 
improve your level things will start getting tougher. This can be used to your 
advantage in some levels, as you can leave a harmless number of monsters alive 
while you scout the rest of the level killing off the monsters one at a time, 
then go back for the remaining swarm. A cowardly tactic, but when you're in a 
pickle the rules of chivalry not only get thrown out of the window, but are 
tied to a cannon and propelled out faster than the Black Hole ride at Alton 
Towers.


-------------------------------------------------------------------------------

[CHAR-MAIN] Characters

-Flick (J) Ferrik (U)

A fifteen-year-old boy who lost his parents and sister in the great disaster. 
Was saved by a knight and has since been training in the arts of sword 
fighting. Hes a good all-round character, being quite strong in all areas.

"Versatile in offense, defense, and magic. Effective at any distance."

Hair colours: Orange, green, blue and silver.

-Tumble (J) Tamber (U)

A sixteen-year-old girl who lost her parents and little brother Toby in the 
great disaster. She is mature and seeks truth and justice. Her attack is weak, 
but she's fast, and is skilled in the use of magic.

"A dancer with magical talents. Though not powerful, her attacks are swift."

Dress colours: Red, white, pink and blue.

-Pop (J) Poppen (U)

A fearless nine-year-old boy who lost his mother at birth and was left an 
orphan during the great disaster after the death of his father. Not a great 
fighter and weak when it comes to defence, he specializes in offensive magic.

"A mage specializing in attack spells. Low defense. Unskilled in close combat."

Style colours: Yellow, white, blue, red.

-Wanderer (J & U)

A traveling merchant and member of the Nikita tribe. A strong fighter, 
especially at close range, but weak when it comes to magic.

"Strong attack and defense. Specializes in close combat. Unskilled in magic."

Hat colours: Green, blue, emerald and brown.

Note: Whatever colour you choose, the avatar of your character when you are 
talking to people and in the Status screen will show the default colours 
always. This only changes the colour of the attribute on the sprite itself.


-------------------------------------------------------------------------------

[CHAR-2ND] Secondary characters.

-Granny Hannah.
She took care of the main character after their parents died. She was attacked 
by a beast during the cataclysm ten years ago, and the wounds sometimes still 
hurt. She will hang around next to Dud Services in the Silver Mermaid.

-Tess.
A member of the village who conducts research using plants. She offers prayers 
to the Tree of Mana, giving thanks to the Mana Goddess for all she has done. 
She can be found sitting in front of the Mana Stone, or in the Haunted House 
after you have unlocked it.

-Grampa Tony.
An old man who you can find standing at the entrance of the village.

-Moti
Moti is the mayor of the town. He lead an expedition to the island, and when 
the research was over the members of the expedition made the island their home. 
They asked him to become their mayor. You'll find him in his house at the top 
right hand corner of the village.

-Seamoon
Recepcionist for the Silver Mermaid, the town's mall. She can fill you in on 
anything you need to know about the game.

-Millionaire
Runs the Golden Goods Store on the island. He lost everything during the 
catastrophe ten years ago. He'll buy and sell weapons, items and accessories.

-Watts
Known as the king of the mines.

-Bomb Brothers
Balbo, Belbo, Bulbo.
They've come from Ishe to do research on gems on the Island of Illusia. They 
run the Bomb Bros. R&D store at the town that sells gems and will perform gem 
Fusion for you.

-Pete and Nana
Two villagers who walk around inside the Silver Mermaid. Later in the game Nana 
will also have the function of changing your accompanying spirit.


-------------------------------------------------------------------------------

[STORES] Stores at the Illusia Town Centre

-Golden Goods

Run by Millionaire, you can buy and sell weapons, accessories and items. Also 
he will give you the option to buy a bigger knapsack, which will allow you to 
hold more of each item. They come at a price though.
Basic Knapsack - Holds 12 of each item - 2500L
Large Knapsack - Holds 18 of each item - 10000L
Jumbo Knapsack - Holds 24 of each item - 30000L

Note also, items sell back for a tenth of their price, so don't expect to make 
a huge amount from items found on your quests.

-Bomb Bros R&D

Run by the Bomb Brothers, you can buy and sell gems here, and fuse them. For 
more details on the properties of gems, their types and gem fusion, see the 
[GEMS] section.

Note that gems you sell will obtain a 5th of the price you'd pay to buy them, 
which is slightly farer than Millionaire's deal (which is why he's a 
millionaire, I guess).

-Dud Services

Run by the Dudbears, they collect job requests from all over the world and post 
them here to find help. You can only take one quest at a time, and have to pay 
a service fee when you take it. When the request is completed, come back to the 
store to receive the reward. 


-------------------------------------------------------------------------------

[ITEMS] Available Recovery Items

-Gumdrop - 100L - Recover 30HP
-Chocochomp - 200L - Recover 100HP
-Magic Walnut - 150L - Recover 80MP
-Pep Root - 80L - Cures all ailments but poison and ghost
-Stardust Herb - 40L - Cures poison
-Angel's Grail - 1000L - Recover all statuses, revive secondary party member in 
multiplayer games.


-------------------------------------------------------------------------------

[WEAPONS] Your arsenal for destruction

You have 4 weapons to choose from, which you gain over the first 4 missions. 
Sword (charge makes you block 5 attacks), Flail (does a round attack, charge 
will cast forward to retrieve objects, pull enemies, find hidden objects, or 
pull towards stuff, like in Zelda), BowArrow (has enemy lock facility at medium 
distance, charged sends a musical note out to lull enemies into stupour) and 
Hammer (can break larger obstacles than the sword, launches enemies, charged 
does a downward motion to hammer in pegs and knock enemies off their feet). 
Charging only takes a second.

Also, charged attacks change when using Fury. So Sword will do a charging 
attack, chain will do a circular long range attack, arrow will fire three 
powerful shots at the same time, and hammer will... Hammertime! Spin round 
several times with the hammer glowing to inflct serious damage, with option to 
move like a tornado doing so.

With the Sword you can do a three hit attack, the third one will knock your 
enemy back. If it hits another enemy, they take damage too. If they bounce back 
against you ('cause you can create really bizarre chains of hits), you'll only 
get knocked disabled for a second.

Weapons are aquired randomly from enemies as you go along, and you upgrade your 
weapon level only in towns, or after every 4 mini-levels within a mission. You 
need a certain level for a certain sword (so if it's a Lvl22 Sword, and you 
have Lvl18, yer shagged). Same for armour (only body armour) and accessories 
(increase magic stats from what I can see).

Note that there are also Gems that will modify the attributes of certain 
weapons, like allow you to do three consecutive spins with the Flail. These are 
detailed in the Gems section.

So when fully equiped, you'll have:
1 Sword
1 Flail
1 Bow and Arrow
1 Hammer
1 Body Armour
1 Accessory

Note, the appearance of the character's sprite does not change when equiped 
with different armour or weapons, aside from the fact that the weapon it is 
wielding will change depending on what weapon you have selected (Sword, Flail, 
Bow or Hammer). So any sword you equip, the spite of the sword itself will 
still be the same. Another difference between this and Secret of Mana.


[SWORDS] Swords

1. Short Sword - ATK 32 - Free - A small sword used for practice
   LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Bronze Sword - ATK 38 - 150L - A common sword wrought of bronze
   LevelReq - Flick: Tumble:5 Pop: Wanderer:
3. Iron Sword - ATK 47 - 500L - A thin, versatile sword made of iron 
   LevelReq - Flick: Tumble:8 Pop: Wanderer:
4. Broadsword - ATK 53 - 1000L - A sword with an unusually wide blade.
   LevelReq - Flick: Tumble:11 Pop: Wanderer:
5. Long Sword - ATK 59 - 1400L - A sword with an extremely long blade.
   LevelReq - Flick: Tumble:14 Pop: Wanderer:
6. Saber - ATK 66 - - A curved sword wielded in one hand.
   LevelReq - Flick: Tumble:18 Pop: Wanderer:
7. Steel Sword - ATK 72 - 2000L - A simple yet sturdy sword of steel
   LevelReq - Flick: Tumble:21 Pop: Wanderer:
8. Falchion - ATK 78 - 2300L - A sword able to split a foe in two
   LevelReq - Flick:23 Tumble:24 Pop: Wanderer:
9. Bastard Sword - ATK 83 - 2500L - A balanced blade with a long handle
   LevelReq - Flick: Tumble:26 Pop: Wanderer:
10. Estoc - ATK 89 - 3200L - A pointed blade chiefly for thrusting.
    LevelReq - Flick: Tumble:29 Pop: Wanderer:
11. Flamberge - ATK 95 - 4000L - A large sword with a curved blade.
    LevelReq - Flick: Tumble:32 Pop: Wanderer:
12. Muramasa Blade - ATK 100 - GoldRank at Brightwood - A steel sword forged by 
    a master. Only Flick can equip.
    LevelReq - Flick: Tumble:N/A Pop:N/A Wanderer:N/A
13. Winged Sword - ATK 106 - 5000L - A light sword decorated with wings.
    LevelReq - Flick: Tumble:38 Pop: Wanderer:
14. Silver Blade - ATK 114 - 6000L - A sharp sword wrought of fine silver.
    LevelReq - Flick:40 Tumble:42 Pop: Wanderer:
15. Shamshir - ATK 125 - 7500L - A beautiful sword with a curved blade.
    LevelReq - Flick:45 Tumble:47 Pop: Wanderer:
16. Balmung - ATK 130 - GoldRank ?? - The favorite sword of a fallen hero.
    LevelReq - Flick:40 Tumble: Pop: Wanderer:
17. Mythril Sword - ATK 133 - 8500L - A sword wrought of magical mythril.
    LevelReq - Flick:49 Tumble:51 Pop: Wanderer:
18. Diamond Sword - ATK 144 - 12500L - A sword made with a blade of diamond.
    LevelReq - Flick:54 Tumble:56 Pop: Wanderer:
19. Dragon Sword - ATK 153 - 25000L - A sword crafter from a dragon's scale.
    LevelReq - Flick:58 Tumble:60 Pop: Wanderer:
20. Excalibur - ATK 170 - Chest? - A fabled blade only the brave may bear.
    LevelReq - Flick: Tumble:64 Pop: Wanderer:


[FLAILS] Flails

1. Light Flail - ATK 49 - Free - A lightweight flail with a small head
   LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Wood Flail - ATK 60 - 1000L - A flail with a wooden head at the end.
   LevelReq - Flick: Tumble:10 Pop: Wanderer:
3. Spiked Flail - ATK 68 - 1400L - A flail dotted with many sharp thorns.
   LevelReq - Flick: Tumble:15 Pop: Wanderer:
4. Chain Flail - ATK 75 - 1800L - A flail of solid interlocking rings.
   LevelReq - Flick: Tumble:19 Pop: Wanderer:
5. Steel Flail - ATK 82 - 2000L - A flail with a steel head at the end.
   LevelReq - Flick: Tumble:22 Pop: Wanderer:
6. Ball and Chain - ATK 89 - 2300L - A flail with a metal ball at the end.
   LevelReq - Flick: Tumble:25 Pop: Wanderer:
7. Heavy Flail - ATK 94 - 2500L - A flail sporting a heavy metal head.
   LevelReq - Flick: Tumble:27 Pop: Wanderer:
8. Morning Star - ATK 101 - 3200L - A unique flail with a star-shaped head.
   LevelReq - Flick: Tumble: Pop: Wanderer:
9. Bonecrusher - ATK 110 - 4000L - Amighty flail able to penetrate armor.
   LevelReq - Flick: Tumble:33 Pop: Wanderer:
10. Scorpion - ATK 114 - GoldRank at Brightwood - A flail with a sharp wedged 
    head. - Only Pop can equip
    LevelReq - Flick:N/A Tumble:N/A Pop: Wanderer:N/A
11. Runic Flail - ATK 120 - 5000L - A flail engraved with strange glyphs.
    LevelReq - Flick: Tumble:39 Pop: Wanderer:
12. Silver Flail - ATK 130 - 6000L - A reliable flail made of finest silver.
    LevelReq - Flick:41 Tumble:43 Pop: Wanderer:
13. Holy Flail - ATK 142 - 7500L - A flail tempered in holy water.
    LevelReq - Flick: Tumble:48 Pop: Wanderer:
14. Mythril Flail - ATK 151 - 8500L - A flail made of magical mythril silver.
    LevelReq - Flick:50 Tumble:52 Pop: Wanderer:
15. Diamond Flail - ATK 163 - 12500 - A flail made of mardest diamonds.
    LevelReq - Flick:55 Tumble:57 Pop: Wanderer:
16. Dragon Flail - ATK 172 - 25000L - A flail formed from a dragon's scale.
    LevelReq - Flick:59 Tumble:61 Pop: Wanderer:


[BOWS] Bow and Arrow

1. Short Bow - ATK 52 - Free - A small bow, light and easy to use.
   LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Iron Bow - ATK 58 - 1800L - A thin, versatile bow made of iron.
   LevelReq - Flick: Tumble:17 Pop: Wanderer:
3. Steel Bow - ATK 63 - 2000L - A simple yet sturdy bow of steel.
   LevelReq - Flick: Tumble:23 Pop: Wanderer:
4. Ankh Bow - ATK 69 - 2300L - A bow shaped like a hieroglyph.
   LevelReq - Flick: Tumble:26 Pop: Wanderer:
5. Longbow - ATK 72 - 2500L - A tall bow made for powerful arrows.
   LevelReq - Flick: Tumble:28 Pop: Wanderer:
6. Marble Bow - ATK 78 - 3200L - A bow delicately chiseled from marble.
   LevelReq - Flick: Tumble:31 Pop: Wanderer:
7. Great Bow - ATK 83 - 4000L - A master crafted this bow for accuracy.
   LevelReq - Flick: Tumble:34 Pop: Wanderer:
8. Artemis' Bow - ATK 88 - GoldRank at Brightwood - A bow only skilled hunters 
   can use. - Only Tumble (Lv29) can equip.
   LevelReq - Flick:N/A Tumble:29 Pop:N/A Wanderer:N/A
9. Winged Bow - ATK 92 - 5000L - A bow hailed as a masterpiece.
   LevelReq - Flick: Tumble:40 Pop: Wanderer:
10. Silver Bow - ATK 100 - 6000L - A reliable bow made of finest silver.
    LevelReq - Flick:42 Tumble:44 Pop: Wanderer:
11. Ivory Bow - ATK 109 - 7500L - A beautiful bow carved from ivory.
    LevelReq - Flick:48 Tumble:49 Pop: Wanderer:
12. Elven Bow - ATK 112 - Tess Subquest - A bow once owned by an elven knight.
    LevelReq - Flick: Tumble:44 Pop: Wanderer:
13. Mythril Bow - ATK 116 - 8500L - A bow made of magical mythril silver.
    LevelReq - Flick: Tumble:53 Pop: Wanderer:
14. Diamond Bow - ATK 126 - 12500L - A bow made of hardest diamonds.
    LevelReq - Flick:56 Tumble:58 Pop: Wanderer:
15. Dragon Bow - ATK 133 - 25000L - A bow formed from a dragon's scale.
    LevelReq - Flick:60 Tumble:62 Pop: Wanderer:

[HAMMERS] Hammers

1. Mallet - ATK 82 - Free - A small and versatile hammer.
   LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Steel Hammer - ATK89 - 2300L - A strong hammer made of steel.
   LevelReq - Flick: Tumble:23 Pop: Wanderer:
3. Smith's Hammer - ATK 94 - 2500L - A large hammer used by blacksmiths.
   LevelReq - Flick:43 Tumble:29 Pop: Wanderer:
4. Magical Hammer - ATK 101 - 3200L - A mysterious hammer made by a mage.
   LevelReq - Flick: Tumble:32 Pop: Wanderer:
5. War Hammer - ATK 108 - 4000L - This hammer looks ready for battle.
   LevelReq - Flick: Tumble:35 Pop: Wanderer:
6. Viper Hammer - ATK 111 - GoldRank at Brightwood - A hammer adorned with 
   sharp spikes - Only Wanderer can equip
   LevelReq - Flick:N/A Tumble:N/A Pop:N/A Wanderer:
7. Great Hammer - ATK 115 - 5000L - A huge hammer, powerful and heavy.
   LevelReq - Flick: Tumble:41 Pop: Wanderer:
8. Silver Hammer - ATK 130 - 6000L - A solid hammer made of finest silver.
   LevelReq - Flick:43 Tumble:45 Pop: Wanderer:
9. Ivory Hammer - ATK 142 - 7500L - A beautiful hammer carved from ivory.
   LevelReq - Flick:48 Tumble:50 Pop: Wanderer:
10. Mythril Hammer - ATK 151 - 8500L - A hammer of magical mythril silver.
    LevelReq - Flick:52 Tumble:54 Pop: Wanderer:
11. Diamond Hammer - ATK 163 - 12500L - A hammer made of hardest diamonds.
    LevelReq - Flick:57 Tumble:59 Pop: Wanderer:
12. Dragon Hammer - ATK 172 - A hammer made from a dragon's scale.
    LevelReq - Flick:61 Tumble:63 Pop: Wanderer:
13. Altena Hammer - ATK 195 - ?????L - ?Description?
    LevelReq - Flick:65 Tumble: Pop: Wanderer:

[ARMOURS] Armours and Robes

Some armours require a certain character to equip them. Flick and Wanderer 
equip thea heavier armors while Tumble and Pop use the lighter robes.

1. Cotton Kilt - DEF 29 - Free - 
   LevelReq - Tumble:1 Pop:1
2. Felt Robe - DEF 33 - 150L - A robe made of thickly layered felt.
   LevelReq - Tumble:3 Pop:
3. Leather Armor - DEF 34 - 150L - Armor made of multilayered leather.
   LevelReq - Flick: Wanderer:
4. Hemp Robe - DEF 39 - 500L - A robe constructed of flax fibers.
   LevelReq - Tumble:7 Pop:
5. Lamellar Armor - DEF 41 - 500L - Metal armor bound by leather laces.
   LevelReq - Flick: Wanderer:
6. Silk Robe - DEF 46 - 1000L - A robe sewn with magical silk thread.
   LevelReq - Tumble:10 Pop:
7. Banded Armor - DEF 49 - 1000L - Armor reinforced by metal strips.
   LevelReq - Flick: Wanderer:
8. Spark Robe - DEF 53 - 1400L - A robe made of cloth as light as wind.
   LevelReq - Tumble:13 Pop:
9. Chain Mail - DEF 56 - 1400L - Armor of interlocking metal hoops
   LevelReq - Flick: Wanderer:
10. Leather Robe - DEF 60 - 1800L - A robe made of many leather strips.
    LevelReq - Tumble:16 Pop:
11. Scale Mail - DEF 63 - 1800L - Armor of small layered metal plates.
    LevelReq - Flick: Wanderer:
12. Shell Robe - DEF 66 - 2000L - A sturdy robe woven with shells.
    LevelReq - Tumble:19 Pop:
13. Steel Armor - DEF 70 - 2000L - A simple yet sturdy suit of steel.
    LevelReq - Flick: Wanderer:
14. Scale Robe - DEF 73 - 2300L - A sturdy robe woven with scales.
    LevelReq - Tumble:22 Pop:
15. Swordman's Vest - DEF 77 - 2300L - Body armor refined by an alchemist.
    LevelReq - Flick: Wanderer:
16. Ebony Robe - DEF 80 - 2500L - A robe made with ebony tree thread.
    LevelReq - Tumble:25 Pop:
17. Magic Plate - DEF 84 - 2500L - Plated armour strengthened by magic.
    LevelReq - Flick: Wanderer:
18. Ash Robe - DEF 86 - 3200L - A robe made with ash tree thread.
    LevelReq - Tumble:28 Pop:
19. Knight's Armor - DEF 91 - 3200L - Armor worn only by brave knights.
    LevelReq - Flick: Wanderer:
20. Dion Robe - DEF 93 - 4000L - A robe made with dios tree thread.
    LevelReq - Tumble:31 Pop:
21. Dark Armor - DEF 98 - 4000L - Magic armor that emits a black aura.
    LevelReq - Flick: Wanderer:
22. Magical Robe - DEF 104 - 5000L - A robe enhanced by a protective spell.
    LevelReq - Tumble: Pop:
23. Winged Armor - DEF 110 - 5000L - Armor adorned with winged shoulders.
    LevelReq - Flick: Wanderer:
24. Silver Robe - DEF 113 - 6000L - A robe sewn with pure silver thread.
    LevelReq - Tumble:40 Pop:
25. Silver Armor - DEF 119 - 6000L - Effective armor made of finest silver.
    LevelReq - Flick:40 Wanderer:
26. Bunny Dress - DEF 120 - Subquest - A charming dress with a rabbit's tail.
    LevelReq - Tumble:44 Pop:
26. Jet Black Robe - DEF 124 - 7500L - An evil robe made of black silk.
    LevelReq - Tumble:45 Pop:
27. Gold Armor - DEF 131 - 7500L - Armor that gleams with a holy light.
    LevelReq - Flick:45 Wanderer:
28. Pure White Robe - DEF 133 - 8500L - A robe of white silk and mythril cloth.
    LevelReq - Tumble:49 Pop:
29. Mani's Plate - DEF 135 - Subquest - Plated mail strengthened by moonlight.
    LevelReq - Flick:44 Wanderer:
30. Mythril Armor - DEF 140 - 8500L - Armor wrought of magical mythril.
    LevelReq - Flick:49 Wanderer:
31. Holly Robe - DEF 144 - 12500L - A robe of unsurpassed quality. 
    LevelReq - Tumble: Pop:
32. Diamond Armor - DEF 152 - 12500L - Armor crafted from diamonds.
    LevelReq - Flick:54 Wanderer:
33. Dragon Robe - DEF 153 - 25000L - A robe sewn from a dragon's hide.
    LevelReq - Tumble:60 Pop:
34. Dragon Armor - DEF 161 - 25000L - Armor wrought of dragon scales.
    LevelReq - Flick:60 Wanderer:
35. Crystal Robe - DEF 164 - ?????L - ?Description?
    LevelReq - Tumble: Pop:
36. Crystal Armor - DEF ??? - ?????L - Armor imbued with mystic power.
    LevelReq - Flick:66 Wanderer:


[ACCESSORIES] Accessories

1. Bead Ring - INT 32 - Free - A child's ring set with a glass bead
   LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Jeweled Ring - INT 39 - 150L - A ring with a jewel of limited power.
   LevelReq - Flick: Tumble:4 Pop: Wanderer:
3. Sensory Ring - INT 46 - 500L - A ring able to enhance the 5 senses.
   LevelReq - Flick: Tumble:8 Pop: Wanderer:
4. Moonstone Tiara - INT 50 - Subquest - A tiara colored by rays of moonlight.
   LevelReq - Flick: Tumble:4 Pop: Wanderer:
5. Ring of Memory - INT 54 - 1000L - A ring containing a mage's memories.
   LevelReq - Flick: Tumble:11 Pop: Wanderer:
6. Beholder Ring - INT 61 - 1400L - A ring set with a stone like an eye.
   LevelReq - Flick: Tumble:14 Pop: Wanderer:
7. Ring of Radiance - INT 68 - 1800L - A pearl ring that reflects pure light.
   LevelReq - Flick: Tumble:17 Pop: Wanderer:
8. Ring of Gloom - INT 75 - 2000L - A black pearl ring with shady patches.
   LevelReq - Flick: Tumble:20 Pop: Wanderer:
9. Giant's Ring - INT 82 - 2300L - A ring thought to hold a giant's power.
   LevelReq - Flick: Tumble:23 Pop: Wanderer:
10. Demon Ring - INT 89 - 2500L - A creepy ring with monster carvings.
    LevelReq - Flick: Tumble:25 Pop: Wanderer:
11. Ring of the Tree - INT 96 - 3200L - A ring woven from ancient tree vines.
    LevelReq - Flick: Tumble:28 Pop: Wanderer:
12. Dryad's Ring - INT 103 - 4000L - A ring set with a seed from an old tree.
    LevelReq - Flick: Tumble:31 Pop: Wanderer:
13. Ancient Ring - INT 112 - 5000L - A ring engraved with forgotten spells.
    LevelReq - Flick: Tumble:36 Pop: Wanderer:
14. Shimmering Ring - INT 124 - 6000L - A gold ring that shines brilliantly.
    LevelReq - Flick:42 Tumble:40 Pop: Wanderer:
15. Soul Ring - INT 134 - 7500L - A ring that reveals its owner's soul.
    LevelReq - Flick:47 Tumble:45 Pop: Wanderer:
16. Mythril Ring - INT 145 - 8500L - A ring made of magical mythril silver.
    LevelReq - Flick:51 Tumble:49 Pop: Wanderer:
17. Elemental Ring - INT 159 - 12500L - A rind empowered by spirits' magic. 
    LevelReq - Flick:56 Tumble: Pop: Wanderer:
18. Dragonfang Ring - INT 168 - 25000L - A ring honed from a dragon's tooth.
    LevelReq - Flick:60 Tumble:58 Pop: Wanderer:


-------------------------------------------------------------------------------

[MAGIC] The Eight Elementals

The system for casting is similar to Sword of Mana. Hold down the B button. The 
elemental will appear. If you walk into it, it grants either the status ailment 
of X Sword (ie flame, ice, etc) or other status enhancements, or if you let it 
be, it will blink and then cast it's magic in the nearby space (create a small 
tornado, fire flames, that sort of thing). You can press B again you'll send 
the elemental in the direction you're facing until it hits something 
to cast it's magic there. 

An Elemental's level can be raised to 2 or 3 by equipping Gems. This will cause 
status aids to last longer or cure more, and attack magic to have a greater 
reach.

-Salamander - Fire
Attack - Explode: A fiery explosion blazes outward from the spirit.
Support - Flamestrike: Ibues weapons with the power to set foes ablaze.
-Undine - Water
Attack - Ice Crush: Ice blasts outward from the spirit on four sides.
Support - Froststrike: Imbues weapons with the power to freeze foes in their 
tracks.
-Gnome - Earth
Attack - Earth Spikes: Sharp rocks errupt from the earth beneath the spirit.
Support - Stonestrike: Imbues weapons with the power to prevent foes from 
attacking.
-Jinn - Air
Attack - Cyclone: The spirit summons a tornado that spiral outward 
counterclockwise.
Support - Lighteningstrike: Imbues weapons with the power to paralyze foes.
-Dryad - Trees
Attack - Thorny Tendrils: Thorny vines lash out from the spirit on four sides.
Support - Nature's Aura: Cures an ally's status ailments and gives temporary 
immunity.
-Luna - Moon
Attack - Moonbeams: Rays of light emanate diagonally from the spirit
Support - Lunar Radiance: Gradually restores an ally's HP.
-Wisp - Light
Attack - Holy Orb: The spirit summons an orb of light that whirls out 
clockwise.
Support - Healing Light: Restores an ally's HP.
-Shade - Dark
Attack - Dark Vortex: A vortex of darkness spirals outward from the spirit.
Support - Invisibility: Makes an ally invisible to enemies.


-------------------------------------------------------------------------------

[WALKTHROUGH]

Now you know all there is to know about how the game work, it's probably time 
you started.

Go to the character section for the character you have chosen to start. [FLICK] 
[TUMBLE] [POP] [WANDERER]

[FLICK] The Determination of a Young Warrior

Flick stands before Moti, the leader of the Mana Village, in his home. They 
have just finished training for the day, but Flick is eager to learn more soon.
The fire in his eyes and determination remind Moti of Flick's father, who was a 
captain in the Holy Infantry of Wendel, and a fearless swordsman. Flik wants to 
become just like him as soon as possible.

Moti goes on to explain that monsters swarmed the land ten years ago during the 
cataclysm, but times have changed now, there's no rush to get stronger. Flick 
gives up, and says he'll go visit Tess. Moti comments that she's about to offer 
prayers, son he mustn't detain her or make her late. Flick doesn't appear to 
understand just how important the ritual is. Flick agrees to not bother her, 
but drops by to see her anyway quickly. Goto [CHAP0].

[TUMBLE] The Kindness of a Young Maiden

Tumble returns to the town and is greeted by Granny Hannah, who asked her to go 
into the woods for her to collect some herbs to soothe her old wounds. Tumble 
explains it is the least she can do for her, after the good care she always 
receives from Granny.

Granny was attacked ten years ago by a beast during the great cataclysm, and 
the pain still returns at times. Tumble asks Granny to let her know if the pain 
comes back, as she wants her to live the long life her parents couldn't. Granny 
offers Tumble to come to her place for tea, but she has to go see Tess.

Tess had asked you to collect some plants for her research. You take these to 
her, sitting in front of the Mana Stone at the top of the village, who feels 
bad for having you go out to get them. It is also nearly time for her to offer 
her prayers to the Mana Goddess. Goto [CHAP0].

[POP] The Curiosity of a Young Boy

Pop stands before the famous haunted house of the Mana Village. No one is ever 
seen going in or out of the house, and it is permanently locked. He wonders if 
the tales really are true. As he approaches, Grampa Tony calls to him from 
behind and asks him what he's doing. Doesn't he know that the place is haunted?

Pop reasons that if the ghosts are people who died in the cataclysm ten years 
ago, he might be able to talk to his mother, who died in the war. It was so 
long ago that Pop doesn't remember what she looks like. But Grampa Tony 
reasures him that only bad ghosts live in the house, and gives him some candy 
before telling him to run along and forget about the house.

Pop decides to go share his candy with Tess, but Grampa Tony warns him not to 
keep her from her duties of offering up prayers to the Mana Goddess, as it is 
thanks to maidens like her that we can all live in peace. He goes running up to 
Tess, who is sitting in front of the Mana Stone at the top of the town, and 
tells her how Grampa Tony gave him candy and wants her to have some, and also 
asks what she is researching in front of the Mana Stone. Goto [CHAP0].

[WANDERER] The Diligence of a Wandering Niccolo

Wanderer reports back to the Golden Goods store that everything has been taken 
to the port storage. Millionaire commends him for his hard work, but tells him 
not to take it lightly: no hard work, no eating. But Wanderer knows well that 
he has to work, and he is grateful to Millionaire for taking care of him after 
they both lost everything in the cataclysm ten years ago. 

Millionaire wonders if maybe it's time for Wanderer to settle down on the 
island. He likes it here, it makes sense, so he'll give it some thought. 
Millionaire invites him round for dinner that night, but Wanderer declines, as 
he has to go see Tess and give her a pretty seashell he found at the port. 
Millionaire reminds him that Tess will be heading out for her prayers about 
now, so best not to bother her more than giving her the shell. And don't be 
late for work tomorrow!

Wanderer heads to the Mana Stone at the top of the town, where Tess is sitting 
doing her research. He gives her the seashell, which she comments on being a 
lovely gift. Wanderer then asks her about her research. Goto [CHAP0]

[CHAP0] The beginning of our tale

Lately Tess has noticed something strange happenning with the flora and fauna 
of the area, as if they're afraid. After explaining this, she gives some Notes 
to you to take to Moti which she can't take herself lest she be late for 
prayers at the Mana Tower. 

Tumble then goes to Moti in the town hall (top right house) and gives him the 
notes, which relate to some abnormal growth in plants. As you are about to 
leave, Watts enters the house (who incidently talks like a scot). After some 
friendly chatter, Watts hands over a geode he's worried about, and is trying to 
find answers about here in Illucia, where he thinks something strange may be 
happenning. One of his lads found it. He explains they can alter the essence of 
any living thing, according to Professor Bomb. 

This worries Moti, who suspects that the evil spirits, the power of Mavolia, 
have returned. Ten years ago they were contained when the Mana Goddess herself 
sealed the gates to Mavolia. 

An earthquake then strikes and Pete, a villager, runs in exclaiming something 
has happenned to The Stone. The three rush out to the Mana Stone, a great lapid 
at the back of the town with an engraving of the Mana Tree and the eight 
elementals, which is currently glowing, and then cracks, leaving everyone 
bafflingly philosophical.

A girl, Nana, then rushes in crying for help. The Mana Tower has been swallowed 
by a white light! Nana escaped, but Tess is still inside. You offer to go 
and rescue her, at which point Watts tell her to take Professor Bomb's latest 
invention with her: the Gem Frame (see [GEMS] for details). Moti also provides 
you with the Magic Rope, that will return you to the village should you see 
yourself in trouble.

As you head out of the village, onward toward your first quest, a voice calls 
to you urging you to stop. The eight elementals appear and offer their 
services. You can only choose one to take with you, and since you're going to 
be up against fire, either take Undine or Shade.

And now, young traveller, it is time to face the music and dance. Onward to...

[CHAP1] The Mana Tower

-1st Zone
Gleamdrop: Hidden by a pot
Gleamwell: --------

As you approach the Mana Tower you see that it has changed completely. As you 
enter, the elemental will explain to you that the force engulfing the tower is 
ripping it's fabric apart, and is bringing monster into the world. 

You'll then receive an explination from your character that you use A to attack 
and can perform up to a 3 hit combo. Take out the nearby Rabites and open the 
chest in this first room to receive a Gumdrop. Break the small jars in the room 
in case any have any items, and then move on to the next room.

Here you'll be confronted by some Chobin Hoods. Pause for another explanation. 
This time you're reminded that Moti taught you to deflect arrows with your 
sword by holding down the A button. Give the skill a try, and combine it with 
your previous knowledge to take out the archers.

The next room will prompt another tutorial, this time about the Fury bar. Wen 
you strike an enemy or are hit, the bar will fill up. When full, use SELECT to 
release the power. This will make your attacks faster, and holding A will 
unleash powerful attacks.

But that's not all. Now some Slimes will appear, and your elemental will step 
up to the challenge. They'll explain that to summon them, you must hold and 
release the B button, and they will blast everyone with magic that's nearby. 
Alternatively you can touch them and receive their support power (see notes on 
[MAGIC] for more details on these powers). Personally, I don't use magic much, 
but I suggest practicing the skill so you have all your options open to you and 
are well versed in them, so press down B until you hear the sound effect for 
summon complete, run up to the slimes, and release next to them, then leg it 
while they do the dirty work for you.

Moving on to the fourth room here sees our character startled at the lack of 
stairs. Cue another tutorial. YOur elemental will explain that due to changes 
in the fabric of space, stairs are no longer here (trekkies rejoice!). The 
spirit will feel the Mana Goddess' power coming from nearby, where you will see 
a glowing spot on the floor. This is the Gleampool, and you'll need to find the 
Gleamdrop to amplify its power and transport you to the next level.

Fight off slimes and break pots until you find, in one pot just below the 
Gleamwell, the Gleamdrop. Your elemental will explain this is a crystalized 
form of the Mana Tree's power, and will amplify the light of the Gleamwell 
enough to let us proceed. Use th A button to pick it up and carry it to the 
Gleamwell. Press A once you hear asparkly sound effect to move on to the next 
floor. But remember, while carrying the Gleamdrop you CANNOT attack and are 
rather susceptible to getting slaughtered, so get all your bottom prodding out 
of the way first.

-2nd Zone
Gleamdrop: Hidden by a pot
Gleamwell: --------

Your instruction isn't over yet. Now you learn about using your items by 
pressing the Y button. Since you have some Gumdrops, this will be the item in 
question, which restores 30HP if you have received any damage. Once you have 
more, you can switch between them using the L button. You can see which is 
equiped in the top left hand corner of your screen. You'll also learn about 
selecting Multiplayer from the menu screen when you're in the town if you want 
to invite a friend to play.

That done with, let's get back to business. You're now going to receive a 
rather swift lesson in recoil. There are barrels lying about the place just 
before you enter each room and your enemies appear (which now include some nice 
zombies, by the by). If you hit these with your third combo hit, they'll jump 
up in the air same way enemies do, and when they land on an enemy will do some 
considerable damage. Of course, enemies have this property too, so if you're in 
a narrow passage with lots of enemies, launching the first back toward the 
others will weaken them for the kill afterwards. But beware, recoil can affect 
you too, so watch out for falling enemies coming toward you.

Work your way through the stage until you reach the end, where are rather nasty 
floating sword will greet you. He can pack a nasty jab, so don't take him 
lightly. This is where the barrels will come in handy, as he can't attack 
through them, so stand behind one and lob it at him a couple of times before 
working your way round and finishing him off. Now do some bull in a china shop 
work on those pots to find the Gleamdrop. Don't pick it up yet though, there's 
a surprise waiting for you next to the Gleampool, and that's 3 more swords a-
slashing. You may want to consider using some magic on them if you have any MP 
left. The reward lies behind them in the form of a Golden Cest, containing a 
Crystal of Thought.

Now head back, and use that Gleamdrop to get to the next zone.

-3rd Zone
Gleamdrop: Hidden by a pot
Gleamwell: --------

First thing you'll see is some treasure chests guarded by an almost 
indestructable floating block. You can get past it by beating it senseless, but 
don't bother trying, and least of all attack the barrel. You'll knock it back 
in to the chests, they'll open, and their contents will disappear before you 
can say "tie me kangaroo down, skip". So ignore them for now, and deal with the 
enemies to the left of this room. You should be at level 3 by now, so they 
shouldn't pose much of a threat. 

Work your way round the back, dealing with more enemies on the way, and you'll 
find another barrel, some pots, and the same chests from before. Watch out for 
the blue ones, they have spiked underneath that will inflict damage on you if 
you walk over them. Your reward should be two Crystals of Lore.

Work your way round to the bottom of the screen where the Gleampool is and 
prepare for an ambush to the left, comprised of some swords and Chobins. This 
means close and distance attacks, so you may want to lead the swords out of the 
archers' reach. You'll be rewarded with both the Gleamdrop under one of the 
nearby pots, and if you follow round to the left you'll see another chest you 
couldn't reach before, containing a Bronze Sword. You should get to Level 4 
defeating these enemies too, meaning that you'll actually be able to use that 
sword when you gain your next level. Take the Drop to the Pool and advance to 
the next zone.

-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

The enemies in the centre of this level, four flying swords, have the Drop 
hidden upon their person, so head on in there and beat the snot out of them. Be 
aware that on the rebound they tend to hit jars around them, so careful with 
losing items here. The chest contains anoter Bronze Sword. 

Once you have the drop, take it round to the Pool and drop it nearby, there is 
more work to be done. The moving objects that block your path from reaching the 
bottom of the level can be defeated, but they have 90 hit points, so prepare 
for some button bashing. Alternatively you can sometimes block them with 
barrels, but that'll take some practice.

Now you have added a Crystal of Strength and 100L to your loot, head back the 
pool and use the drop on it.

-Save point

You'll now have the option to save you progress and do some equiping, 'cause 
it's not over yet (in spite of the really happy music). So Open the Main Menu 
and get yourself ready, by putting some Crystals in your frame and equiping any 
armour enemies may have dropped. 

After this, continue on.

- [BOSS1] Boss Battle : Xangar -

You find Tess in a clearing, who explains she was praying when suddenly 
everything lit up and she was transported here, away from the Tower. But 
really, it IS the tower, but space has been changed.

At this point our fiery friend appears and Tess is told to run for cover, 
leaving us to deal with the nasty little beastie. Don't touh him, he can set 
you alight!

The beast will fly at your horizontally, or attack from the top of the screen, 
launching small heat seeking flames that dissipate after a while, or if he 
forms a tornado around him he'll launch a towering flame that circles the 
centre of the screen a few times, before he then flies downward off the screen. 
Watch out for these flames, as they set you on fire, and render you rather 
useless, running around like a lost chicken. If you're feeling confident, use a 
Parry on these, but remember, you can only deflect 5 times at the moment.

Any attacks at this point are utterly and absolutly useless. He has a shield 
protecting him from harm. You may want to take the opportunity to break jars if 
you have space for some Gumdrops. 

You do have to land some blows to him though to continue, so once you've got an 
idea of how he moves, land a few hits. After a while, your character will 
realize the futility of this situation. Then suddenly, a sword falls from the 
sky and sticks itself in the ground near the beast. A light emanates from it 
and suddenly the protection the beast had is gone. Now the battle will start 
again, but the odds are looking a bit more promising.

He now has some more attacks though, so you're back to square one. He can stay 
at the top of the screen and launch two shurikens at you (these inflict 
confusion as well as the damage), or just fly downward in the same way he did 
horizontally before (which is anounced by a distant squawk). The only way 
you'll avoid the shurikens is to go right to the bottom of the screen or to 
deflect them back by parrying with your sword. They move faster than you can, 
so you can't out-run them once they're launched.

Your best bet is going to be waiting 'til he flies by and trying to land a blow 
then. Once you've weakened him a bit he'll start to fly much faster though, so 
watch out. Else wait for his tornado attack and get behind him, that'll give 
you a good chance at hitting him 6 or 9 times.

Once you've defeated him you'll receive your mission tally, and receive a 
reward depending on your ranking. This can be in the form of items, armor, 
accessories, etc. Once you've chosen your reward, you'll see the beast split in 
to two essences (Fire and Wind) known as benevodons and vanish. 

Tess and your character will now head over to the sword and be blinded by a new 
light from the sword. Tess seems troubled, but says she's alright. 

But we're not the only ones on the scene. A Man's Voice comes from a distance, 
intrigued at a human defeating a malevodon. A dark clad man walks on, asking if 
this sword is the Goddess' solution, and tells them they have no business with 
it. But the sword will not let him take it.

"So, mother goddess, you have some power here. Still, it is of no consequence. 
The Mana Tree is dormant and powerless to interfere. Now, no one can stand in 
my way!"

He claims a new force is rising, that the lost shall return as the world 
withers, and will soon cease to exist. Then, as mysteriously as he arrived, he 
vanishes. An earthquake then strikes, and the two look out over a scene whereby 
three cities are engulfed by sky-scraping towers of light.

The two return to Moti's house, with the Holy Sword now in your posession. They 
explain the appearance of the sword, the strange man, and how he reveled in all 
the strange happennings of late. Moti fears the horrors of ten years ago 
repeating themselves: the gates of Mavolia opening again!

It is decided that something has to be done. Watts heads back to Ishe to put 
togehter an expedition, while Moti contacts other nations to seek aid. Our 
task, meanwhile, as chosen ones of the sword, is to investigate the towers of 
light that have appeared in Lorimar, Jadd and Topple. As the ones in Topple 
seem to be causing the most grief right now, this will be our first stop. To 
help is on our way, Moti gives us the Light Flail, and explains its various 
uses to us, as well as now giving us the option to train in his back garden 
should we want to. 

When we're ready, he asks us to see him at the upstairs balcony of the Silver 
Mermaid. Before that, I'd suggest taking a few subquests from the recently 
opened Dud Services, as well as the subquest you receive from chatting to Tess 
at the Mana Stone. You will also have available the elemental subquest for 
Jinn. See the [SUBQUEST] section for details on how to access the elemental 
subquests.

Also make sure you visit the Bomb Brothers to receive a Purple Gem and learn 
about gem fusion. 

(Note, Dazareth has told me that he did not receive the gem until he talked to 
the Bomb Brothers after removing gems from his frame. I have yet to confirm 
this, but if you're having the same difficulty receiving the gem, try this tip 
from Dazareth and see if it works.)

[CHAP2] Star Lake, Topple

When you're finished doing some subquests (I really can't recommend this 
enough, 'cause not only will you gain levels, but gems, recovery items, armours 
and weapons from enemies... you'll hardly need to shop, if at all, which at 
this point is a really good thing because you're probably rather poor at the 
moment) and stocking up on any material if necessary, head for the upstairs 
balcony of the Silver Mermaid and talk to Moti there. 

To get to your next mission, Moti will give you a Spin Drum, which was 
entrusted to him by the spirits to call upon the guardian spirit Flammie. You 
take this, go to the balcony, and spin it. One nice FMV sequence later, and 
you'll be flying around over the Mana Village on top of Flammie. Click on the 
More button at the bottom of your screen to leave Illusia Isle and head for 
other lands, then go for the Star Lake on the Isle of Topple. Now we've landed 
and taken a nice long look at the lovely waterfall, time to enter the cave.

-1st Zone
Gleamdrop: Hidden in a chest
Gleamwell: --------

Now at this point I'm going to give you a heads up on some new things to do 
within the level relating to item finding and general navigation. First off, 
the bushes in Star Lake often hide items and bags of money in them. To reveal 
them, charge up your flail as if to draw an object near, aim at the bush and 
see what happens. If there is an item, it will be brought out to you and 
pickedup. If there isn't, you'll be pulled toward the bush. Also be careful of 
monsters hiding in the bushes.

The second thing is the small pink plants that appear to be substituting the 
barrels. You can push these around, and they will come in handy for the next 
type of plant, which is the grabbing grass. This grass will move in the wind, 
and when you step on it, will tangle you up for a few seconds, making you 
susceptible to attacks and stopping you from doing ANYTHING about it. You just 
have to keep running until it lets go. But, they are weak to being cut down 
when in this state, and also trap enemies and pink plants... So, either lure an 
enemy in, or push a pink plant on to them, then take one hack with your sword, 
and you can clear a path through. 

You will also see some large vines blocking your way often enough, same as the 
big blue jars in the Mana Tower. These can be broken either by a falling enemy, 
or you'll have to wait until you get a hammer later on.

That done and dusted, on with the level. You'll get to practice all of the 
above here with little enemy hinderence, so try out your new skills and get 
used to how this level works. You'll find the GleamDrop in the first chest you 
encounter to the left of where you start the level, so pick it up after 
defeating the nearby beasties and drop it further down the level as you go 
along, and keep doing this, leaving it behind until you've cleared yourself a 
path. This'll save you going all the way back afterwards.

-2nd Zone
Gleamdrop: Hidden in a chest
Gleamwell: --------

Now the fun begins, we see the return of the Mad Mallard. He packs a punch, so 
watch out. If you followed m advice on the subquests, you should AT LEAST be at 
level 10 by now. The Drop is in a chest on the far right hand side of the zone, 
but make sure you drop by the left hand side. There are three chests huddled 
together across to pits of spikes. To get across, use the Flail to hook on to 
the bushes in between and pull yourself along. There are also another two 
chests near the drop, at the bottom of the level. To get to these, push the 
nearest pick flower you find down and Sword Combo it into them to break them. A 
gem and money are in store. Another gem is located just above these on an 
island. Use your Flail to open the chest and pull the gem back.

This will be your first encounter with impure gems. If you've read the Gem 
Guide you'll already know, but just in case, these gems grant powerful boosts 
but are unstable, and so will reduce other stats. Careful using them.

Once you've done some more exploring, take the drop to the pool 

-3rd Zone
Gleamdrop: Hidden in a chest
Gleamwell: --------

As if Tonpoles weren't enough nostalgia for you, now you get Snap Dragons too. 
An they'll gobble you up just like the old days, so proceed with caution. On 
your left there will be a golden chest behind a pit of spikes, guarded by two 
fake chests. Take these out with your flail to avoid any trouble from them.

At the top of this level there is a grouping of four, yes four, heavily guarded 
golden chests with some nice rewards in them. To get to them, push one of the 
pink plants up to the grabbing grass at the top right corner of the zone and 
hack own the grass, then use the same plant to kill knock down the vines. Do 
this twice, and prepare to kick some buttock to get at the golden booty.

You'll find other passages with the same properties. Same technique applies. If 
you run out of pink flowers, you can always come back to the level again using 
the space-time distortion.

-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

This one's pretty simple, take out the enemies, and the slithery one will give 
you the drop. Make sure you check out everything in this room before moving on, 
you'll be up for a challenge next..

- [BOSS2] Boss Battle : Galem -

Now this one is an interesting boss battle, so get your equipment and gems up 
to speed with what you've found on your way. The beast is a huge bush, 
basically. You character will use the Holy Sword to strip away it's protective 
aura.

The boss will launch his orbiting mini-bushes, and there is no way of hurting 
him. To get around this, you have to use a charged flail to pull the bushes 
away, defeat them, and once you've done them all attack the core. Careful when 
he glows, he will send out vines that rise from the ground and knock you out 
temporarily.

Once the mini bushes are defeated, start pummeling the centre, but watch out, 
he'll regenerate the orbiters, and if you're standing right next to him you 
will die almost imediatly from multiple hits.

Give him two or three rounds worth of beating and he should be yours.

The boss will again split in to two benevodons (Light and Wood) and disappear. 
In his place, the face of a tree will float in the air. He will introduce 
himself as Treant, patriarch of the trees. He explains that the power warping 
the world is not that of Mavolia, but of Mana. He doesn't know why, but it's 
surging out of control and may destroy the world. To avoid the world being torn 
apart, he entrusts you the task of quelling the Mana collumns spurting over the 
world.

To help you, he will give you one of his branches, which will open the way to 
other places. You then make your way back to Moti's place and give him and Tess 
the low-down. Moti will now give you a new weapon, the Short Bow. You can now 
attack enemies at a distance, and charm those nearby by charging and plucking 
the bowstring. 

Now go and visit the Bomb Brothers. Balbo has just been given some ore which 
he'll use to expand your gem frame. Now you have a 4x2 grid, meaning double the 
gem capacity you had before.

Your next course of action will be to talk to the villagers and find out some 
more details about recent incidents. But first, I'd suggest doing some more 
subquests to prepare yourself for the upcoming stages, they only get harder.

I'd recommend at this point that you get your level up to 19 or 20, and equip 
the weapons apropriate for said level. Gem-wise, taking in to account that I 
don't use magic, I've decided to invest in a "Soul of the Gemma" and add that 
to my "Sword Training" gem. Other combinations you can try are things such as 
two "Berserking" with as much defense as you can fit in to compensate for the 
defense loss (if you don't, you're a sitting duck, and I cannot stress this 
enough, you WILL die VERY quickly). Also beore questing too much, get rid of 
some of your duplicate items, and maybe even increase your knapsack to hold 12 
of each, so you can stuff your bag full of even more goodies to sell later. You 
can't sell things for much, but to be honest, this game really makes you save 
up the pennies, so you might as well. Otherwise, you're going to find yourself 
revealing items that you can't pick up because your inventory is full, which is
a waste. I was able to pull together an extra 20000L pretty much this way on 
top of what I was getting from the quests themselves.

You'll also notice in Moti's place, right next to the fireplace, a shining 
object. It's a Rusty Key. Take it over to Moti and he'll reveal that it is the 
key to the haunted house, which is in fact where the village stores all its 
records, studies of the tree. He had intented to give it to you or Tess, but he 
misplaced it. He tells you to keep it. Now take it to the door of the haunted 
house, below his, and open the door. You'll go in and have a rummage through 
the books in there, finally finding what looks like a Journal. It is entitled 
the Adventurer's Log I. It talks of the adventurers quest into the Star Lake at 
Topple, and how he heard a dragon's roar. He went to investigate and indeed 
found a dragon, which enquired whether he had come to be eaten. When he said he 
came to slay the dragon, it laughed and attacked. The adventurer vanquished the 
dragon with two slashes of his blade. Astonished you finish reading the tome, 
and Tess walks in. She reads the journal too, and asks if you're planning on 
going to Topple. If you say yes you'll take this on as a subquest. 

Now with this extra money, and seeing as we're going into Jadd, you may want to 
invest in getting one of the Elemental Friend Gems and fusing it with a Crystal 
of Thought. This will give you a gem, Virtue of Balance, that will allow you to 
walk on quicksand as if it were normal ground, and you'll see as we go through 
that it can prove tremendously useful to access certain chests in the desert. 
You can of course always revist the level later with the gem if you don't want 
to invest in it now and would rather hack your way through the first time 
round. You'll get the low-down of what the chests have ahead, so judge if you 
want the items or not. 

[CHAP3] The Fiery Sands of Jadd

Go round talking to the villagers, in particular make sure you talk to Nana in 
the Silver Mermaid, as she will reveal Moti's worry for his homeland of Jadd. 

(IMPORTANT NOTE: If you have NOT completed Tess' quest to rid the Mana Tower of 
monsters as suggested at the end of the first chapter, this trigger will not 
occur, so make sure you do this subquest.)

Next head over to Moti's and you'll find that Nana's suspicions are correct, he 
is troubled by word reaching him that monsters are attacking the desert land of 
Jadd. Which means that you now have a new mission to head out on: head to Jadd 
and find out why monsters are inexplicably on the rise.

Get your armour, weapons and gems equiped and ready, Save, and call Flammie. Ah 
that soothing music... Just as before, a new location will show up on the map, 
the Fiery Sands of Jadd. 

Your feet firmly on the ground, you'll find that the wind is making it 
impossible to go any further. Good job we have that branch from Treant to use 
as a wind-break. The wind will stop, and the level will now start, with some 
rather funky racy music, I might add, that has my head bopping as I play.

Now, some quick notes on new game physics here. New land, new dangers to face. 
First off, bushes. The red ones are safe as a sausage to cut down, but if you 
hit a green one, you'll find yourself siled with paralysis, meaning your 
character will hesitate every now and then and won't be able to move. Also, the 
enemies are going to start getting really nasty. Bees are very versatile in 
long and short distance combat, the rolling green armadillos can spin a rock 
formation toward you causing you to not be able to attack, and the walking 
skeletons will resist your hits while their shields glow. Aren't you glad you 
levelled up?

Another quick note. This time, barrels are substituted for small round cacti 
with pink flowers, and these can be used to knock down the rather large cacti. 
However, unlike previous instances of these items, they will hurt you if you 
touch them. But they also hurt enemies, which means that some monsters will die 
simply by insisting to walk into a cactus over and over. Let one do it, 'tis 
very funny indeed. So how do we move these small cacti ourselves? Have I not 
taught you the wonders of the Flail? Stand where you want the cacti to be, 
pretty much, the pull it towards you. Sometimes it will damage you, sometimes 
it won't, but you stand a better chance of avoiding tooth-rot this way.

-1st Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

There's nothing particularily note worthy in this zone. It will get you used to 
the enemies and dangers of this level, as well as reward you with an impure gem 
or two along the way, so take your time to study how the enemies move, swarm, 
and attack. You'll also find that rushing in to things in this level won't get 
you far, as the maximum number of enemies on screen has now increased, so 
diving in head first could get you into a LOT of trouble.

-2nd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

A few new enemies here, but nothing that you can't handle by now. At the 
topmost left hand corner and the bottom right hand corner of the level you will 
find two unpassable chasms with a skeletal rat and a chest. Defeat the rat with 
your Bow and then reap the rewards, including the Gleamdrop which you will get 
from defeating the rat. You should also receive a Steel Sword and an Impure 
Gem.

-3rd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

Now first off, to the right of where you start you will find a chest guarded by 
snakes (I hate snakes!). This should pose you any problem, so deal with them as 
you normally would. Now, don't attack the snakes on the other side of the 
chasms, you don't want one knocking that chest open. Instead, head back to 
where you started, and go up and then right. They only have Lucre in them, so 
nothing terribly exciting. Now the chests above, that's something different! To 
get to these we need to have created a Gem called Virtue of Balance (as 
mentioned before). The chests contain two impure gems, a yello, and some Lucre, 
so nothing too special. There are also two trap chests, so watch out.

Other than that, this zone has little to offer, so make your way over to the 
left and defeat the skeletal rat to get the Gleamdrop, right next to the 
Gleampool. 

-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

Well now, almost a mini-boss, you could say. First off, get some distance, he 
can't follow you out of the sandpit, so quite calmly collect the Lucre in the 
chests and when you're ready hit him with a few arrows from outside the running 
sand Then go in, collect the drop and get to your save point.

Now, if you happen to have collected any new items or gems that you're 
interested in, and have the level to use them, equip as per normal, Save, and 
get ready to move along. 

-5th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

Again, the rat has the Gleamdrop, and there's nothing terribly exciting in the 
zone. Hack your way through, collect an impure gem in the golden chest at the 
top middle, and move along to the next level. You may want to have bow equipped 
for those bees, and get some practice in.

-6th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

Same as before, I'm afraid. Lots of monsters, not many goodies, and the rat has 
swalloed the key.

-7th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

Same old same old, except we do have some more quick quicksand to deal with. 
Now, if you have the gem, it's easy. If not, you can at least get two of the 
chests. The chest on the left you can get by flailing yourself diagonally over 
the first batch of quicksand, then flailing the chest. Only gets you a Crystal 
of thought though. So head round to the other, which you can reach easily, for 
a Saber. You CAN get across the first lot of sand with the Flail, but it'll 
only get you far enough to set off the trapped chest. The other two remain out 
of reach. One of them contains an impure gem, the other a piece of armour (this 
can vary).

The drop is right over the far left, and again it seems the rats got to it.

-8th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

It's the same cockroach as before, except now there's no chests to keep us 
happy. Same tactic as before really, and head for the exit.

Now, it's your last chance to save and equip before the boss, so make sure 
you're up to scratch. If you used the gem to stabilize yourself over the 
quicksand, you may want to switch to something more useful now, although it 
could still be useful on the boss' quicksand, but personally I don't think 
you'll need it.

- [BOSS3] Boss Battle : Thaydol -

Well your character knew what was coming, and I'm sure you did. Yep, it's 
another big beastie with a barrier that needs some Holy Sword intervention. And 
doesn't he remin you of something from Seiken Densetsu 3?

Anyway, on to the fight, you're on uneasy ground sliding toward the boss all 
the time, but don't worry about falling into the pit, that's not going to 
happen. 

This is probably the easiest boss you'll face in the game! While in his back 
position, he'll lunge at you with his claws and knock you back. Now, if you 
stand right in the middle and pummel him with arrows, he doesn't do any damage 
to you with this side swipe, just knock you back (or at least that's what 
happenned to me, if you find out otherwise let me know and I shall ammend). 

When he leans forward, that's a different story altogether. Run like hellfire 
toward the far right or far left. He'll either set some blue flames ablazing at 
different parts of the quicksand, or lunge at you with both paws straight down 
the middle. Either way, if you keep far to either side, you'll miss those.

Then just run back and keep hitting him with arrows. I defeated him in around 2 
minutes, and that's while writting this, so you can probably do it in much less 
than that.

After your ranking and prize, we see the beast split into two spirits once more 
(the benevodons of Moon and Shadow), and are now greeted by Gaia as the heir to 
the holy sword of Mana. He is the face of the earth who has been sleeping for 
ten years also (holy hibernation, Batman!). He explains that evil forces flowed 
through the creature turning it into a malevodon, and the sword restored it to 
its true form, through the rebirth as a benevodon, of which six are already 
born (the ones corresponding to the beasts you've defeated... all starting to 
make sense now, eh?). Your sword has the power to restore the world to its 
proper state. 

He also states that you must stop the man you saw before at any costs, even if 
he defies the will of the planet. Gaia then hands over a stone of his being 
that should break his spell, together with the branch from Treant. With that, 
he vanishes, leaving you to return and explain it all to Moti.

You show the stone to Moti, but he is equally puzzled about who the man is and 
what his spell is. What Moti can do is to give you another weapon, that Watts 
crafted himself and sent as a gift: the Mallet! You can knock enemies back with 
these hammers, and send shock waves through the ground to knock them over or 
hit pegs into the ground. And, quite importantly, break the big pots, cacti and 
vines we've been having such a hard time doing so before! Now, this does have a 
down side to it... Unfortunatly, this now means that in pretty much every quest 
and zone, the Gleampool is going to be hidden by one of these large objects, 
which means not only do we have to find the Gleamdrop, but the pool as well, 
and with the recoil time the hammer has, that makes it a long task. So all I 
can say is...

IT'S HAMMER TIME!

Well, not really, it's actually time to save, and do some more subquesting, as 
well as checking out new stocks at the stores. You may want to revisit some of 
the levels you've already done as well if there were things you couldn't get 
before (like the chests guarded by quicksand). Also make sure that you Chat 
with Balbo of Bomb Brothers to receive their subquest. You will now also have 
available the elemental subquests for Salamando and Luna.

If you want some good levelling, I'd recommend Fiery Sands subquests that 
mention eliminating all the monsters, specifically those stating "overgrown 
insects". These large cockroaches award 14 EXP each (as opposed to the rather 
meager 2 that most enemies are awarding), and when you've got a whole batch of 
20 or so of these bugs, that means almost a level in itself. Or half, at least. 
And if you REALLY want to get the best out of them, you may want to consider 
investing in a Heart of Progress gem. It'll only increase the gain of EXP by 
50%, and it takes up 2x2, but an EXP saved is an EXP earned.

Another suggestion is that you take the time at this point to revisit old 
stages as their original missions, and try to better your ranking to Gold if 
you didn't manage it first time through. This will give you some rare Purple 
Gems to increase the level of your focused attacks during Fury, so they're 
worth getting your grubby mits on.

My recommendation level wise is to get your character up to level 30, and kit 
them out with the best available gear (because at level 30 you'll be able to). 
Gem-wise you'll probably want to stick with what you know, or if you've aquired 
some better gems switch them out, but you don't have any more space to put them 
at the moment, so you can't add more on. You should probably, if you have the 
money, upgrade your knapsack. I went straight to Jumbo at this point, but you 
can just go for the next size up, it'll do just fine.

Once you feel you're ready, we'll move on to the next chapter.


[CHAP4] The Ice Citadel of Lorimar

Once you're ready for the next level, go talk to Tess. She'll reveal that 
monster are attacking the Ice Citadel in Lorimar. No one can get in as it's 
protected by a strange barrier. But we, of course, have the Stone of Gaia, and 
this sounds just the situation he was talking about, so we'll reassure Tess 
that we can handle it (seeing as she's from Lorimar and all) and save the day.

Set out from the Village, and once more a new spot will appear in the map, this 
time on the northwestern isle of Lorimar. Set a course and engage (you may want 
to read the next couple of paragraphs with regards to gem equipment, but it is 
not essential).

You arrive before the gates of the Citadel, surrounded by a purple barrier. 
Without hesitation, your character will release the power of the Stone of Gaia 
and the Branch of Treant, and the barrier will be broken. Time to find out 
what's going on inside.

Before we go on ahead, a quick run-down of the game mechanics for this level. 
You'll now be facing patches of ice (patches can be read as "huge ice-rink 
sized stadiums worth" in some zones), which prevent you from turning quickly, 
if at all, and will have you sliding all over the place. At certain parts, it's 
important to start walking on these diagonally to catch on to the edge of your 
turn, but we'll get to those. Note that if you have the Virtue of Balance 
equiped, this will allow you to talk on ice with no hinderance, same as we did 
before with the quicksand. Again, this will leave you without 2x2 of your gem 
frame, so you judge. Personally, I find that I can get along without it just 
fine.

Also you're going to be in danger of getting turned into a snowman on a regular 
basis. Again, we could use gems to counteract, but hopefully by now you should 
be used to avoiding danger like the plague, so we'll trust your acquired 
skills. In any case, if you're having problems, there's always the 4th Zone 
save-point to rearrange your tackle.

Terrain-wise, we now have small and large ice blocks that are destroyed with 
sword and hammer respectively as in previous levels. Beware of the lighter 
small icicles, as they will be the ones doing the freezing into a snowman on 
you and the enemies (don't you just lng for those days in the Mana Tower where 
all you'd get were spikes, eh?).

-1st Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by ice

This zone is designed to get you quickly used to your new dangers. There's 
nothing special here, aside from large amounts of blue rabites, and a huge 
patch of ice (yes, Sanka, ice!) over on the right. The Gleampool is hidden 
under the top-right-most large block of ice.

-2nd Zone
Gleamdrop: Eliminate all monsters
Gleamwell: --------

Now we're inside the castle itself, so we're back to pots, but still huge 
quantities of ice on the floor. You'll also find that you can slow your advance 
on the ice by pushing the crates that you find alone the way, but this will 
slow your progress and open you to attack. Another good thing is that you can 
use your hammer on these and on the enemies to place a nice game of billiards 
with them, and get them out of the way. Remember though, chances are you'll pot 
the cue-ball if you're not careful.

Take the route round to the left, defeating all your enemies, and move on.

-3rd Zone
Gleamdrop: Defeat a certain group of monster
Gleamwell: Hidden by ice

Back outside, the first thing we'll see is a chest just next to us. Careful, 
it's a trap! Use the bow on him to try and knock him out. Now head on down and 
toward the right, getting rid of Chobins and the flying pinyata enemies along 
the way. The Chobins are the group to defeat in this zone.

Now, about half way across the stage you'll see a path leading upwards with a 
really blue ice-patch. This one is much more slippery than the standard white 
ice, and as soon as you get into motion, you'll lose control of your character. 
The way to tackle this is to run at it diagonally (up-right). Now your 
character will use the wall for friction and stop a few paces to the right. Do 
it again, and same thing, they'll stop a bit further to the right. A third time 
will have you catching on the edge of the turn and walking up it. You'll be 
rewarded with 6 chests, but beware, they are guarded by 6 rather mean 
wearwolves, so get ready for some pain and gain. Incidentally, this is their 
first appearance, which coincides nicely with Secret of Mana when you visit 
Elinee's Castle. Ah, nostalgia how I love thee...

When you're done exploring and have the Gleam drop in your hands, go to the top 
right corner of the stage, and the left block o ice will have the Gleampool.

-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

Back in the... warm? We'll find ourselves surrounded by vase. Time to do as the 
bull's do in a China shop. To make quick work of it, put your Flail on, and 
then when you reach the crates, hammer them. If you nee to stock up on Candy, 
this is the place to do it.

The Gleampool is in the bottom left corner of the room in clear view, so now 
you just need to get the drop from the Walking Armour up at the top. He 
shouldn't pose too much of a threat, and you can use the crates to your 
advantage here. If you're at the suggested level and have the right weapons, 
you should find he'll go down with 3 or 4 slashes of the sword.

Time to save. You shouldn't have anything of particular interest to go 
equiping, so just move along.

-5th Zone
Gleamdrop: Defeat a certain group of monster
Gleamwell: Hidden by ice

A rather non-eventful zone this one, although we do get a glimpse of a new 
monster, resembling an ant-eater of sorts. His rolling attack is quite nasty 
(bit like the Mad Mallard's one) so watch out. And it's exactly these guys we 
ned to defeat to get the Gleamdrop. So, have at them, cowboy, then take the 
drop over to the far right. The Gleampool is hidden, quite obviously, under the 
large ice block surrouded by spikes and more ice.

-6th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: --------

And back inside again. This level sees the return of our good ol friend Shadow 
Zero. Not quite as friendly as he used to be in days passed, he can inflict 
blindness on us, which can be a bit of a pain if we're trying to navigate among 
spikes. Go through the rooms one by one killing off 4 Shadow Zeros at a time, 
and removing the anteaters from our path down the middle. Once we've gone 
through the lot, take the drop to the visible pool at the far right, and on we 
go.

-7th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden by ice

Now things are getting interesting... Good job we practiced with those 
wearwolved before, eh? Anyway, you'll find yourself doing quite a bit of 
switching between the Bow and the Hammer for this level, as some enemies like 
to keep themselves out of reach. The lower-left section has nothing special. 
The Gleam Pool is found in the iceblock below and just a bit to the left of the 
gold chest in the top centre section of the zone. Careful, that gold chest is a 
trap, while we're at it, as is the second silver one in from the left. The one 
at the far left corner has the Drop.

The right portion of the level has nothing special at all in the bottom, and 
the top has two more trapped chests (the silver ones) and a bronze chest, so 
you don't really have to go here at all unless you feel like exploring and 
getting a Gumdrop.

-8th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: --------

A short level, get the two chests just below you for some meager Lucre, then 
head for the upper right. Four walking armours await you with eager eyes. You 
can either brings some crates with you (which I think is a waste of time) or 
charge in there (which I recommend personally). Best thing to do is knock the 
vases down, wait for one or two to come out, and hit them with your hammer. 
This will disperse them so you can pick them off one by one, and they'll be a 
bit weaker than before. Take them down, get the drop and exit via the Gleampool 
at the right of the central passage.

Save and prepare for battle...

We'll run in to a room (on ice) and find the "Man". He'll turn round rather 
bewildered at the fact you made it in here. But he then remembers Treant and 
Gaia and all becomes clear. This doesn't rock his confidence, as the next stage 
of his plan is already underway. But he's not letting on.

He tells us of a time when land-dwellers tried to harness the power of Mana in 
vessels and use them as channeling orbs, but when chaos engulfed the world ten 
years ago the orbs were buried underground, where they reside now. His plan 
(oh, so he IS letting on?) is to release all those orbs in one shot and destroy 
the world, and he puts it down to the will of the Mana Goddess.

He then summons Landmund forth to take you down, who happens to be a rather 
nasty malevodon, with again, a barrier raised. So he's behind the monsters! But 
this time the sword isn't working... The man tries to taunt you with ideas that 
maybe you're not the hero you think you are, and the sword has abandoned you.

A brilliant light fills the room suddenly, and Tess' voice commands you to 
focus.. to believe! Finally the barrier gives way, much to the man's dismay, an 
the time for battle begins.

- [BOSS4] Boss Battle : Landmund -

This boss is a pice of pie, again so long as you've come prepared. The three 
attacks he had time to inflict were first to breath indeep diagonally and 
release three clouds of toxic gas. If you stay near him on the opposite side of 
his intake, you'll avoid the gases with ease. Take a few shots at him. 

Second attack, he'll raise his fists and hit the floor, so don't be in front of 
him. This will knock you to the ground, and icicles will start to fall. They 
don't do much damage, but you're best to avoid if possible. Just above the boss 
to the right I found to be a good spot.

Third attack, which can catch you easily off guard, is to roll diagonally down 
in your direction, get to the corner of the screen, head up, then diagonally 
down to the oposite corner, and back up diagonally to the centre top. After 
this his pattern will move to the first or second attack.

I found that slashing at him full on, he didn't get a chance for another 
attack, and so should be the case for you if you've been following my level and 
weapon advice. 

After receiving your reward, Landmund will split into the two last benevodos 
(Water and Earth) and disappear, leaving you alone with the man again, who 
states the eight benevodos are now all born. He's impressed at your ability to 
call on the sword's power so well, but smirks at your threats to bring him to 
the sword. As you raise the sword to him the sword leaps from your hands and 
strikes you down instead. 

The man explains that the Sword of Mana was created by the Mana Goddess, and 
cannot be wielded by mortal hands, and answers only to him, the Mana Lord. He 
then takes posession of the sword, and prepares to move in for the kill. 

At that moment, Watts enters the scene with Tess by his side. While Tess tends 
to you, Watts stands his ground firm in the path of the Mana Lord, who comments 
on Tess' grace from the Mana Goddess. His amusement is short lived, as the 
earth begins to shake. The time has come, and he smiles. The channeling orbs 
are rising.

A terrible dark whirlpool raises skyward from the Citadel, piercing the clouds 
with an evil aura. The Mana Lord then bids the children of Mana farewell, and 
vanishes. 

Watts and Tess take you back to Moti's. Tess watches over you as you sleep, 
while Watts and Moti discuss these latest discoveries. Moti ponders the nature 
of good becoming evil if the wrong hands attain its power, with Mana being no 
exception. Watts doesn't seem to like all the sitting around philosophyzing, 
and is eager to do something about this madness. But how?

Moti explains that the only thing that can counter Mana's force is the holy 
sword the Mana Lord now has posession of. The room falls silent in quiet and 
glum contemplation, until a voice comes claiming they can help.

The group turns to see the Stone of Gaia and the Branch of Treant reveal their 
faces before everyone. Treant prophesies the tempest soon hitting the verdant 
kingdom of Wendel, a Mana Storm that must be stopped. At the centre of that 
storm, Gaia explains you must strike with the power of all eight elemental 
spirits combined. At that moment, when calm sets in, they will suppress the 
Mana surge.

Watts is all for it, but Moti reminds him of the danger of plunging in like 
that. Danger? Excitement? Who else, but you could be up for the challenge. You 
rise from bed, and walk over to the group, still wounded, and calim tha you'll 
go and get things sorted. Tess worries still about your healing not being 
complete, but the brave hero you are put it down to being a mere scratch... 
there's work to be done! 

(Author's Note: it always happens, the heroic music sets in, and suddenly I get 
all wishy-washy and can't write without going all hell for leather with the 
"let's save the world" style of writting.)

The village... nay, the WORLD is counting on you, and you're not about to let 
them down. We must head for the storm, and when we're at the centre, call on 
Gaia, Treant and the spirits to bring this evil scheme to an end! Let's get out 
there and show them they can't mess with the children of Mana!

Our new mission awaits, we must now head to Wendel to subdue the Mana tempest. 

Or so you think! No, now we've managed to get the heroic streak out of our 
heads for two seconds, and are lulled into peace once again by the tunes of the 
Mana Village, it's time to think straight and get our priorities right. 

First off, we want to get some subquests done and bring our level up to a nice 
healthy 40 (which shouldn't take long 'cause you're at 30... 'cause you ARE at 
30, right?). Consider at this point a Heart of Progress if you haven't already 
got one. Though remember, this takes up a considerable amount of your gem 
frame, so make sure you're strong enough for the task (these enemies aren't 
easy pickings either). You'll find that by doing a couple of the character 
subquests, a couple of Dud services, and maybe go back and get a Gold Rank on a 
level or two you'll make it to 40 in no time. You could pass off with just 35, 
which will give you the capability for the latest weaponry, but at this point 
you may as well put in that little bit of extra effort, it'll make your life a 
whole lot easier.

The subquest you receive from Watts is particularily good (I think I managed a 
whole 3 levels). You will also have the elemental subquests for Gnome and 
Undine available to access now.

When you're ready, and have the right level and kitted yourself out, head for 
Brightwood in Wendal, down at the bottom of the map. It has a large cyclone of 
darkness hanging over it, you can't miss it. 

[CHAP5] The Brightwood forest of Wendal

A storm rages so violent you find it hard to keep your footing as you gaze over 
the darkness that has engulfed Brightwood. Now speaking of footing, very 
regularily in Brightwood you'll see circular pegs on the ground. These can be 
hammered down using a focused Hammer attack, so keep that equiped most of the 
time. Hitting them will make bridges appear over the water, so you can advance 
in the level. 

Small obstacles are now in the form of mushrooms. Watch out for the green ones, 
they will inflict poison on you (we're talking 20HP drainage every 2 or 3 
seconds, it is NOT nice). Large obstacles are in the form of tree stumps, and 
you can use a small purple deeleewopper the same way we used barrels before. 
Again, your hammer will be very useful, because the Gleampool has a hbit of 
hiding itself under one of these stumps.

-1st Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump

We start off straight away dealing with our friends the Mushbooms, and already 
we see an example of the bridge-revealing peg. Get your hammer ready, there's 
more where this one came from. Again, this is another starter-level to get you 
used to all the mechanics I've described above.

You'll find the Gleampool in the bottom-right corner of the zone, under a stump 
next to a golden chest. The Gleamdrop is in the custody of the purple walking 
flowers, so take them out (there's not too many of them.

-2nd Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump

You start off amidst dozens of stumps. Start playing some rather precarious 
pool with the enemies, including the return of Sonic, I mean, molebears. The 
Gleampool should be hidden under a stump at the top left hand corner of the 
level, so reveal that first off, then hack your way through the purple flowers 
again.

-3rd Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump

You can either head to the right or up at the start of this level. My 
suggestion is upward-bound. Make your way round toward the right, ad you'll 
find 4 stumps near a bridge off to the right. The left-middle stump has the 
Gleampool. Head over the bridge and you'll find a dark-whorl generating enemies 
like no tomorrow. You can use this to gain some EXP, up to you, but I wouldn't 
hang around right now. The whorl CAN be defeated by brute force, but it has a 
rather high HP and you only inflict 1HP damage with each hit, so you could be 
there a while. Head on round the top of the rock formation, defeating the 
exploding pumpkins on the way. These guys have the Gleamdrop this time. Once 
you have it, race back round to the pool. You can only go via the top, as the 
vortex will stop you from going the bottom route (unless you shut it down 
through sheer barbarian frustration that is).

-4th Zone
Gleamdrop: Defeat a certain group
Gleamwell: --------

Our friends the walking armour are back, hiding out on the island in the centre 
of the screen. You have three pegs at the bottom, and each will activate a 
bridge on either side of the island. I'd suggest activating just one and 
heading in. The pegs, from left to right, activate the following bridges: top 
and bottom, left, and right.

It is recommended that you weaken them a bit first with some non-
aimed arrows from the bottom, and when going in make your first hit one with 
the hammer to weaken them more. In such close proximity they are not easy to 
charge head-on, and you could find yourself in for a nasty surprise if you're 
not careful.

Save your game and move on to the next zone.

-5th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump

Something new for us to deal with from here onward are big Xs on the ground. If 
you step on them, vines will rush out and knock the wind out of you quicker 
than you can say "Rabites eat my baby". If you walk in between them, and I mean 
dead-centre, you're fine. Enemies are also affected by these, so for example 
when you head down from your starting point here, you can get yourself into a 
heap of trouble because one enemy walks on them, gets knocked toward you, 
knocks you in to the next lot behind you... Nasty stuff. 

After you've had your first experience with them, head over to the right. The 
Gleampool should be under the stump heading straight right from the bridge. The 
Gleamdrop is held hostage by the pumpkins again.

-6th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump

More of the same now. Defeat all the purple flowers for the drop, and the pool 
should be under the stump that is to the left of a small pond on the left hand 
side of the zone. The chests here aren't too interesting, but they do help your 
score at the end of the level.

-7th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump

Now, for a complex one. You'll find yourself switching back and forth between 
bow and hammer, or combining the two, as the bees tend to kep their distance 
over water. Head over the first two bridges, then move up between the Xs to 
reach the peg you see at the top of the screen from the back (don't approach it 
from the bottom). Hit that down to activate a bridge over on the right hand 
side of the screen. Now, head up again, and careful with the golden chest, it's 
a trap. The silver one is OK. Go down and right and you'll find another vortez 
generating enemies. Go down via the bridge you just activated, defeat the 
enemies here, and hit the peg to activate the bridge above the whorl. Move up 
here and defeat the blue shell creatures to get the Gleamdrop. The Gleampool is 
under a stump just to the left of the vortex. You can go for extra exploring by 
defeating the vortex and heading over the bridge on the right if you feel like 
it. All you'll find there though is a silver chest and three trapped golden 
ones. You can also reach the chests on the far right island from the top island 
using the flail.

-8th Zone
Gleamdrop: Defeat a certain group
Gleamwell: --------

There are two ways to do this level. FIrst you can head up, through the 
mushrooms, get the two chests and hit the peg to open a small bridge to the 
lower part of the level, or you can tiptoe through the Xs and go for them head-
on. There will be 4 Sabertooth Tiger Heads (yes, just the heads) bouncing 
around and getting themselves hurt by vines. Go down and finish off the job for 
them, then take the drop to the pool for another save point.

You reach the eye of the storm, a quiet place. ALmost too quiet. A glowing orb 
of darkness (oxymoron?) swirls just above you. You call on Treant and Gaia, but 
just as you do so, the Mana Lord appears before you. He expected you to get 
this far. He taunts you with the Mana Sword, asking if it is what you were 
looking for to save the world. He may have underestimated you, but he fears you 
hindering him not.

You protest. If this keeps up, the world will... indeed, as he interrupts you, 
cease to exist. Which is exactly what he wants, the destruction of the world 
froma  maelstrom of Mana. Did you think he was trying to take over the world or 
settle a personal grudge? He then disappears to leave you to try and calm the 
storm yourself.

The vortex speeds up, gaining strength, and prepares for your attacks.

- [BOSS5] Boss Battle : Mana Storm -

This is an interesting battle with not an awful lot of science to it. The storm 
will not allow you to get near its core when the vortex is thick. Even arrows 
can't get in. You can use the glowing orbs by knocking them toward the storm 
with the Hammer, that'll do some damage. Magic is too slow to do anything 
whatsoever (the storm will move by the time you've cast it, let alone have the 
spell take effect). So when you see the storm weaken it's vortex, run toward 
it, and hammer away at it with your sword. With your current level it should go 
down with about three bursts of this sort of attack. 

As you strike your last blow, the core explodes in a brilliant light. You'll be 
taken to the ranking screen now. The gold ranking for this level will give you 
the option to a weapon of each type and a purple gem. The weapons can only be 
equiped one by each character (ie Tumble can only equip the bow). 

Returning to the scene of events, the Mana Lord reappears after the storm has 
disolved, and is rather impressed. But how do you attempt to vanquish the Mana 
Tempest without the sword? He is interrupted by the appearance of Treant and 
Gaia.

The conceed that, as the Mana Lord says, they are no match against Mana by 
themselves. But they aren't alone. The spirits are with them. The Mana Lord is 
enraged by their defiance, as he watches the spirits rise through the wood 
toward the tempest above and dispel it with ease (in full motion video too!). 
As you celebrate this victory, the Mana Lord summons his powers and strikes 
down the spirits, Treant and Gaia, in a torment of lightning bolts. He then 
casts you backward to the ground and approaches you with the Mana Sword to 
finish you off. 

Just as he raises his sword, a gem pops out of the ground and hovers in the air 
near the Mana Lord. A dozen more join it and cling to the Mana Lord, who is 
stunned and can't move. Using up a lot of his power he casts them away. He 
can't understand everyone defying him, he is doing what the Mana Goddess wishes 
and filling the world with Mana. As he regrets not finishing you off at 
Lorimar, he has an epiphany regarding the Mana Tree's maiden and her powers. He 
is of course refering to Tess! He then says something about the Seed of Mana, 
and determined that this is the solution to his dilemma, retreats once more. 

You return to the Mana Village, with the words of the Mana Lord heavy on your 
mind. Right now the game will tell you to go talk to Tess, but she is nowhere 
to be found. At this point, before going any further, my advice is to get doing 
some subquests from Dud Services and get up to level 45 before even thinking of 
advancing anymore. Also it is important that you go talk to Balbo and the Bomb 
Brothers, as they have just found a really pure ore and can make your gem frame 
even bigger! The grid will now have the form of a cross, with 2, 4, 4, 2 slots. 
This will make for even more power boosting possibilities you weren't open to 
before. Take the time to plan out some new gem fusions if you have the money to 
(you should have stacks of it at the moment... think of all the possibilities 
about 50000L has to offer), work up a good gem configuration, and prepare for 
some questing.

You will now be able to access the elemental subquest for Dryad. However, 
seeing as Tess is nowhere to be found, you'd think we're stuck with whatever 
elemental we already have equiped, right? Wrong! Go talk to Nana in the 
Mermaid, and she will be able to change spirits for you. 

(Note: At this point in the game it seems one can only do up to 6 elemental 
subquests, as Wisp and Shade's involve areas yet to be completed.)

So my advice is to start out doing some subquests, get your level up 
to 45, or if you're feeling up for it, 50, while keeping your weapons up to 
date and gems in line, and then when you've done this move on to the next 
chapter. You should have no problem doing subquests in a very short time by 
this point. 

Personally, my current gem combination contains Sword Expertise, Sword 
Training, Soul of the Gemma, Glittering Crystal and Chivalry. Gets through them 
like butter.

[CHAP6] The Ruins of Illusia Isle

Now that we're ready for the real deal, it's time to find out where Tess has 
disappeared to. She's not searchign through the archives, so let's go check up 
at the Mana Stone.

We'll find that there is energy glowing all round the Mana Stone. If you touch 
it, gems will spring from the ground, surround you, and transport you to a 
desolate place: the Ruins (this will also appear on the main Flammie map, so if 
you cancel the mission, you can go back via this route).

As you gaze around the surrounding, you get the feeling of having been here 
before, and that Tess has to be here. So let's set out to find her.

There's no really new mechanics for this level, rather it takes everything 
we've seen up until now, puts a nice calming soundtrack over it, and throws it 
at us thick and fast. Gleampools are generally hidden by large brown plants. 

-1st Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a plant

Case in point. Doesn't this remind you of Snow Country from Secret of Mana, and 
I don't mean just because of the enemies either. Anyway, gleampool is under one 
of the top plants, normally next to the bridge on the left, and the drop is 
held custody by the wooly bulls. Also you can access the middle chest by 
hitting the peg in the top right corner of the level and activating the bridge.

-2nd Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by a plant

The pegs will activate the two bridges. Careful, there are 5 or 6 bulls at the 
end of each bridge waiting for you to charge in. You can knock the stone toward 
them if you want. The pool will be in the top right corner, next to the golden 
chest. You must go down to though to eliminate all monsters, so I suggest you 
do the bottom half of the zone first, then move to the top.

-3rd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: Hidden by a plant

The bronze chests on this left side of the main bridge are traps, so don't 
bother with them. You'll need to push enemies into the grabbing plants at the 
bottom if you want to get the two chests there. The drop is held by the blue 
eye in the centre of the bridge. As for the pool, take the drop over to the 
left side of the bridge, and break down the plant at the top. Also note, the 
grabby plants will reduce your HP while you're stuck.

-4th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: --------

Get the chests, hack down any of the plants surrounding the skeleton in the 
centre and have at him, he'll go down in a few strikes of your sword if you're 
following my advice. Save, and continue onward young warrior.

-5th Zone
Gleamdrop: Hidden by a flower
Gleamwell: Hidden by a plant

The drop will be hidden pretty near the bottom right. Careful with the two 
fountains, as when you hit them, they will generate a field that knocks you 
backwards. Make your way round the right hand side of the screen, and hit down 
the two pegs at the top. These will reveal the bridge up the centre of the two 
fountains, which leads to the plant underwhich the pool is hidden.

-6th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden by a plant

First hit the peg on the right to extend the central brige to the island with 
the Gleampool and the one above that. Won't need to go there yet, so hit the 
peg to the left to reveal the long bridge up that side of the zone. This will 
lead you to the chest with the GleamDrop. You can also then hit the peg on this 
island to head across to the right and then down to the island with the 
Gleampool. 

-7th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a plant

You'll find here that by going up and round to the bottom right, you'll kill 
off all the pink snake-tails you need to get the drop, and will end up right 
next to the Gleampool under the last plant in the bottom corner. If you're 
looking to get some chests, head over the left through the grabby plants ad 
take the gold chests and the top and bottom-most silver ones. The rest are all 
traps.

-8th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

You'll find yourself surrounded by plants to be knocked down. Best bet is to 
get to where one of the stones is and play a game of billiards. Make your way 
to the top right for the pool. If you're interested, there's a golden chest at 
the top left, but nothing too interesting in there. The pool is guarded by the 
skeleton with the drop and three mer-men. Another save point, which I suggest 
you take advantage of.

-9th Zone
Gleamdrop: Hidden by flowers
Gleamwell: Hidden by a plant

This level is longer that previous ones, so we'll be heading in to double 
figures soon. Anyway, the pool shoul be under the plant next to your starting 
point, and the drop is to the right of the fountain near the top of the level. 
Aside from that, nothing to report other than a rather large number of 
werewolves.

-10th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by a plant

Beat your way through everyone, take the chests although there's nothing really 
interesting in them, find the pool under a plant around the middle left of the 
zone. 

-11th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden under a plant

First off, take down some plants in the bottom left corner, and hit the peg to 
activate the bridge at the top right of the zone. Head up there, across the 
bridge, and hit that peg to reveal another bridge over the top left. That will 
lead to 4 chests with items in. There is another peg behind the flowers next to 
the first bridge we revealed. Cut these down and activate this peg to reveal 
the final bridge at the bottom right, which will lead the chest with the 
gleamdrop in it. Two other gold chests surround it which are traps. The pool is 
under one of the plants in the centre, surrounding the fountain. 

-12th Zone
Gleamdrop: Defeat a certain group
Gleamwell: --------

Knock down the bushes and hammer the enemies on either side of you with arrows. 
You can't get on to the islands with them. You can also speed things up a bit 
with some magic while you deal with the opposite set. Retrieve the drop with 
your flail and head for the pool. Note, if you knock the enemy back and the 
drop ends up on the other side of the island, you'll have to go up and round 
the other side to retrieve it with your flail, so judge your attack pattern 
carefully. Save and get ready for our next challenge.

The Mana Lord looms over Tess, demanding her she lend him her powers. She 
doesn't appear to understand what he means, until he asks her o call forth the 
Seed of Mana. If he uses the powers within the seen, the surge will egulf the 
world beyond all control. Tess can't believe that he actually wants to destroy 
the world. He explais that he only wishes to fill it with Mana, and doesn't 
care what happens to the people.

Tess however refuses to call forth the seed, and demands the Mana Lord return 
the sword and stop this nonsense. As he prepares to take her life into his 
hands with the sword, you enter the scene and once again, we get a taste of 
that heroic melody from before. Tess hides behind you. She doesn't know where 
we are, but has that same feeling that she's been here before. 

The Mana Lord then explains that this is the Sanctuary of Mana on Illusia in 
several thousand years to come. Your character doesn't understand, neither does 
Tess. He explains that in the current chaotic state, Mana distorts time and 
space, drawing Illusia's future to the present. He then rants on about how 
destruction is what is to become of everything... although some things return.

Darkness surrounds you, and everything disappears. A light appears before you, 
and shadows with a familiar voice stand ahead. You stand in disbelief as the 
shadows explain that the surge has brought them back to you... your lost 
family, who died in the cataclysm. But before you fall completely into the 
trap, Tess' voice calls you back to your senses. 

The Mana Lord asks if you heard the voices, and then indicates around you. You 
see several shadows all around. He explains they are those lost that have 
returned. He is the collection of them, and the bridge between this world and 
the afterlife. The shadows then collect together into one form, a hideous beast 
of darkness covered in eyes and hands and mouths all over the place. In the 
words of my wife: Eww.

- [BOSS6] Boss Battle : Revenants -

There are two ways to damage this boss. The first is to shoot it while standing 
near the central pillar in an attempt to make it jump toward you and land on 
the pillar, causing it some rather nasty damage. Once it has fallen on the 
pillar once, the gem at the top will have crumbled and you can move it around 
and hammer it into the beast. The pillar can also crumble from the beast eating 
away at it.

The other is to look for the spirit that has red eyes when it splits in to 
several entities, and hammer that with arrows when you can. The other small 
revenants won't be hurt.

Don't let the shadow that appears on the floor catch up with you when he 
plunges a hand into the ground, as the hand will come out of that shadow and 
attack you. 

Once you have dealt it enough damage, it will disappear in a blinding light. 
Three shadows will remain once you've obtained your ranking, and will call your 
name once more, leaving you an item (Tumble's is a Hairpin, Flick's a Toy 
Horse) before vanishing for the last time. As the Mana Lord comments on the 
futility of it all, you charge and are knocked back. Before the Mana Lor can 
finish you off, Tess asks him what the sword means to him. He considers itto be 
a tool to slay those who oppose him. Tess tries to explain it is not just a 
weapon, but it is useless. 

The geodes appear to defend you once more, which he disipates in disgust before 
launching a highly charged energy bolt at the two of you. It doesn't impact 
though, and instead the Seed of Mana materializes beween you. The Mana Lord 
takes it for his own and makes off with it. There's no time to lose, you must 
return to the village and plan your next move.

You explain your findings to the others, and Moti reasons that something will 
cause the Mana Tree to wither and Illusia to fall. Although the Mana Tree 
looked dead, there was still new life underground waiting for the time to 
sprout. The Seed must have been that. 

You all stand wondering where he could have taken the seed, but no answer comes 
to mind. Tess reasons that the goddess isn't absent as Watts thinks, she surely 
had a plan when she sent the sword. 

At that moment Treant and Gaia appear, and tell you that the Mana Lord is at 
the heart of the Mana surge, where the source of Mana lies. If the Mana Seed 
were taken there, it could absorb all Mana there and grow out of control. THey 
then explain that the Mana Lord was born of the goddess, but never understood 
her will, and only thinks of filling the world with Mana by destroying 
everything we know and replacing it with Mana. The surge is deep under the 
roots of the Mana Tree. Which means you now have a new mission: go to the Mana 
Tree's roots and stop the Mana seed's release.

Before we do that though, we'll be saving, checking out new weapons and gems, 
and doing some more subquests. Namely do the Wisp's elemental subquest 
and one from Seamoon which will now appear when you Chat to her. We can't do 
Shade's yet. As for level recommendation, 55 is good, anything between that and 
60 is a bonus but not essential. This will mean you can use all your latest 
weapons (unless of course you've acquired some rather juiy weapons through 
questing that Millionaire hasn't got his hands on yet). With that, we are ready 
to move forward. As for equiping an elemental, I found Wisp somwhat useful from 
time to time on the next chapter, so may as well put that on your list of 
considerations. Set a course for the Path of Life which will have now appeared 
on Illusia Isle.


[CHAP7] The Path of Life

Above us looms the great Mana Tree, wind russling in the leaves, dwarving us as 
we stand before it, determined to find the Mana Lord below. As we are about to 
go in, Tess appears claiming this may be the last battle, and she is sure that 
the Mana Lord knows also. She feels so useless surrounded by others who are 
putting their lives on the edge all the time. But you remind her of all the 
times she's bailed you out, that you would never have made it here without her.

A glow then comes from within you. It is the object from your family at the 
Ruins. It floats over to the base of the tree and open a portal to the 
underground. The time has come to take on the Path of Life.

The mechanics here don't vary too much. The rather obnoxiously green plants can 
be brought down with the hammer, the small purple plants will inflict a random 
status ailment on you, and the green shells and floating clouds will act as 
barrels did back in the good old days of the Mana Tower. 

-1st Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden under a plant

The group to defeat are the orange ant-eater-like creatures, and the gleampool 
SHOULD be around where the path splits on the right side of the zone. I 
recommend taking the right path upward to get the glden chest, then back down 
the left after going over the spikes. This level also sees the return of the 
flying tomato men! I'd be more worried about the orange anteaters if I were you 
though, they can pack a nasty rolling punch.

-2nd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: Hidden under a plant

The drop is hidden by the red rat, and the gleampool is under the plant right 
next to it. But before that you'll encounter a very small section of path that 
is FILLED with monsters to the brim, and they keep coming at you. They should 
pose too much of a problem, but you have been warned, they can catch you off 
your guard, especially the hedgehogs, since they can stop you from attacking 
with weapons. The chests down at the bottom of the screen don't have anything 
of interest, but you may want to get them anyway if you're aiming for Gold 
Rank.

-3rd Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden under a plant

This zone is REALLY nasty. You'll find little fluffy seeds flying at you 
slowly, almost harmless, but when they explode can inflict ridiculous amounts 
of damage (we're talking almost up to the 300 mark on a good night). Keep them 
at bay with your flail, and make your way upward. Head right first, the drop is 
in the far right, bottom silver chest. The one just above it is a trap, and the 
other two should be harmless. There is also a path on the left with more 
chests. To get this, hack through ONLY the bottom row of bushes, since the top 
one will keep the floating block from hitting you. Otherwise you're in for a 
long beating session. Note that this block has spikes on it too! The GleamPool 
is heading straight up the middle of the zone, under the plant at the end.

-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------

The tomatomen in the centre of the level are capable of launching those seeds 
we saw before, so take them out first thing with your bow. Then head over to 
the right hand side of the screen where we'll see a red walking armour. He can 
pack one helluva punch, so take extreme caution. If possible, weaken him either 
with magic or sonic waves before knocking the bush down, as his hits will 
sending you flying. He'll give you the gleamdrop for the pool just below.

Now you've seen what the level has to offer, you may want to consider