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TALES OF LEGENDIA
FAQ/WALKTHROUGH
(v1.6, 10-7-05)
by Edward Chang (chang dot 459 at osu dot edu)
Revision History
v1.6 (10-7-05)
Second set of revisions complete.
v1.5 (9-30-05)
Revisions through Chloe's Quest complete.
v1.4 (9-24-05)
Revisions through the Character Quest introduction complete.
v1.3 (9-18-05)
Minor revisions throughout, added a note about the Quiz Minigame, though
details about that are in a separate FAQ. Thanks go to Shinryu and
Aurelious for informing about certain planned spelling changes in the
names (Fenimorl -> Fenimore, etc.), though since the Namco representative
has said he will wait until the Japanese official guide comes out (which
is on the 29th of this month) I too will wait before making any spelling
changes.
v1.2 (9-10-05)
Corrected an omission from the Rare Monsters list. Added Titles List,
probably still missing some however.
v1.1 (9-6-05)
Sidequests added, Recipe list completed. Minor revisions throughout.
v1.0 (9-5-05)
Walkthrough portion now complete. Lists, side quests, and so on will be
added/updated in subsequent updates.
v0.9 (9-3-05)
Chloe's and Moses's Character Quests complete.
v0.8 (9-2-05)
Walkthrough complete through Introduction, Will's, Norma's and
Interlude for the Character Quests.
v0.7 (8-31-05)
Walkthrough for Main Quest completed. Walkthrough for Character Quests
begun.
v0.6 (8-30-05)
Walkthrough complete through Chapter 6. Made some revisions and spelling
corrections based on the info from the offical First Adventure Guide
(ISBN 4-08-779335-4). Expanded recipe list.
v0.5 (8-28-05)
Walkthrough complete through Chapter 4. Expanded lists.
v0.4 (8-27-05)
Walkthrough complete through Chapter 2 and Chapter 3. Expanded lists.
v0.3 (8-25-05)
First version. FAQ portion mostly done, Walkthrough and lists started.
TABLE OF CONTENTS
1. Introduction
2. Gameplay Basics
Controls
Characters
NPCs
Menus
Exploration
Battle
3. Walkthrough
Main Quest
Chapter One: In Pursuit
Fallingwater
Werites Beacon
Port-on-Rage
Country Cottage
Misty Mountains
Bandit's Lair
Bandit's Lair~Crystal Forest
Crystal Forest
Bow Cottage
Secret Passage
Old Mofumofu Village
Secret Passage
Down the Cliff
Chapter Two: Just Out of Reach
Down the Cliff~Werites Beacon
Port-on-Rage
The Crags
Mofumofu Village
Mofumofu Village~Waterways
Waterways
Chapter Three: A Fateful Encounter
Waterways~Ruins of Frozen Light
Ruins of Frozen Light
Ruins of Frozen Light~Great Hollow
Great Hollow
Ruins of Frozen Light
Forest of No Return
Chapter Four: The War-Torn Land
Forest of No Return~Mauritz's Hermitage
Mauritz's Hermitage
Man-Eating Ruins
Mauritz's Hermitage
Hermit Hill
Front Line
Bridge Plain
Triage Tent
Bridge
Chapter Five: Awakening
Graveyard
Vista Point
Village of the Ferines
Hidden Fortress
Hidden Fortress~Altar of the Sea
Altar of the Sea
Chapter Six: The Fallen Lands
The Quiet Lands
Fire Monument
Coast
Ice Monument
Coast
Thunder Monument
Coast
Earth Monument
Coast
Geoglyph Area
Coast
Elevator
Chapter Seven: Shining Blue
Mirage Palace
Werites Beacon
Wings of Light
Character Quests
Introduction
Down the Cliff
Werites Beacon
Port-on-Rage
Werites Beacon
Fallingwater
Lumen Spring
Will: A Flower And A Promise
Werites Beacon
Great Hollow
Werites Beacon
Quiet Lands
Thunder Monument
Werites Beacon
Waterways
Norma: Chasing a Dream
Man-Eating Ruins
Ice Monument
Werites Beacon
Crystal Forest
Interlude
Village of the Ferines
Chloe: A Place to Call Home
Hidden Fortress
Werites Beacon
Earth Monument
Werites Beacon
Forest of No Return
Moses: Of Man and Beast
Misty Mountains
Werites Beacon
The Crags
Werites Beacon
Bandit's Lair
Jay: The Guardian and the Guarded
Secret Passage
Mofumofu Village
Ruins of Frozen Light
Mofumofu Village
Mirage Palace
Grune: Birth
Fire Monument
Bridge
Werites Beacon
Altar of the Sea
Wings of Light
Werites Beacon
Altar of the Sea
The Cradle of Time
4. Sidequests/Subevents
Grade Shop
Synthesis Shop
Battle Arena
Sound Test
Skit Watching
Quiz Minigame
Portraits
Rare Monster Hunting
Searching for the Blue Sephira
The Baker Grandma
Caroline's Quest
The Love-Love Couple
Mimmy's Hat
5. Soujutsu (Eres) List
6. Recipe List
7. Title List
8. Frequently Asked Questions/Tips
9. Credits
1. INTRODUCTION
This is an FAQ and walkthrough for the PS2 RPG Tales of Legendia. Tales
of Legendia is the latest game in Namco's Tales of Series, although it
is not made by Namco's Tales Studio division, making it somewhat different
from previous games such as Tales of Rebirth and Tales of Symphonia.
Tales of Legendia has been confirmed for a US release; as of yet no
official release date for the US has been set.
This Walkthrough also summarizes the plot of the game as it goes along,
so that those of you who are playing who do not understand Japanese
fluently can get a rough idea of what is going on. With that said, that
also means that this Walkthrough WILL contain plot spoilers. Do not
read ahead of where you are in the game in this FAQ if you are not
willing to risk being spoiled.
2. GAMEPLAY BASICS
------------------------------------------------------------
CONTROLS
------------------------------------------------------------
T means Triangle; S means Square
On the Field/Dungeons:
Directional Pad - Walk
Left Analog Stick - Run
O - Examine (chests/signs etc.)
Enter (towns/dungeons)
Push/Pull Blocks (in Puzzle Booths)
X - Cancel Enter (towns/dungeons)
T - Open Camp Menu
S - Open Bread Menu
Start - Toggle Compass/Map (on World Map)
Puzzle Booth Menu (in Puzzle Booths)
Select - Play Skit (when skit balloon appears)
L1/R1 - Rotate Map
Rotate Character's Faced Direction
L2 - Use Sorcery Scanner
R2 - Use Sorcery Ring
R3 - Full Screen Map
In Menus:
O - Select/Confirm
X - Return/Cancel
T - Unequip
Default (in Options)
S - Change Information Display
L1/R1 - Change Character
L2/R2 - Page Up/Down
In Battle:
Left/Right - Movement
Down - Passing Through (Manual Mode Only)
Up - Jump (Manual Mode Only)
O - Basic Attack
X - Special Attack (Soujutsu/Eres)
T - Open Battle Menu
S - Defend
Start - Pause
Select - Change Battle Mode (Manual/Semi-Auto/Auto)
L1 - Climax Mode/Climax Combo
R1 - Targetting Mode
L2/R2 - Skill Shortcuts
------------------------------------------------------------
CHARACTERS
------------------------------------------------------------
There are eight playable characters in Tales of Legendia. Four of them use
Arts-type Soujutsu (Soujutsu being the term for the use of mystical energy
for a variety of uses in the game) which are basically battle skills and
can thus be thought of as "fighter types". The other four use Breath-type
Soujutsu, AKA magic spells, and can thus be thought of as "caster types".
Character statistics are taken from the official website. Descriptions are my
own.
SENEL COOLIDGE
セネル・クーリッジ
Sex: Male
Age: 17
Height: 171cm (5'7")
Weight: 59kg (130lbs)
Weapon: Wrists (Gauntlets/Knuckles, etc.)
Occupation: Marine Trooper
Voice Actor: Suzumura Ken'ichi
The main character of our story, Senel is adrift at sea at the beginning
of the game. Suddenly the Legacy appears and he and Shirley wash ashore.
Senel calls Shirley his sister (but is she really?) and most of what he
does is to either protect or rescue her. He fights with his fists in a
martial arts manner, unusal for a Tales main character; he's more
reminiscent of Farah from ToE.
SHIRLEY FENNES
シャーリィ・フェンネス
Sex: Female
Age: 15
Height: 154cm (5'1")
Weight: 41kg (90lbs)
Weapon: Pen
Occupation: None
Voice Actress: Hirohashi Ryou
Shirley arrives on the Legacy with Senel and is immediately abducted.
There are several strange things about her; saltwater makes her immensely
sick while fresh water makes her well again (apparently she can be
immersed in it with no problem... doesn't she need to breathe?!) and
sometimes her hair glows. This has led many of the residents of the
Legacy to decide she is the descendant of the MelNes, the creators of
the Legacy. Naturally this means many people are after her, all for their
own reasons.
WILL RAYNERD
ウィル・レイナード
Sex: Male
Age: 28
Height: 188cm (6'2")
Weight: 76kg (167lbs)
Weapon: Hammer
Occupation: Sheriff
Voice Actor: Chiba Susumu
The Sheriff of the small town, Werites Beacon, (though he insists on
calling himself a scholar). The most level-headed of the group, Will seems
to have been shepherded into babysitting (as he calls it) the other
party members. He has a giant hammer, but he mostly uses offensive and
curative spells as a caster type.
CHLOE VALENS
クロエ・ヴァレンス
Sex: Female
Age: 17
Height: 167cm (5'6")
Weight: 49kg (108lbs)
Weapon: Sword
Occupation: Knight
Voice Actress: Asano Masumi
A knight from the famous Valens family, Chloe arrives on the Iseki-sen
(Legacy) for a reason she isn't willing to tell you, at least initially.
Though at first she mistakes you for an enemy, she soon joins your party.
As a sword user, Chloe inherits many of the classic Tales moves from the
previous Tales 'main characters'. Those of you who are fond of moves like
Kogahazan and Chirisazame (translated as Tiger Blade and Sword Rain in
Symphonia) may prefer Chloe over Senel.
NORMA BIATTY
ノーマ・ビアッティ
Sex: Female
Age: 16
Height: 157cm (5'2")
Weight: 43kg (95lbs)
Weapon: Straw (for blowing bubbles)
Occupation: Treasure Hunter
Voice Actress: Mizuhashi Kaori
Norma is the self-described 'world's best treasure hunter' who sort of
forces her way into the party. She's searching for the Everlight, a
possibly-mythical artifact that is said to be capable of granting any wish.
Norma uses a straw that blows bubbles in battle and thus wins the award
for strangest weapon in a Tales game (or perhaps all RPGs - and yes, I
know about Shadow Hearts). She's also a Breath-type user and thus learns
many classic spells, like Grave and Meteor Swarm, to help our your party.
MOSES SANDOR
モーゼス・シャンドル
Sex: Male
Age: 17
Height: 182cm (6'0")
Weight: 66kg (145lbs)
Weapon: Throwing Spears
Occupation: Mountain Bandit Chief
Voice Actor: Nakazi Kazuya
The leader of a group of mountain bandits, Moses initially tries to kidnap
Shirley (after all, who doesn't?) but later joins your party. He might
be rough on the surface, but on the inside he's really a nice guy (cue
lots of "aww!"ing). Moses is an Arts-type Soujutsu user and he comes
equipped with a bunch of throwing spears for battle.
JAY
ジェイ
Sex: Male
Age: 16
Height: 155cm (5'1")
Weight: 47kg (103lbs)
Weapon: Daggers
Occupation: Informant
Voice Actress: Shiraishi Ryouko
A strange type, Jay first meets Senel in Werites Beacon and immediately
proceeds to get Senel in trouble to 'test his strength'. Jay collects
information and is always curious about new things. In battle, he's
quick and uses speed over strength with his daggers. Some might even
call him ninja-like.
GRUNE
グルューネ
Sex: Female
Age: ?
Height: 175cm (5'9")
Weight: 53kg (117lbs)
Weapon: Urn
Occupation: Unknown
Voice Actress: Kawasumi Ayako
Grune's lost her memory, though rather than being depressed or angsty
about it, she's decided to just take things in stride and not worry
about the little things. She's a Breath-type Soujutsu user and she
wields an urn, which certainly doesn't seem like just a normal urn...
Grune's the most mysterious out of your party characters.
------------------------------------------------------------
NPCS
------------------------------------------------------------
Of course, Tales of Legendia has its share of NPCs, both ally and enemy,
that are also important to the story.
WALTER
ワルター
Sex: Male
Age: 17
Voice Actor: Sakurai Takahiro
Walter is a mysterious adolescent who for some reason is after Shirley.
You'll be learning a lot more about him as the game progresses...
TRIPLEKEITZ
Senku no Melanie
閃紅のメラニィ
Sex: Female
Age: 28
Voice Actress: Satou Yuuko
Retsuzan no Stingle
烈斬のスティングル
Sex: Male
Age: 40
Voice Actor: Ooba Mahito
Yuugen no Cashel
幽幻のカッシェル
Sex: Male
Age: 32
Voice Actor: Takato Yasuhiro
The Triplekeitz are Vaclav's subordinates. As such, they'll be causing
your party a fair amount of trouble in the game...
THE MOFUMOFUS
Cuppo
キュッポ
Sex: Male
Age: 18 in human years
Voice Actress: Takahashi Mikiko
Pippo
ピッポ
Sex: Male
Age: 17 in human years
Voice Actress: Nakayama Sara
Poppo
ポッポ
Sex: Male
Age: 16 in human years
Voice Actress: Hatano Wataru
The Mofumofus are a race of cuddly furry things that the party makes
the acquaintance of during the course of the game. For some reason, the
English translation of the game chooses to call them Orensoren instead
of Mofumofu, even though neither word really means anything...
MIMMY BREAD
ミミー・ブレッド
Sex: Female
Age: 22
Voice Actress: Kanda Akemi
Mimmy Bread, the 28th Wonder Bread baker, is Legendia's version of the
Wonder Chef. By finding her while exploring the world of ToL, you'll
be able to learn new and more effective bread recipes from her. Since
the high-level recipes can be very effective, be sure you look for the
oddly placed objects that Mimmy is often disguised as.
------------------------------------------------------------
MENUS
------------------------------------------------------------
The menus in Legendia often use icons instead of words, making it rather
user friendly for people who don't speak Japanese! Joy.
The Soujutsu menu has several options. The first one (a starburst icon)
lets you use Soujutsu from the menu. This is useful for using healing
magic and so on out of battle. The next choice (a finger) lets you set
Soujutsu. If you are a Manual mode character, you can set Soujutsu to
your direction+X button combinations. You can also set two Shortcuts to
L2 and R2. Shortcuts can be skills from other characters, too, so you
can make your other characters use a specific skill at a specific time
if you so wish. If setting Soujutsu for an Auto mode character, you
can turn the skills on or off; skills set to off will not be used by
the AI. The third option (a person icon) lets you make Garyuu
Ougis (Arts-type users only; check the Soujutsu list in Section 5 below
for more detail). The last option (a PS2 controller) lets you change
between Manual, Semi-Auto, and Auto Modes. Auto means the character is
controlled by the computer. Semi-Auto causes you to automatically run
up to the correct distance when you attack, while Manual makes you do
all of the movement yourself.
In Items you can see your items or use them. By pressing L1/R1, you can
see specific items only. From left to right, the icons are for: New
Items, Consumable Items/Tools, Weapons, Armor, Helmets, Accessories,
Ingredients, Important Items, and Sculptures. If you pick a piece of
equipment on this screen and then choose a character, you can equip
it without having to go into the equipment screen. You can press square
to see the stats as well.
In the Equip menu you choose a character to equip. The slots are
Weapon 武器, Body 体, Head 頭, two Accessories 装備品, and Title 称号.
O lets you choose from a list of the possible equipment for that slot.
Triangle lets you unequip an item without replacing it (you cannot
unequip Titles or weapons without replacing them). Square lets you
see more detailed stats of the current selection, and L1/R1 lets
you change characters.
The Tactics menu of Legendia uses a series of gauges. At the top you'll
see your current party and a layout which shows their initial formation
in battle. You can choose a character and move him or her freely with O.
Immediately below that are a series of gauges. The gauges are for
Distance 間合い, Aggressiveness 攻防バランス, and TP use TP 消費.
These gauges determine the AI's behavior. Distance refers to how far the
AI moves to the enemy, Aggressiveness is the balance between attacking
and defending, and TP use will let you set how much they should conserve
their TP, if at all. The last option is for targetting. You can change
between same enemy 同じ敵, different enemy 違う敵, or up to you まかせる.
Same enemy makes the AI attack whoever the leader is attacking, while
different is obviously different. Up to you make the characters do what
they want depending on their personality.
The Bread Basket menu lets you check or use your completed Bread. You'll
see the description of what the bread does and how many you have, as well
as your current party's HP and TP.
The Book menu lets you choose from one of three books, the Synopsis
・らすじ, the Recipe book レシピ, and the Collector Book コレクター図鑑.
Synopsis lets you check on the where you are in the plot if you
haven't played for a few weeks and gives you hints on what to do
next. In Legendia, the synopsis isn't a dry third-person account as
it was in other Tales games, but is written as a diary from your
characters' perspectives. The Recipe book lets you check the recipes
you know and what you need to make them. The Collector book shows you
what items you have obtained before.
The Options menu changes your game settings. The options are:
- メッセージスキップ Message Skip: change between manual and auto.
- 字幕 Subtitles: on or off.
- コントローラ振動 Controller Vibration: on or off.
- 戦闘難易度 Difficulty: easy, normal, and difficult.
- サウンド設定 Sound: stereo or mono.
- BGM volume
- 効果音 Sound Effects volume
- バトルボイス Battle Voices volume
- イベントボイス Event Voices volume
- 画面位置調整 Screen Adjust: adjust the position of the display
- 前回の設定状態に戻す Previous Settings
- 初期設定に戻す Default Settings
The save menu lets you save your game. This option is only selectable
on the World Map or at save points. You need 27kB of free space on
your memory card per save file.
BATTLE MENU
This menu is accessible by pressing triangle in battle. Many of the
choices work the same as they do in the main camp menu. The options are:
Finger: Set Soujutsu as in the Camp menu.
Pouch: Item. Items that cannot be used in battle will not show up.
Sword/Shield: Change Equipment.
Megaphone: Orders. You can change between one of four general orders.
Group of People: Tactics. Same as the Camp menu.
Foot: Run.
------------------------------------------------------------
EXPLORATION
------------------------------------------------------------
World Exploration
The game takes place on what is essentially a giant floating landmass,
known as the "Isekisen" (Relic Ship; "Legacy" in the English version).
Senel and Shirley, stranded at sea, suddenly comes across the Relic Ship,
and the adventure goes from there...
There is also of course a minimap in the lower right. This shows you the
surrounding area, including features such as towns and dungeons, as well
as telling you what direction you're facing and where the camera is
oriented. Important destinations will also sometimes appear on the minimap.
By pressing R3, you can bring up a larger fullscreen map.
On the map you will encounter red platforms; these are part of the
Duct system. The Duct system is a transportation system left behind by
an ancient civilization; for your purposes, it's a means of fast travel.
You can't use a Duct to go to place you haven't already been, but if
you've already been to both sides, you can warp from one to the other
by simply checking the Duct on the map. The World Map also has a Master
Duct outside Werites which will allow you to travel to any of a number
of Ducts.
Dungeon Exploration
Of course, much of the game takes place not on the world map, but in
dungeons. There are several features of dungeons that are not seen on the
regular field maps that you should be careful about.
One is the Chaotic Zone system. These zones, which apear as purplish
spherical areas on the screen, represent dangerous areas. Within the Zone
the enemy encounter rate is raised significantly, and the enemies you
encounter here are significantly stronger than the normal areas in the
dungeon. Of course, Chaotic Zones often guard treasure chests with good
items and so on.
The other main feature is the Puzzle Booth system. In dungeons you will
find green Duct platforms. These are not connected to the normal Ducts
on the field map, but will instead take you to Puzzle Booth rooms, where
your goal is to find the exit. As in previous Tales games, clever use of
switches, pushing and pulling blocks, and use of the Sorcery Ring are
required to get through Puzzle Booths. Pressing Start while in a Puzzle
Booth brings up the Puzzle Booth menu. This brings up several options:
think it over (考えなおす), change the view (視点を上・下げる), and
cancel (キャンセル). If you pick to think it over, you'll be presented with
more options; reset the booth (最初からやり直す), leave the booth
(いったん引き返す), give up (あきらめる), and cancel. If you choose to give up
your allies will solve the puzzle for you. Be warned that this will
disqualify Senel from some titles.
Sorcery Ring
Used in Puzzle Booths, this will let you shoot balls of light. Depending
on the Puzzle Booth setup, the light will do different things. Press R2
to fire the Sorcery Ring.
Sorcery Scanner
In the Character Quest portion of the game you will gain access to the
Sorcery Scanner. This device lets you check your immediate surroundings
for hidden items and objects and so on. Press L2 to activate the
Sorcery Scanner.
Skits
The Skit system should be familiar to Tales veterans; basically they are
conversations between your party members that take place, some related to
the main plot, others just to be interesting and flesh out your characters'
personalities. Skits take place graphically with something other than the
in-game models; in most of the Tales game they took place with face
portraits; in Destiny 2 and Rebirth they were frontal portraits. In
Legendia the skits are portrayed with sideways character art, so your
characters look like they are actually talking to each other.
Legendia has two types of skits, Free Skits and Event Skits. Free Skits
are just like before; while exploring, by fulfilling some sort of
condition (such as simply being in a new area, or being at a certain
point in the story, and so on) a skit title will show up in the upper
right of the screen, telling you that a Free Skit is available. You can
choose to ignore it if you wish, but Skits may give you helpful info or
even just entertainment, so try and watch them.
Event Skits take place automatically; they are just like another kind of
story event.
Titles
Another system from previous Tales games, Titles are just that, Titles
that your characters have earned. Your characters start with a basic
title that has no effect, but by fulfilling conditions in the game,
whether during exploration or in battle, your characters will earn new
titles. Some titles are shared among your characters while others are
unique to each character. Equipping a title on a characters changes
their stats - for instance, the title "Combo Beginner" gives a +3
to Attack power - so titles do have a real impact and aren't just for
show. As opposed to Symphonia where different titles affected your
stat growth while levelling up, and Rebirth where earning new titles
permanently raised a stat in a one-shot deal, Legendia titles are
equippable, with the stat bonuses taking effect only while the title
is equipped. So if you need a defense boost you can equip a title that
raises defense, while if you need an HP boost you can equip a title that
raises your max HP and so on.
There are over 200 titles in Tales of Legendia; some are obviously harder
to earn than others. See Section 7, the Titles List, for a list of the
Titles, their effects, and how to earn them.
Synthesis
In the Character Quest portion of the game, the Synthesis Shops will open.
At these places, you can combine items, equipment, and so on to get more
powerful items, equipment, and so on. You can synthesize equipment better
than what you could buy, so check them out.
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BATTLE
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Battles in the Tales series are real-time. All but two of the Tales games
had battles take place on a 2D 'line', similar in concept to a 2D fighting
game (Tales of Rebirth had three lines for a little added complexity; Tales
of Symphonia had a pseudo-3D system where the battlefield itself was 3D but
the player could only move in a 2D plane relative to the current target).
Tales of Legendia returns to the 2D line system, with of course some added
tweaks of its own. As the battles are real-time, you will control one
character at a time while the AI controls other characters. Up to four
characters can participate in a battle at once. Along the bottom of the
screen you'll see your four characters and their HP and TP levels, as
well as the Climax Gauge (explained later).
Battles continue until all enemies are defeated, your party is defeated,
or you run away. If you are defeated, the Game Over menu pops up. This
lets you either Load a game or return to the main menu. For certain
battles only, there will be another choice, Retry the Battle
(もう一度挑戦する).
Movement
Movement is accomplished simply by pressing back or forth, which will
cause your character to run in the appropriate direction on the screen.
Jumping can be performed simply by pressing an upwards direction. A
new addition to Legendia is the Passing Through system, where holding
down while near an enemy will allow you to 'run around' them and end up
behind them. Obviously this can be used to pincer the enemy, or avoid
pincers yourself. However, enemies are capable of using Passing Blocks
which will foil your Passing Through attempt and leave you open, so you
can't use this with total freedom.
Targetting
Pressing R1 will allow you to choose your target. While choosing targets,
you can also see a rundown of the enemies stats, such as their name,
HP, enemy race, and weight (race and weight are important for throws,
described in a bit). There will also be indicators for elemental
attributes (red means the enemy is strong against an element, while
blue means the enemy is weak) and stats (red means the enemy has that
stat boosted, while blue means the stat is lowered). If you are in Semi-Auto
mode, pressing attack buttons will cause you to run up to the appropriate
range from your current target before you actually attack. In Manual mode,
you must do all of the movement yourself, and thus you will probably
not use targetting as often. Your current target's HP is displayed as a
small pie-chart over its head, so you can keep track of how much damage
you've done to the enemy and so on.
Basic Attacks
Pressing O will cause your character to perform a basic attack. In Manual
mode, you can determine exactly which attack to perform, with pressing
up+O giving an upwards attack, down+O giving a downwards attack, and so on.
In Semi-auto mode the attack type is determined for you automatically.
You can also attack while jumping. Senel, Chloe, and Jay can chain up to
three attacks together at once.
Caution Signals
In Legendia, the game will warn you if an enemy is about to do something
special. A yellow exclamation mark indicates that the enemy is about to
perform some sort of special tactic or move, while a red exclamation mark
indicates that the enemy is about to perform a particularly strong attack.
Use Caution Signals to determine when to begin guarding/retreating.
Status Effects
There are a variety of status effects in Legendia. There are as follows:
Poison - your character has a greenish cloud. They'll slowly lose HP.
Petrify - your character becomes a rock. They cannot do anything.
Seal - an X appears by your character. They cannot use Soujutsu (Eres).
Dead - your character's HP is zero. They cannot do anything.
Frozen - your character turns to ice. They cannot move and will have
their defense lowered. Frozen recovers upon being attacked.
Bind - a web appears over your character. They cannot move.
Bind recovers upon being attacked.
On Fire - fire appears on your character. They'll slowly lose HP.
Panic - your character sweats profusely. Panicked characters cannot
attack and their directional movement is reversed.
Paralyze - electrical bolts run over your character. Paralyzed
characters will be forcibly interrupted every few seconds.
Status Up - a red up arrow appears. One or more of your stats are boosted.
Status Down - a blue down arrow appears. One or more of your stats are
reduced.
Elemental Defense Down - an elemental icon and a blue arrow appear. Your
defense against that element is reduced.
Poison, Petrify, Seal, and Dead carry over from battle to battle. All
others automatically recover after the battle is over.
Elements
There are 6 elements in Tales of Legendia. Different moves and spells may
have associated elements. Monsters as well as your characters can be
weak or strong versus specific elements, which affects the damage done
by elemental attacks. The six elements are:
Fire 火 represented by a flame icon.
Ice 氷 represented by a snowflake.
Lightning 雷 represented by a lightning bolt.
Earth 地 represented by a rock.
Ocean 海 represented by a drop of water.
Curse 呪 represented by a skull.
Fire and Ice, Lightning and Earth, and Ocean and Curse are opposite
elements. Thus, enemies strong to Lightning will often be weak to Earth,
and so on.
Grade
As in previous games, at the end of the battle you will be awarded
Grade depending on how you performed in battle. If you perform extremely
poorly, you may even get negative grade. After you beat the game, you
can use your earned accumulated grade to start a new game with extra
features.
Battle Summary
At the end of the battle you'll get a quick rundown of the results, such
as Exp earned, Gald earned, Bonus EXP (earned by getting high combos),
Time elapsed, max hits, and how much grade you've earned. At this screen
you can also press Start to see a more elaborate rundown of your results.
This has three categories - Item, which lets you see items enemies have
dropped (if any); Skill, which lets you see new skills your characters
have earned (if any), and Grade, which gives you a complete rundown of all
the plusses and minuses to grade you earned in that battle. Also, you'll
gain a small percentage of your max TP back.
3. WALKTHROUGH
The story of Legendia is split into two large parts; the 'main' story and
the Character Quests. The main story is the first half of the game and
involves the heroes vs. villains type of quest that you would expect from
any RPG. The main story is divided into 7 chapters.
The Character Quests, which are playable after clearing the main
story, are a series of shorter stories in which each of your playable
characters gets the spotlight, besides Senel and Shirley, get the spotlight;
for instance, in Norma's character quest your party attempts to help her
find the Everlight, which she has been searching for the entire game. If
you're wondering why Senel and Shirley don't get Character Quests, just
consider that the main story is pretty much their Character Quest. The
Character Quests aren't just side quests and character development though;
there are many features that expand gameplay that you can access once you've
reached the Character Quests, such as Synthesis crafters (which let you
combine items, weapons, and so on into new things), the Battle Arena, and
the Sorcery Scanner, which lets you find new hidden items and areas in
the game.
------------------------------------------------------------
MAIN QUEST - PROLOGUE
------------------------------------------------------------
Senel and Shirley are at sea, being attacked by monsters. Their engines
aren't working so they are adrift. You'll experience your first battle
here, it's quite simple; Senel has only learned Majinken at this point
anyway so there isn't much for you to do except attack away. After
the battle you'll get a cutscene, and Senel and Shirley will land upon
the Isekisen (Legacy) itself. At the same time a strange pillar of
light appears. You'll see a mysterious young man who appears to be able to
control monsters. After meeting Will, you'll learn something strange
about Shirley - if she touches saltwater, she gets very sick, whereas
fresh water makes her better again. While submerged in the spring,
Shirley's hair begins to glow. That and the earlier pillar of light
are apparently part of a legend Will recognizes. Soon the mysterious
man appears again and Senel tries to stop him.
BOSS: ???
This is just an event battle. You won't be able to do any damage at all
to him, and he can only do pitiful amounts of damage to you. Just do
whatever you like. After awhile Shirley will scream, ending the battle.
------------------------------------------------------------
MAIN QUEST - CHAPTER ONE: IN PURSUIT シャーリィを追って
------------------------------------------------------------
FALLINGWATER 階段滝
Treasures: Apple Gummy x2, Orange Gummy x2, 500 Gald, Life Bottle
Your first area is the site of a waterfall. You'll immediately see a
treasure chest (Apple Gummy) and a save point. Proceed down the path
and you'll see another cutscene...
The strange piggy bank on the ground turns into the Wonder Baker,
Mimmy Bread. She's a little strange, calling herself shousei (a
very archaic personal pronoun) and ends all her sentences with
'pan' (which means bread in Japanese). But she will teach you your
first recipe, Toast, as well as give you your bread basket.
Continue onwards and you'll arrive at a cliff, where you get a good
view of the terrain below. There's even a town down there. Will
asks Senel if he's ever heard the term "MelNes", which he hasn't. Will
will then tell you about an ancient civilization that used to flourish
on the Legacy, called the Gensou Oukoku (Kingdom of Founders). The
ones who ruled the Kingdom were called the MelNes. They were able to
control the Legacy. Will explains that because of the pillar of light
and the glowing hair, legend states that Shirley is probably a descendent
of the MelNes, which means the Glowing Ones in the old language - hence why
so many people are after her. The Legacy was discovered 15 years ago,
and people have no idea why it's moving or where it's going, but as
a descendent of the MelNes Shirley might be the key to understanding all
of this.
Continue onwards. You'll find an Orange Gummy atop the next platform. In
the next area you'll see another treasure chest (Apple Gummy) and a glowing
blue spot. Check it to refill your HP/TP. A little further on there is
500 Gald, and even further, and Orange Gummy. Down the path there's a Life
Bottle (they sure are generous with the treasures early on, aren't they?).
Continue on and you'll reach your first town, Werites Beacon.
that Senel's a Marine Trooper from his outfit... and then suddenly tells
everybody that Senel's offering 50,000 Gald to anybody who can beat him
in a fight! A bunch of villagers challenge Senel, but they change their
minds once they find out he's a Soujutsu user. At this point you'll get
a... very interesting... introduction to the Pheromone Bombers. Senel
gets rather annoyed and beats them up... Will arrives. Senel wants to
take off, but apparently fighting is against the law, so Will knocks
Senel out with Lightning (it turns out he's the sheriff). Senel wakes up
in jail. An old lady named Madam Musette asks Senel what Shirley's
relationship to him is, and he says she's his sister. Madam Musette says
that Senel better go rescue her then, and asks Will to let Senel out.
She also asks Will to tag along, mentioning that another girl they had
met earlier (Chloe Valens) had also gone off to Moses's hideout.
Will joins the party at this point. He starts off with Lightning and
First Aid, making him pretty helpful.
Head upstairs. It turns out the jail is in the basement of Will's house.
You can use Will's oven to bake bread if you wish. There's an Apple Gummy
in one of the bookshelves upstairs. Upon leaving, Madam Musette gives you
a World Map. You still can't explore the right side of town. If you go
back to the fountain, you can check along its left side for a Cod. When
you're ready, head out the south exit and you'll be on the world map. Will
will explain the Duct system to you here, then you're off. In the first
battle you may earn a Sculpture. This will make the skit announcement
show up in the upper right; press select to see a skit about Sculptures
and how to use them.
PORT-ON-RAGE 内海港
Treasures: Scallop, Shrimp, Squid, Cod
Port-on-Rage is close to your south. There's actually nothing you can do
here except converse and pick up some treasure chests, with ingredients for
cooking. You'll learn that the ships needed to cross the Inner Sea aren't
ready yet.
BOSS: Chloe
Like the earlier event battle, after awhile the battle will end
automatically, so don't bother wasting your items and such.
BOSS: Crystaltula
5055 HP
Drops: Poison Wrist
This guy has quite a lot of HP. He has an attack where he can grab you and
hold you in place for big damage. If this happens to one of your characters,
hit him with somebody else to interrupt him. When he gets low on HP he'll
start using a Bind FOE, so watch out. Again, going into Climax Mode should
help a lot.
After the battle the girl, Norma, will thank you. Looks like she's been
looking for Soujutsu users, and she just found the three of you. She'll
try to join you, but Senel and co. ignore her...
After the cutscene head down and left past a Chaotic Zone for a Mixed Gummy.
Then head back up. In the next area you'll find an Orange Gummy. Further
north another Chaotic Zone guards a Chainmail. Chloe already has one
equipped so you might as well give it to Senel. In the next area Norma
will catch up to you and beg to join you again. Senel tries to ignore her
again, but it looks like there's an area you can't pass. Norma says she'll
help you pass if you let her join you... You'll also get the Collector's
Book at this time, and Will will get a title. Don't forget to go back
down and to the left to pick up a Circlet. In the next area there's a
save point. But the next screen just leads to the World Map anyway (after
you see a scene where Senel picks up Shirley's brooch, as well as a scene
introducing Vaclav and the Triplekeitz).
BOSS: ???
As opposed to the first battle with this guy, he can and will do lots
of damage to you. But in any case after awhile the battle will end
automatically.
The mysterious young man saves Shirley from a falling pillar. Surprising
everyone, he's still alive, but he takes off, leaving Shirley behind. Be
sure to grab the many treasures; a Life Bottle, Orange Gummy, Shell Bottle,
and Panacea Bottle off to the left, and an FOE1 Check behind the Chaotic
Zone. In the next area a Chaotic Zone guards a Mixed Gummy. Continue on
and you'll find a Puzzle Booth. On the floor you'll find a Sorcery Ring.
You'll need to use this to hit the switch in the upper right to activate
the exit. Pressing R2 fires the ring. If it hits a reflector, the ball of
light will change direction; however for this particular booth you can
just walk up to the switch and fire if you want. The ball of light will
reflect at most twice before it disappears, so remember this for future
puzzles.
After clearing it, you'll hear a little more about the MelNes legend and
why Shirley might fit. After a little bit more conversation, you'll see
a Mofumofu... He introduces himself as Pippo. He offers to show you the
remains of his old village (it's already moved). After the conversation,
save and check to the right for a Panacea Bottle.
Head onwards. You'll meet Pippo's brother, Cuppo. After awhile the
conversation turns to speculation on why the Founders civilization was
destroyed. Will says that it might have been destroyed in the Great Sinking,
where half of the world's continents sank into the ocean. Senel and
Shirley will go off to talk privately for a bit. Senel returns Shirley's
brooch. Back in the main area, the Mofumofus tell the party how to get
back to the surface.
Pippo decides Senel really is a true warrior. They do their victory dance,
then they give him and Shirley Gemini Shells. These are Mofumofu talismans
that show that two people are connected. While Will and the others are
distracted by the Dino Worm's body, however, Senel and Shirley run off by
themselves... Seems that Senel decides that they can avoid being chased
more easily if they're only two people. Also, they don't want to get the
others mixed up in any trouble that Shirley might cause. Silly Senel! You're
only going to get into trouble this way...
You'll have to fight as just Senel again, so be careful. Head up the path.
You'll find a Panacea Bottle along the way. Past some Chaotic Zones you'll
also find a Ringmail. Further on is an Apple Gummy. There's also a heal point
and save point.
Past here you'll run into the Triplekeitz. Shirley recognizes the soldiers;
apparently the red-clad soldiers attacked Senel and Shirley's village 3
years ago. The reason Senel and Shirley were out at sea was also to get
away from these soldiers. After a bit of chatting, another boss fight
starts...
BOSS: Melanie
HP: 5038
You won't win this battle. After awhile Melanie will use Eruption and knock
Senel out.
------------------------------------------------------------
MAIN QUEST - CHAPTER TWO: JUST OUT OF REACH 届かぬ手
------------------------------------------------------------
Continue north. The Chaotic Zones guard a Climax Bottle. Then just
head west to leave. Cue another cutscene with Shirley and Fenimorl.
Seems like the masked member of Triplekeitz, Stingle, is responsible
for the two of them being safe. After some more conversation, it seems
that Shirley living with the Land Folk is highly irregular, as the
Water Folk and Land Folk are bitter enemies. Fenimorl even goes so
far as to call Shirley a traitor. Soon Triplekeitz comes to escort
the pair away...
MOFUMOFU VILLAGE モフモフ族の村
Treasures: Rune Bottle, Hot Dog Bun, Butter Roll Recipe
There's only one way to go, and that's to the Mofumofu village straight
north. Actually it's just a dock; you'll ride on a boat to get to the
village proper. There seems to be a large island off the dock as well.
Head on in and you'll see Will and Chloe again. Will recognizes
Harriet. The mysterious boy also reveals that he is Jay. Head on into
the cave. Here Will and Harriet have a confrontation of sorts. It turns
out that Harriet is Will's daughter! Will has been deemed a criminal in
his own country, and he couldn't even go back for Harriet's mother's
funeral when she died. Harriet is upset, while Will believes he doesn't
have the right to call himself a parent.
Now head to the house in the back of the village, in the upper right.
Here, Jay lays out what he knows. Vaclav is somewhere closeby; the main
army is stationed further to the east. Jay's plan is to ambush Vaclav's
unit before it can reunite with the main body of the army. The ideal place,
he points out, is the Waterways off to the East. Upon leaving
the house, Will and Chloe will join Senel again, after a bit of scolding.
Now time to explore the village. Upstairs in the house you'll find a
recipe for Butter Rolls. Don't feel bad for missing Mimmy yet, though;
she's here too, on the dock, disguised as a Pac-man. Talk to her
and you'll get the recipe for Bagel: Salmon. There's also treasure
chests for a Hot Dug Bun and a Rune Bottle in the village. You can upgrade
your equipment here as well.
MOFUMOFU VILLAGE~WATERWAYS
Treasures: Miracle Gummy
There's a Duct outside the Mofumofu Village should you want to go back to
Werites. You've got some walking to do. On the way, take a detour and head
out far east to the tip of the landamass to find a treasure chest with a
Miracle Gummy. Otherwise just keep following the paths/bridges and you
should arrive at the Waterways just fine. There's another Duct just outside,
so use it to refresh yourself before you head on in.
WATERWAYS 毛細水道
Treasures: Apple Gummy, Orange Gummy x3, Life Bottle x2, Climax Bottle x2,
Lemon Gummy, Liquor Bottle, Pine Gummy x2, 3000 Gald, Panacea Bottle, Mixed
Gummy, Rabbit Symbol, Flare Bottle, Nightcap, Scallop Gummy
Jay and the Mofumofus will be waiting to guide you. Jay lays out the battle
strategy. The enemy unit will arrive soon. Will and Norma will cast magic
to disrupt the enemy movement and draw attention. At the same time, the
Mofumofus will make lots of noise to confuse the unit. Finally, Senel and
Chloe will hide along the path. Jay will run for Shirley using his smoke
bombs. Senel and Chloe will use the opportunity to grab Shirley in the
confusion and run into the Waterways. Just as the plan is about to start,
though, somebody else interferes... it's Moses's mountain bandit band!
In the confusion, the party, Shirley, and Fenimorl somehow make it into
the Waterways anyway. Chloe also gains a title here.
Head down the stairs to your left for an Apple Gummy. There's a heal
point straight ahead, but you can't get to it because of the water...
keep following the path around. It's long, but there's only one way you
can go. On the next screen you'll soldiers catching up to Shirley, but
Chloe makes short work of them. Fenimorl is reluctant to be helped by
Land Folk, however. Melanie soon catches up. Senel and company get swept
away by the floodgates Melanie opens. Shirley tries to follow, but it's
too late. Chloe meanwhile seems to be in trouble. Seems like she can't
swim.
Shirley and Fenimorl are in trouble, but suddenly they're saved, by the
mysterious young man with black wings from earlier. He names himself
Walter. Fenimorl recognizes him as one of the Water Folk as well. His
true name is DelQes (you probably heard him screaming this in battle...),
which means black wings. Shirley says that she's heard the name before.
Senel and Chloe get separated from Will and Norma. Chloe seems embarrassed
that Senel has found out she can't swim - apparently he's the only person
who knows. Chloe gets another title here. (The title is 'Terrible Swimmer
Swordsman...')
The treasure chest nearby has an Orange Gummy. Head on up the stairs and
you'll quickly find Will and Norma. Afterwards you'll see another
cutscene. Walter is holding off pursuit while telling Shirley and
Fenimorl to hide in the room up ahead. Back to the party. There's a heal
point and save point. Follow the path around. A Life Bottle lies in the
first treasure chest. Head down the stairs and right past a Chaotic Zone
for a Climax Bottle. Now go down and right further (you can't go the way
you saw earlier because of the water). On the next screen, grab the Liquor
Bottle as well as the Lemon Gummy past the Chaotic Zone. Follow the path
around; at the fork head right past a Chaotic Zone for another Climax
Bottle. Go back left and down. Another Chaotic Zone guards a Pine Gummy.
Continue following the path into the next area. A Chaotic Zone downwards
has 3000 Gald behind it. As you head up you'll have another scene. Here
you run into Moses. At Will's direction he decides not to fight you yet.
Back to Shirley and Fenimorl. Thanks to her diving in the water earlier,
she's fallen ill...
Continue on to find a Puzzle Booth. Here you just need to hit the three
switches with your Sorcery Ring. Remember that unlike in Symphonia and
such, the ball of light will travel indefinitely far, so you can hit
the one in the lower right all the way from up hear the duct. The one
in the upper left will require you to use the reflector. Shouldn't be
too hard at all.
Shirley and Fenimorl are talking further. It turns out that Shirley's
aversion to seawater started 3 years ago. Walter returns here. After
a bit of conversation, Walter lets it slip that Shirley is the MelNes
after all.
On the other end of the Puzzle Booth you'll find a Panacea Bottle a
little bit downwards. Go over to the right onto the next screen for
a Mixed Gummy. Now go back and head further down and right past a Chaotic
Zone to find a path to a Rabbit Symbol. Head down and follow the long path
around to an Orange Gummy. Then keep following the path to the next
screen. Back to Shirley. Walter collapses from his earlier injuries.
Melanie searches the area. When you go back to your party, seems that
Moses has tagged along for the ride.
Head down (right leads to a dead end) to a chest with a Flare Bottle.
Continue around and you'll see a scene. Senel realizes that Shirley
must be closeby. However inside the secret room is only Walter and
Fenimorl, who has Shirley's Gemini Shell. Shirley had decided to leave
by herself as bait to draw off the pursuers. Senel asks Moses to take
Walter along on Geet. Fenimorl tags along too. Back outside, use the heal
point and save point. Quite a long dungeon, eh? Onwards! Head on left
and all the way down; left again to the new screen (the other end will
lead to a dead end, as you can see). Follow the path around the next
few screens. Soon you'll find two treasure chests holding a Life Bottle
and Nightcap. Follow the path up to find two more treasure chests
with an Orange Gummy and Scallop Gummy. The Chaotic Zone ahead hides
a Pine Gummy. Finally up ahead you'll see a save point. You know what
that means.
Finally you catch up to Melanie and Shirley. They run off however, leaving
you to fight a strange giant turtle-ish thing.
On the next screen you'll be outside again. Looks like you lost sight of
Shirley. Fenimorl will tell Senel about how Shirley gave her the Gemini
Shell. Suddenly Walter awakens. He takes Fenimorl with her and takes
off... not very friendly. Cuppo tells the party that Shirley's been
carried off in the 4 o'clock direction, to where Vaclav's unit is. Moses
also says he'll come along. Now you'll actually have Moses in your
party, hurray. And now Chapter Three begins.
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MAIN QUEST - CHAPTER THREE: A FATEFUL ENCOUNTER 運命の再会
------------------------------------------------------------
Moses gets a title here. Return to the workshop. You'll find Jay here.
They'll need one day to remodel the submarine. Meanwhile everybody takes
off on their freetime pursuits. While discussing why Senel's such a good
swimmer, it's flashback time. Senel and Shirley and another girl named
Stella are swimming. Shirley explains the "Water Dance Ritual" to Senel.
It's how men propose marriage to women among the Water Folk. Stella,
who turns out to be Shirley's older sister, explains the rest. If the
water glows when the pair embrace, it signifies that their union will be
blessed.
Finally the submarine is finished. When you're prepared to take off,
speak to Jay. As you depart, he gives you another bit of info - to check
the walls with star marks on them in the Ruins of Frozen Light.
Meanwhile, Shirley translates the inscription for Vaclav. According to
her, the inscription is a warning not to use the weapon, not instructions
for using it. Vaclav doesn't believe her, but spares her for now. He
has another reason for bringing her here. He believes she can break the
seal on the weapon, the "Bloodstained Lightning".
The party reaches an underwater cave which Poppo described as near the
goal. However, the walls have started to leak. Chloe REALLY doesn't take
this too well. Luckily, the party makes it to their goal just before
the sub sinks.
BOSS: Giganto
HP: 25916
Weak against Ocean
Strong against Curse
Drops: Piyohan
This guy is pretty damn tough. He doesn't stagger easily, and he seems
to attack forever. Multi-hitting attacks or disrupting attacks are your
friends here - thus, I'd leave out Moses.
Go back and save if you want, then head forward. You've reached the area
with the glowing light from earlier. Senel gets extremely distressed
upon seeing who's in the light. It's Stella, Shirley's older sister.
Vaclav comes in to spoil the reunion. He says that she's been in
that state for the last 3 years. Senel had thought she had died.
BOSS: Vaclav
HP: 7622
Weak against Earth
Strong against Lightning
You can't win here. You don't do much damage, and after a bit Vaclav
knocks your entire party down.
Shirley shows up, escorted by Stingle and Cashel. Vaclav tells her to
release the seal if she doesn't want him to kill Senel. He lets it spill
that Senel and Shirley are not related by blood. Eventually
Shirley agrees. Shirley enters the sphere along with Stella, and both
girls' hair begins to glow. It doesn't seem to be enough, though.
Vaclav orders more water to be poured in, but this water seems to be
seawater, as Shirley begins to suffer. Suddenly she passes out, but
a brighter light begins to shine. The sphere breaks. Vaclav orders
Cashel to kill the party, but suddenly a golden butterfly (or is it a
phoenix? I can't really tell) carries Senel off. The rest of the
party chases after Senel.
Vaclav sends Cashel and Stingle after the party, saying that now
Senel might be of use.
Flashback time to 3 years ago, when Senel's village was attacked. Stella
tells Senel to run with Shirley while she stops the invaders. She
promises to catch up to them soon, but she never came... Senel went
back for her to find her collapsed. Stella says she knows what Senel
really is, but tells him not to tell Shirley.
Back in the present the party succeeds in waking Senel. They seem to
have been taken to the Forest of No Return. The party tries to discuss
how to get out, but Moses seems confident enough. It turns out that the
forest where his bandit gang has been hiding out is this one, and that
they have a base here. The party heads off, but Cashel and Stingle
appear to be in pursuit.
You've made it out of the forest, but you're not out of trouble yet. A
weird huge fish-like thing comes and attacks you.
After the battle, the party heads onwards... only to run into Melanie
and a whole mess of Anglers. It looks like she's the one controlling them.
Norma says it's the end for them all... but then Vaclav activates something,
and an ominous looking structure rises from the ocean (enjoy your first
anime cutscene here).
After the scene, it looks like Senel and company took the chance to run back.
They run into some more soldiers, but oddly some of the soldiers fight
some of the others. A voice says that the soldiers who saved Senel's group
are in disguise under his command. Senel recognizes the voice as Mauritz,
whom he knows from 3 years ago. Fenimorl shows up here too - it seems
that she was the one who asked Mauritz for help.
Mauritz explains that the building that rose up is the bridge of the
whole Legacy. It was hidden because there, it is possible to control
the Legacy without the power of a MelNes. One of Mauritz's subordinates
bring the news - Vaclav has brought Shirley and Stella out of the Ruins
of Frozen Light. They're no doubt headed for the Bridge. Mauritz says
that his aim is probably the Sougahou (Souga Cannon). It's the main cannon
of the Legacy.
Norma asks why Mauritz knows all this. He explains that he is one of
the Water Folk, or who the Land folk call the Glowing Ones. The Water Folk
are actually the descendents of the MelNes who ruled the Kingdom of the
Founders.
Enough conversation for now. Mauritz will guide you to his base. And
so ends Chapter Three.
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MAIN QUEST - CHAPTER FOUR: THE WAR-TORN LAND 動乱の大地
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MAURITZ'S HERMITAGE マウリッツの庵
Mauritz will reveal the way in. Once inside, you'll run into Walter again.
Walter mentions that he's headed off to find the Whisper Crystal. Mauritz
invites you in. First go a little to the right... What's a Christmas
Tree doing here? You guessed it. Mimmy will teach you Creampan. A little
bit further a travelling salesman has items and equipment for sale.
Upgrade your stuff here. The Holy Wrist for Senel is especially nice as
it makes him regenerate HP from time to time.
Now head inside. Senel asks what will become of Stella and Shirley. No
doubt Vaclav intends to use them to activate the Sougahou. Mauritz
reveals that the energy source that powers the Sougahou is no less than
the lives of many Water Folk.
Will asks what Mauritz's true aim is in helping them out. He admits that
he did not help you just because of Fenimorl; he would also like to form
an alliance between the Water Folk and the Land Folk. In other words, he
would like you to help in getting Shirley and Stella back. He especially
would like an alliance with Will's country, the Holy Lexeria Empire. It
has sent people in secret to the Legacy, including Will, to ensure that no
one country gains control of it. Eventually Will agrees to contact the
Empire. But he wants the rest of the party to lay low until the war is
over. The others protest, but Will's word holds.
You'll be in the sleeping quarters downstairs with just Senel. Head outside
for an event. Senel has another flashback. Shirley demonstrated the power
to make a blue butterfly-like object when they were young. She names it
the TelQes, which means beginner wings. Stella explains that when a Water
Folk is able to make one, it shows that they are becoming mature. The
shape and color of the TelQes differs from individual to individual. Senel
wants to see Stella's too, but she refuses. Shirley says that when she
completes the Oracle Ritual, she should be able to make a bigger one.
In the present, Chloe comes out to see Senel. She wants to talk to him.
She agrees with Will's assessment that they are too emotional and immature
to handle this assignment. She then says that she isn't really a knight.
The Valens family was a family of knights, but it is no longer. Five years
ago, Stingle killed both of her parents before her eyes. She came to
the Legacy for revenge.
Senel tries to leave, but Chloe tells him that what he's doing isn't
courage, it's just foolishness. Senel says that just sitting there while
Shirley and Stella are suffering is wrong, and that he has to go. Chloe
says she agrees - and that's why she's going with him! They decide to
work together. Then Norma and Moses show up. They want to go too.
Fenimorl shows up and asks why they're willing to go so far. She is
worried about Shirley too, but she doesn't have the strength to fight.
Chloe says that they're just doing what they can. Senel says there is
something Fenimorl can do too, and that's precisely worrying for Shirley's
sake.
You'll be back in the sleeping quarters, where a save point has appeared.
Head upstairs. The party begs to be included in the plans and pledges to
follow Will's directions. Will refuses again. At that moment another Water
Folk comes rushing in for Mauritz. Something has happened to Walter's
group. They were attacked by monsters and failed to get the Whisper Crystal.
Mauritz says that their chances of winning depended on that Crystal. Norma
says that in that case the party will go and get it. Mauritz agrees. He
says the Whisper Crystal is in a graveyard of the Founders. He directs
the party to head northwest to a former island that is now stuck to the
land. Norma finds this familiar and realizes that the place is also known
as the Man-eating Ruins, known as an extremely dangerous place among
Treasure Hunters. The party heads off, dragging Norma kicking and screaming.
On the way out, Will shows up. He says he'll tag along as well. Thus your
party is restored.
The scene cuts to Vaclav. Apparently they've arrived at their destination.
Leave the Hermitage. You can't head out to the upper right yet.
Back at main camp the commanders hear about your victory. Fenimorl seems
anxious, or maybe relieved? With the Front Lines secured, the allied armies
decide to push forward. Jay asks the unit to proceed forward to the Bridge
Plains. Grune and Fenimorl show up... and Grune suddenly grabs Senel in
'congratulations'. Neither Fenimorl nor Chloe seem that happy. Suddenly
a glowing golden light appears. Another pillar of light has appeared in the
Inner Sea. Senel mentions that it's the same color as Stella's TelQes.
Vaclav isn't terribly happy about these developments. He commands the army
to prepare to counterattack.
After the events, the Bridge Plain will be right in front of you.
BOSS: Dragon
HP: 17507
Weak Against Ice
Strong Against Fire
Drops: Dragon Mail
His bites hurt. Watch carefully for the Caution Signals; as long as you
block the entire series of bites, you'll be fine (watch out for the
last one, which comes out really late and can fool you). Personally
I don't think he's as hard as the last boss, so just pound away.
BRIDGE 艦橋
Treasures: Lemon Gummy, Panacea Bottle x2, Holy Bottle, Life Bottle x3, Hard
Bottle x2, Mixed Gummy x3, Orange Gummy x4, Shell Bottle x2, Flare Bottle x2,
Denei Bottle, Liquor Bottle, Spectacles, Lavender, Sage, Hit Bottle, Miracle
Gummy, Climax Bottle
Before you enter, Will goes over everybody's separate reasons for wanting to
fight. None of them are the same, but they've still been able to work
together. In the meantime Stella and Shirley continue to be drained.
As soon as you head in you'll see Melanie. She attacks, but thanks to
Jay's smoke bomb and quick work with switches, the party passes her by.
Follow the path around. Head left at the first branch for a Lemon Gummy.
The red flashing thing is a switch. Hit this also.
Go up the hallway. Go into the first room on the left for a Panacea Bottle.
There is also a switch here. Hit it. Continue up, then go right into another
room for a Holy Bottle and switch. Enter the door at the end of the corridor
to go to the next area.
Here at the first fork check both sides to find a Life Bottle, Hard Bottle,
Mixed Gummy, and Orange Gummy. Go up again and right to find a room with
a Shell Bottle and another switch. To the left is a door that cannot be
opened if you have not activated all four switches.
In the next area follow the path down until you reach a save point. Follow
the path left, then up at the fork. You'll find an Orange Gummy. Further
along are three chests with a Liquor Bottle, Denei Bottle and Flare
Bottle. There's also an entrance to a Puzzle Booth.
This puzzle isn't so bad. Head down and push the block in the same direction
(down and left). Next push the whole row of blocks up and left so that
you've almost reached the exit. Push the remaining block on the right side
onto the row you've just created. Now head along to the left side and push
the block there downwards. Go to the block on the right side and pull it
along, then go to the other side and push it into the gap to fill the last
gap before the exit.
On the other side of the Duct Melanie awaits.
Afterwards save at the save point. Then it's upwards... the door to the
next level is sealed. Cashel shows up and says the only thing that can
open the door is the card key he is holding. He taunts Moses, trying to
get him to attack, but Moses actually holds back, saying he's learned
not to let his emotions get the best of him. Cashel still has some tricks
though, as he makes illusions of himself. Jay says to leave it to him.
Cashel asks him what he can do, and suddenly Jay makes lightning strike
the real Cashel, and the illusions disappear. Cashel runs away, with
your group in hot pursuit.
Follow the ditch downward. Soon you'll get an event. Jay manages to find
Cashel yet again. But Cashel runs. Keep going and follow the greyish
platform down. Head back along another ditch. On the next screen, Jay
stops an ambush by Cashel. He'll gain the title "Taunting Jay". Keep
following Cashel. Thankfully there's only one path along here. On the
next screen you'll finally catch up to Cashel. He tries making illusions
again, but of course Jay sees through them. Cashel runs away again.
You'll be next to a save point, go ahead and use it. Keep following the
path around. Eventually you'll come back to where you began and have
caught Cashel again. Time for the real fight.
BOSS: Cashel
HP: 13861
Weak Against Fire
Strong Against Ice
Drops: Doom Check
He can be quite annoying with his multihit knife attacks, almost certain
to guard break you, as well as with casting Bloody Howling and Volt Arrow.
Again, split up and try and stay on both sides of him. This time the
weakness is fire, so use Jay's Homura and so on to chip away at him.
Moses has gotten his revenge. He thanks Jay for the help, but Jay doesn't
seem to want Moses's thanks... you'll receive the Card Key. However, an
odd booming noise begins. Jay says it's probably the defensive cannons
of the Holy Gadria Kingdom, meaning the Legacy is close to its destination.
In the control room Vaclav is enjoying himself.
Use the Card Key and head in. Stingle is there, but all he says is that
he'll wait for you at the end of the floor. Senel takes Chloe aside and
assures her that they'll always be with her... but this gets strange looks
from the rest of the party.
Head up the left ramp for a Mixed Gummy. Go up the right ramp and use the
heal point and save point, as well as grabbing the Life Bottle. Head up
the stairs to the next area. Follow the spiral ramp upwards. You'll find
a Panacea Bottle along the way. Further up is an Orange Gummy.
At the top of the ramp you'll encounter Stingle.
BOSS: Stingle
14513 HP
Weak Against Lightning
Strong Against Earth
Drops: Heal Bangle
Unlike Melanie and Cashel, Stingle is actually hard. His combination sword
attacks do way too much damage, and if you fail to guard one, you'll
quickly be almost dead, or dead. Also make sure to watch out for his
special stances. Every time a caution signal goes up, he'll probably go
into a stance which works like Chloe's reversal Garyuu Ougis. When he
gets below half health, he even starts using a stance that causes instant
death. Equip the Doom Check you got earlier to prevent this. Unfortunately
your AI controlled characters are too stupid to not hit Stingle when he's
in a reversal stance, so just be prepared to heal a lot...
After the battle, Stingle manages to escape through a chute in the ground.
Chloe wants to chase after him, but Senel stops her. Looks like you'll have
to finish things with him later. Grab the Flare Bottle and Shell Bottle,
then take the elevator up.
From this view they can see the Sougahou's target. Chloe says that they
can see the highest mountain in her country, below which is the capital,
Baltoga.
In the command room, Vaclav's underling tells him that the energy charging
is complete. Head forward to find another save point. Then enter the large
door.
At the fork, you'll find a Hard Bottle. Go right to find an Orange Gummy
and a switch. On this floor, you'll want to change all of the switches
to the same color, the color of the barriers in your way. In this first
area you'll want red. Head upwards and right again to find another switch
and a Life Bottle. Then go up and left for a third switch and Spectacles.
With the three switches set to red the barrier should disappear. Head
on that way (down and left).
In the next section, you'll want to change the switches to blue. Head down
and left at the fork for a switch and a Sage. Up and right is another switch
and a Lavender. Continue up, then go left at the fork for a switch and
Mixed Gummy. Now go up and left for the last switch and a Hit Bottle. Head
on to the last section.
The color here is green. Go up and right at the fork for a switch and
Miracle Gummy, then up and left for the other switch and a Climax Bottle.
You've now unlocked the path to the last area. There's a save point here,
make sure you use it. Then head on in!
The party finally get to Vaclav, but it's too late. Vaclav fires the first
shot of the Sougahou, levelling a mountain in the process. On the ground,
Walter sees the cannon fire and flies off. Vaclav says that he meant to
attack the capital, but luckily the cannon has missed. Senel calls out,
and Shirley and Stella seem to still be alive. That's good news, but
Vaclav wants to fire a second time...
BOSS: Vaclav
17415 HP
Weak Against Earth
Strong Against Lightning
Drops: Emerald Ring
I don't find Vaclav as tough as Stingle. Maybe that's cause he doesn't have
as much range, or he staggers easier. He's strong against lightning, so
turn off Volt Arrow unless you want some major minus grade. If you can
keep him pincered between Senel and Chloe he might not be able to do much,
as long as you can keep him staggered. He's strong, but he doesn't have any
fancy tricks like status effects and so on, so just keep beating on him
until you win.
WARNING! THE EVENTS AFTER THE VACLAV BATTLE ARE MAJOR SPOILERS FOR
TALES OF LEGENDIA! DO NOT READ THIS SECTION IF YOU DO NOT WANT TO BE
SPOILED! INSTEAD, SKIP DOWN TO THE NEXT ROW OF ASTERISKS WHERE
CHAPTER FIVE BEGINS!
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Vaclav's subordinates run off, and the party takes Stella and Shirley out
of the machines. Suddenly the machines activate again, even without
anybody in them. Vaclav is still alive, and he says he recognizes what
Senel really is, and what he did 3 years ago. In his hands he presses
a switch. The Sougahou seems to have been activated again. Walter arrives
saying that the MelNes is safe, but they're too late to stop the Sougahou.
Shirley asks what they can do. Walter says that if the MelNes can control
the entire Legacy, they may be able to stop it. Shirley says she will
enter the machine again and try to control the Legacy. But her power
isn't enough, and the machine rejects her.
The Sougahou fires again... and suddenly Stella's TelQes flies out and
captures the Sougahou's beam, diverting it away. Stella's body drops to
the floor.
Walter says that Stella hadn't just lost her consciousness, she had become
one with the Legacy itself. The pillars of light were manisfestations
of her will. So was the thing that saved Senel in the Ruins of Frozen Light,
as well as when falling off the cliff at the end of Chapter One. Even
Senel's first meeting with the Legacy was guided by Stella. Senel begs
Stella to wake up, but she is too weak for healing. Walter tells Shirley to
use her brooch. It saved her life once, and now it might help Stella.
With the brooch's power, Stella awakens. But she only awakens long enough to
tell Shirley that her power is to help make everyone happy, and to tell
Senel sorry. She collapses again. Senel and Shirley yell at her to wake up;
Senel even says that he had planned to do the Water Dance Ritual with her,
but if she dies he can't. But the brooch breaks, and Stella passes away.
Outside the rest of the army is celebrating. Moses even has a reunion with
his gang, who he thought had died. Stingle also manages to escape in the
confusion.
Grune talks to Harriet and Pippo, saying that they've found a beautiful
place, but it somehow seems sad, because the ocean seems like it's crying.
You'll be prompted to save if you wish. A caption comes up saying two weeks
later. Harriet and Senel have come to pray at Stella's grave. Harriet thanks
her for saving so many people from dying in the war. She also tells Senel
to stop moping, since Stella would surely laugh at him if she saw him doing
that. She says that 'that person' (Will) has asked her to take Senel to his
house. Senel asks if they've made up yet - but apparently not. They're not
even living together.
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END SPOILERS FOR THE END OF CHAPTER FOUR
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MAIN QUEST - CHAPTER FIVE: AWAKENING 覚醒
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GRAVEYARD 墓地
Treasures: Rune Bottle, Dark Bottle, Spectacles, Charm Bottle x2, Cheese
The Graveyard is actually a part of Werites Beacon that you couldn't
access before. Head down to the main part of town. There's a Charm Bottle
in a treasure chest here. In the big house here, if you examine the carpet
on the second floor you'll find another Charm Bottle. If you head clockwise
and to the top part of town, you'll find that Moses's bandits have set up
camp here as well... you can't go any further east, so the eastern part of
town is still blocked off for you. To get to Will's house, go counter
clockwise to the western part of town.
Will tells you that the Holy Gadria Kingdom has sent medals to Senel
and company. Will wants Senel to distribute them. Now to find your other
members. Chloe's over in the hospital, left of center of town. She's
been asking about rooms for rent. She's determined to stay on the Legacy
until she finds Stingle. She'll get a title here.
Head to the Inn to find Norma. She seems to want a permanent room as well,
although Senel misunderstands her innuendo-laden conversation with the
innkeep. Harriet asks her if she's still looking for the Everlight, which
she is. She wants Senel's help too.
Return to the place in the north of town where the bandits are camped out
to find Moses. He too is planning to stay so he can look for the Sei-
Soujutsu. Senel asks Chaba about his wounds. It seems like it was Stingle
who saved their lives by giving them medicine after they were attacked
by Cashel. Is he really such a bad guy after all? While you're here, check
the boxes to the right of the house with the waterwheel for a Spectacles.
After meeting the three of them, head to the central fountain plaza. There
you'll find Curtis and... Grune? Seems she's taking Isabella's place while
she's busy. But she isn't doing the job so well. Curtis asks Harriet if she
wants to join his 'soldiers of love' too. Senel gives Grune a medal (did she
even do anything?) when she suddenly embraces him again, apparently to make
him feel better.
Jay's the only one left, but Harriet says he's probably not in town. Head
back to Will's place. Unexpectedly you'll find Jay there, spying on Will...
the other party members arrive as well. Will comes out telling everybody
to be quiet. He has a guest from the Holy Gadria Kingdom. The guest
recognizes Chloe, and compliments her in a not so friendly way, saying that
she's done well to clean the stain from her family name. Seems that shortly
after Stingle killed Chloe's parents, the House of Valens was booted from
the nobility. Senel and Norma take it worse than Chloe does, though.
Talk turns to what the Holy Gadria Kingdom wants. Because of Vaclav's
defeat, Gadria has won its war with Kurzand. But now it seeks to establish
victor's rights - including control of the Legacy and Shirley. It's not
just Gadria, either. Other countries have already dispatched representatives
to the Legacy. Will says that with so many factions eager to use Shirley,
it's a good thing that she isn't in town. The other party members scold
him, saying they'd been trying to avoid talking about Shirley in front of
Senel. Jay gets a title here.
There'll be a flashback. Shirley has decided to stay with the Water Folk
as the MelNes in hopes of helping in whatever way she can. Senel says that
he doesn't have a right to stop her, but apparently he hasn't even gone to
visit. Will tells him that he is going to the Water Folk village, so he
should come along. The Empress has given him a message for Mauritz.
At the mention of the Glowing Ones, Moses, Chloe, and Norma all exclaim that
they'd forgotten why they showed up at Will's in the first place.
Fenimorl has come to visit. She begs Senel to visit Shirley (note that
she's calling him "Oniisan" now too...) It seems that she's been depressed
since having left Senel. Senel finally agrees. The rest of the party
wants to tag along as well.
Now to actually explore town. There's new equipment in the weapon/armor
shop, so upgrade accordingly. There's also new ingredients at the bakery.
Speaking of which, if you go to the basement of the Inn, there's
somebody playing the piano, named Shiina. Hmm. (The composer of Legendia's
music is Shiina Gou.) He can play some of the in-game music for you, but
if you give him the types of bread he asks for his playlist increases.
Also, go over to the item shop and check the Wadadon (from Namco's
Taiko no Tatsujin music game). It'll be Mimmy, and she'll teach you
Melon-pan.
You can access the area directly east of the fountain now. There's a
treasure chest with a Rune Bottle, another one with a Dark Bottle, and a
few important buildings. One is important very late in the game for
getting a certain helmet for Shirley, while the other is important for
the Love Love subquest. See the Subquest section for details on both of
these. There's also a Cheese hidden in the crates on this screen.
When you're all done, head out the south exit. Fenimorl tells you that
the village is to the southwest. Follow the border of the Inner Sea around
(yes, there's a new path where you couldn't go before).
After the battle, Jay notices a fallen book. It's titled "Plan to Capture
the MelNes". Senel for some reason demands to have the book. Head back the
way you came. Pretty mean of them not to give you a save point, eh? At least
the weird patrolling things are now gone. Once outside, some Mofumofus will
greet you. They inform Jay that Shirley went to the Altar of the Sea at
the bow of the Legacy. Meanwhile Shirley begins the Ritual...
The Land Folk army attacking turns out to be that of the Holy Gadria
Kingdom. The leader seems to be the brusque visitor Will had earlier. He
instructs his soldiers to prevent anybody else from getting the MelNes,
even if it means killing her.
After the battle, the Water Folk controlling the monster run away. Head
up the altar for the final scenes. The party sees Fenimorl lying dead.
Walter blames it on the party, as Land Folk. He says he will not let the
party anywhere near the MelNes. Meanwhile the Gadria commander says that
the Water Folk don't even count as people. He orders Chloe, with the king's
authority, to kill Shirley. Walter says that surely Senel must think that
the Water Folk are monsters as well. Senel steps up and punches the
commander out, saying that is his reply.
Suddenly Shirley's hair stops glowing. Mauritz begins laughing in a rather
disturbing manner. He calls on the MelNes to awaken, and suddenly Shirley's
hair glows much brighter than before, and her TelQes appears. Walter and
Mauritz's hair begins glowing as well, as the power of the Souga has
awakened.
Walter then steps up to fight the party.
BOSS: Walter
HP: 18266
Weak Against Curse
Strong Against Ocean
You can't do any bit of damage at all to Walter. After a little while, he
does a much more powerful version of his usual DelQes attack and knocks the
party down, ending the battle.
Walter is entirely too strong. He says it is time to kill Senel. But Shirley
stops him. Senel calls to her, but she says not to call her by that name -
she is now the MelNes. Senel says that Shirley is Shirley, but she tells
him to shut up, saying that she is no longer the person who called herself
his sister. She knocks him down with a sphere of energy. She then says
that the Land Folk have no need of the blessing of the ocean. The party
feels like something has been drained from them. The MelNes says that the
will of the Souga is to return the world to the form it should have.
Mauritz adds that the Water Folk act according to that will, and will
exterminate the Land Folk. Walter prepares to kill them all, but a sudden
blizzard appears and the party is swept away.
Walter send his robot troops off in pursuit. Meanwhile the MelNes says she
has remembered her duty. She says she will return to the Castle. She also
wishes for Fenimorl to be buried. Walter says that he will do and begs
the MelNes to let him. She agrees.
At the beginning of the dungeon now, the party wonders what happened.
Suddenly somebody unexpected shows up. It's Grune, and she's got a sphere
of blue light with her. She greets the party, then begins talking to the
light, asking who it is. The party members wonder if she's gone totally
insane by now. It seems none of them can hear or see the light. The
light names herself Celsius, and calls Grune her master. She says she has
manifested in response to Grune's will to save Senel and company. However
the elements in the area are weak and she cannot manifest any further.
Grune tells her she can rest. Celsius turns into a seed, which Grune picks
up.
Suddenly Walter's robot soldiers show up. Senel and Chloe begin to fight
them off - but neither of them can use their Soujutsu. Norma tries casting
a spell, and she can't either. The party has no choice to run.
Back in Werites Beacon, the party hears more disturbing news. It seems
that EVERYBODY in the town can no longer use Soujutsu. Moses goes off
to help his band. Meanwhile Isabella arrives and asks Will and Jay to
go with her - the Empress of Lexaria is calling. That leaves Senel with
Chloe, Norma, and Grune. They begin to go off to Will's house, but
Senel suddenly collapses.
Senel flashes back to when Stella told him to run away with Shirley. Then
he remembers the words Shirley says as the MelNes. He says that back then,
when he first called Shirley family, he had also decided to atone for some
sin.
Senel wakes up with Harriet and Grune watching over him. They go off to
tell the others. Chloe however has been waiting outside. Senel asks her in.
She tells Senel that war preparations are under way against the Water Folk.
There are even rumors that a battalion of the robot soldiers is massing
outside of Werites. Then Chloe apologizes to Senel. As a Gadrian herself,
she feels that she is partially to blame for what happened with Shirley
and Fenimorl. But Senel says she isn't like the others. Senel then gets
frustrated. There are too many things he doesn't know. He doesn't want to
fight Shirley. Chloe feels the same way too, however.
Grune returns, saying that the two certainly get along well. She then says
that if they both don't know something, it means they're thinking the same
thing. Senel then says that that's the point, they don't know anything -
they should go and find out the truth, instead of standing around and
worrying about it. He asks Chloe to help him and come with him, which
makes her a little too happy, perhaps. Norma comes in suddenly and says
she'll go too. But they have no idea where to start.
Suddenly all of them get the feeling that they have to visit the Beacon
over Werites... They leave. Grune says to Chloe "great it worked out,
right?" and Chloe says yes, abashed.
You'll be on the second floor of the Inn. Go down and save, then leave.
Suddenly some soldiers show up. It's the Gadrian commander. He tells
Chloe she is under arrest as a traitor to the country for not following
his orders at the altar. Senel says that it was him that punched him
out, and the commander says Senel will be arrested too. Suddenly, help
arrives from an unexpected place...
After Curtis's song and dance, he punches the commander out. With that
taken care off, head for the Beacon. But first, make sure you go to
trigger the first Love Love Couple subevent (see the sidequests section
for details) if you're doing that subquest. The window of opportunity is
very limited. The east portion of town is now open to you as well. There's
a Lemon Gummy in a treasure chest here, and if you check the bench facing
the river north of that chest you'll find a Rune Bottle. Check the
wheelbarrow in front of the large house (Madam Musette's) for an Apple
Gummy. Search the urn on the second floor of her house for some Pickles.
There's another Apple Gummy outside Madam Musette's house to the left,
in a jar.
Off to the Beacon. To get there, head to the top of the city and head
straight up. The party runs into Jay and Will. They say that they too
suddenly felt that they should go to the Beacon. The entrance to the Beacon
has mysteriously opened. Jay says that in living memory, nobody has ever
been able to open the door. Moses shows up too. He says a large robot army
is waiting outside town. Seems like he wasn't a match for them. He too felt
the pull to the place.
Now head on in. The inside looks very mechanical, just like some of the
other ruins. An elevator takes the party very far down. They can hear
the ocean waves from here. They find a quiet ocean. Norma tells the party
to hurry up and look up. The sky is like a ceiling, and it's entirely
closed. They seem to be INSIDE the Legacy, somewhere far below the
Beacon.
Senel's hands begin glowing. He thinks for a moment, then Majinken's
Moses. His Soujutsu appears to be back. Then Norma joins in. It looks
like Moses is the practice dummy... and everybody else has their Soujutsu
back as well. Moses runs off somewhere. Then he comes back... saying that
when he tried to go up again, he was unable to use Soujutsu again. Their
power has only returned while they are inside.
The party then discusses their next step. The MelNes's aim is to purge
humanity. The MelNes also told them that they did not need the ocean's
blessing before they lost their Soujutsu. So the next step is to find out
exactly what the Souga is.
The party gets another vision. They decide to explore the interior area
of the Legacy. Then Norma asks Grune why she's here anyway. She says
it's because she likes everybody. She says she'll fight with the party
too. The party leaves, but Jay wonders if it was really coincidence they
came here in the first place. It seems more like somebody guided them
there.
Grune joins the party here.
Over at the palace mentioned by the MelNes, they've reached the throne room.
The MelNes says that the party has apparently arrived at the 'The Abandoned
Lands'. And so ends Chapter Five.
------------------------------------------------------------
MAIN QUEST - CHAPTER SIX: THE FALLEN LANDS 打ち捨てられた地で
------------------------------------------------------------
COAST 海岸
Your party falls asleep as soon as you arrive. Guess everybody was tired.
Afterwards, Jay reports on the events from up above. The war has yet
to start - the robots outside of town haven't yet attacked. Discussion
turns to the visions they saw. It seems that it might have been the
birth of the Legacy. The Glowing Ones caused land to grow over the
original white square ship and created the ship. Norma wonders if it
was the MelNes's power that brought about that change. Will is worried
about the Kousekiyoku, as well as why the legendary monster Gate should
have appeared. Jay says that creating a floating continent seems a bit
excessive even for the Water Folk. Senel says they must have had some
important reason for leaving their original home and making the Legacy.
Jay says if that's the case, the question is what was the reason.
Suddenly the party gets another vision. It looks like it's time to move
on to the next monument. It really does seem like somebody is watching
over them and guiding them onwards.
Flashback time. Senel is telling Shirley that they should stay in an
empty house they found until they meet up with Stella. He tells her not
to worry, since Stella promised she would come. Shirley asks him why
he's doing so much for her. Then Senel hears another voice saying "Thanks
to you, we now know where the village is." He wonders to himself whether
it's repentance, or something else.
The next morning, Pippo and Jay tell the party that they are in The Quiet
Lands, which is legendary among Mofumofus (but you already knew that...)
Jay says that if this is the legendary Quiet Lands, they might also see
the Heavenly Path, but that's apparently a path that is not a path
floating in the sky somewhere, according to Pippo.
After the conversation, you're free to go. Another Mofumofu has arrived,
who serves as a merchant, and you can rest here anytime. There's also
a save point here.
The party hears a voice saying to kill all of the Glowing Ones. It says
to chase them into the ocean. Another voice curses the Land Folk, wishing
they'd never come. A third says to protect the MelNes no matter what.
And again, you'll see an anime version of the previous memory flashbacks,
with the rectangular ship leaving some sort of port. A voice identified
as that of the MelNes tells the Water Folk to board the ship. She tells
them to separate from the cursed land that has taken so much blood.
You'll be warped back to the entrance, and your party will get another
stone fragment. Once again the engraving seems to recall the scenes
the party saw earlier.
When you're all done head out and return to the Coast.
COAST 海岸
Once again, the party is tremendously tired. Jay tells the party that
they think they know where Shirley is - a castle at the stern of the
Legacy. Norma calls it by another name, the Mirage Palace. Among
Treasure Hunters it's known that the Palace is unreachable from land.
The Mofumofus are searching for a possible way to enter.
Now the party reviews what they saw earlier. The 'important reason' that
the Glowing Ones left the continent for seems to have been the war that
drove them from the land. Norma wonders if their mysterious guide is
trying to tell them that the differences between Water Folk and Land
Folk are irreconcilable. But Senel says no - he and Shirley got along
quite well these past three years. Will says there is still one other thing
bothering him - why the war started in the first place. Once again upon
asking, another vision arrives. The next destination has been shown. Jay
says that he might have an idea on who it is that is helping them out. But
he refuses to say who it is just yet. He says he can't prove it, so he won't
bother yet. He gets a title here.
Another flashback - Shirley asks Senel if he has to be a Marine Trooper.
She tells him that if it's about money she'll work too. But he tells her
he would rather that she stayed at home. Then he hears Stella's voice.
She asks him if he's forgotten his promise, if he's forgotten her. Senel
replies of course not, and that with Shirley...
At the palace, the MelNes says it is time to prepare to activate the Wings
of Light. Walter returns asking why she stopped him from fighting Senel.
Mauritz says the Abandoned Lands are said to be the only place where the
blessing of the Souga doesn't reach. He forbids Walter from interfering
with the party while they're there.
Time to head out again.
Afterwards more voices. They say a meteor has fallen. But another voice
says no, it's a ship - a large white ship. And again, an anime sequence
summarizes what befell. A large object - the white square ship from
before - fell into the ocean from the sky and caused a huge wave.
The party gets warped outside and is once again tired. A third stone
fragment presents itself to your party. Time to head back to camp.
COAST 海岸
Time to review what you've seen. Will proposes the theory that the Glowing
Ones actually came from another world. Norma says that considering their
hair glows, they can breathe water, and that they can use TelQes, it's not
such a radical idea after all. Jay says he is also worried that the
someone that is guiding them is also convinced that the Glowing Ones are
too different from humans. That is the root of the hatred between the two
races. The Glowing Ones even call themselves enemies of humans.
But Senel says none of it matters. Jay tells him that may be what he
thinks, but other humans may not think that way, maybe not even Chloe
or Moses. Senel yells for their 'helper' to show themselves and tell them
straight what they want. There's no response. Senel tells Jay to tell
them who their helper is. Jay reminds them of when they first arrived -
they wanted to know what the Souga was. They know the MelNes is the
representative of the Souga. The MelNes calls herself the one who hears
the voice of the Souga. The Glowing Ones follow the will of the Souga
in an attempt to purge humanity. Jay says that whoever is trying to
help them is analagous to the Souga's relationship to the Glowing Ones.
It might be the Souga itself. Will and Chloe say that doesn't make
sense. But Senel asks if maybe in these Abandoned Lands there is a
second Souga. Jay agrees. Norma asks who the second Souga is. Jay then
points away. Senel wonders if he means Grune. But Jay says to look
beyond her - at the ocean itself. He says the Souga is the will of
the ocean. The MelNes's power is to connect to the will of the ocean.
Since the MelNes wants to exterminate humanity, the second Souga in
the Abandoned Lands called the party down there. Moses asks for proof,
but Jay says he has none. He then calls out to whoever is helping them,
asking them to show if his guess is correct, and what the Glowing Ones
are trying to do. The party then receives another vision. Jay says it's
time to forward, and asks Senel not to run from the truth. Senel says
there's no way he'll do that, and Jay says to remember that for later.
Flashback time again. Senel and Shirley look around their house, saying
they've already lived here for 3 years. Shirley then thanks Senel for
being with her. Again Senel hears Stella. She tells him that she sacrificed
herself to save him. She asks him again if she's forgotten that.
Jay and the Mofumofus look out to the ocean. The Mofumofus tell him he
looks scary, and ask him if he's thinking about taking care of Shirley
by himself. He tells them he can't count on the party to do it, and he's
already experienced in a number of areas...
At the palace, Mauritz says that the Wings of Light haven't yet activated.
He says it's possible that Shirley's awakening as the MelNes may not be
complete. He wonders if the reason is Senel. He and Walter discuss
how to take care of the problem.
In the morning, head out to the final monument, the Earth Monument.
More voices. The MelNes says she will use the Wings of Light and become one
with the Souga. An anime sequence shows the activation of the secret
weapon, causing immense destruction. The ocean splits the very land
itself.
The MelNes's voice says that there's still half left, and that her will
is fading away. She says some day the next MelNes will finish the job.
Jay recalls the legend of the Great Sinking, where half of the world's
continents were swallowed by the ocean. He says that is precisely what
they just saw. The Great Sinking really happened, and it was the work of
the previous MelNes. And now the current MelNes, Shirley, is trying to
do the same thing. Chloe asks Senel if he's okay, now that he knows
what Shirley is trying to do. He asks her if she saw Shirley's expression.
There is once again another tablet, this one with the snowflake-ish
design that the secret weapon caused (and also incidentally part of
the Tales of Legendia logo).
Time to return to camp.
COAST 海岸
The party discusses the disaster that might befall them if the Great
Sinking happens. The secret weapon of the Water Folk is the Wings of Light.
Jay calls the Water Folk enemies, which Senel doesn't take to kindly. He
asks everybody if they really think Shirley will cause the Great Sinking.
He says she can't even bring herself to kill a bug. Jay gets angry,
telling him that he can't call her his sister anymore. Senel then just
says if they stop the Great Sinking, it will be all right. He tells the
group he will simply convince her. Jay and the group don't believe him.
But suddenly a glowing comes from the southeast. It looks like the Souga
is calling again.
There has been no change with the MelNes. Mauritz asks Walter how many
hostages from Vaclav's army they have. Mauritz tells him to look for
people who match certain qualities.
You didn't get an automatic heal this time, so rest up, then head out
southeast, east of the elevator.
COAST 海岸
One by one the party leaves Senel alone. Go over to your blanket and rest.
Over at the elevator, the rest of the party is gathered. They've tested
their Soujutsu on the surface and it all works. Now they gather to discuss
how to stop the Great Sinking. Chloe wonders if they can really convince
Shirley without Senel. But Jay and Will say they must be prepared for
the worst... even if that includes killing Shirley. Jay says not to
worry - if it comes to that, he'll do it himself. Moses calls him cold-
blooded. Jay excuses himself, saying he has other things to do.
Back at camp, Jay says he'll be fine. Will comes up and tells him that this
is everybody's problem, not just his. Moses agrees, saying that he won't
let Jay do the dirty work himself.
Senel is thinking about Stella again. Her voice tells him that he's done
well, and that he doesn't have to do any more. She tells him that he'll
always have her by his side. Chloe interrupts his reverie, asking him if
he's worrying about something. She says that maybe the Souga didn't
refuse him - it was the other way around. She tells Senel that she can
help him through things. She doesn't like seeing him suffer.
Senel hands Chloe the "Plan to Capture the MelNes" notes that were picked
up before. He tells her that his name is in it - on the side of the planning
army. He too was in Vaclav's army, recruited as a war orphan. And his
assignment was to abduct Shirley. Since he was only 12 years old, the Water
Folk did not find him suspicious. But as he spent time in the village,
he found himself at more peace than than he had ever been. He was unable
to finish the mission.
When Shirley failed at the Oracle Ritual, however, she fell very sick.
Senel and Stella left the village to retrieve and ore said to be able to
cure any illness. They got the ore, but they had been followed on their
way back. Thus the Vaclav army found out the location of the village, and
the attack began.
Senel says what happened to Stella and Shirley is all his fault. He says
if he had't arrived at the village... if he'd never been able to use Soujutsu
in the first place... Chloe asks if Shirley knows about this. She doesn't,
because he had promised Stella, who did know, not to tell her. He must keep
the promise because he has chosen Stella. He tells Chloe about what happened
in the Village of the Ferines, how Shirley was about to confess to him but
he stopped her, saying Stella was by his side always. He says Stella must
have been waiting for him those 3 years for him to save her, but he couldn't,
so the least he can do is 'choose' her now.
Chloe slaps Senel, hard. She tells him he's a fool, and that she knows why
the Souga refused him. It's because he doesn't even know himself. His line
about his promise with Stella is just an excuse. Senel angrily retorts that
Chloe doesn't know anything about him. Chloe slaps him again, saying of
course she knows. She might not have been capable of knowing earlier, but
she does now, so much that it hurts. She tells him that there is only one
thing for him to do - to meet Shirley and tell her everything: his past,
his feelings, everything. She calls him a coward, saying that his real reason
for all of this is that he's running away from meeting Shirley again. Senel
finally realizes that what he needed to know wasn't the truth of history,
but his own feelings. (Incidentally for the first time here, Chloe calls
Senel by his first name, rather than 'Coolidge'.)
He hears Stella's voice telling him to stay with her, but he says that it
isn't Stella - it's his own heart's weakness. He tells Chloe that noone
can change the past. All they can do is carry their happiness and sadness
along with them. That's what it means to live. He vows to move forward, to
meet Shirley.
The ocean begins glowing now - it looks like the Souga has finally accepted
Senel now too. The rest of the party arrives, drawn by the glow. Senel
asks them for one more chance to convince Shirley. Jay says that Shirley
might listen, but the MelNes might not. Senel says if it comes to that, he
will finish things with his own hands.
The party plans again. Jay says that the Mofumofus have found an
underground passage similar to the one they passed through before that
leads to the Mirage Palace. He asks the party to meet him in front of
the Elevator. So off you go.
ELEVATOR 昇降装置
Jay asks the party to stand in place, then presses a switch. The floor
next to them shifts, revealing a rail and a corridor. Then he presses
another switch, opening a door... when a huge train comes out. The
Mofumofus discovered it as a path to the Mirage Palace. Jay says the
train must connect to the surface somehow. It even has a drill on it
in case the corridor is blocked.
One of Mauritz's subordinates comes to get him, saying they've found
something. Meanwhile Shirley thinks about the Souga's will, to return
the world to how it should be. Walter says there was one person in the
Vaclav army that fulfills their needs. Mauritz then asks him a question.
The train stops and the party stops in front of a door to the surface.
It's sealed similar to the other ruins. The party presents their hands
and the seal opens. The train moves onwards.
The party discusses the two Sougas. Chloe proposes calling them by different
names so that they can tell them apart. Norma has some weird nicknames for
them, but eventually Will proposes the Quiet Souga and the Raging Souga.
Norma gets a title here.
The train stops again. The party goes up to the surface and looks around...
and the last chapter in the main quest begins.
------------------------------------------------------------
MAIN QUEST - CHAPTER SEVEN: SHINING BLUE 輝ける青
------------------------------------------------------------
The Water Folk controlling the Gust run off. Walter swears to the MelNes
that he will not let Senel and company near her.
To your left is a Denei Bottle. Go up and left to find a Hit Bottle, and
behind a Zone, a Rune Mail. Go to the right and follow the twisting
path onwards. You'll come across a save point and heal point (thankfully!)
next to a Flare Bottle.
Go onto the narrow platform up and to the left. Past the Chaotic Zone
there's a Holy Robe. Go down past another one and leftwards to go to the
next area. At the first fork head up past a Zone for a Climax Bottle.
Another Zone to the north guards a Bimetal (for Senel). Return down and
continue onwards.
A Nintou: Chizakura is behind the next Zone. It's for Jay, but its attack
power is no different from the weapon you picked up for him earlier. The
only difference is that this weapon is Curse-elemental, whereas the
previous one was Ocean-elemental. Head up some more as the path bends to
the left. There's a Puzzle Booth here now.
Head up the stairs to the platform right next to you and push the two
blocks that you can off. Rearrange them so that the platform is bigger,
so that now you can pull the third block away from the corner and push it
off as well. Now line the three blocks up so that you make a bridge
towards the next platform towards the bottom of the screen. Push all three
blocks off that one as well. Now make a line of those blocks so that they
extend towards the platform on the right side with the two reflectors and
switch (it will not reach all the way). Now head up the stairs again and
stand on the line of blocks you just made to hit the three switches. To
hit the bottom switch, stand on the second block and fire towards the
reflector to your lower right. To hit the top switch, stand on the third
block and fire up and left. To hit the switch on the right, stand just
at the junction of the second and third blocks and fire up and right.
Now the exit is open. Use the six movable blocks to make a bridge to where
the exit is and leave.
In the next area, the glowing rings will warp you. You'll find a Holy Bottle
in the first chest. This area is kind of a maze. If you don't care about the
treasure chests, you can just take the left route each time. But if you want
all the treasures, you'll have to search around a bit. If you get lost,
keep warping and Will eventually will ask if he should guide you. Accept
and you'll be taken directly to the exit, but be warned that like with the
Forest of No Return earlier this will prevent Senel from getting a title.
Pick the third option to have Will leave you alone.
Or, you can just cheat and follow these directions to get everything.
Take the first warp. Now take the one on the left to find a Panic Check.
Go to the warp on the right side until you get to the platform that looks
like it has a door with a red dot on it (it's not anything really, just
a landmark). Take the left warp for a Lemon Gummy, then the right warp for
a Life Bottle. Take the bottom warp, then the top warp to go back to the
beginning. Take the left warp to go to the screen that had the Panic
Check, then take the left warp twice more to find an Orange Gummy and
Apple Gummy. Now just follow the looping path to the left upwards. Do this
without using Will's help and you'll get your title for Senel.
Go up and left past the Chaotic Zones for a Magic Mist and Aqua Mantle.
Head right, past the first Chaotic Zone (Elixir) and second one (Savory),
then follow the path up and left. Onto the next area.
Go right to see a Chaotic Zone guarding a Seal Check. Then go over to
the left and up past a Zone for an All-Divide. That's all for the treasure
here. Go up the laaaaaaarge staircase for a heal point and save point.
You know that means a boss awaits you.
Enter the next room area, and Walter is waiting for you. Senel asks him
if Shirley is waiting in the room behind him. Walter says if she is,
what is he going to do about it. Senel says he will talk to her as
he's planned to. But Walter says the MelNes no longer has any connection
with him. Senel says that he'll be the one to judge that.
BOSS: Walter
HP: 55270
Weak Against Curse
Strong Against Ocean
Drops: Force Ring
He's tough, as you might expect, but not THAT tough. He does cast
Indignation, but his primary threat is his physical attacks. Keep him
away from your casters no matter what. Ideally you should be able to
smash him into a corner and just combo him to death with Senel's
Renga Hienrenkyaku and Chloe's Shuu'u Majinken, but thanks to his
small size the combo might break a few times. Rather than trying to
start the combo again, guard his attacks, wait for him to leave himself
open, THEN start smashing on him again.
Senel tells Walter that it's over. But Walter seems determined to fight on.
He says that he is the one who will protect the MelNes. He then summons
his wings and flies off (didn't he just say he wouldn't let them pass?)
Will says he might be trying to take Shirley and run.
Head on upwards into the throne room. Indeed, Walter has run here. But
he's exceedingly weak. He tells the MelNes to run. The party catches up.
Senel tells Shirley that they did not come to fight - they came to talk.
Senel pleads with Shirley to stop the Great Sinking. Walter wonders how
Senel knows that much. Jay tells them about the second Souga that lives
in the Abandoned Lands. Chloe says that they accept the fact that their
ancestors participated in a racist war. Senel says that there is no need
to live in the past. Will asks her if she won't reconsider and look for
a way to peace.
But the MelNes finds their talk a mere annoyance. She tells them not to
draw closer, or she'll activate the Wings of Light. Apparently the throne
itself is the switch. Senel then asks Shirley if it's all right to be
by her side a little longer. He just wants to be able to see her again.
He manages to get just up to the dais where Shirley is. Shirley tells
him once again that she isn't the one who pretended to be his sister.
Senel says that's why he came. He says that now he can say what his true
feelings are. He tells her that he wants to be with her not as brother
and sister, but as the same humans. Shirley asks in a more normal voice
about Stella. Senel says he won't forget her, but that she'll be just
that, a memory. He says that the one important to him now is Shirley.
Shirley says that those words are what she thought she wanted to hear
for more than 3 years. She thanks him. But she says that she has her
duty to fulfill, and activates the switch.
Senel asks her why. She says that it's because she was selected to be the
MelNes. There is no turning back. She says he can't understand the
responsibility and expectation that she has to bear. Senel asks her
if she really wants the Great Sinking to occur. She tells him that
that is her entire reason for existing as the MelNes. She tells him
that if he wants to stop the Great Sinking, he will have to kill her.
She prepares to fight Senel as Walter tries to hold off the rest of
the party. But she seems to be fighting an internal struggle. She asks
Senel why he won't attack, and says that if he doesn't she'll have to
attack first. But Senel says he can't do it. He says he promised that
he would finish things if Shirley was the MelNes. But now he understands
what the MelNes is to him. Shirley is just Shirley.
She tries to attack him, but her TelQes disappears. Senel draws closer,
and Shirley still can't call forth her power. She cries out that she
bears the thoughts of thousands of years of Water Folk, so why can't
she even attack?
Senel simply says that they should go home. But Mauritz arrives, with
one of Vaclav's soldiers. He tells Shirley that Senel has been fooling
her the entire time, and that he will tell her the truth. He tells
her that Senel was one of Vaclav's soldiers, and that he was the one
responsible for the incident 3 years ago. Shirley asks him if it's
true. Senel responds that it is. She asks if Stella knew, and he says
yes. He tries to explain, but she stops him. She says it must have been
hard for him to keep it a secret from her the entire time. She says
she had thought she and he were close enough to share their thoughts.
But she says that was just an illusion. She says that's it's only
to be expected, since she's a Water Folk and he's a Land Folk. She
wonders why they even had to meet.
Suddenly she glows again, and Senel gets knocked off the dais. Shirley
tells him farewell. The entire platform begins glowing. Mauritz says
that the Wings of Light are finally awakening. A bright light covers
everything, and when it subsides Shirley is gone. The entire Palace
begins shaking.
Head over to the indicated door and go outside onto the balcony.
Here the party watches the Wings of Light awaken from the Inner Sea.
Jay says that Shirley and Mauritz must be headed there.
Senel apologizes for breaking his promise, but the party disagrees. They
all say that who he met wasn't the MelNes, it was Shirley. They say
there's still a chance. The party begins to plan how to get onto the
Wings of Light. Jay notices some light shining far away. Will says that
it's coming from the direction of Werites. The Beacon seems to be
shining towards the Wings of Light.
The Mofumofus show up. Poppo tells them that the light of the Beacon
must be the legendary Heavenly Path. If Jay's theory is correct,
they can use the path from the Beacon to get to the Wings of Light. The
Mofumofus say that the train can even take them all the way back to
the Beacon.
At their destination, Jay presses a button, and the train tracks suddenly
get a glowing addition that reaches out to the Wings of Light. The party
says they should wait and rest a night before heading out.
You'll see Moses talking to his band. He tells them he's always thought
of them as family, but he's beginning to think of Senel and co. that
way as well. He gets a title here.
The Mofumofus and Jay say that it was good that they got to meet
everyone. Jay even says that it was good meeting that 'stupid mountain
bandit'.
Chloe arrives at the fountain. She's the only one there with Senel now.
Will says goodbye to Madam Musette, who wishes him well. She then asks
him if he won't see Harriet before he goes. Will says that Harriet
probably doesn't want to see him. But Harriet bursts into the room.
Norma's writing a letter to her parents, but it keeps turning out
strangely... she gives up and thinks about her master instead.
Something catches her eye on the windowsill. She says that she has
to put aside the Everlight for now.
Back at the fountain, Chloe tries to talk to Senel, but she has trouble
even saying his first name (remember she's been calling him Coolidge for
most of the game). She tries to ask him what kind of relationship he
has with Shirley, but quickly changes the subject. She says that
remembering what happened in the Palace, it must be hard for people to
understand one another. Senel replies that precisely because it's hard,
people reach out for one another.
Will and Harriet are talking elsewhere. Harriet says that her grandpa
says Will is the worst sort of person. But her mother said he was the
best. Will says he isn't worthy of such praise. Harriet says she came
to the Legacy to figure out which one was right... but Will won't even
accept her. He's never around and never talks to her. He apologizes,
but promises her one thing - that he'll always protect her. Harriet
is brusque, but as he walks away, she says that if the land sinks,
then her mother's grave will be gone too. She tells Will that if he
doesn't protect her mother's grave, she'll never forgive him.
Back at the fountain Senel asks Chloe if she'll be friends with
Shirley when she comes back. He says that there are some things that
only girls can share with each other. Chloe agrees after awhile...
but says that she'll also become honest with her own feelings. She
says that when Shirley comes back, she won't hold back herself. Senel
asks her if she dislikes Shirley that much. Chloe gets mad. Senel
sure is dumb about picking up on girls liking him, isn't he? But that
is standard Tales hero fare, after all. Chloe gives up, and calls him
a brute, good-for-nothing, and a coward... but says that the last one
applies to herself too. Senel's still clueless. Both of them get
titles here.
Senel thinks to himself that there is one thing he definitely wants
to tell her - it's that everybody there has called her their friend.
Her place is there with them. She isn't alone.
The next day Jay says the preparations are complete. They can leave any
time. The Mofumofus say now is the time to make sure they have everything
they need. This is your cue to go back to town and start exploring.
Be sure to go to the bar and check the carton of milk to find Mimmy - she'll
teach you how to make Crepes. She's also hidden at the bakery as a kettle,
and there she'll teach Apple Pie. The Weapon store does have a new weapon
for Norma, and the Armor store has some upgrades as well, so check
those out.
Feel free to head outside and wander around too. Now is a good time
to catch up on all those Sculptures you're missing, if any. Also, if you
take the Duct to the Secret Passage and enter the shallow waters just north
of it, you can follow the new land that wasn't there before to explore
the eastern end of the Legacy. You'll find a Savory and an Elixir along
the way, as well as the Starboard Cottage (which is part of the Quiz
Minigame, so you can't do anything with it yet.) Just southeast of Werites
is another small island that you couldn't get to before with a Lavender on
it. When you're ready to
proceed, head to the Beacon and talk to the Mofumofus.
The party boards the train and heads for the Wings of Light. Inside,
the huge wings from the device begin glowing; elsewhere, Walter beholds
a large robot...
BOSS: Mauritz
HP: 31724
Weak Against Curse
Strong Against Ocean
Not too tough just yet. He does have combination staff attacks to watch
for, but just pin him down and hammer away.
The party tells Mauritz that it's over. But he says his wounds are nothing.
His power rushes forth again and he fights you again.
BOSS: Mauritz
HP: 33217
Weak Against Curse
Strong Against Ocean
Drops: Miracle Gummy
He's much more annoying this time, casting spells like Indignation and
Aqua Laser, as well as using a "burst" type move that knocks nearby
people down and almost always dizzies them. It's much more important
to spread your people out this time as Aqua Laser among others will
quickly kill you if you don't.
Mauritz's hair begins glowing and he stand up once again. But then
he falls over. However, the entire ground begins glowing, as well
as Shirley. You'll receive a free heal here. If you want to, you can
run back down the long ramp to save again. This will be your last
chance.
Head forward to Shirley's platform. Her TelQes stands in your way and
blows your party back. Shirley sends energy balls to trap the party.
She begins to glow more strongly, and the entire ground shakes. Mauritz
rises up momentarily only to say that the Great Sinking has begun. He
tells the party that they probably think of the Water Folk as beings
from another world.
But he says the opposite is true. The Water Folk were the original
inhabitants of this world. It was the Land Folk who came later. The
Legacy, the Sougahou (which uses the life force of Water Folk), and
the Wings of Light were the creations of the Land Folk. They used it to
create land on a planet that was originally entirely ocean. The anger
of the Souga manifests itself as the storms of the seas. The Water Folk's
true aim is to complete the Great Sinking and placate the Raging Souga.
Senel calls out to Shirley, but Mauritz says it's useless. He says
that right now she is the pure incarnation of the Souga's will. When
the Wings of Light completes its work, she will become one with the Souga.
He tells Senel to give up. Senel says that there's no way they will
after they've come so far. But the rest of the party is still shocked
at the revelation that they were the invaders, not the Water Folk.
Senel says that no matter what anybody says, Shirley is Shirley, not
anything else. His nails begin glowing and he tries to move towards
Shirley. Chloe asks him to forgive her, then hits him with some of her
energy. The other party members also attack the TelQes holding him.
Finally Senel breaks free. He staggers up to Shirley and embraces her,
saying he believes in her.
The glowing stops and the large wings disappear. Shirley says that
Senel's holding her too tight. She thanks him, seemingly back to normal.
Senel and Shirley go to the rest of the party, but the floor begins
glowing again. A bolt of lightning hits Shirley. It's Mauritz again.
He calls Shirley a traitor and says she no longer has the right to
be the MelNes. He then calls forth the power of the Souga himself.
It appears to have granted him its power. He wants to start the Great
Sinking himself.
Shirley stands in his way, saying she won't let her friends die here.
She says she will believe in them and the tomorrow they create.
Another bolt of lightning strikes her. Mauritz asks her what she can
do without the Souga's blessing. He says he'll kill her first. But
something disrupts his power. Shirley says he's becoming engulfed by
the Souga. Mauritz catches her and holds her aloft. The rest of the
party tries to help, but they don't seem to have any energy left.
But a blue glow fills the air - it's the Quiet Souga. Senel feels
it lending him power. He grabs Shirley back from Mauritz. The Quiet
Souga talks to them both. It says that it wishes for them to return
the angered ocean to normal.
Both of their hands begin glowing in a rainbow color. They try to counter
Mauritz, but Senel seems to be weakened from the sudden input of power.
Chloe says not to forget them. And the party prepares to take care of
the Raging Souga.
BOSS: Nelfes
HP: 83043
Weak Against Curse
Strong Against Ocean
Drops: Fairy Ring
He's much, much tougher than before. He has moves that will certainly
dizzy you, so equip your controlled character with a Piyo Check. At
times he'll go into a floating sphere form that will start casting
powerful spells and also drop from the ceiling, making a large
damage splash. You can't even block this with special guard, so run to
the edge of the screen and hope that your AI characters do the same.
Use Climax Mode to good effect (you'll probably be able to do it twice).
Having Norma in with Resurrection is a great idea; have her focus on
that instead of casting Dark Force. If you want offensive magic, put in
Grune with Bloody Howling.
Chloe wonders if it's over. Will points out to the ocean - it's calm
and shining. Grune calls it the Kagayakeru Ao (Shining Blue) and
says that when the visitors from another world first came here and
saw this ocean, that is what they called it. Now why does she know that?
She doesn't seem to know either...
Shirley asks Senel how he's feeling, but he says he's fine. She says
it's such a pretty ocean that she's sure she can like this one. Senel
suddenly feels weak though, and collapses forward off the tower. Shirley
screams, and something glows blue. Shirley dives down after him and
catches him. She asks him if he remembers about the Water Dance Ritual,
and the ocean around them begins to glow. It's the proof that the ocean
is blessing them.
Enjoy the credits and the ending song by Donna Burke and Gab Desmond,
"my tales".
But of course you're not done yet. After the credits run, you'll be
prompted to save your game. After that, you'll see a shore and an
ominous figure wreathed in black smoke appearing on that shore. She
disappears again. And thus begins the Character Quest portion of the
game.
------------------------------------------------------------
CHARACTER QUESTS - INTRODUCTION 序奏
------------------------------------------------------------
PORT-ON-RAGE 内海港
Treasures: Shrimp, Squid, Pineapple, Salmon
The boat will already have arrived when you get here. Chloe arrives after
a bit. She'll join your party. The treasure chests here have been reset
as well. Pick up some ingredients. Now head out. Senel asks Chloe how
her visit home went. She only went back to visit her parents' grave, so it
wasn't much of a fun visit. Shirley tells her that right now it's only
her, Senel, and Will in Werites - the others have gone off on their own
thing. Senel talks about how he's being treated like a sheriff now too,
prompting Chloe to laugh. Shirley notes how Senel's mood is always lighter
around Will or Chloe. Chloe hears Shirley calling Senel 'oniichan' still...
Suddenly the party hears some screaming.
Further on a man is guarding his daughter Elza from some Lizardmen. She's
too sick to run - but the party distracts the lizardmen. Time for
a fight. These are two 'Lizardmen+', but they aren't hard.
Chloe helps Elza up. Her father thanks them as well. Shirley asks where
they're going, and they reply that they're headed for Werites. Senel
offers to escort them there. The father thanks the party. He introduces
himself as Orcot. The two of them have been on the Legacy for awhile,
but they've never stayed in one place for long. Currently Orcot is
taking Elza to the hospital there. Chloe asks them if it wouldn't be better
to return to the continent, but Orcot tells them that the only thing
that can help Elza is a special herb that grows on the Legacy. Orcot
compounds herbs for a living, so he has to stay on the Legacy to treat
Elza. Senel and Shirley get a title here.
Return to Werites.
WERITES BEACON 灯台の街ウェルテス
Orcot and Elza thank the party again. Elza seems to have taken a fancy
to Chloe, asking her to come visit her at the hospital. The pair leave.
Head to Will's place.
Will's there, but Moses and Jay aren't. Will suggests looking around town
some more. Outside, Chloe mentions that Senel seems brighter and more
relaxed now. Suddenly a strange old man almost runs Chloe over. Shirley
asks him if he's looking for something. He replies that he's looking
for the graveyard. It turns out he's blind, so directions won't suffice;
take him to the graveyard.
Once there, the party runs into Norma. She's praying in front of a grave.
Norma stares at the old man they've brought along. She recognizes him and
lets out a scream. The old man says that as usual she's quite a loud girl.
Norma asks why is Old Man Zamaran here. She gets rather mad at Senel and
demands an explanation. Zamaran calls her a monkey with no manners. Norma
gets angry and drags Shirley off with her. Senel asks him what connection
he has with Norma. Zamaran tells him that right now he just wants to be
alone. He tells him to ask Norma instead. Leave the graveyard to find
a still-very-angry Norma.
Shirley asks her who Zamaran is, but Norma's reluctant to answer. Chloe
lets her off the hook, saying that everybody has a few things from their
past they don't want to share. Norma looks at the three and tells Chloe
not to overdo it. Senel asks what they're talking about, and Norma says
it's his fault. He asks what is his fault, since he didn't do anything,
and Norma says that's precisely the problem.
Enter Curtis. He's been looking for Senel - he tells him to hurry to
the basement of the Inn. Norma joins the party here.
Head over to find Geet. Seems like Moses is nearby? The lady at the counter
welcomes them to the Opening Ceremonies. It's the opening of the Arena.
Senel gets inducted into the Opening Ceremonies against his will... and
his opponent is none other than Moses. The party cheers on Senel. Moses
asks if nobody's cheering him on, when another voice yells out 'Please
die, Moses-san!' Sounds familiar, eh?
BOSS: Moses
HP: 34781
He's got a lot of HP somehow, but he isn't hard. Take advantage of the
weakness in his coverage by standing right next to him, which will make
most of his moves miss entirely.
Afterwards, it seems like Moses was tricked by the Pheromone Bombers too.
Then Jay shows up (he was the one yelling at Moses earlier). He tells
Senel that he's so nice for not finishing off his opponent...
The party prepares to head back to Will's house, missing the Pheromone
Bombers' next entrance... Moses and Jay join the party.
In front of Will's house, Grune appears to be planting flowers for some
reason. Seems to be the same old Grune... The party wonders if Grune's
lost even more of her memory, but Grune's hearing is as sharp as ever.
Shirley asks her what she's been up to. Grune says that she's been
wandering around in case she sees something that jogs her memory. She
says she's been planting Celsius's seeds. Grune joins the party here.
Head inside to see Will.
The party catches up with Jay and Moses. Jay has been taking a break
with the Mofumofus. Moses has been living with Geet in the forest.
Norma laments that nobody's paying attention to her. Grune comforts
her and Norma cries in her arms... then suddenly turns to the men and
asks them if they're jealous. Seems like they all are...
Will turns to business discussing the monsters. Jay notes that the
same has been happening elsewhere. Suddenly a huge shaking interrupts
their conversation - and Curtis and Isabella arrive. The Empress would
like them to investigate. Will says that the earthquakes have become
more frequent lately. Isabella says that the shaking seems to come from
the Lumen Spring.
Curtis gives Senel the Sorcery Scanner. Using it, you can find hidden
objects and monsters and so on. Use L2 to search your immediate area.
Will joins the party here, and he and Jay get titles.
Check the Bonsai tree at the Inn to find Mimmy, who'll teach you how to
make Croissants. Equip your party and so on, then head out the west exit
to go towards the Lumen Spring.
FALLINGWATER 階段滝
Treasures: Radish x2, Black Ores, Pudding, Pineapple, Elixir
Norma notes that it's the first time all 8 of them have travelled together,
since it's the first time you have Shirley. While you're at it, you might
want to get the titles Wizard (have all four magic-type characters in
one battle) and Kou Yonten (have all four females in one battle), which
you couldn't do without Shirley.
Just follow the path and pick up the treasures along the way. When you get
to the overlook, Norma says something is odd about it. She'll ask Senel
to use the Sorcery Scanner here. Doing so, she finds the Bow Key. This is
sort of your introduction to using the Scanner. At the next overlook,
Norma uses the Scanner again - but this time she finds a monster! The
Scanner is also used to find special Rare Monsters, so be warned. With
that said, the Rare Monsters sometimes drop rare items as well, so you
should look for them.
As you go onwards, use the Scanner at the place where you ran into Mimmy
for the first time to find another rare monster, the Wonder Bread Lizard...
Head on to the save point. Right next to the tree next to the save point,
you can pick up an Elixir by using the Sorcery Scanner.
BOSS: Valt
HP: 55650
Weak Against Ocean
Strong Against Curse
Drops: Rune Cape
This guy is quite tough and does a lot of damage. Especially watch out for
the move where he lifts a ball of energy and throws it down. The lifting
part of the move does damage as well. Have Norma in and spamming
Resurrection.
As before, the monster begins regenerating and rising again, but Geet
and Moses attack it before it can regenerate fully. Another earthquake
occurs and the black mist rises again, then disappears. Grune sounds like
she might recognize it for a bit, but as usual she remains her airy self.
Will examines the body. The monster is completely normal in every
respect. It appears to be the black mist that is responsible for
everything.
The party leaves to report back, but Grune stays behind. She approaches
the body, when suddenly it turns into the ominous figure from before. She
introduces herself, but the woman simply disappears. She then says that
it's beginning again, and that either she or somebody else will... but
when Shirley comes to check on her, she doesn't even seem to remember
what she was saying.
Will says he'll report to the Empress; he asks Senel to wait for him.
Norma asks Senel if he's staying at Will's house, and he says yes. Norma
gives Senel and Shirley an odd look, then mutters something about divorce.
She then whispers to Chloe the same thing. Shirley meanwhile is staying at
Madam Musette's. You'll get a chance to save.
Off at the Vista Point, Harriet wonders if the flower she's looking for is
anywhere on the Legacy. It's apparently a flower she heard about from her
mother.
Shirley wakes Senel at Will's house. But they suddenly hear Harriet
yelling elsewhere. She runs out mad again, saying she doesn't have any
father. She then recruits Shirley and Senel to take her to Madam Musette's.
And thus begins your first Character Quest.
------------------------------------------------------------
CHARACTER QUESTS - WILL: A FLOWER AND A PROMISE 約束の花
------------------------------------------------------------
Afterwards the parents thank the party. Will asks them if they've learned
the value of living now. He tells them to think of the child's future.
The father says they thought the child might be happy with Will, but
Will says angrily that they can't expect the child to be happy without
a family. The parents realize the error of their ways and take the child
back. After a bit, Harriet reluctantly says that her opinion of Will has
improved a bit.
But Will soon gets enraptured with the monster you just killed... he even
says that he thinks there was a related monster in the Thunder Monument,
and wants the party to set off there. Talk about enthusiasm. But Senel
says they should escort the parents back home first.
While you're down here, check the right side of the screen with the
Sorcery Scanner to find a rare monster, the Tsumikigame. Then head over
left to check out Pippo's workshop. You can rest here, buy stuff, save
inside, and pick up an Aifread's Flag and a Black Ores in the chests here.
Also, if you go over to where the Ground Gate was, you'll find another
Rare Monster with the Sorcery Scanner, a Siren.
When you're all done, head back to the surface and back to town.
BOSS: Fabnir
HP: 69475
Drops: Purple Ores
It's a dragon, and he has the same attack patterns as the other dragons,
so be warned. He's pretty strong, but nothing to worry about if you can
handle the other dragons just fine. He's got no particular strength or
weaknesses, so just beat away on him.
WATERWAYS 毛細水道
Treasures: Liquor Bottle x2, Elixir, 2000 Gald, Orange Gummy, All Divide
x2, Climax Bottle x2, Elven Cape, Angel Tear, Holy Ring, Hit Bottle, Mixed
Gummy, Denei Bottle, Purple Eres, Rouseki, 3000 Gald, Lavender, Flare
Bottle, Toast, Mixed Gummy
Northeast of this dungeon you'll find treasures chests with a Radish and
an Orange Gummy. Nothing terribly valuable, so take them if you have the
time to spare.
Surely you remember this long and winding dungeon? There are some dangerous
casters of the Mandrake family who cast Big Bang and Extension with
frightening speed. Take them out first, and if there's more than one,
have Norma cast Silence. Even with all that, prepare to heal frequently...
Head down the stairs immediately for a Liquor Bottle. Then go towards the
save point past a two Chaotic Zones for an Elixir. Continue on the same
path to find 2000 Gald and an Orange Gummy. Past the next Zone you'll find
two chests, an All Divide and a Climax Bottle. Press onward for an Elven
Cape and an Angel Tear (sword for Chloe). Now return all the way back to
the save point.
Head down the other path towards the lower right. Follow the path all
the way around to the next screen - there aren't any treasure chests
on this path.
In the next area you'll run across a monster. The party wants to catch
it, but they realize Will has no interest, unusually. Grune notes that
there's an odd smell, which the party blames on Moses initially, but
it's apparently something else. Afterwards follow the direction Will
went.
In the next area take the stairs down past the Chaotic Zone to return
to the lower part of the screen you just came from. There's a Climax
Bottle here. Past the next couple of Zones on the next screen are an
All Divide and a Holy Ring. Now head back the way you came. Go up the
stairs and follow them up and around to the right. You'll come across
a heal point and save point in front of the secret room that Shirley
and Fenimorl hid in earlier. While you're here, go on inside and use
the Sorcery Scanner to find the Rare Eggbear. It'll drop a Bear Head,
which is used for Synthesis. Continue down and around the path. You'll
come across a Hit Bottle. Go down the next set of stairs, head left, and
then up those stairs. Continue following the path in the next area all
the way around. You'll find a Mixed Gummy in the next chest. Head
right at the next fork and up for a Liquor Bottle. Return and go all the
way right to the next screen for a Purple Ores. Now go back and head
left for a Denei Bottle, then go up the stairs. Time for a Puzzle Booth.
Activate the switch at the top of the screen by using the reflector
next to it. Now stand next to the exit and fire straight left so that
the light bounces off two reflectors and hits the switch under you.
Finally stand on the block right next to the exit and fire down and
left. You won't be able to see it, but you'll hit the last switch
this way.
After the Booth head straight down past a Zone for a Rouseki (for
Shirley). Go right, then up. Go all the way right until you find
3000 Gald. Return to the path you passed and head over for a Lavender
behind a Chaotic Zone and a Flare Bottle. Follow the path down.
Past the next Chaotic Zone is a Toast. In the same area is a Mixed
Gummy. Now head down and left to a heal point and save point. Yes,
you're almost done.
In the next area, the party encounters an area filled with some foul
black mist. No wonder the water and earth are spoiled. Soon the mist
coalesces into somebody that looks familiar... boss time.
The party has won, but the mist seems to keep spreading. The party
starts to run, but Will stays behind. He tells Senel that he must keep his
promise. He unleashes the power of his Soujutsu, but the mist envelops
him.
In a dark area, the ominous-looking woman from before asks him why he
insists on continuing. They say that destruction is the natural state
of things, and that humans can't change that. Will tells them that he
must fulfill his promise. The ominous figure tells Will that in that
case he should return to nothingness and give himself up - then his
wish will be fulfilled. Will says that if his promise is fulfilled,
then he doesn't mind. But then he hears Senel's voice. Senel yells
at him and asks him if he intends to leave Harriet alone. Will remembers
that protecting the flowers was not his only promise. His power flows
forth again. He tells the figure that he continues on, even with the
pain of living, because there are people who belive in him. The figure
tells him to be enveloped by his own darkness, and turns into Dark Will.
Will unleashes his Soujutsu in a flash of light...
The mist disappears, and Will appears safe. Grune suddenly clutches her
head. She might have gained back her memory... or maybe not. A ball of
fire appears in front of her, naming himself Ifrit. Again, the rest of
the party can't see it. Ifrit asks Grune if she's forgotten him. He says
that her memory still hasn't returned. He says that until her power has
returned, he will sleep for awhile. He turns into a seed just as Celsius
did. Grune says she should plant Ifrit's seed right there. Will then
remembers what he was about to do, and they decide to hurry back to town.
You can save here.
The party arrives back at Werites and meets Madam Musette. She tells
them that Harriet has disappeared. Will says he has an idea of where
she's gone, and runs off.
At the meadow of flowers, Will finds Harriet. He tells her that Amelia
loved this place. She would come here no matter if something happy or
sad happened. He says that sometimes he would fight with Amelia,
especially if he told her her food was bad. Harriet says that her mother
was always bad at cooking. But she loved her because she was happy doing
it. Will suddenly asks Harriet to live with him. She says that it would
be a waste to let the room go unused.
Will notes that it's a new moon. He says he'll show Harriet something
special - the thing he and Amelia loved the most. There's a flower that
only blooms during the new moon. It only grows there, and they discovered
it. Harriet realizes it's the bud she found earlier, the one that Madam
Musette told her had a wonderful name. Will tells her that he and Amelia
decided its name. The whole meadow, filled with the flowers, begins to
bloom, filling the meadow with light - and Will tells her they named
the flower Harriet. He picks one and puts it in her hair, telling her
that the slightest bit of light crystallizes the flower. Her previous
hair ornament had been a real flower all along. He tells her that he's
thankful to Amelia, because without her he'd never have been able to
meet either Harriet.
When the pair returns home, Harriet demands to go in first and that Will
not go in until she says so. After she says okay, Will opens the door
to find her standing there, saying 'Welcome home, papa'.
You can save again. Senel's now living in the formerly empty house in the
eastern part of town. He tells Will he doesn't want to bother him and
Harriet. Back at Will's house, the girls are cooking. Harriet tells
them they should hurry and bring lunch to the working guys. Cue some
more awkward tension between Shirley and Chloe... Grune arrives and
sees Norma lying asleep on the couch.
Shirley goes over to try and wake her up, but Norma's talking in her sleep.
She says something about oniichan. Chloe tells her that she should help
too, but Norma says that unlike the two of them she doesn't have anybody
to cook for, embarassing them both.
At Senel's new place everybody has a picnic. Shirley's food is great, but
Harriet's... Will tells her it's terrible, rather honestly. Harriet says
she'll take it back, but he says he has a parent's responsibility to eat
it all... But Harriet's made enough for everybody, even Geet. Not even
Geet seems to like it, and Moses doesn't react to it too well. Grune
seems to be the only one who can even stand it.
Someone enters... it's Elza. She's come to chat with Chloe. But she also
mentions that there seems to be something going on at the entrance.
Somebody asks the crowd to answer a question...
Head over there now. When you arrive, the crowd is starting to thin out.
Somebody comes in, and she looks exactly like Fenimorl. But she
introduces herself as Tulla, Fenimorl's twin sister. She greets Shirley.
But she tells Shirley that she wonders if, living in Werites, she's
forgotten all about her sister. She asks her why she's in Werites, and
if she's forgotten her duty. She blames Shirley for Fenimorl's death
and says she can't believe that Shirley's living with Land Folk. She
says that Shirley is betraying all of the Water Folk. Seems like some
of the Water Folk still wish for the Land Folk to be destroyed. She
asks Shirley why, even after seeing so many Water Folk, including
Fenimorl, killed before her very eyes, is she not using her power to
destroy them. She blames Shirley again, saying it's as if she killed
Fenimorl herself. Shirley agrees, to Senel's dismay, saying that if she
had only pulled herself together Fenimorl would have left the Legacy
and wouldn't have been put in that situation. But she says Tulla's
wrong in thinking that the Land Folk should be destroyed. Tulla says
she can't understand her, and leaves.
Chloe says that Tulla must have some tenacity if she came all this way
to argue with Shirley. Norma says that she should have more guts as
well, but doesn't explain why. The party says that it will be hard
to reconcile with the Water Folk, but that they must try, gradually.
Later, Senel finds Shirley at the graveyard in front of Stella's grave.
The pair begin to leave, but they see Norma walking in. They hear her
praying to her master's grave that she will definitely find something.
Senel asks her what. Norma tries to brush it off and leaves. Shirley
says that maybe Norma did not want to be seen there. Senel reads the
name off the grave - it's Sven.
And now you get to save again. Moses comes to Senel's house to wake
him up. He tells him that Norma has a favor to ask of everybody. You're
supposed to meet her at the fountain. So go over there.
But when you arrive, Norma is fighting with the old man, Zamaran, from
before. She tells him to hurry up and leave the Legacy. Zamaran tells
her that she should give up chasing a stupid dream. He tells her that
she'll soon learn the taste of despair, like another idiot, Sven. She
gets angrier, telling him that noone badmouths her master, no matter
who they are. He tells her that reality doesn't bend to conform to fantasy.
He tells her to wake up and not waste her life, like Sven did. Then
he leaves.
After some hesitation, Norma begins to tell them why she gathered them
all - she wants them to help her find the Everlight. To get there,
she'll need to go to the Man-eating Ruins. After some discussion,
the party agrees. And so begins Norma's Character Quest.
------------------------------------------------------------
CHARACTER QUESTS - NORMA: CHASING A DREAM 夢の行方
------------------------------------------------------------
Go to the battle arena and check the flag to find Mimmy. This time you'll
learn Curry Bread. When you've restocked and so on, head to the Man-Eating
Ruins via the Duct.
On your way out, Norma gets a flashback to when Sven told her about the
Everlight. He seems just as hyper as Norma... From this conversation,
we learn that Zamaran is Sven's master. But Sven was kicked out of
Zamaran's school, for disputing Zamaran's assertion that the Everlight
doesn't exist.
Norma admits that the Everlight doesn't seem to be here. Use the Sorcery
Scanner back here where the Whisper Crystal was to find a Turquoise. Then
head back to town.
Norma examines the ground behind where the monster was and finds something.
She pushes the button which causes an alarm to sound... and a trap triggers,
hurting her. The party heals her wounds, but she still seems to be
suffering. Jay says the trap must have been poisoned. But no matter what
Shirley or Will do, she doesn't get any better. There's still a fragment
of the trap stuck in her arm. Senel pulls it out and Will tells him to keep
it, since it might prove useful in finding an antidote. Then hurry back
to town.
Once again, Grune clutches her head. She wonders if she's forgotten
something important. A black orb shows up and names himself Shadow.
Yet again the party can't see him. Like Celsius and Ifrit, Shadow says
he cannot manifest for long in a world without order and says he
will rest, leaving a seed behind.
Senel asks about the Everlight. Norma says that she has to do it,
and proceeds to follow the instructions from the runes. She begins
to get some doubts again, and the black mist appears again from her.
It then coalesces as a Dark Norma again. It doesn't attack though. It
seems the more depressed she gets, the more mist appears. But Grune
tells her to cheer up and remember why she's here. She tells her to
accept her own feelings and not be afraid. The rest of the party tells
her that her effort won't be wasted and that they will support what
she believes in.
In the darkness of the mist, Norma says that along the way, she somehow
lost sight of the fun of following her dreams. She asks Sven for help,
and her Soujutsu power begins to flow. She says she's found her dream,
and won't flounder anymore. She'll live on with her belief.
The mist disappears, and Norma approaches the runes. A warp appears.
Head in. Norma reaches another set of runes. These say 'destruction',
'trap', 'hell', 'birth', and 'slaughter'. Obviously she picks the one
called Birth... Go into the next warp.
Norma arrives at a place where a green gem is floating in the air.
Chloe says its power feels familiar. Shirley says it's the same as the
Souga. The Everlight may be the crystallized remnant of a Souga,
Will says. Senel notes some words on the wall. It's Sven's writing,
written in the ancient language. She begins crying, telling him that
she can read it all, that she can understand his feelings because she's
studied so hard to catch up to him. Shirley reads the words: "My
beloved pupil, I promise to some day meet you again in this place.
I've been able to find the Everlight because you believed in me. I believe
that someday soon you will also reach this place. Thus I leave these
words to you. Thank you. And well done. To Norma Biatty, from Sven,
with dreams and romance".
Norma cheers up amazingly fast (as usual). She says she is going to
show Zamaran. The party accompanies her as she drags him there. Norma
says this was Sven's wish, which Zamaran doesn't understand. Norma
prays to the Everlight, and Zamaran's sight is restored. This was Sven's
wish all along.
The Everlight shakes, and crumbles. Its power is apparently gone.
Back at town, Zamaran says he'll stay on the Legacy awhile longer.
Norma says she'll stay as well. Something glows in her hand. She's
taken the shell of the Everlight. She runs off to show it to Sven's
grave.
You'll get another chance to save.
An earthquake shakes Senel out of bed, but Grune still has to come and
wake him up. Shirley seems to take it entirely the wrong way...
Senel asks Shirley about her brooch, and Shirley says she thinks her
brooch was the shell of an Everlight as well. Shirley and Grune ask
Senel to go to Will's. And that's it for Norma's quest.
------------------------------------------------------------
CHARACTER QUESTS - INTERLUDE 間奏
------------------------------------------------------------
Tulla blames the party for being attacked, and the black mist grows
stronger around her. But Shirley runs up and embraces her, and a light
glows from her, banishing the mist. Tulla reluctantly thanks the
party. Once again Grune's head begins to hurt. She says she should know
what the black mist is. But all she can remember is the fact that she
should remember something... She decides to plant Shadow's seed right
under the tree.
The party discusses the mist again. The earthquakes, mist, and monsters
are all related. Will says that the mist might actually react to
people's emotions. Jay adds that the mist appears to have a will of its
own.
The party decides to return to Werites. On their way out, Shirley asks
to talk to Tulla a bit. She says that to return hatred with hatred is
very easy, but it won't get anywhere. She says if she caused the Great
Sinking, she doesn't believe the Water Folk would have become any happier.
She says she would rather use her power to help out those she believes in.
Tulla says the Land Folk have done many terrible things. Shirley agrees,
but says that not every Land Folk is like that. She wants a world where
the Land Folk and Water Folk can walk together. She prepares to leave
again, but Tulla stops her, asking her if she's happy. Tulla says she
can't go along with her way of thinking right away - but she will try
for the sake of returning the same sort of smile to everybody in the
village.
Mauritz tells her that one day she might look back thinking that it was
a good thing that Shirley became the MelNes. He says the ocean has been
peaceful, and Tulla says that there is still hope, because Shirley's
smile was genuine.
Head back to Werites. The party discuss recent events, but Chloe only
seems a little down. Senel asks her what's wrong, but Chloe says it's
nothing. The party disbands for the night, and Chloe thinks to herself
about what Shirley told Tulla - that it's easy to return hate with hate.
She says that it was the easiest path for her, and if somebody asked her
if she was happy, she couldn't smile and answer like Shirley did.
Chloe flashes back to the day her parents were killed. A figure tells
her that if they had just handed over their money, it wouldn't have ended
like this. The figure tells her that if she takes the sword he won't
have any mercy. Chloe can't do anything, and the figure says she doesn't
have the determination to fight. He says that the famous Valens family
was nothing after all, and he picks up a sword and comes after her...
Chloe awakens suddenly from the nightmare. It's raining outside, and
Chloe wonders when she'll be able to break free.
Elza comes in to see her, saying there is something she wants to ask of
her. Her father went to gather herbs, but hasn't come back. Chloe agrees
to look for him. Elza says he went to a fort used by the Va-something or
other. Chloe realizes he must have gone to Vaclav's Hidden Fortress. Elza
wants Chloe to bring her along too, but Chloe refuses, saying it's
dangerous. Elza says that she can't stand seeing her father come back hurt
everytime he goes out looking for medicine for her. But Chloe refuses
again, saying she'll ask Senel and the others for help, and that Elza
should stay for her sake.
Harriet arrives to wake Senel up. She tells him that Chloe has asked for
them all to meet at Will's house. Go over there. Chloe tells the party
what happened with Orcot, but then she adds that Elza ran off from the
hospital without her knowing. Will finds it a little odd that Orcot
would've gone to the Hidden Fortress. The party agrees to go look for
Orcot and Elza both. And now it's Chloe's turn.
------------------------------------------------------------
CHARACTER QUESTS - CHLOE: A PLACE TO CALL HOME 帰りたい場所
------------------------------------------------------------
D E F
G H I J
where X is the unmovable block, the letters are the movable blocks, and
'down' is towards the lower right... first pull A up, then push C down,
and push B left. Push D and E down, then pull B down and push A further
up. Now push A, B, C, and F back towards the stairs. Moving the rest out
of the way should be easy. Head over, hit both switches, and take the
exit.
In the next area, Chloe asks Elza how she's doing. She says she's fine,
but her legs are shaking. The party decides to rest, while Jay, Moses,
and Grune scout on ahead.
Elza falls asleep quite quickly on Chloe's lap, while Will mentions that
Elza's worrying about Orcot is a lot nicer than how Harriet treats him...
Apparently she's dreaming about cooking something for Chloe. But then
in her dream she tells Chloe not to leave her alone. She wakes up and
asks if she said anything weird. Norma tells her that she said Chloe's
name a lot, embarassing her. She then says that she admires Chloe, but
she'll never be like her, since her body's always been weak. Chloe tells
her that she's not such a great person to be admired. But Elza insists
Chloe's the best, much to Norma's delight, who begins teasing her about
love and such...
The three scouts return, saying they haven't found Orcot. Chloe gets a
title here. Save, then press onward. On the next screen grab the Mixed
Gummy, then go left past the Zone and use the Scanner to find a Lure.
Go up and left past another Zone for a Red Savory. Then go up to the
next area. There's a Purple Ores in the chest here. Then go up past the
Chaotic Zone and use the Scanner for a rare monster, a Wanwan.
In the next area the party finds Orcot collapsed on the ground. He's
received a deep wound from something. When Will and Senel examine his
arm, they find a tattoo. Will heals him and Orcot stands up. But
Chloe draws her sword in front of Orcot. Moments later they hear a
roaring, and the thing that wounded Orcot shows itself.
Elza asks Chloe if she's all right, but the Gate rises again. Then Orcot
defeats the Gate with his own sword. The party talks about going back,
and Norma asks if Orcot's found what he's looking for. He tells the party
that what he's looking for is in the locker in the back. It's locked
for Norma, but when Orcot touches it it opens. He thanks the party for
helping Elza. The party heads back, but Chloe stays behind. She says
she saw a tattoo on Orcot's right arm, and she says she's found him.
Head back out and go to Werites.
With the monster defeated, the party gets the coccoon. Time to go back
to town.
BOSS: Chloe
HP: 60405
This can be a tough battle if you do things poorly. Equip the Holy Ring
on Senel so he'll regenerate, and you'll be ok. Try knocking Chloe down
and then throwing her to disrupt her combos; otherwise she really doesn't
stagger too much and will counter what you try to do.
After the battle, Senel asks Chloe to stop once more, but she suddenly stabs
him, saying that she told him if he wasn't prepared to fight, he would die.
She says that with the wound she's given him, now she has no place left to
return. In a grotesque fashion, that's sharpened her resolve, so she thanks
him. Senel says he won't accept it. Chloe asks him why he came to stop her,
and he tells her it's because she's an important friend. Chloe says that
she wishes she could accept those words. The words that should have made
her happy are hurting her instead. She then leaves, while Senel collapses
begging her not to leave. A few moments later, Shirley comes across Senel
fallen on the ground.
Awhile later, Senel suddenly wakes up to a relieved Shirley. She tells
him that Chloe hasn't returned. Senel says he has to go find her, but
his injury is still severe. Shirley asks him if he intends to go no matter
what, and Senel says he must - he can't leave a friend alone. Shirley says
that the rest of the party is gathered at the hospital. She says that
Chloe is an important friend to her as well.
At the hospital, the party is all gathered. Will notes that Orcot must have
known this would happen. That's why he gave the instructions on the
medicine to Will. Senel says Chloe is still confused. Moses says that
somebody who is just confused wouldn't take up arms against Senel.
Senel says that he doesn't believe Chloe will become happy by killing
Orcot. He says that she looked pained the entire time. Her old pain may
disappear, but what waits for her is a new pain. Therefore he has to
stop Chloe. The other members are less sure, and Senel asks them if they
really want to part in this manner. Jay asks them if they can forgive
Stingle. Senel says that he can believe in the man who is Orcot now. The
party decides to follow Chloe.
Then Elza comes down the stairs. She's heard the conversation. She says
she realized about her father, somehow. There were times when he went
out supposedly to gather herbs, but would come back with battle wounds.
She blames herself, since Orcot was only thinking about helping her with
her sickness. Senel tells her not to blame herself. Elza begs them to
take her with them. Senel says that it may be emotionally rough for her,
but she's okay with that.
Prepare to head out to the Forest of No Return.
When your party arrives, Chloe has overpowered Orcot and knocked his
sword away. She asks him if he has any last requests. Orcot says he wants
her to take the No Return Grass and make the medicine for Elza. Chloe
agrees, and moves in to make the final blow. Then Senel yells for her
to stop. Grune steps up and tells her that she can't become enveloped
by the black mist, because it will steal her heart away. She says the
mist is the darkness in Chloe's heart.
Chloe asks again why they've come, and Senel says it's to stop her.
He tells her the fight is over. Chloe says her goal wasn't to fight, it
was to kill Orcot. Then Elza yells for Chloe to stop too, and runs in
front of Orcot. Orcot tells her not to do it, that he doesn't deserve it,
but Elza says it was all for her sake that he had committed crimes.
Orcot confesses to Chloe that he attacked her parents because he needed
money for the treatments. He also confesses to Shirley that he joined
Vaclav's army because he needed to look for new treatments. Chloe says
that if he accepts it then he's ready to die. Senel tells her not to
be swallowed up by her past. The black mist coalesces into the young
Chloe again. She tells her not to be fooled. Grune tells her not to
listen to the voice. Chloe steps forward again, but Elza stand in front
of Orcot, saying that even though he's committed many sins he's still
the father she cares about. She goes over to the sword Orcot dropped.
Chloe tells her that if she picks it up, she won't have any mercy, even
if it's her. But Elza picks it up anyway. She says that she likes Chloe,
but she cannot allow her to hurt her father. Chloe struggles as the
young Chloe eggs her on and the rest of the party tries to stop her.
Shirley tells her that she needs to confront her own feelings. She said
when she didn't confront her own feelings herself, she caused lots of
trouble for the party. After some more egging on, Chloe finally says
she never wished for revenge. The fake Chloe asks if she's denying her,
and turns into Dark Chloe. Chloe asks her parents for the strength to
defeat her own darkness, and returns to your party.
The young Chloe says that she will never disappear, as long as Chloe has
the hatred in her heart. But Chloe tells her that she must be lonely.
She remembers how because of her loneliness, she decided to run by letting
hatred consume her. She says she now has no reason to hate, and says
she will release her. Her Soujutsu power begins to glow, and the Young
Chloe disappears.
Chloe says what she was looking for was already there. She takes her
father's sword from Elza and walks off. Elza begins to get sick again, and
the party decides to take her back to town, while Senel chases after
Chloe.
He finds her in a field as it starts to rain again. She says that when
she saw Elza before her, she learned something important. Senel says that
everyone makes mistakes, and that noone can handle everything that
comes to them alone. Chloe asks him what she should do. Senel says that
she's done well already, and she can rest now. He tells her that nobody
will blame her, and it's okay if she gives up her quest for revenge. He
tells her she doesn't have to live in the shadow of other people anymore.
Chloe says that if it were anybody else but Senel telling her that, she
would have flown into their arms and began crying...
In a nice anime scene, she asks Senel to just lend her his back for a
moment.
Back at town, the rest of the party wonders what will happen with Chloe.
Jay says that with her personality, she might decide to leave the Legacy.
She would feel responsible for hurting Senel, and it would be hard for
her to be around Orcot and Elza. Norma adds that Senel might be the
biggest problem. She says that if she were Chloe, she wouldn't have
anywhere left to go, since once her feelings for Senel were revealed,
it would be hard just to be around him.
Chloe and Senel return just then. As Jay predicted, Chloe says she is
going back to the continent. She says that she has caused everybody too
much trouble and that she's settled her fight. Norma gives a meaningful
glance and says she's settled that fight too. Chloe says yes.
Then Shirley steps up and slaps Chloe. She tells her to look at everybody,
to see how much they've worried about her. She asks her if she really
thinks she can throw that all away and leave. She says that Chloe's place
is here. The rest of the party adds on their opinions. Chloe asks if it's
really okay for her to stay, but Norma tells her that's the wrong thing
to say. Chloe then says she wants to stay, to Norma's approval. Chloe
begins crying, to Norma's amusement. She says that now she's found her
place, and that she can finally answer the question of whether she's
happy or not with a smile.
Shirley and Chloe get titles here, and you can save. Afterwards Shirley
comes to wake Senel up, again. They were supposed to check on how Elza
was doing today, and they were supposed to meet at the fountain. But
of course Senel is sleepy as usual so Shirley leaves first. At the fountain,
Chloe walks in. They greet each other kind of awkwardly, and Shirley
asks her to sit down next to her.
Shirley tells Chloe that she was supposed to meet Senel there since they
were going to go see Elza. Chloe tells her Elza is doing a lot better.
Shirley says she heard that Orcot and Elza intend to stay in Werites.
Chloe says it was she who asked them to stay, since she thinks Orcot's
skill with medicine will help others.
Chloe mentions how late Senel is. But she says that's all right, because
she wanted to talk to Shirley. She thanks Shirley for helping her realize
that her place was there with them. She says she can't match up with
Shirley's inner strength. Shirley tells her she was jealous of her, since
Senel always talked so naturally with her, and depended on and trusted
her. She thought when they first thought that they might have been more
involved. But Chloe says that she is just one of Senel's friends. She
was happy to be with him, but she's now realized that it just meant that.
However, she is fine with that. She felt honored, but the kind of girl
Senel was looking for is not the kind fighting by his side. It was just
her own perception of things.
Shirley apologizes for hitting Chloe earlier. Chloe says that she didn't
do anything that she needs to apologize for. She says that it didn't hurt
because it helped her realize some important things. Shirley then
confesses that she put her full strength behind it, surprising Chloe a
little. They both begin laughing, and saying how they wished they could
have talked like this earlier. Then Chloe tells Shirley to stop calling
her "Chloe-san" and just call her Chloe. Shirley does so, embarassing
Chloe a little. Then Chloe tells her one thing - she won't give up
being by Senel's side. Shirley acknowledges it, and then says that
everybody should be at the hospital by now. The two leave together. Later
Senel finally arrives...
Go to the hospital. On the way in, Senel sees the somewhat sinister man
from before who asked him the way to the graveyard. He asks about
Shirley, then says the town is so peaceful as to be boring. Senel
says peace is a good thing. The man says that it's the kind of atmosphere
where nobody would believe that the person next to them would suddenly
attack them. He says that people who've gotten too used to peace have
no right to live. Senel angrily asks him who he is and why he's on the
Legacy. The man says he has no right to hear his reasons for coming. He
says he'll soon know anyway. Senel prepares to fight, but the man
disappears in a cloud of smoke.
Continue inside the hospital. Elza thanks everybody for coming to see her.
She's all better now. Orcot thanks the party again. Will tells him that
he would like him to use his knowledge to help others. Elza says she'll
help too. Jay asks Orcot if he knows anything about the black mist, but
he says that was the first time he'd ever seen it. Grune wonders aloud
about the mist again. She sees an image in her head of two people
fighting, and clutches her head again. But once again she is unable
to remember everything. A purple orb appears - it's Volt. He says
that she seems different from before. He says that it's a proof that
this world is not complete, and that he himself cannot manifest for long.
Like the others, he says he will rest until the time comes. He leaves
behind a seed.
Suddenly, Chaba comes calling for Moses. Another of their band has been
attacked, in the Misty Mountains. He explains that many of their band
have been attacked by monsters up to this point. Chaba says he hasn't
told the rest of the party before because it seems like Galfs are the
ones responsible. The party wonders if Geet could be involved. The
current incident is the 7th time someone's been attacked. Moses says
Geet couldn't have done it. Will asks him where Geet is now, but Moses
doesn't know. Chaba tells them they should find Geet and find the truth.
He says he knows how much Geet means to Moses, but everybody is afraid
that Geet might have gone wild. Moses says he'll check on things, and
Senel says he'll help too. Chaba asks to go along as well so that he
can know the truth. With that, the party decides to head to the Misty
Mountains, and begin Moses's Character Quest.
------------------------------------------------------------
CHARACTER QUESTS - MOSES: OF MAN AND BEAST 決意の咆哮
------------------------------------------------------------
On the way out, the party finds Geet. There's something stuck to his
claws and teeth - it looks like blood. Moses thinks Geet must have
fought off some monsters, but the rest of the party doesn't seem so
sure. Jay says that Geet is a Galf first and foremost, and no matter
how trust they have in each other, that fact doesn't change. Moses
says he's proof that humans and Galf can coexist together. He says
he'll defeat the real culprit, and runs off together with Geet.
BOSS: Sphinx
HP: 90000
Drops: Elven Boots
A Phinx-type monster, he flies around and can effectively go anywhere on
the screen instantly with his divebomb attack. He's hard to hit normally
so make sure to use attacks that are strong in the upwards direction,
like Funryuugeki, Kogahazan, etc. Moses's auto-homing attacks are also
helpful.
After the battle, the Sphinx tries to fly off, but Geet attacks it. Moses
tells Geet to stop it, but Geet won't listen. Finally Geet howls and walks
off. Moses insists that Geet sometimes ignores him anyway. Go up and
use the Scanner at the very top to find the recipe for Mabo Bread. Then
return to Werites.
At the exit, Moses walks off, looking depressed. Will says that it's not
unusual considering Chaba's story earlier about a beastmaster's destiny.
BOSS: Fenrir
HP: 118602
Weak Against Earth
Strong Against Lightning
Drops: Kusanagi Sword
His attack pattern aren't too threatening, although for some reason he
casts Lightning. With a weakness of Earth, frequent use of Ground Dasher
will serve you well.
The party says that now they can prove Geet's innocence, but Moses remains
gloomy. He says things aren't finished yet. He tells Geet to stop hiding
and come out. Geet suddenly appears. More Galf appear as well and surround
the party. Moses tells the party to trust him and Geet. He tells Geet
that that's enough playing and it's time to go home. But Geet attacks
Moses and knocks him down. He attacks Senel as well, then howls and runs
off. Senel seems fine, but Moses is badly injured. Will heals him;
meanwhile Shirley picks up Moses's eyepatch, which he dropped when he
was attacked. Will tells Moses to move his hand or he can't heal his
eye wound, but Moses says it's nothing to worry about, then faints.
Moses is taken out of your party for now. Time to head back.
On the way back there's a heal point and save point, plus a Red Saffron
and Scallop Gummy in treasure chests that you automatically skipped
earlier.
Moses tells Geet that he doesn't need the fake standing next to him;
he says he believes in Geet, so Geet should believe in him. Moses
pets Geet, and his Soujutsu power glows, banishing the Dark Moses and
returning Geet to normal.
The party discusses the black mist, wondering who could be behind it. Senel
wonders if any human is capable of doing such things, but Jay says there
are still many things in the world that exceed their capability to
imagine. Grune's head begins to hurt again. Again, when pressed, she
can't remember. A green orb appears, naming itself Gnome. Grune says
that like Norma, he's very energetic, and even their names are alike
(Noomu vs. Nooma in romaji). Gnome says that Grune seems a little
different, and then says of course, this place is still not matured.
He says he will rest, and coalesces in Grune's urn, leaving a seed.
The party notes that Moses still seems down. He says he can't bring
Geet back. He says that he's learned quite well that eventually, Geet will
go wild. There is nowhere where Geet can live, because eventually he
will go wild and hurt somebody. He says that it's both his and Geet's wish
that he kill Geet, to prevent him from ever hurting anybody. The pair
prepare to fight. But Norma and Jay interrupt. Jay suggests letting Geet
live in the Quiet Lands. Norma adds that there's nobody living there.
Jay and Norma make fun of the rest of the party for forgetting that little
fact...
You'll be prompted to save. Afterwards you'll be taken down to the Quiet
Lands. Moses asks Jay for a favor. He asks Jay to cut off a bit of his
hair, because he wants to make a memento for Geet. Then he takes some
of Geet's fur to make a memento for himself. Grune decides this is the
best place to plant Gnome's seed... Moses and the party bid their farewell
to Geet. He tells Geet that if he feels himself going wild, to remember
all the times he had with Moses. He swears that he will come visit Geet
again. He tells him to always remember that Moses considered him family.
Grune gets a title here.
The party returns to town, to be greeted by Chaba. Chaba asks where
Geet is, and Moses responds that Geet will be with him always. Moses
gets a title. You'll be prompted to save again.
A little later, Will and Harriet are having a picnic while Shirley and
Grune are planting seeds. The rest of the party is there too. Chloe
and Shirley are being quite friendly to each other, prompting Norma to
wonder if something happened. She goes over to try and join them, but
Shirley says it's a secret between them what they were talking about.
Norma suddenly catches on that Shirley called Chloe "Chloe" (instead of
"Chloe-san") and demands an explanation, but they tell her again it's
a secret. Norma tells her to let her in on it too and asks Shirley
to call her just "Norma". Shirley tries, but just says "Norma-san".
After another try, Shirley gets it right, and the three girls begin
to chatter again.
Back at the picnic, the Mofumofus have showed up in front of Jay.
Harriet feeds everybody her famous cooking... The Mofumofus note
that Jay has become a lot more lively since meeting everybody. Jay
thinks about his past.
A person looking like the sinister man who was looking for Shirley tells
Jay he didn't say he could sleep. Jay collapses, apparently exhausted.
The man slaps him. He says he's doing all of this for Jay's sake, and
tells him that he better be prepared to put his life on the line.
The party tries to snap Jay out of his reverie, and Moses eventually
feeds him Harriet's food to do so. Then Norma calls the party to listen
to her. Will says that today is the Star Festival. He explains to the
Mofumofus what it is. On that day, people write their wishes on leaves
and then put them in streams and springs. It's said that if they do so
their wishes will be granted. Senel hypothesizes that the festival
began originally as a prayer ritual to the Souga. Norma tells everybody
they should do it too.
But Jay says he has nothing to wish for, and walks off. The Mofumofus
chase after him. The rest of the party writes their wishes. Grune wishes
for world peace. Harriet asks Will what he wishes for, and Will responds
peace at the dinner table... Harriet wishes for him to call her food
delicious some day. Chloe wishes a happy life for Elza. Moses wishes
happines for Geet. Norma calls their wishes boring. Chloe asks her what
she wrote, and she says she wants a better figure... she says it's okay
if she's not as good as Grune, but she wants one at least as good as
Chloe's. Chloe tells her if she's going to aim for something, she should
aim for Grune after all, making Norma yell that she doesn't understand
anything. She says that Grune is too much of a peak to aim for, and if
she's going to be realistic she's going to aim for Chloe's proportions.
Chloe tells Norma to calm down... and suddenly Shirley adds that she's
jealous of Chloe too.
Norma and Senel ask Shirley what she wrote. Shirley is too embarassed
to tell anybody, though. Grune asks Senel what he wrote, and he wrote
that he wishes to always be with his friends. Norma calls it boring
too...
Off a little ways, Jay's staring at a leaf. The Mofumofus tell him he
should join the rest of the party. He says he doesn't like being with
the others, because he's different from them. Senel gets at title,
and you'll be prompted to save again.
At night, another earthquake strikes. Jay comes to Senel's house in the
morning, to find Senel sleeping on the floor. He tells Senel that the
group is discussing things at Musette's place.
Senel arrives to see the group waiting, as well as the Pheromone Bombers.
Isabella explains that a certain assassin group appears to have infiltrated
the Legacy. Moses says that they should just chase them off, but Isabella
says it won't be that easy. The group is composed of ninjas. Jay seems
surprised at this. Moses asks what a ninja is, and Jay explains that
they throw away their personal feelings and only focus on fulfilling
whatever duty they've been given. He says the most frightening thing about
a ninja is that they do not value their own lives. They will give up their
own lives for the sake of their mission if necessary.
Isabella says she is not sure who sent the ninjas to the Legacy. Jay says
that evidently the struggle for control over the Legacy is still going on.
Senel says he won't let anybody engage in war for the Legacy. Jay reminds
the group that the Water Folk are needed to control the Legacy, so
Shirley may become a target.
Madam Musette asks them to investigate where the Mofumofu village used
to be, as there appears to be some suspicious people camping out there.
Off you go to begin Jay's quest.
------------------------------------------------------------
CHARACTER QUESTS - JAY: THE GUARDIAN AND THE GUARDED 守る者、守られる者
------------------------------------------------------------
As soon as you leave Werites, you'll be reminded that the old Mofumofu
village is past the Secret Passage. Head there to begin.
S S
X P B
X X
X B
X X
X X 1 X
X X
X X X X X
O O P
You want to move two of the blocks already on the ground to the positions
marked with O. Then you want to push the block that you pulled back earlier
onto the platform onto the space marked 1. Now you can take the two blocks
that are in the corner and drop them into the main area. Use the five
blocks you now have available to you to make a path up to the exit. Pull
the block back 2 spaces. Now rearrange the blocks such that you can push
the block down and out of the way. Take the exit.
There's a save point here. Past the Zone is another Water Ores. Continue
on to find yourself in the Old Mofumofu Village. Once again, a ninja
appears out of nowhere. He tells them that he knew they were coming, as
he deliberately let the information that he was there leak. The ninja
says he's come for Shirley, and summons a monster to attack.
The ninja runs away. Jay runs off after him, leaving your party for now.
You'll be taken to the end of the village, but you should double back
and pick up the Pineapple and Scallop Gummy in the chests as well as
use the heal point/save point. Also, if you go to the top of the little
canyon in the village and use the Scanner, you'll find a rare monster,
a Booboo.
Go up past the Zone to find a Red Lavender and Radish. On the other side
of the bridge, use the Scanner inside the Chaotic Zone (not past it) to
find a Miracle Charm. Go up to find a Life Bottle and Panacea Bottle.
Cross the bridge for a Lemon Gummy and Pine Gummy. Head down and to the
left for a Flare Bottle and Rune Mantle, then down to the tracks for a
Denei Bottle and a Bagel.
In the next area, the party mentions that it was unusual for the
normally calm Jay to be this hasty. Elsewhere Jay is fighting the ninja. It
disappears, and when he reappears, it's the sinister man who was stalking
Shirley in Werites. He calls Jay his pupil. Jay identifies him as Solon
and asks why he's here, in disbelief. He loses his normal composure and
begins to act clumsily. Solon tells him that all he wants is Jay's help.
Jay refuses, and Solon hits him. Jay refuses again and Solon knocks him
to the ground and begins to stomp on him. Jay says he won't no matter what.
Then Solon mentions the Mofumofus. He wonders aloud what color their
blood is and what they sound like when they scream. Jay yells at him to
stop as he just laughs.
Move on to the next area. Follow the path around for a Pine Gummy and
Mixed Gummy. You'll come across another save point. Use it, then head
up the stairs. The party catches up to Solon and Jay. Solon taunts the
party a little. Will demands to know who his client is, but of course Solon
doesn't answer. He says it doesn't matter anyway, as whoever takes control
of the Legacy will seize all political power. Chloe tells him he's an
idiot, But Solon tells her that her country is after the Legacy too, calling
her by name. He tells the party he already knows everything about them.
Then he says that it's only during battle that he feels alive, and that
he will bring excitement to the world. Senel and Chloe attack, but he
just disappears. The party notes that Jay looks badly worn, and agrees
to take him to the Mofumofu village.
Before you leave, head up to find three Bottles. Keep going and you'll
find some Fabric. Exit outside to the "Mountain Path" area and follow it
along all the way to find a Lure, Water Ores, and Aloewood. There's a heal
point and save point at the end here too, but after you get everything
you'll have to double back to leave.
BOSS: Dullahan
HP: 146216
Weak Against Fire
Weak Against Ocean
Strong Against Everything Else
Drops: FOE2 Check
With a plethora of weaknesses and strengths, adjust your spellcasters
accordingly. Otherwise he's like the other Valts. Again, he uses a black
FOE (Panic) so equip Panic Checks and such.
The party discusses why Jay would have betrayed the party. Senel swears
to save both Shirley and Jay. They decide to go back to the Mofumofu
Village and ask for help in getting information. Unfortunately there's
no shortcut, so you'll have to leave yourself on foot.
S
X X
X X
O
O O O B
Pull the block two squares back. Now rearrange the blocks like this:
S
X X
X X O
O O
B
Using this arrangement you can now push the block down. Use those 5 blocks
to make a bridge to the block in the center, and drop that block as well
to make a connection to the immovable block past that. Stand on that block
and fire down/right to hit the switch. Move the blocks to make a path
straight to the down/right wall so that you can hit the bottom switch. Now
just use all six blocks to make a bridge to the exit.
Grab the Pine Gummy from the chest. Warp time again. Take the first warp.
Take the left one for a Fabric. Take the right warp three times until you
see the door-like shape with the red dot, then take the left warp to find
a Lemon Gummy. Take the right warp for a Mixed Gummy. Take the bottom warp
and then the top warp to return. Now just take the left warp until you reach
the end, picking up a Lavender and Rosemary along the way.
Go up and left. There is a Reflect Ring and Feet Symbol here. Over to the
right is an Elixir. Past the other Zone use the Scanner for an Aifread's
Flag.
To the right in the next area you'll find an All Divide. And to the left
past the Zone use the Scanner for two more rare monsters, Red Demon and
Blue Demon. Now head up the long stairs to the save point and heal point.
You're almost done.
Head all the way down the long hallways. You'll find Solon, enveloped in
black mist, standing over the two fallen Mofumofus. Shirley and Norma heal
the pair. Solon tells the party that Jay is simply a bloodied killing tool.
Jay admits that he's killed innocent people. Suddenly he becomes enveloped
in the mist as well. Solon tells him that he is on his side, but Jay
suddenly attacks Solon. He says there are people who accept him even as
he is. The Mofumofus add that they will help Jay bear his burden. Jay says
he is no longer alone, and the black mist disappears from him. It
coalesces into a Dark Jay.
The dark mist leaves Solon behind, stripping him of his power. As a last
resort he tries attacking the Mofumofus, but Jay is too quick for him.
Jay's Soujutsu power begins glowing and he defeats Solon.
The party celebrates. Jay finds that Solon dropped the bell he took from
him so long ago. Norma seems to want to buy it... Shirley steps up and
returns the leaf to Jay. Norma and Jay want to see what he wrote, but
Jay runs away. They ask Shirley what he wrote, and she contemplates
whether to say anything.
Grune seems lost in thought. She wonders what the ominous feeling she's
getting is. The black mist suddenly rises from Solon's body again and
everybody is paralyzed. It coalesces into the figure, a masked woman
in black. She greets Grune, saying it has been a long time. Grune asks
if she knows her, and the woman says that she knows Grune just as Grune
knows her. She says that even if Grune has no memory she will end up
going down the path of destruction anyway. An explosion knocks Grune
to the floor. Senel demands to know who she is, and she says he has no
------------------------------------------------------------
CHARACTER QUESTS - GRUNE: BIRTH 誕生
------------------------------------------------------------
BRIDGE 艦橋
Treasures: Climax Bottle, Radish, Aloewood, Spectacles x2, Flare Bottle x2,
Hit Bottle, Hard Bottle x2, Panacea Bottle x2, Denei Bottle x2, Rune Bottle
x3, Pine Gummy x2, Rabbit Symbol, Salmon, Cod, Life Bottle, Mixed Gummy,
Liquor Bottle, Shell Bottle, Holy Bottle, Dark Bottle, Miracle Gummy x2
Take the Duct to the Opposite Shore (内海の対岸) location in order to reach
the Bridge.
Grune says she still feels Schwarze here. Her head begins hurting again, and
she mentions that it's been happening more frequently. But she tells the
party not to worry and heads on. Chloe mentions that it's unusual for
Grune to take the lead like that. Senel, Shirley, and Chloe are amused by
Norma's calling Will 'old man', but they all get a taste of his medicine.
Senel's head sounds different from the other two, for some odd reason.
Shirley mentions that she's happy that she got scolded by Will for the first
time, though...
You don't need to worry about switches this time through since you've
already been here. Grab the treasures as they come along in this first
section. There's nothing all that valuable here except for possibly the
Radish and Aloewood in the first area, so you can skip it all if you're
so inclined. You'll come across a save point shortly before a Puzzle
Booth.
Block pushing puzzle time. Head down and left and push the first block
into the hole. Now push the two nearby blocks in the same direction,
i.e. both down and left. Now push the two remaining blocks in the lower
area up and left such that you start making a path towards the exit. Return
to the beginning and pull the lone block up top down and around, then
push it into the hole such that you can reach the two blocks arranged
diagonally. Use those two blocks to continue making the path up and left
to reach the exit.
There's a save point again. Proceed on through this next area. Again,
the treasures are nothing big. Grune's head begins to hurt again and
the party decides to rest. Will says the headaches may herald her returning
memory. The group discusses having a party for Grune when she gets her
memory back.
There's no need to follow the path around where Cashel led you on a chase;
just go inside. You'll find a heal point and save point just inside. Go
up and around the ramp as before. You'll find a Rune Bottle and Spectacles
in the room where you fought Stingle. Then take the elevator up to the
next (and final) area.
No need to worry about the switches again here. Raid the treasure chests
(still nothing good - what a disappointment of a dungeon, eh?) and head
to the last area. You'll get a save point right before the last room.
The party looks around, but there doesn't seem to be anybody there. Grune
wonders if she's mistaken... but the black mist appears again. Schwarze
says that Grune at least has enough power to be able to feel her presence.
Senel says he has something to ask her, but she tells him to mind
his words. Once again everybody except Grune becomes paralyzed. Grune says
she has something to ask as well, but Schwarze says that with time Grune
will regain everything. She tells her to wait until that time. She says
she pities her for not even knowing who she is. She then adds that once
the world returns to nothingness Grune should know everything. Schwarze
says that she and the black mist are one and the same. Senel yells at her
to answer their questions, but a single blow from Schwarze takes him out.
Senel stands up again and says that if she intends to bring disaster,
they'll be the ones who stand in her way. Everyone's Soujutsu begins
to glow and they are able to move once again, while the black mist
dissipates. Schwarze says that if they are the seeds of Grune's hope, she
will return them to nothingness right there.
More black mist appears, and coalesces into... Vaclav!
Senel and Shirley use their Soujutsu to banish the Dark Vaclav. Schwarze
is already gone. Grune clutches her head again, and this time the pain
seems worse than before. She once again sees the scene of two people,
seemingly herself and Schwarze, fighting. Shirley asks her if she's
remembered anything, but she still hasn't. The party agrees to return to
Werites and think about their next move.
You'll be warped outside, but you still have to walk to the Duct and
take it back.
After the battle, Shirley prepares to commune with the Raging Souga. The
rest of the party promises their support. As she begins praying, however,
the Anubis Giganto rises again. It goes after Shirley, but she begins
glowing strongly, and the light banishes it. She tells the party that both
Grune and Schwarze are in the Wings of Light. She adds that the Souga was
very calm. Norma notes that they probably can't call it the Raging Souga
anymore. She wants to call it Souga-chin, but Will suggests Ooinaru
Sooga (Great Souga).
Suddenly the altar begins shaking. It's another earthquake. The party
says they should hurry to the Kousekiyoku. Head out the way you came.
BOSS: Schwarze
HP: 138253
Weak Against Ocean
Strong Against Everything Else
She's quite mean. She casts Extension a lot, so make sure you equip Doom
Checks to ward off its insta-death effect. Also turn off every spell
except Ocean-elemental ones (a good reason to put Grune in - notice how
Grune is talking differently now, incidentally?) Put Norma in for
Resurrection, as usual, and you should be ok. When you take her down to
about half HP, the battle will end automatically.
Schwarze tells the party that the charade is over. She tells them that if
they want to involve the entire planet, she is fine with that. She calls
on the power of human sadness and anger to give her power. Another
earthquake happens and the entire room fills with black mist. The party
feels themselves filled with an unnatural fear. Schwarze tells them to
stop struggling. Senel tells her they won't let her do what she wants.
Schwarze tells him to be quiet, and the mist gathers above her head. Grune
senses a powerful wave and tells the party to run. Senel and Shirley
try to use their Soujutsu to hold Schwarze off, but they are helpless
in front of her. Schwarze tells them the planet is headed towards its end.
No matter what power they have, they can't stop it. She tells Grune that
the planet wishes to be destroyed, and disappears.
Norma notes how different Grune is now. Grune thanks the party for helping
her regain her memory. The party whispers among themselves that it's hard
to believe this is the same Grune they knew. A feather appears in front of
Grune. She says it's the proof of her awakening. Norma wants to sell it,
of course... Grune gets a title here. The party returns to town.
The party feels no different after the battle. But then Grune feels the
Souga's presence, and in turn everybody's nails begin glowing again, this
time in rainbow colors. This is apparently the true Holy Soujutsu. At the
same time, a glowing gate appears in the sky. Grune explains that it is
the Cradle of Time, where time begins and ends, and also where Schwarze is.
After the scene you can step onto the glowing platform at the altar to
be taken to the Cradle.
After the battle Senel and Shirley tell their Dark selves they no longer
have to suffer. With the power of their Soujutsu, they banish their Dark
selves.
Next is another chain of 6 fights. If you could handle Dark Senel and Dark
Shirley, you should be just fine with these guys. After these 6 fights,
it'll be your last chance to head back to town, restock, and do whatever
else you need.
The party finally arrives at Schwarze's location. They give her their
standard this-is-why-I-fight speech. Schwarze asks Grune what she is
doing. Grune says she will not stand in the way of the path chosen by
humans. And the fight begins.
BOSS: Schwarze
HP: 174005
Weak Against Ocean
Strong Against Everything Else
She's not too tough... yet. Once again, when you take her down to half
health, the fight ends automatically.
The party realizes that they're not even hurting her. They wonder if even
with the power of both Sougas, they can't compete with Schwarze. Schwarze
tells them she intends to save everyone from existence. She asks Grune
why she doesn't understand that. Grune tells her that she is making the
same mistake once again. Schwarze says that the mistake is humans, and
she is fixing their mistakes - that is why she is the "Hollow Guide". She
says that Grune is the one who is mistaken, having spent too much time
with the humans.
Schwarze tells them that her power is the power of humans and their
negative emotions. That is why they cannot stand up to her. The black
mist envelops the entire area, and out to the entire Legacy, as seen
by Harriet, the Pheromone Bombers, and others. Earthquakes strike as
well. The black mist begins coalescing into multiple images of Schwarze,
surrounding the Water Folk, the Mofumofu, and the others.
Grune tells everybody that Schwarze has caused more uncertainty and fear
and she is drawing more power from it. Schwarze sends her power at the
party, but Grune blocks it with her own. However, Schwarze's power is
too strong. Schwarze says the Souga's wish will be fulfilled. Senel and
the others say that the Souga doesn't wish for destruction, and they call
upon their Soujutsu. Schwarze tells them that if they choose to die now,
so be it. The black mist becomes stronger than ever. Schwarze gathers it
and tells them to return to nothingness. The party combines all of their
Soujutsu power and barely manages to hold off the first blast. Grune holds
off the second one, but things look grim.
Senel and co. tell her that they are indeed small pathetic beings
compared to her, and that they experience sadness and suffering. But it's
because they can overcome those feelings that they are able to walk on
towards the future. Their powers combine with Grune's.
Around the Legacy, everybody being attacked suddenly starts glowing with
the Soujutsu power as well, driving off the images of Schwarze. Even Geet
gets its power.
The black mist dissipates. But Schwarze says that they can no longer stop
the return to nothingness.
BOSS: Schwarze
HP: 174005
Weak Against Ocean
Strong Against Everything Else
Although her stats are the same as before, she's tougher now that she
casts Ancient Nova and Black Hole frequently, and she also has a move
where she simply jumps into the air and lets forth a wave of darkness,
which hurts a lot. Still, I actually think she's easier than the Dark
Senel and Dark Shirley pair. Just keep up with the healing and have
either Grune cast Maelstrom or Shirley cast Tidal Wave over and over
again.
Schwarze tells them the struggle is over. She gathers her power and says
she will return them, and the world, to nothingness. They combine their
powers once again, and cancel Schwarze's attack, breaking her mask in
the process. The party is surprised to see that she and Grune have the
same face. Schwarze tells them that she and Grune are the opposite, yet
the same being. She says that if she is the "Hollow Guide", then Grune
is the "Weaver of Time". If she is the one who cuts the threads of time,
Grune is the one who spins them. The party is surprised to learn that
Grune isn't human (I thought that was obvious...)
Schwarze begins to fade. She tells them to remember that if humans should
wish it, she will appear again, since she is born out of human emotions.
Senel tells her that they will walk on to a bright future, and they will
not meet her again. Schwarze tells them that is just a vain dream - but
adds that that is what humans do. She disappears in a flash of dark
feathers.
The ground begins to shake, and Grune says that with Schwarze gone the
Cradle of Time is also returning to nothingness. The party hurries to
leave. They arrive at the Altar of the Sea just as the Cradle disappears.
The sky begins to shine brightly once again.
The party prepares to return to town. But suddenly Grune begins glowing
and starts to fade. She plants Lem's seed at the altar. She then tells
them that because she is the same being as Schwarze, she exists when
Schwarze exists - and when Schwarze doesn't exist, she also doesn't exist.
Shirley asks her if she knew this would happen from the beginning. She
said she did, and that she did not tell them because that would have
brought doubt into their hearts, and doubt would cut into their will
to fight. She says that it's all right, because that is her duty. She
tells them not to have regrets about it. The party protests and tells
her they all promised to be together from then on. Norma says that
she promised they would all have a party when her memory returned. The
others add that they won't stand for it.
Grune tells them that the world is not perfect, and that they cannot
stop her disappearance. Senel says that it's not a matter of gods -
they're talking to her as one of their friends. Moses says that she
is family. Grune thanks everybody. She tells them that she is very
happy, talking a little like she used to before she had her memory
back. Norma runs up and tells her that if that's the case she should
stay with them, because everybody wants to stay with her. The others
once again remind her of their promise to stay with each other. Grune
thanks them again, but tells them that just as children have to leave
their parents some day, so too do humans have to set off without her.
She tells them it is not a separation, but the beginning of a journey.
She asks them if they will grant her a last wish - to part with her
with smiles on their faces. She says she will give them a last present
so that they can live happily. Norma says they don't want presents, they
want to be with her. But Senel finally acknowledges that they should do
as she asks. He says that it's hard to part with a friend, but before
they arrived he was prepared to accept whatever happened, no matter what
it was. The others remember that they swore the same. He adds that
Grune looks sad now, and that he doesn't want to make others sad. The
others agree, reluctantly. Jay even hugs Moses.
Grune thanks them a final time before stepping up to the altar. She says
that with the last remnant of her power, she will release the elemental
spirits. She asks the party to be as friendly to them as they carry
on her power as they were to her. She calls Lem, Ifrit, Celsius, Volt,
Gnome, and Shadow to her side. They begin to glow brightly, and then
shoot into the sky. She tells them to awaken, and where she planted
the seeds, flowers suddenly begin sprouting, and the spirits rise
into the air. She tells them that her time with them is over, but the
experiences she had with them will never fade. She bids them on a good
journey before fading.
The party says they are all thinking of the same thing, and they give
one last cheer. Enjoy the ending credits; you've now completed Tales
of Legendia. The ending theme this time is a medley starting with Donna
Burke's version of Hotarubi.
4. SIDEQUESTS/SUBEVENTS
What would an RPG be without sidequests and subevents? This section lists
the sidequests and minigames and so on in Tales of Legendia. Many of
these only happen after you've completed the main quest and have begun
the Character Quest portion of the game.
------------------------------------------------------------
GRADE SHOP
------------------------------------------------------------
After you beat the game, you'll be prompted to save. Don't save over a game
you want to keep, as when you load this save you'll actually start a new
game with the option of buying things from the Grade Shop. The Grade Shop
in Legendia is relatively small, and has the following options:
Max Items raises the limit on how many of one item you can hold at once
(ordinarily 15). Max HP Up gives all characters a 200 HP bonus on starting
the game, whereas Max HP Down gives all characters a 100 HP penalty (if
you like a challenge). Exp x2 and Exp 1/2 are self-explanatory. Combo
Maniac makes it so that all battles give you only 1 Experience; however,
the Bonus Experience you get for your max combo hits is multiplied by
ten. If you consistently get high combos in battle, Combo Maniac gives
you more experience than anything else. Inherit Techniques will make it so
that you can start the game with all the Soujutsu that you've already
learned; it also carries over number of times used (for mastering purposes)
and Sculptures. Inherit Recipes carries over your recipes, but NOT the
number of times used. Grade x2 doubles all grade changes (including negative
grade). Inherit Gald, Battle Information (max combo, number of encounters),
Playtime, and Collector's Book are self-explanatory. Finally the Costumes
choices will change your character's outfits (in battle only) to either
Formal Wear or animal mascots. Once chosen you cannot change them, so
beware.
Titles are automatically inherited.
------------------------------------------------------------
SYNTHESIS SHOP
------------------------------------------------------------
The synthesis shop is in the same building as the Item Shop in Werites, but
it remains closed throughout the main quest. Once you get to the Character
Quests, it opens. Here you combine various materials and components that
you've found to make new equipment and so on. The equipment you can make
is better than anything you can buy, and it doesn't cost anything except
for the materials themselves, so check it out.
After you clear the Wings of Light in Grune's Character Quest, the Synthesis
Shop's list grows. Some of the most powerful equipment in the game is added
to the list, so make sure you return after clearing the Wings of Light.
Here is what you can make at the Synthesis Shop. Incidentally, if you've
been following this walkthrough you should have more than enough materials
to make everything at least once, so you don't need to worry about saving
up materials for something else. Items marked with an asterisk are only
available after clearing the Wings of Light.
GAUNTLETS
Ghost Shell
536 ATK, Curse-elemental
Heavy Hands, FOE1 Check, Liquor Bottle, Dark Bottle, Black Ores
Aqua Shell
536 ATK, Hit+20, Ocean-elemental
Dynamic Arts, Hit Bottle, Holy Bottle, Spectacles, Lure
Diamond Shell
595 ATK, Regain 5% Max TP when you kill an enemy
Heavy Hands, Pine Gummy, Life Bottle, Holy Bottle, Red Savory, Croissant
Highspeed Wrist
638 ATK, Evade+50
Speed Wrist, Elven Boots, Climax Bottle, Red Saffron, Aifread's Flag,
Lure, Baumkuchen
Kaiser Geas *
893 ATK, Extra Damage vs. Schwarze
Bimetal, Feet Symbol, Climax Bottle, Holy Bottle, Water Ores
SWORDS
Flamberge
558 ATK, Fire-elemental
Ether Sword, Life Bottle, Flare Bottle x2, Red Ores
Ice Coffin
569 ATK, Ice-elemental
Ether Sword, Panacea Bottle, Flare Bottle, Blue Ores
Laser Blade
586 ATK, Ocean-elemental
Grim Sword, Panacea Bottle, Holy Bottle, Red Sage, Water Ores
Meganto Killer
596 ATK, Extra Damage vs. Megantos
Grim Sword, Flare Bottle, Climax Bottle, Spectacles, Aifread's Flag, Red
Ores, Water Ores
Eternal Sword *
879 ATK
Valens Family Sword, Flare Bottle, Holy Bottle, Water Ores
SPEARS
Thunder Javelin
507 ATK, Lightning-elemental
War Javelin, Mixed Gummy, Flare Bottle, Purple Ores, Ham Sandwich
Piyo Spear
547 ATK, Extra Damage vs. Piyopiyo/Piyopiyo Heads
Spear, Hit Bottle, Rune Bottle, Lure, Blue Ores, Egg
Geas Javelin
592 ATK, Earth-elemental
War Javelin, Scallop Gummy, Flare Bottle, Purple Ores, Long Donut
KNIVES
Nintou: Shiden
491 ATK, Lightning-elemental
Nintou Toufuu, Scallop Gummy, Flare Bottle, Purple Ores, Pineapple
Nintou Tou'un
566 ATK, Regain 5% Max TP when you kill an enemy
Nintou Toufuu, Scallop Gummy, Flare Bottle, Unicorn Horn, Curry Bread
Nintou Kagehoushi
602 ATK, Evade+50
Nintou Toufuu, Scallop Gummy, Climax Bottle, Lure, Long Donut
Nintou: Hotate *
807 ATK, Regain 10% Max TP when you kill an enemy
Jay's Bell, Scallop Gummy, Unicorn Horn, Scallop, Cod, Salmon, Shrimp, Squid
HAMMERS
Pikohan
180 ATK, Evade+20
Hammer, Cape, Hit Bottle, Spectacles
Deck Brush
524 ATK, Evade+50
Mofumofu Hammer, Leather Boots, Mixed Gummy, Saffron, Red Saffron
Marvel Straw
490 ATK, Regen TP
Piyoro, Holy Bottle, Red Savory, Unicorn Horn, Strawberry, Custard Creme,
Chocolate
Scope Straw
515 ATK, Hit+50
Strike Straw, Hit Bottle, Spectacles, Red Rosemary, Lure, Baumkuchen
URNS
Spylla
468 ATK, Ice-elemental
Doryu, Freeze Check, Flare Bottle, Blue Ores, Tomato
Dyktuon
502 ATK, Curse-elemental
Doryu, Panic Check, Pine Gummy, Panacea Bottle, Black Ores, Aloewood, Long
Donut
Temnein
517 ATK, Ocean-elemental
Doryu, Paralyze Check, Miracle Gummy, Elixir, Liquor Bottle, Water Ores,
Aifread's Flag, Baumkuchen
WRITING TOOLS
Koupou Brush
483 ATK
Feather Pen, Fabric, Radish
ARMOR
Reflex
58 DEF, Phys Damage -30%
Plereflex, Hard Bottle, Purple Ores, Yellow Ores, Aifread's Flag
Star Mail
62 DEF, Regen TP
Silver Mail, Rabbit Symbol, Pine Gummy, Holy Bottle, Unicorn Horn,
Baumkuchen
Star Cloak
50 DEF, Regen TP
Witch Dress, Cape, Pine Gummy, Holy Bottle, Unicorn Horn
Spirit Robe
50 DEF, INT+20
Bloody Robe, Technical Ring, Panacea Bottle, Denei Bottle
Moon Robe
51 DEF, Regen TP
Bloody Robe, Pine Gummy, Holy Bottle, Aloewood, Unicorn Horn
Kasa
55 DEF, Ocean Resist+20
Hard Bottle, Holy Bottle, Water Ores, Aloewood, Long Donut
Body Paint *
84 DEF, Regen HP
Geet's Charm, Unicorn Horn, Holy Bottle, Squid
Heavenly Garb *
68, INT+20
Colored Shell, Cocktail Dress, Denei Bottle, Fabric
Aurora *
72 DEF, All element resistance+40
Warlock Garb, Red Ores, Blue Ores, Purple Ores, Yellow Ores, Water Ores,
Black Ores, Fabric
Amelia's Love *
69 DEF, Luck+50
Harriet's Flower, Bloody Robe, Rabbit Symbol, Holy Bottle
HELMS
Bone Helmet
DEF+37, Luck-10
Dark Bottle, Black Ores, Aloewood, Aifread's Flag, Clear Shell
Mortarboard
DEF+24, INT+20
Silk Hat, Denei Bottle, Spectacles, Aloewood, Aifread's Flag
Angel Ring
DEF+24, INT+30
Circlet, Denei Bottle, Rune Bottle, Aloewood
ACCESSORIES
Demon's Seal
Experience +100%, ATK/DEF/HIT 1/4th
Ray, Bat, Bear Outfit, Bear Head, Turquoise, All Divide, Rune Bottle
RECIPES
Pudding Bread
HP/TP 100%
Sephira, Black Onyx, Moon Crystal, Elixir, Fabric, Unicorn Horn,
Pudding
Note that many of the components needed to make the starred items (Valens
Family Sword, Grune's Feather, etc.) are key items that you automatically
get as you proceed through the Character Quests.
Also, if you synthesize the Pudding Bread you'll learn the recipe, you
won't actually make the bread (you have to go to the bakery and make
the bread as usual).
------------------------------------------------------------
BATTLE ARENA
------------------------------------------------------------
The Battle Arena opens shortly after the Character Quests begin, once you
get the little scene with the Pheromone Bombers 'introducing' Senel and
Moses to the arena. When you talk to the receptionist, you'll be asked
whether you want to participate in single (シングル) or party (パーティ)
battles. You'll then be asked to select the rank. At first only Beginner
(初級) rank is available, but when you beat that you'll open up
Intermediate (中級), Advanced (上級), and finally Special (スペシャル)
ranks. Single Beginner costs 500 Gald, Single Intermediate costs 1000, and
Single Advanced costs 2000. Party Beginner costs 1000, Party Intermediate
costs 2000, and Party Advanced costs 3000. The Special battles are free,
but if you manage to clear those, you won't be able to try them again (but,
if you fail, you can try as many times as you want.)
Each rank except the Specials consists of three consectutive battles. You
cannot use items at all during arena battles, so minimizing damage is very
important. You CAN change equipment, so swapping in regenerative items such
as Holy Symbols is a viable strategy.
The monsters you will face are as follows.
Single Beginner
1. Bibiri Hopper (11087 HP, Hopper Race, Light Weight, Weak to Earth,
Strong to Lightning)
2. Bear Boss (11836 HP, Eggbear Race, Heavy Weight)
3. Knock Meganto (24309 HP, Meganto Race, Special Weight)
Single Intermediate
1. Dandoratula (22727 HP, Dandoratula Race, Very Heavy Weight) - he can
cause bind status so be careful.
2. Ves Diva (22715 HP, Diva Race, Heavy Weight, Weak to Earth, Strong to
Lightning) - she can petrify you, so equip a Stone Check to be safe.
3. Piyopiyo Head (29447 HP, Piyopiyo Head Race, Medium Weight)
Single Advanced
1. Tree Turtle (32729 HP, Dodaigame Race, Very Heavy Weight)
2. Seaweed Angler (58527 HP, Hill Angler Race, Special Weight, Weak to
Lightning, Strong to Earth)
3. Storm Dragon (52029 HP, Dragon Race, Special Weight, Weak to Earth,
Strong to Lightning)
Single Special
1. Mimmy (61255 HP, Human Race, Medium Weight)
Party Beginner
1. Sand Lizard x4 (10434 HP, Lizardman Race, Heavy Weight, Weak to Ice,
Strong to Fire)
2. Phinx (17754 HP, Phinx Race, Medium Weight)
Blue Galf x2 (17754 HP, Galf Race, Heavy Weight, Weak to Fire, Strong
to Ice)
3. Meganto (24309 HP, Meganto Race, Special Weight)
GelUres Sword (12869 HP, GelUres Sword Race, Medium Weight)
GelUres Shield (12869 HP, GelUres Shield Race, Medium Weight)
Party Intermediate
1. Hopper Fly x2 (20661 HP, Hopper Fly Race, Light Weight)
Hopper x2 (17562 HP, Hopper Race, Light Weight)
-be very careful about the poison effect in this battle, as it will
carry over to subsequent battles. Either have Will in with Recover
or equip Poison Checks)
2. Burned Elengi x2 (21633 HP, Elengi Race, Light Weight, Weak to Ice,
Strong to Fire)
Kes Element (21633 HP, Element Race, Very Light Weight)
Ves Element (21633 HP, Element Race, Very Light Weight, Weak to Earth,
Strong to Lightning)
3. Piyopiyo x3 (16989 HP, Piyopiyo Race, Very Light Weight)
Electric Angler (38508 HP, Hill Angler Race, Special Weight)
Party Advanced
1. Lightning Bear (42548 HP, Eggbear Race, Heavy Weight, Weak to Earth,
Strong to Lightning)
Gokuraku Head (42548 HP, Piyopiyo Head Race, Medium Weight, Weak to
Curse, Strong to Ocean)
Mandrake (32729 HP, Mandrake Race, Heavy Weight)
-the Mandrake casts some strong spells, so get rid of it as fast as
possible.
2. El Plain (23988 HP, El Race, Light Weight)
El Charm (23988 HP, El Race, Light Weight)
El Ice (23988 HP, El Race, Light Weight, Weak to Fire, Strong to Ice)
3. Lion Dance Gate (64589 HP, Ground Gate Race, Special Weight)
Stonehead Hopper (30500 HP, Hopper Race, Very Light Weight, Weak to
Lightning, Strong to Earth)
Party Special
1. Curtis (75687 HP, Human Race, Medium Weight)
Isabella (60765 HP, Human Race, Medium Weight)
Of course, winning in the arena gives you special prizes. Prizes for
each rank are as follows (prizes in parenthesis are what you get the second
and subsequent times that you clear a rank). The Single Advanced prize
depends on who you are using. Also, clearing Single Advanced gives that
character their Arena title.
Single Beginner
Life Bottle, Flare Bottle, Denei Bottle, 5000 Gald
(Apple Gummy, Orange Gummy, Mixed Gummy, 5000 Gald)
Single Intermediate
Life Bottle, Flare Bottle, Denei Bottle, Hit Bottle, Hard Bottle,
Climax Bottle, 10000 Gald
(Lemon Gummy, Pine Gummy, Miracle Gummy, 10000 Gald)
Single Advanced
30000 Gald, Mum Bane (Senel), Shaman Dress (Shirley), Mjollnir (Will),
Gold Armor (Chloe), Gold Straw (Norma), Gungnir (Moses), Ninja Mask
(Jay), Purple Hood (Grune)
(Mixed Gummy, Miracle Gummy, Scallop Gummy, Life Bottle, Liquor Bottle,
Shell Bottle, 30000 Gald)
Single Special
Heaven's Claw, 500000 Gald
Party Beginner
Life Bottle x2, Flare Bottle x2, Denei Bottle x2, 10000 Gald
(Apple Gummy x2, Orange Gummy x2, Mixed Gummy x2, 10000 Gald)
Party Intermediate
Life Bottle x3, Flare Bottle x3, Denei Bottle x3, Hit Bottle x3, Hard
Bottle x3, Climax Bottle x3, 20000 Gald
(Lemon Gummy x3, Pine Gummy x3, Miracle Gummy x3, 20000 Gald)
Party Advanced
Extreme, Elixir, 60000 Gald
(Mixed Gummy x4, Miracle Gummy x4, Scallop Gummy x4, Life Bottle x4,
Liquor Bottle x4, Shell Bottle x4, 60000 Gald)
Party Special
Krona Symbol, 1000000 Gald
Especially valuable are the Single Advanced prizes, which usually give
the best armor or weapon for that character, and the Party Advanced's
Extreme. The Extreme accessory is quite ridiculous in ToL, as it DOUBLES
Attack and Hit (but halves Defense and Evade). This is in sharp contrast
to say, ToS, where Extreme only gave +200 to attack and -99 to Evade.
How to win these battles? You'll obviously want a Holy Symbol on hand for
healing. The Persha Boots (from the Bandit Lair), which halve all damage
taken, are also big helps. If all else fails, clear the Party Advanced
first and get the Extreme as well - it should make the rest of the battles
very easy, even for the caster characters. Also, remember that difficulty
in the settings affects the arena too, so knock it down to Easy if you're
still failing to win with say, Norma. Another important note for casters
is that if you spin the left stick clockwise quickly (you'll know if you're
doing it right because the character will move their hands faster), you can
cut down on the casting time for any spells you may try to cast.
------------------------------------------------------------
SOUND TEST
------------------------------------------------------------
If you talk to the man playing the piano at the bar downstairs of the inn
in Werites, you can get him to play you some of the songs played in the
game. Incidentally, the piano player is named Shiina (the composer for
Legendia's music is Shiina Gou). However, he only starts off with a small
subset of the songs in the game. To get him to be able to play more songs,
you have to bring him certain kinds of bread. The kinds of bread he wants
in order are Toast, Pizza, Crepe, Pudding Bread, and Mabo Curry Bread.
The second time through the game he'll also have an extra category
automatically added, and he'll carry over the songs he already knew so
there's no need to feed him more bread again.
------------------------------------------------------------
SKIT WATCHING
------------------------------------------------------------
If you go to the Country Cottage just outside of Werites Beacon during
the Character Quests, you'll find that the old man who was previously
sleeping there has now woken up. He says he'll tell you about his dreams.
What his dreams are are actually the skits that you've seen in the game.
If you ask him about it, he can replay skits so that you can watch them
again. He can play skits even if you haven't watched them as long as you
have fulfilled the conditions for activating those skits, so check them
out if you're interested. Also, on your second and subsequent times through
the game the skits are carried over so there's no need to activate them
again.
------------------------------------------------------------
PORTRAITS
------------------------------------------------------------
There is an artist in Werites living across from Will's house. If you
talk to him, he'll show you portraits of various NPCs throughout the game.
As it turns out, the portraits he shows you change depending on who your
party leader is. Also, you have to have proceeded to a certain point in
the game to see some of the portraits; for instance, you won't see Grune's
until you are actually mid-way through her character quest.
------------------------------------------------------------
QUIZ MINIGAME
------------------------------------------------------------
The Bow Key that you get in the Introduction to the Character Quests
lets you open the Bow Cottage that you saw in the beginning of the
game, outside the Crystal Forest. The Bow Cottage is the first in a series
of four cottages where you can play a Quiz Minigame for some nice prizes.
Refer to my separate Quiz Minigame FAQ for details on the quiz questions
and answers.
------------------------------------------------------------
RARE MONSTER HUNTING
------------------------------------------------------------
Once you receive the Sorcery Scanner in the Character Quests, you can start
hunting for Rare Monsters. There are 19 spots in all. Kaz, the man who
lives in the house on the same screen as the save spot on the west side
of Werites, will give you hints as to their locations. Some of them drop
rare equipment (mostly joke weapons and so on) bu not all of them do. I've
listed them in the walkthrough as I've gone along, but I will list them
again here:
Siren
Underground Lake - where you fought the Ground Gate
Kotatsu
Crystal Forest - spiderwebs on the left side of the very first screen
Quox
Earth Monument - upper left area of the big room, where the 3rd crystal was
Nameko, Maitake
Secret Passage - behind a Chaotic Zone with nothing behind it
Buubuu
Old Mofumofu Village - In the small canyon in the middle of the village
White Nekotama
Ruins of Frozen Light - deadend in the first area of the narrow hallways
Dried Shark
Altar of the Sea - behind a Chaotic Zone with nothing behind it
Party Panda
Wings of Light - behind a Chaotic Zone with nothing behind it
If you find and beat all of the monsters that Kaz tells you about (he tells
you about nine of them: the Siren, Building Block Turtle, Mellomello,
Kotatsu, Bowwow, Quox, Shrimp Tempura Angler, and Buubuu), and then talk to
him once again during Grune's quest, you'll receive the "Aifread's Hat" as
well as the title "Pirate" for Moses. Also, once you find all 19 spots with
the rare monsters Will will gain the title "Rare Monster Master".
------------------------------------------------------------
SEARCHING FOR THE BLUE SEPHIRA
------------------------------------------------------------
In the northwest part of town you'll find a large house with a red roof.
Inside you'll find Yuri, the daughter of a nobleman, and Kerel, a
treasure hunter. Yuri's father has forbidden Kerel from marrying Yuri,
unless he can find one of the legendary artifacts - the Blue Sephira.
When you talk to Yuri during the Character Quests, he'll notice that
you have the Sorcery Scanner. Using this, you can help him find the
treasures he's looking for. He'll give you a location to look for, and
he says you can keep anything that isn't the Blue Sephira. The treasures
you'll get are as follows.
Demon Knife
Geoglyph Area - below the geoglyphs
Turquoise
Man-Eating Ruins - very last room where the Whisper Crystal was
Resume Ring
Village of the Ferines - Shirley's tent
Elven Boots
Forest of No Return - small area with the craters, inside one of them
Blue Sephira
Secret Passage - across from the three chests in the first area
With the Blue Sephira in hand, return to Yuri's house. You'll see an event,
and in the end you'll end up keeping the Blue Sephira anyway.
------------------------------------------------------------
THE BAKER GRANDMA
------------------------------------------------------------
The Baker Grandma lives right next door to Senel (formerly empty house
with the save point in its front yard). You can't do much with her in
the main quest, but once the Character Quests begins, you can do a few
of things.
First, talk to her with a full basket and with all of the basic recipes
from the main quest learned, and she'll give you a larger basket. You
can now carry 30 breads at once instead of 10.
Second, when you've learned all of the other recipes in the game, talk
to her to learn Meat Stew. This gives Jay and Senel titles as well.
------------------------------------------------------------
CAROLINE'S QUEST
------------------------------------------------------------
Caroline lives two houses over from Senel in Werites. She's looking for
something called the Capoeirakko ('Rakko' means sea otter in Japanese; lots
of people in Legendia mistake the Mofumofus for sea otters, apparently.)
If you talk to her at certain times during the game, her speech changes
and you'll get the Capoeirakko Robe.
The Capoeirakko Robe is Jay's best armor. Incidentally, the windows for
talking to Caroline are much more relaxed than the ones for the Love-Love
Couple event below, so if you miss one don't worry too much, as long as TOO
much time hasn't passed there's a good chance you can still catch up and
talk to Caroline.
------------------------------------------------------------
THE LOVE-LOVE COUPLE
------------------------------------------------------------
This couple lives in the pink-roofed house in the area just right of
the area leading to the fountain in Werites. If you visit this house at
specific times, you'll see some special events. This is one of the more
picky sidequests in Legendia, because if you miss one of them you'll
screw up and you won't get the rewards at the end.
When you see the last bit you'll get the Clear Shell item needed to make
the Bone Helmet in the Synthesis Shop, as well as a title for Chloe.
------------------------------------------------------------
MIMMY'S HAT
------------------------------------------------------------
Once you've learned all the recipes in the game, visit the seemingly
empty house Werites (right next to the two waterwheels). If you hear a
noise when going in, exit and then go in again. There's somebody
sleeping on the bed... She protests that she's not Mimmy, but her speech
patterns, as well as the baker's hat in her drawers, gives her away. After
you see this event you'll get Mimmy's Hat and a title for Shirley.
There are two major types of Soujutsu in the game; Arts-type (Iron)
and Breath-type (Crystal). Arts-type are further divided into Tokugi, Ougi,
and Garyuu Ougi. Tokugi are learned simply by levelling up. Learning Ougi
requires mastering the two Tokugi that form the basic components of the move;
mastering Tokugi is as simple as hitting an enemy with them a certain number
of times. Garyuu Ougi involve combining at least three mastered Tokugi to
form your own 'custom' ougi. Breath-type are also divided into types like
Healing, Offensive, and Support, but there aren't any big differences in how
you learn these. All Breath-type Soujutsu require two things to learn: a
spellbook for the spell, which is gained automatically upon reaching the
designated level, and a certain number of Sculptures which are collected
by defeating enemies.
Garyuu Ougi are made in the camp menu under the Soujutsu option. You will
need Mastered techniques; you can check which techniques you have mastered
simply by looking at the skill descriptions. A Garyuu Ougi is made of
three components - two 'main' moves and one 'accessory' move. The main
move determines the property of the final Garyuu Ougi, while the
'accessory' move does things like add status effects to the Garyuu Ougi.
Choose a slot and a list of techniques you can put there will show up.
Orange icons indicate moves that can be added to the first main slot, while
blue icons are moves that can be added to the second main slot. Green icons
are moves that can be added to the accessory slot. Also, the Main 1 and
Main 2 moves must have the same icon shape. Once the Garyuu Ougi is made
you can read about its properties. A character may make one Garyuu Ougi
at a time.
This section will list by character the Soujutsu in the game. For Arts-type
users, the list will start with Tokugi, then it will list Ougi and finally
Garyuu Ougi. It will also list the TP cost, the level learned (for Tokugi)
or the component Tokugi that need to be mastered (for Ougi/Garyuu Ougi),
and other details. For Breath-type users, the list will describe the TP
cost, the level that the spellbook is gained, and the kinds and number of
Sculptures required.
------------------------------------------------------------
SENEL COOLIDGE
------------------------------------------------------------
Majinken 魔神券
4 TP; Initial
Send a shockwave along the ground.
Genryuuken 幻竜券
4 TP; Level 2
Senel charges forward with his fist.
Hakugekishou 迫撃掌
5 TP; Level 4
Senel does a two punch combination, the second of which knocks the
opponent down. Your first starter move for throws.
Funryuugeki 噴竜撃
8 TP, Level 11
Senel does a rising-falling punch combination. Sort of like his version
of Kogahazan.
Yousoukyaku 鷹爪脚
9 TP, Level 15
Senel hops into the air, dives down and hits a series of stomp-kicks, and
jumps back. A hit-and-run type of move. (Shades of Kim Kaphwan?!)
Goushourai 剛招来
11 TP, Level 19
Raises Senel's attack power temporarily.
Rengadan 連牙弾
14 TP, Level 27
Senel performs a fast series of kicks.
Garyuusai 臥竜砕
19 TP, Level 39
Senel steps in and uppercuts the enemy.
Gakugan Zetsurakugeki 嶽岩絶落撃
20 TP, Level 42
Throws any enemy except for Special weight class. For Very Heavy monsters,
Senel tosses the enemy to the ground and then stomps on them.
Bakuryuuken 爆竜券
21 TP, Level 44
Senel dashes in towards the enmy and launches a combination attack.
Bakugadan 爆牙弾
27 TP, Level 59
Senel does some combination kicks that knock down the opponent.
Bakugekishou 爆撃掌
7 TP, Master Majinken and Hakugekishou
Senel does a pumped-up version of Hakugekishou, again knocking the
enemy down.
Shinryuugeki 神竜撃
10 TP, Master Funryuugeki and Hakugekishou
Senel performs a straight punch and rising uppercut combination.
Hakugeki Senkou 迫撃戦吼
28 TP, Master Hakugekishou and Shishi Senkou
Senel performs a hard punch and produces a lion aura that knocks the enemy
down.
------------------------------------------------------------
WILL RAYNERD
------------------------------------------------------------
Lightning ライトニング
7 TP, Initial
Will calls down a bolt of lightning over the target. Lightning-elemental.
First Aid ファーストエイド
7 TP, Initial
Will heals an ally for a little bit of HP.
Fireball ファイアボール
12 TP, Level 8, 69 Lizardman and 61 Piyopiyo Head Sculptures
Fireballs rain down on the enemy. Fire-elemental.
Antishield アンチシールド
15 TP, Level 11, 46 Littlebear and 188 Takoegg Sculptures
Lowers the defense of one enemy temporarily.
Recover リカバー
20 TP, Level 17, 169 Piyopiyo and 193 Elengi Sculptures
Cures an ally's status effects.
Shield シールド
23 TP, Level 20, 212 Lizardman and 49 Hopper Sculptures
Raises the defense of one ally temporarily.
Spread スプレッド
25 TP, Level 23, 428 Lizardman and 117 GelUres Sword Sculptures
Causes a column of water to rise from under the enemy. Ocean-elemental.
Thunder Blade サンダーブレイド
33 TP, Level 32, 672 Galf and 150 Diva Sculptures
Creates a sword of lightning that slices the enemy. Lightning-elemental.
Indignation インディグネイション
36 TP, Level 35, 265 Mimic Head and 445 Takoegg Sculptures
Calls down strong bolts of lightning. Lightning-elemental.
Cure キュア
39 TP, Level 38, 499 Eggbear and 245 Dragon Sculptures
Heals one ally completely.
Antishelter アンチシェルター
44 TP, Level 44, 700 Gust and 600 Mini Automata Sculptures
Lowers the defense of all enemies temporarily.
Shelter シェルター
47 TP, Level 47, 672 Galf and 800 Hill Angler Sculptures
Raises the defense of all allies temporarily.
Eruption イラプション
50 TP, Level 50, 239 Automata and 1375 Hill Angler Sculptures
Causes magma to erupt from the ground. Fire-elemental.
Black Hole ブラックホール
57 TP, Level 58, 1133 Diva and 1053 Hopper Sculptures
Creates a large globe of darkness. Curse-elemental.
Extension エクステンション
60 TP, Level 62, 1461 Dodaigame and 850 Mandrake Sculptures
Damages the enemy and has a chance of killing them instantly.
------------------------------------------------------------
CHLOE VALENS
------------------------------------------------------------
Majinken 魔神剣
5 TP, Initial
Chloe creates a shockwave that travels along the ground.
Chirisazame 散沙雨
5 TP, Initial
Chloe launches a fast series of thrusts on the enemy.
Kogahazan 虎牙破斬
7 TP, Level 8
Chloe slices upwards, kicks the enemy, then catches her sword and
slices down again. A little fancier than the older Kogahazan...
Shippuusen 疾風閃
8 TP, Level 12
Chloe charges forward with a fast thrust. Sort of like Senel's Genryuuken.
Kuuretsuzan 空裂斬
10 TP, Level 16
Chloe sticks her sword into the ground and uses it to vault into a kick
combination before bringing her sword downwards.
Shoubu 昇舞
11 TP, Level 20
Chloe steps forward and tosses her sword upwards in boomerang fashion,
floating nearby enemies.
Kenbu 絢舞
13 TP, Level 24
Chloe steps forward and sweeps her sword, blowing enemies away.
Getsueijin 月影刃
15 TP, Level 28
Chloe turns around and stabs the enemy hard.
Genshouken 幻晶剣
16 TP, Level 32
Chloe spins around and attacks with many slices.
Juushourai 柔招来
18 TP, Level 36
Raises Chloe's Hit temporarily.
Jin'u 迅羽
19 TP, Level 40
Chloe stabs the enemy then draws them inwards.
Akisazame 秋沙雨
21 TP, Level 44
Chloe launches a series of stabs then blows the enemy into the air.
Jinpuusen 神風閃
23 TP, Level 48
Chloe rushes in and hits a series of attacks on the enemy.
Shuu'u Majinken 驟雨魔神剣
6 TP, Master Majinken and Chirisazame
Chloe performs a fast series of thrusts and then a Majinken to finish.
Kirisazame 霧沙雨
27 TP, Master Chirisazame and Akisazame
Chloe performs Chirisazame and Akisazame together.
------------------------------------------------------------
NORMA BIATTY
------------------------------------------------------------
Grave グレーブ
9 TP, Initial
A spike of rock rises from the ground. Earth-elemental.
Firewall ファイアウォール
12 TP, Initial, 30 Galf and 50 Takoegg Sculptures
Norma creates a wall of fire from under the enemy's feet. Fire-elemental.
Icewall アイスウォール
15 TP, Level 11, 90 Eggbear and 63 Elengi Sculptures
Norma creates a wall of ice from under the enemy's feet. Ice-elemental.
Booing ブーイング
18 TP, Level 14, 130 Eggbear and 218 Takoegg Sculptures
Lowers an enemy's attack power temporarily.
Cheering チアリング
20 TP, Level 17, 94 Dodaigame and 304 Takoegg Sculptures
Raises an ally's attack power temporarily.
Silence サイレンス
26 TP, Level 23, 447 El and 101 Piyopiyo Head Sculptures
Seals the Soujutsu of one enemy.
Resurrection リザレクション
28 TP, Level 26, 418 Lizardman and 37 GelUres Sword Sculptures
Heals all allies for some HP.
Firestorm ファイアストーム
31 TP, Level 29, 672 Galf and 121 Dodaigame Sculptures
A storm of fire envelops the enemies. Fire-elemental.
Dark Force ダークフォース
37 TP, Level 35, 596 Phinx and 91 Hopper Fly Sculptures
Causes a sphere of dark energy to attack the enemy. Curse-elemental.
Blizzard ブリザード
45 TP, Level 44, 1138 Dodaigame and 349 Mandrake Sculptures
Causes a blizzard to envelop a large area of the screen. Ice-elemental.
Ray レイ
50 TP, Level 50, 862 Lizardman and 530 Mandrake Sculptures
Creates numerous rays of light that attack the enemy. Ocean-elemental.
Black Hole ブラックホール
57 TP, Level 58, 580 Elengi and 677 Piyopiyo Head Sculptures
Creates a large globe of darkness. Curse-elemental.
------------------------------------------------------------
MOSES SANDOR
------------------------------------------------------------
Rouha 狼破
9 TP, Initial
Moses throws a spear with a wolf-shaped aura.
Washuu 鷲羽
11 TP, Level 19
Moses jumps into the air and throws a spear with an eagle aura.
Senkou 穿孔
13 TP, Level 24
Moses throws a spear downwards, causing a small explosion.
Koshin 弧心
15 TP, Level 29
Moses launches a spear that stuns the enemy momentarily.
Renpa 連破
17 TP, Level 34
Moses throws two spears in a row.
Ranjin 嵐陣
19 TP, Level 39
Moses causes many spears to focus in on the target enemy.
Shinten 震天
21 TP, Level 44
Moses throws a spear into the air which causes a rain of spears downwards.
Rekkuu 烈空
25 TP, Level 54
Moses throws a strong spear straight at the enemy that knocks them down.
Kohou 虎砲
29 TP, Level 63
Moses makes a giant spear fall from the sky, knocking down enemies.
Rou'u 狼羽
27 TP, Master Rouha and Washuu
Moses jumps into the air and throws a spear with a wolf aura.
Kaishin 戒心
24 TP, Master Koshin and Renpa
Moses jumps into the air and launches multiple spears downward.
Retten 裂天
17 TP, Master Shinten and Renpa
Moses throws many spears into the air which creates a shower of spears onto
the enemy.
Rououha 狼王破
14 TP, Master Kohou and Rouha
Moses releases a huge wolf aura that attacks the enemy.
------------------------------------------------------------
JAY
------------------------------------------------------------
Kunai 苦無
13 TP, Initial
Jay throws some knives that explode.
Homura 焔
13 TP, Initial
Jay causes fire to explode from the ground. Fire-elemental.
Hyouju 氷樹
14 TP, Level 27
Jay causes ice to rise from the ground. Ice-elemental.
Kyousatsu 鏡殺
15 TP, Level 30
Causes Jay's moving speed to increase temporarily.
Ansouha 闇走破
17 TP, Level 33
Jay charges past the enemy and attacks. Curse-elemental.
Doran 土乱
18 TP, Level 36
Jay causes rocks to rise from the ground. Earth-elemental.
Raiden 雷電
19 TP, Level 39
Jay causes lightning to rise from the ground. Lightning-elemental.
Kagenui 影縫い
20 TP, Level 42
Jay pins the enemy's shadow to the ground, holding them in place. Curse-
elemental.
Ukigumo 浮雲
21 TP, Level 45
Jay rushes at the enemy's feet, tripping them.
Fuuga 風雅
23 TP, Level 49
Jay creates a whirlwind to slice the enemy.
Shouyoku 翔翼
24 TP, Level 53
Jay throws some exploding knives from midair.
Izuna-otoshi 飯綱落とし
26 TP, Level 57
Jay jumps on top of the enemy and attacks them from above.
Rinmei 鈴鳴
30 TP, Level 67
Jay does several spinning kicks.
Oboro Hyouju 朧氷樹
20 TP, Master Hyouju and Kyousatsu
Jay causes multiple particles of ice to erupt from the ground. Ice-elemental.
Kagesouha 影走破
29 TP, Master Ansouha and Kagenui
Jay performs Kagenui and Ansouha together. Curse-elemental.
------------------------------------------------------------
GRUNE
------------------------------------------------------------
Bloody Howling ブラッディハウリング
37 TP, Initial
Summons forth a sphere of dark energy. Curse-elemental.
Absolute アブソリュート
43 TP, Level 42, 742 Eggbear and 534 Piyopiyo Head Sculptures
Grune causes a field of ice to envelop the enemies. Ice-elemental.
Eruption イラプション
50 TP, Level 48, 968 Phinx and 250 Automata Sculptures
Causes magma to erupt from the ground. Fire-elemental.
Ray レイ
50 TP, Level 59, 242 Littlebear and 819 Takoegg Sculptures
Causes rays of light to shower the enemy. Ocean-elemental.
Black Hole ブラックホール
57 TP, Level 63, 879 Galf and 845 Ground Gate Sculptures
Creates a large globe of darkness. Curse-elemental.
Maelstrom メイルシュトローム
65 TP, Level 67, 2262 El and 1074 Hopper Sculptures
Causes a huge whirlpool to swallow the enemies. Ocean-elemental.
------------------------------------------------------------
SHIRLEY FENNES
------------------------------------------------------------
Fireball ファイアボール
52 TP, Initial
Sends fireballs raining down on the enemy. Fire-elemental.
Cure キュア
39 TP, Initial
Heals one party member fully.
Cheering チアリング
20 TP, Level 52, 1461 Dodaigame and 424 Hopperfly Sculptures
Raises the attack power of one ally temporarily.
Ice Wall アイスウォール
54 TP, Level 55, 1001 Diva and 592 Dandoratula Sculptures
Causes a block of ice to rise from under the enemy. Ice-elemental.
Indignation インディグネイション
57 TP, Level 58, 975 Dragon and 397 Galdshark Sculptures
Calls down a powerful bolt of lightning. Lightning-elemental.
Blizzard ブリザード
63 TP, Level 64, 921 Lizardman and 581 Elengi Sculptures
Causes a blizzard to attack all of the enemies on the screen. Ice-elemental.
Shelter シェルター
47 TP, Level 67, 878 GelUres Sword and 927 Element Sculptures
Raises the defense of all party members temporarily.
Shooting Star シューティングスター
68 TP, Level 70, 1295 Diva and 1014 Mandrake Sculptures
Calls down countless comets to attack the enemy. Ice-elemental.
6. RECIPE LIST
Toast トースト
Bread, Butter
Heal HP 15%
Gained automatically in the event at Fallingwater.
French Toast フレンチトースト
Baguette, Butter, Egg, Milk
Heal HP 25%, Cure Poison
Make a total of 50 Toasts.
Ham Sandwich ハムサンド
Bread, Butter, Ham
Heal TP 15%
Check the paper crane at Misty Mountains.
Tuna Sandwich ツナサンド
Bread, Butter, Tuna
Heal TP 20%
Make Ham Sandwich 10 times.
Strawberry Sandwich イチゴサンド
Bread, Strawberry, Cream
Heal TP 25%, Cure Poison
Make a total of 25 Sandwiches.
Cutlet Sandwich カツサンド
Bread, Butter, Lettuce, Beef
Heal TP 25%, Cure Petrify
Make a total of 40 Sandwiches.
Mixed Sandwich ミックスサンド
Bread, Butter, Ham, Tuna, Lettuce, Beef
Heal TP 35%
Make a total of 60 Sandwiches.
Hamburger ハンバーガー
Buns, Hamburg, Lettuce, Pickles
Heal HP 20%
Check the statue at the Old Mofumofu Village.
Cheeseburger チーズバーガー
Buns, Hamburg, Lettuce, Cheese
Heal HP 25%
Make Hamburger 10 times.
Fishburger フィッシュバーガ
Buns, Cheese, Cod
Heal HP 30%
Make a total of 25 Burgers.
Scallopburger ホタテバーガー
Buns, Lettuce, Scallop
Heal HP 40%
Make a total of 40 Burgers.
Healthy Burger ヘルシーバーガー
Buns, Parsley, Lettuce, Tomato, Hamburg, Pickles, Onion, Carrot, Radish
Heal HP 50%, Raise Dead
Make a total of 60 Burgers.
Bagel: Beef ベーグル・ビーフ
Bagel, Cream Cheese, Beef
Heal HP and TP 20%
Make Bagel: Salmon 10 times.
Bagel: Chicken ベーグル・チキン
Bagel, Creem Cheese, Chicken
Heal HP and TP 20%, Cure Petrify
Make a total of 25 Bagels.
Hot Dog ホットドッグ
Hot Dog Bun, Sausage, Cabbage
Heal HP and TP 15%
Check the pot lid at the Werites Weapon/Armor Shop in Chapter 2.
Spicy Dog スパイシードッグ
Hot Dog Bun, Sausage, Cabbage, Mustard
Heal HP and TP 20%
Make Hot Dog 10 times.
Cheese Dog チーズドッグ
Hot Dog Bun, Sausage, Cabbage, Cheese
Heal HP and TP 30%
Make a total of 25 Dogs.
Yakisoba Bread ヤキソバパン
Hot Dog Bun, Cabbage, Noodles, Onion, Pork, Sauce
Heal HP and TP 40%
Make a total of 40 Dogs.
Butter Roll バターロール
Breadmaking Set, Butter, Skim Milk
Heal HP 40%
Found in a treasure chest in Mofumofu Village.
Anpan アンパン
Breadmaking Set, Egg, Skim Milk, Red Bean Paste
Heal TP 50%
Check the traffic cone in Pippo's workshop after the Great Hollow.
Creampan クレームパン
Breadmaking Set, Egg, Skim Milk, Custard Cream
Heal TP 60%
Check the Christmas Tree at Mauritz's Hermitage.
Choco Coronet チョココロネ
Breadmaking Set, Egg, Skim Milk, Chocolate
Heal TP 70%
Check the tea table on the Front Line.
Melonpan メロンパン
Breadmaking Set, Egg, Melon, Lard, Baking Powder
Heal HP 60% and TP 25%
Check the Wadadon in the Werites Item Shop from Chapter 5 onwards.
Croissant クロワッサン
Breadmaking Set, Butter, Egg, Milk
Heal HP and TP 70%
Check the bonsai in the Werites Inn (Character Quest).
Pizza ピザ
Breadmaking Set, Tomato, Cheese, Mushroom, Pepperoni
Heal HP 60%
Check the wedding cake in the Man-Eating Ruins.
Seafood Pizza シーフードピザ
Breadmaking Set, Cheese, Scallop, Cod, Shrimp, Squid
Heal HP 70%, Cure Poison
Make Pizza 10 times.
Spicy Pizza スパイシーピザ
Breadmaking Set, Cheese, Tomato, Mustard, Mushroom, Pepperoni, Toban Sauce
Heal HP 80%, Cure all status effects
Make a total of 40 Pizzas.
Muffin マフィン
Breadmaking Set, Egg, Lard
Raise dead with 60% HP
Check the knight piece at the Village of the Ferines.
Long Donut ロングドーナツ
Breadmaking Set, Butter, Egg
Cures all status effects
Check the Daruma in the Earth Monument (Character Quest).
Pudding Bread プリンパン
Breadmaking Set, Butter, Egg, Pudding
Heal HP and TP 100%
Make the recipe at the Synthesis Shop.
Apple Pie アップルパイ
Breadmaking Set, Butter, Egg, Apple
Heal HP 60% and TP 50%
Check the kettle in the Bakery from the middle of Chapter 7.
Banana Pie バナナパイ
Breadmaking Set, Butter, Egg, Banana
Heal HP 65% and TP 55%
Make Apple Pie 10 times.
Mabo Pie マーボーパイ
Breadmaking Set, Butter, Egg, Garlic, Pork, Tofu, Toban Sauce
Heal HP 75% and TP 65%
Make a total of 25 Pies.
Baumkuchen バームクーヘン
Breadmaking Set, Butter, Egg, Milk, Baking Powder
Raises dead
Check the cactus in The Crags (Character Quest)
Crepe クレープ
Breadmaking Set, Butter, Egg, Milk, Cream
Heal HP 60% and TP 50%
Check the milk at the Werites Bar from the middle of Chapter 7.
Strawberry Crepe ストロベリークレープ
Breadmaking Set, Butter, Egg, Milk, Cream, Strawberry
Heal HP 65% and TP 50%, Cure Poison
Make Crepe 10 times.
Melon Crepe メロンクレープ
Breadmaking Set, Butter, Egg, Milk, Cream, Melon
Heal HP 65% and TP 60%
Make a total of 25 Crepes.
Pineapple Crepe パインクレープ
Breadmaking Set, Butter, Egg, Milk, Cream, Pineapple
Heal HP 65% and TP 60%, Cure Petrify
Make a total of 40 Crepes.
Scallop Crepe ホタテクレープ
Breadmaking Set, Butter, Egg, Milk, Cream, Scallop
Heal HP 70% and TP 65%
Make a total of 60 Crepes.
Curry Bread カレーパン
Breadmaking Set, Milk, Egg, Beef, Onion, Curry Powder, Carrot
Heal HP 85% and TP 50%
Check the S Flag in the Battle Arena in Werites (Character Quest).
Mabo Bread マーボーパン
Breadmaking Set, Garlic, Pork, Tofu, Toban Sauce
Heal HP 80% and TP 65%
Check the back area of the Misty Mountains with the Sorcery Scanner.
7. TITLE LIST
SENEL COOLIDGE
Kind Brother やさしいお兄ちゃん Default
Cowardly Brother いくじなしお兄ちゃん INT+1
Bum Brother ろくでなしお兄ちゃん INT+2
Stubborn Brother どんかんお兄ちゃん HIT+1
Still Brother いまだにお兄ちゃん LUCK+1
Sleepy Brother ねぼすけお兄ちゃん EVA+1
Brutish Brother ひとでなしお兄ちゃん INT+3
Flowery Martial Artist 花の格闘家 LUCK+3
Puzzle Master パズルマスター INT+4
True Puzzle Master 真パズルマスター INT+5
He Who Knows the Forest 森を知る者 LUCK+4
He Who Knows the Palace 宮殿を知る者 LUCK+4
Baker パン屋 DEF+5 HIT+5
Bread Master パンマスター ATK+5 HIT+4
Battler 闘士 HP+20
Conqueror 覇王 HP+30
Martial Emperor 武帝 TP+20
God of Battle 戦神 TP+25
God of War 闘神 HP+50 TP+25
Daredevil がむしゃら HIT+3 EVA+3
Indecisive 優柔不断 EVA+3
Speed-of-sound Warrior 音速の戦士 ATK+3 HIT+3
Halfwit うすのろ HP+30 EVA+3
Give Orders 命令させろ ATK+2
Battle Administrator 戦闘奉行 HIT+3
Tears of Loneliness おさみしなみだ EVA+3
Unreliable Brother たよりないお兄ちゃん HP+30
Enthusiastic Brother はりきるお兄ちゃん ATK+3
Popular Senel もてもてセネル TP+15 DEF+3
Solidarity 一致団結 ATK+3
True Martial Artist 真の格闘家 HP+50
Lightspeed Fist 光速の拳 HP+50 ATK+5 HIT+5
WILL RAYNERD
Scholarly Old Man 博物オヤジ Default
Lightning old Man 雷オヤジ ATK+1
Maniac Old Man マニアオヤジ INT+1
Attacking Old Man 攻めてるオヤジ HIT+1
Stubborn Old Man 堅物オヤジ HIT+2
Ironfisted Old Man 鉄拳オヤジ ATK+2
Professor Old Man 先生オヤジ LUCK+1
Old Man of Flowers 花のオヤジ INT+2
Janitor 清掃員 INT+3
Rare Monster Master レアモン使い DEF+5 INT+5
Researcher 研究者 TP+15
Scholar 学者 TP+20
Professor 博士 HP+30
Sage 賢者 HP+40
Great Sage 大賢者 HP+50 TP+25
Hammer Instead of Pen ペンよりハンマー ATK+4
Great Variety バラエティに富む INT+5 HIT+3
Intelli-champ インテリチャンプ TP+25 DEF+5 INT+5
CHLOE VALENS
Girl Swordsman 少女剣士 Default
Aloof Swordsman つんつん剣士 ATK+1
Terrible Swimmer Swordsman カナヅチ剣士 EVA+1
Houseguest Swordsman いそうろう剣士 HP+10
Girlish Heart Swordsman おとめごころ剣士 EVA+2
Can't Become Honest Swordsman すなおになれない剣士 TP+5
Yearned Swordsman なつかれ剣士 HIT+1
Morning Returner Swordsman 朝帰り剣士 LUCK+1
Dreamer Girl 夢見る少女 LUCK+2
Straightman ツッコミ HIT+3
Masked One 仮面の人 DEF+3 INT+3
Lower-class Knight 下級騎士 HP+20
Upper-class Knight 上級騎士 HP+30
Royal Guard ロイヤルガード TP+20
Paladin パラディン TP+25
Knight of Legend ナイトオブレジェンド HP+50 TP+25
Beautiful Finish 華麗なるフィニッシュ TP+15 ATK+3
Rain and Hail ・め・られ HIT+4
Soul Edge ソウルエッジ HP+50 ATK+5 HIT+5
NORMA BIATTY
Treasure Girl おたから娘 Default
Bubble Girl シャボン娘 DEF+1
Fast-asleep Girl ばくすい娘 INT+1
Frivolous Girl ヘラヘラ娘 TP+5
Naming Girl ネーミング娘 HIT+1
Naive Girl じゅんぱく娘 INT+2
Favorite Pupil Girl まなでし娘 LUCK+1
Imitator Girl ものまね娘 ATK+1
Seeker of Love 愛の探求者 HIT+3
Scan Master スキャンマスター LUCK+5
Delinquent Girl 休学娘 LUCK+3
Greatest Treasure Hunter 至高の宝・ハンター LUCK+2
Collector Soul コレクター魂 INT+5 HIT+4
Rich One お金持ち HP+50 LUCK+5
Pretty Girl プリティガール TP+15
Noisy Girl やかましガール TP+20
Beautiful Girl ビューティフルガール HP+30
Wonderful Girl ワンダフルガール HP+40
Eternal Girl 永遠のガール HP+50 TP+25
One-track Mind 進んだら一直線 ATK+3
All Luxuries 贅沢三昧 DEF+4 INT+4
The Sky is Blue 空が青い EVA+3
Exhilirated ウハウハ TP+25 INT+5
Bubble Master バブルマスター TP+25 DEF+5 INT+5
MOSES SANDOR
Beasttamer Man 魔獣使いの男 Default
Hit-often Man ボコられる男 EVA+1
Family Love Man 家族愛の男 DEF+1
Dirty Man フケツの男 HIT+1
Instinct Man 本能の男 ATK+1
Man Among Men 男の中の男 EVA+2
Wild Man 野生の男 HP+10
Empathetic Man 人情の男 HIT+1
Pirate 海賊 HP+40 INT+3
Big Brother ・にき HP+20
Naughty Big Brother やんちゃな・にき HP+30
Wandering Big Brother はっちゃけ・にき TP+20
Strongest of the Legacy Big Brother 遺跡船最強・にき TP+25
Strongest in the World Big Brother 世界最強・にき HP+50 TP+25
Bullet 鉄砲玉 ATK+3 HIT+3
Seven Falls, Eight Rises 七転び八起き HP+30 ATK+3
Crying Face 泣きっ面にはち TP+15 DEF+3
Good Brawler ケンカ上等 HP+50 ATK+5 HIT+5
JAY
"Unseen" Jay 「不可視」のジェイ Default
"Taunting" Jay 「挑発」のジェイ HIT+1
"Spoiled" Jay 「かたなし」のジェイ DEF+1
"Cheeky" Jay 「生意気」のジェイ INT+1
"Thundering Voice" Jay 「一喝」のジェイ ATK+1
"Rebellious" Jay 「ひねくれ」のジェイ EVA+1
"Youngest" Jay 「末っ子」のジェイ LUCK+1
"Crying" Jay 「泣きべそ」のジェイ ATK+2
Flavor of Home 家庭の味 EVA+4 LUCK+3
Beginner Boy かけだし少年 HP+30
Swift Boy しゅんそく少年 TP+20
Sonic Speed Boy 音速少年 TP+25
Light Speed Boy 光速少年 HP+50 TP+25
No Deviations 偏りがち DEF+4
Killer Jay 殺し屋ジェイ HP+50 ATK+5 HIT+5
GRUNE
Mysterious Sister なぞのねえさん Default
Confused Sister どさくさねえさん DEF+1
Careless Sister うっかりねえさん HIT+1
Singer Sister うたひめねえさん LUCK+1
Will-ish Sister うぃるすねえさん ATK+1
Easygoing Sister ほんわかねえさん EVA+1
Sharp Sister しゃっきりねえさん INT+1
Bathtime バスタイム LUCK+2
Model モデル TP+20
Beautiful Model 美人モデル HP+30
Super Model スーパーモデル HP+40
Heavenly Maiden 天女 HP+50 TP+25
Let Her Drink Too Much のませすぎ EVA+3
Doesn't Learn 学習しない LUCK+2
Lethargic Syndrome 無気力症候群 EVA+4 TP Consumption 1/2
Relies on Others 他力本願 LUCK +2
Queen 女王様 TP+25 DEF+5 INT+5
SHIRLEY FENNES
Praying Girl いのる少女 Default
Cheerful Girl うきうき少女 EVA+1
Can't-Call Girl 呼べない少女 HP+10
Jealous Girl やきもち少女 DEF+1
Blessing Girl 祝福の少女 LUCK+1
Slapping Girl ひっぱたき少女 ATK+1
Teasing? Girl いじめっこ?少女 TP+5
Girl of Hope 希望の少女 HIT+1
Attracting Girl 看板娘 INT+4
Representative of the Souga 滄我の代行者 TP+20
Child of the Ocean 海の申し子 HP+40
Proud MelNes 気高きメルネス HP+50 TP+25
In Charge of Items アイテム係 EVA+3
Proper Girl おすまし DEF+4
Pound Them たたみかけ INT+4
One Woman 紅一点 EVA+3
Angry MelNes 怒りのメルネス TP+25 DEF+5 INT+5
COMMON TITLES
Combo Beginner コンボ初級者 ATK+3 (All Characters)
Combo Initiate コンボ有段者 HP+40 (All Characters)
Combo Master コンボ達人 TP+25 (All Characters)
Combo Graduate コンボ免許皆伝 HP+50 TP+25 (All Characters)
No Women むさい HP+30 ATK+3 (Senel, Will, Moses, Jay)
Four Women 紅四点 INT+3 EVA+3 (Chloe, Norma, Grune, Shirley)
Berserker バーサーカー HP+30 ATK+5 (Senel, Chloe, Moses, Jay)
Wizard ウィザード TP+15 INT+5 (Will, Norma, Grune, Shirley)
Berserk ベルセルク HP+40 ATK+4 (Senel, Chloe, Moses, Jay)
Arts-type Master アーツ系制覇 HP+50 ATK+5 (Senel, Chloe, Moses, Jay)
Breath-type Master ブレス系制覇 INT+5 (Will, Norma, Grune, Shirley)
One-hit Kill 一撃必殺 ATK+3 INT+3 (All Except Senel)
Q. How do I do hi-ougis?
A. At this point in time no hi-ougis have yet been discovered.
9. CREDITS
Thanks go to:
Namco for another great Tales of game.
Shinryu and Aurelious for informing me of planned name changes for the
US release.
MasterLL for telling me about the ability to return to camp quickly halfway
through the Bridge Plains.
Shinryu and Holystar for telling me about some items I missed.
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