LEGEND OF MANA WALKTHROUGH Version 9.0 6/26/2001 by Mike Mawhinney (Shdwwrym@uymail.com) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The latest version of this FAQ can always be found at GameFAQs.com! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Contents: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Updates 2. The Beginning 3. The Adventures A1. Niccolo's Business Unusual (Cactus Diary 1) B1. Tiny Sorcerers (Cactus Diary 2) C1. The Wisdom of Gaeus (Cactus Diary 3) D1. Where's Putty? (Cactus Diary 4) E1. The Lost Princess (Cactus Diary 5) F1. Diddle's Letter (Cactus Diary 6) G1. Two Torches (Cactus Diary 7) H1. Huntin' Du'Cate (Cactus Diary 8) I1. The Murmering Forest (Cactus Diary 9) J1. The Gorgon Eye (Cactus Diary 10) K1. In Search of Faeries (Cactus Diary 11) L1. Teatime of Danger (Cactus Diary 12) M1. Star-crossed Lovers (Cactus Diary 13) N1. Mine Your Own Business (Cactus Diary 14) O1. Pokiehl: Dream Teller (Cactus Diary 15) P1. Diddle Kidnapped!? (Cactus Diary 16) Q1. Heaven's Gate (Cactus Diary 17) R1. Daddy's Broom (Cactus Diary 18) S1. The Infernal Doll (Cactus Diary 19) T1. Diddle Had It! (Cactus Diary 20) U1. The Looking-Glass Tower (Cactus Diary 21) V1. Two Pearls (Cactus Diary 22) W1. The Flame of Hope (Cactus Diary 23) X1. Cosmo (Cactus Diary 24) Y1. Can't Look Back (Cactus Diary 25) Z1. A Siren's Song (Cactus Diary 26) A2. Summer Lovin' (Cactus Diary 27) B2. Drowned Dreams (Cactus Diary 28) C2. Fluorite (Cactus Diary 29) D2. Faeries' Light (Cactus Diary 30) E2. The Lucky Clover (Cactus Diary 31) F2. Alexandrite (Cactus Diary 32) G2. Teardrop Crystal (Cactus Diary 33) H2. The Quiet Sea (Cactus Diary 34) I2. The Treasure Map (Cactus Diary 35) J2. Reach for the Stars (Cactus Diary 36) K2. The Dragon Princess (Cactus Diary 37) L2. The Guardian of Winds (Cactus Diary 38) M2. The Ghost of Nemesis (Cactus Diary 39) N2. The Crimson Dragon (Cactus Diary 40) O2. The Fallen Emperor (Cactus Diary 41) P2. The Blessed Elixir (Cactus Diary 42) Q2. Seeing Double (Cactus Diary 43) R2. The Cage of Dreams (Cactus Diary 44) S2. Niccolo's Business Unusual: Part 2 (Cactus Diary 45) T2. Niccolo's Business Unusual: Part 3 (Cactus Diary 46) U2. Niccolo's Business Unusual: Part 4 (Cactus Diary 47) V2. Niccolo Calls It Quits? (Cactus Diary 48) W2. Li'l Cactus (Cactus Diary 49) X2. Rachel (Cactus Diary 50) Y2. The Nordic Snowfield (Cactus Diary 51) Z2. Buried Treasure (Cactus Diary 52) A3. The Path of the Blacksmith (Cactus Diary 53) B3. Enchanted Instruments 101 (Cactus Diary 54) C3. Golem Go Make 'em (Cactus Diary 55) D3. The Mana Orchards (Cactus Diary 56) E3. Monster Corral (Cactus Diary 57) F3. Gilbert: School Amour (Cactus Diary 58) G3. Gilbert: Resume for Love (Cactus Diary 59) H3. Professor Bomb's Lab (Cactus Diary 60) I3. Watts Drops the Hammer (Cactus Diary 61) J3. The Seven Wisdoms (Cactus Diary 62) K3. The Field Trip (Cactus Diary 63) L3. Catchin' Lilipeas (Cactus Diary 64) M3. Gilbert: Love is Blind (Cactus Diary 65) N3. The Wimpy Thugling (Cactus Diary 66) O3. Pee-Wee Birdie (Cactus Diary 67) 4. Legend of Mana 5. Diaries and Encyclopedias A. Cactus Diaries B. Characters Encyclopedia C. Lands Encyclopedia D. Artifacts Encyclopedia E. Items Encyclopedia F. Equipment Encyclopedia G. Monsters Encyclopedia H. Produce Encyclopedia I. World History Encyclopedia J. Basic Golemology Encyclopedia K. Techniques Encyclopedia L. The Forbidden Tome 6. Secrets A. Landbopper Game B. Shadow-Zero Game C. Memorycard Secrets 7. Credits 8. Contact Information 9. Copyright Information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~ 1. Updates ~~~~~~~~~~ 9.0 - 6/26/2001. Fixed up the file, added the Wimpy Thugling adventure to complete the Cactus Diaries, added Kima to complete the Monster Encyclopedia, and added to the Memorycard Secrets section, plus general revising. It's not as big an update as I wanted, but it is one. ^^; 8.0 - 6/29/2000. Fixed up the file, added some adventures, finished Lands, finished Artifacts, some Monsters, added the Legend of Mana adventure, the Shadow-Zero Game, and Memorycard Secrets sections. 7.0 - 6/22/2000. Fixed up the file, and added some adventures, Characters, Lands, Artifacts, Monsters, and completed World History. 6.0 - 6/19/2000. Added some adventures, Characters, Lands, Artifacts, Monsters, and World History, completed the Techniques, and added a Secrets section. 5.0 - 6/14/2000. Added some more adventures, Characters, Lands, Artifacts, Monsters, Techniques, and Credits. 4.0 - 6/13/2000. Added some more adventures, World History, and Techniques. Added a Credits section. 3.0 - 6/12/2000. Added some more adventures and Techniques. 2.0 - 6/10/2000. Fixed up the guide, added a bunch of things. 1.0 - 6/9/2000. Walkthrough release. Yay and lali-ho! ~~~~~~~~~~~~~~~~ 2. The Beginning ~~~~~~~~~~~~~~~~ You start the game and pick a gender for your character. Use the X button to select it. Next, you can pick your character's starter weapon. Scroll down the list and try to pick one that best fits your personality. They all have little differences between them, but no weapon's really superior to the others, in my opinion. You can always use the others later, and you should try them out at one time or another. Bear in mind that the weapon you're using when you level up, will influence your stats later on. Now you pick your name. Come on, you have to have a name picked out by now... a real good one! No? Me neither, I'll just use Mike again. >"< Oh! Press O to go back a section, incase you need to go back and change something you've picked already, wheither it's your starting weapon or whatever. Now you'll be at the map. I don't know what the signifigance of this is, but I think it's just your personal opinions. Pick a good, non-grey space to start out on. Now, you'll place the mailbox, which will turn into your house. Pick a place that you like. ^^ You'll now be treated to the game's introduction. You'll wake up at your house, up on the second floor. There's several things you can interact with here: Bed: The place to save and switch to 2P Control. Saving is important in any RPG, and this games takes two Memory Blocks. 2P Control won't be needed until you've got other members in your party. Li'l Cactus: Your quiet, potted friend. If you talk to him after completing an adventure, and go down the stairs, he'll run over to the leaf on the wall and jot down notes on your adventure. Try to talk to him immediately after each adventure; if you go and complete another before talking to him, he won't write about it! Green Leaf: This's the Li'l Catcus's Diary. There's 67 adventures he can write about you here. Going downstairs, you'll see a chest on the left side of the house. There's 100 Lucre, which's this game's currancy. The door on the right leads to your Study. Press X by the ladder to get a ring menu of your encyclopedias of information. You'll have the 'Characters', 'Lands', 'Artifacts', 'Monsters', and 'Techniques' books now, but you'll find more soon. Back outside, you'll see a little green person. This's a Sproutling, who will tell you the world's formed by one's imagination. He'll give you the AF (Artifact): Colorblocks, which will let you create the City of Domina. Continuing the tour of your house, if you follow the dirt path south of the house, you'll come to the Backyard Orchard. Not much will be here yet. Taking the path to the left of Home, you'll find a building. This's where your workshops will be once you accomplish some of the game's missions. There will be one for Golem-Creation, and another for Blacksmithing. Continuing to the right, you'll reach the Monster Corral, where you'll have baby monsters you catch in the wild. I'll have more information on this in the walkthrough soon. When you're ready, follow the path south of the Sproutling, and go to the World Map. You'll see the land around you, and a seedling in the upper-right corner. This seedling will eventually flurrish into the Mana Tree. Press the Square Button to access your artifacts, and place the colored blocks where you want them to go. The City of Domina will spring up, which's where you should go next! Put the cursor over it and press the X Button, pressing again when your character is on the city. The City Map of Domina will show up now. The blue dots are where you can walk to, to see more parts of the city. Walk forward to the first one, which will show you the Center of Domina. You'll see an onion with a spear talking to a man here, who says he is named Elazul. The onion's named Duelle, and he's an Onion Warrior. If you follow him, you'll reach Teapo's house. Trying to follow Elazul will make you bump into a furry bunny-cat thing, that definitely doesn't look like a cabbit. Wait for him to move and follow Elazul into the Pub. He'll be talking to a girl here, who is very quiet, and is named Rachel. What you answer here doesn't really matter, but try to be good. Elazul will leave afterwards, and you'll get a "Thank you!" from Rachel if you were nice. Go back to the house Duelle entered, and you'll meet Teapo, the bouncing teapot. Occasionally, you'll see Mark sitting in a chair here. Talk to him when he is, and he'll give you the Equipment Encyclopedia for free! Buy some armor with your 100 Lucre in the next room, and explore more of Domina. In the center of town, there's an Abandoned House here, on the left. You won't be able to do anything with it just yet, though. There's also the Mana's Blessing Inn. Miss Yuki is here, as is Mr. Moti, also known as the Turban Guy from the other games in this series. There's some Bird Meat in the upper-left room. There's also a girl selling Materials in the upper-right room. You won't need these just yet, though. Heading left, you'll reach the Park of Mana Angel. Capella the monkey juggles here, and his friend Diddle plays music. Continuing further left, you'll reach the Outskirts of Domina, and meet the Pelican mailcarrier. Heading up and left will get you to the Western End, which is currently deserted. In the upper-right corner of town, you'll meet Inspector Boyd outside the Church. Inside the building itself, you can play the organ for fun, and talk to Rev. Nouvelle, when he pays attention to you at least. He'll answer questions about the town, the people in it, and the rest of the world. Asking 'About this town,' then 'Townsmen,' then 'Others,' then 'Meimei' will get you a Produce Encyclopedia. Freebies're great! Talking to him 'About battles,' then 'About using 2P,' will let you access the Abandoned House in the Center of Domina, by facing the door and pressing the X Button. This is so a friend can play their main character as they cameo in your game! Go to the Marketplace, where you'll see lots of people. The fortune- teller is here, and you'll want to talk to Jennifer when she's here for a free Items Encyclopedia. If you talk to the bunny-cat, he'll introduce himself as Niccolo. If you tell him you think it's not dangerous outside, he'll try to get you to go with him. This starts one of the first adventures, Niccolo's Business Unusual! ~~~~~~~~~~~~~~~~~ 3. The Adventures ~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3A1. Niccolo's Business Unusual (Cactus Diary 1) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Leave the marketplace, and you'll bump into Elazul on the City Map, wheither or not you're with Niccolo. If you don't want to go with him, he'll go to the Pub and wait until you do. You'll want to do this eventually, but it will start a different adventure. Just because you have started an adventure, does not mean you have to complete it before another one can be started. The Diary section in your subscreen will let you know what adventures you've started, and which you have completed. If you change your mind, Elazul will be waiting for you in the Pub. Head to Teapo's house with Niccolo, and talk to her. Niccolo will try to make her buy a Wheel for 50,000 Lucre, but she'll say no. He says she can have it if she gets the money, but until then, it's yours! You'll get the AF: Wheel. Use this on the World Map to open up the Luon Highway. If you head home, Niccolo will run off, so you might or might not want to do this. This's how you can get rid of any character you have following you around that you might not want. When you go to the Entrance of Luon Highway, you'll notice a waving flower/tail object. Ignore this for the moment, and talk to Duelle, who will fill you in on the combat system. Make sure your armor and weapon're equipped, and equip a Special Technique as well, and head right. The enemies don't seem to change from screen to screen. Get used to that, and build up your fighting skills. The first screen, Main Highway, has one Rabite, and two Stinger Bugs. After them will be two more Rabites. Next, you'll fight a Lullabud, a Rabite, and a Stinger Bug. Continue right to the next screen. At the Fork, you'll see a Gold Sprite Statue. This works as a save point. You'll also see a cute catgirl, named Daena, who lives in the city of Gato. If Niccolo's with you, he'll try to flirt, and get turned down harshly. She's curious if you came to see one of the Wisdoms who lives in this area. There's also a chest with an Ear of Wheat in it. Take the lower-right path first. Going along this route, known as Canyon Side, you'll first encounter three Lullabuds. Next is a Denden, and two Stinger Bugs. You'll leave the screen to the right. At this fork, you'll see a purple-pink colored creature in the lower left. This is Boink, and if you talk to him, you'll warp back to the enterance. Don't do this yet, but head to the right and continue that way. Continuing along Canyon Side, two Rabites and a Spiny Cone will try to stop you. Spiny Cones occasionally drop Wind Caps. Get past them, and the Chocobo and Rabite that follow them. Don't forget the chest with the Odd Meat in it, and go to the next screen. You'll reach Gaeus the Earth here, who is one of the Wisdoms. Walk forward, and come closer when you're given the option. Talk to him 'About this world,' and he will mention an ancient tree by your house. Ask him 'About the Wisdoms', and he'll mention a little about his creation, and that one day you will be a Hero. Head back to Boink, and warp back to the start of the Highway. Save if need be, but head back to the fork where Daena was, and take the upper path. The Great Rift Side is next. You'll first run into a Chobin Hood, a Lullabud, and a Stinger Bug. After them will be two Lullabuds, and a Stinger Bug. The next screen will have a Lullabud and two Spiny Cones. The next area, Lorant Tableland, has a music-change, which means something's up. Go over to the two Chobin Hoods that are standing there. They demand your cash. Even if you give it, it won't be enough, and they'll ask for their Master to come and beat you up. This makes the Mantis Ant attack! The huge lifebar at the bottom of the screen is the Ant's. The yellow part needs to be brought down to nothing, before the red part will go away. Eventually, your HP and other enemies will go this high as well, but this is your first encounter with it unless you really built up your levels. He'll spin his claws around to hurt you, but this's easy to dodge. He'll spit out a small cloud of gunk, or try a normal slice. When he starts flashing, move up or down: after his claw spins, he'll shoot out a forcewave along the ground. He can also push you back if you're too close. Wail away at him with your weapon, using your Special Techniques as they fill. Don't be afraid to go to the side of the screen and hide, waiting for your HP to refill. If stars are going up over the boss's head, wail away at him as fast as you can, as he's dizzy and can't move. This's a great time to hit him with a damaging attack! When you win, he'll collapse and explode, leaving behind a chest with some big Experience Crystals and Lucre. Niccolo will congratulate you, and sell you a Greenball Bun, a Tako Bug, and an IronPot for 300 Lucre. If you don't have the money, he'll give them to you for free. He'll also give you the AF: Flame, and the AF: Medallion, if you don't have them. The IronPot is actually a helmet. This adventure's successfully at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3B1. Tiny Sorcerers (Cactus Diary 2) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Niccolo's Business Unusual" or "The Lost Princess." Leaving your house, the Pelican will stop you, and say that someone is raising dangerous pumpkins in Western Domina, to take over! As the local heroic person, it's your duty to go there. Head to Domina, going to the Outskirts of Domina. It'll be a lot different when you get there! Two kids, Bud and Lisa, will be in a pumpkin patch. Bud seems to be developing into a good evil mastermind, but Lisa just wants to use something other than pumpkins. Seeing you, they'll start to attack! You'll have to fight them both at the same time, in a small area thanks to the pumpkins on the screen. Bud seems the more dangerous of the two, as he'll frequently fire off spells. Dodge them when you see the glowing areas, or just hit him to disrupt it. Occasionally, they'll make a pumpkin appear, which will explode and hurt you. Beat them both up, and you'll win! Bud and Lisa will appoligize, and ask if they can be your apprentices. Say yes, and they'll move into your house with you. This completes this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3C1. The Wisdom of Gaeus (Cactus Diary 3) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Talk to Gaeus on the Luon Highway. In Domina, in the Mana's Blessing Pub, Daena will be in the lower-right room. She will ask you about the Mana Tree, you can answer either way. She'll ask what you think happens to souls when people die. Answer 'It lives forever,' and she'll agree. She says she wants to meet Gaeus, saying you'll go with her will start this adventure. Make your way through the Luon Highway to Gaeus. Talk to him with Daena in tow, and she will ask him what to do about her friend, dying from a curse by a demon. The Wisdom's advice is to "Do what your friend wants you to do," which Daena reveals is nothing. He says that people have the power to change themselves, which's the lesson Daena's friend is trying to tell her. She thanks him, and you're put back down on the ground. Continue to the previous screen. Daena will thank you, and give you a ForbiddenRing, which can be equipped as armor. It's also good to share Experience with your pets and NPCs! She'll then run off, ending this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3D1. Where's Putty? (Cactus Diary 4) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Watts Drops the Hammer." Enter the Ulkan Mines, and take the Dudbear Express to the Diggers' Hideout. A group of Pirate Penguins will be here, and they've taken Putty! Roger will appear, and put two and two together. That will make this event trigger. Now, the Pirate Penguins would take any plunder or kidnappees to their main base, right? That'd be the SS Buccaneer. Retrace your steps out of the dungeon and head to the ship. Take the stairs down from the Deckhouse, to get to the Main Deck. Take the left door, and go do the Hatchway stairs to the Lower Deck. Go south here on the right to get a small treasure-trove, with Fish Meat, Ether, a Messy Scroll, and another piece of Fish Meat. Go back and take the left-hand down to find more stairs going down, guarded by two Sahagins. You'll reach the Bulkhead here. Talk to the moving barrel. It's Putty! He'll go charging off though, the moment you find him. Head back upstairs, to Cap'n Tusk's room, and tell him you dislike his boat to be let off. Head to Polpota Harbor next, and go past the Waterfront Mall to get to the next area. There's Putty! Roger and the Dudbears will appear if you talk to Putty, where there'll be some weird hugging and posing, before this adventure's at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3E1. The Lost Princess (Cactus Diary 5) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Either having let him join you on the Domina City Map, or at the Pub, go back with Elazul and talk Rachel. She will give you the AF: Jade Egg. Elazul will say it smells like Pearl. After giving him a weird look, continue out of Domina and use your Jade Egg to open up the next area, the Mekiv Caverns. When you arrive at the Caverns, this adventure will officially start. Duelle will be here incase you came here before the Luon Highway, or incase you're rusty in your combat skills. There's several paths to go here. The shortest is the lower-right, but the way to make sure you beat up on all the enemies and get all the treasure is to take the upper-right passage. Follow this to the Ground Level, and beat up the three Bloodsuckers who will swoop down. Get the Lizard Meat here, and go right. You'll see a hopping Sproutling here, and a Boink, to take you back to the enterance. Don't for now, though, and continue to the right, to another nameless room. Take out the two Bloodsuckers and the Pincher Crab. After them will be a Blood Sucker, a Pincher Crab, and a Poto. Continue right. The next area's called Underground Level 2. There will be another Boink here, as well as a Blank Eye in a chest. Continue to the left, where you'll be in a room that forks, passages going to the upper-left and the lower-left. If you take the upper-left, you'll meet two Bloodsuckers and a Poto, followed by a Bloodsucker and two Mushbooms. You'd then go left and be back by the enterance. Go here if need be, and head back to take the lower-left path when you're ready. You'll be in the Underground Level 3. Beat up the two Mushbooms and the Pincher Crab. Take the stairs going down, to be in a nameless room with a chest. Grab the Moth Wing, and head left. If you came here before the Luon Highway, you'll meet a girl who talks with Elazul about stones and cores, and you'll rush to the next area to rescue Pearl. Either way, be ready for the boss! Du'Inke will be your next challenge. It's a very large creature, with a big hammer. It can kick things smaller than itself, like you, away from it for no damage, and breathe out bad breath when it's flashing, turning those it hits into snowmen for continuous damage. Du'Inke can toss its hammer up in the air, making stalactites fall down, and it can also pound the ground with its hammer for an area-effect attack. Wail away on this boss, running around behind it when you see Du'Inke flash. You'll be safe back here, and ready to hit it with more attacks and Special Techniques. When you win, parts of the ceiling will crush Du'Inke, as you scoop up your experience crystals and coins. You'll find Pearl after the fight. You'll hear another little reference to cores, and you'll discover Pearl's ability to wander aimlessly while thinking. Pearl and Elazul will leave, but not before Pearl sneaks back and blushes. This happens if your main character is a girl, too... You do get more than a blush, you get the AF: Stone Eye, and possibly the AF: Firefly Lamp. This adventure is successfully completed now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3F1. Diddle's Letter (Cactus Diary 6) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Tiny Sorcerers." Go to Domina, and go into the Park of Mana Angel. Talk to Diddle, the monkey playing the instruments. He'll finally speak, and wander off. Capella refuses to follow him, so head to the Outskirts of Domina. You won't see either Diddle or the Pelican here. Retreat back to the park, where Capella will stop you. He wanders off to ask if anyone's seen him. In the Center of Domina, talk to the Sproutling to learn that it saw a bird carrying something off, and to ask the bird to find out what it is. The closest bird around this part of town is Miss Yuki, the canary/chocobo in the Inn. Go there, to see her chew out Capella about calling her the kidnapper. After some pecking, she says that she saw Diddle buy a stamp. "Perhaps the Pelican has taken your friend!" she says, and Capella goes off to buy a stamp. You'll find Capella in the Outskirts of Domina. Talk to him, and he'll suspect that maybe Diddle put a stamp on his head and got mailed. As silly as this sounds, he tries it and the Pelican tries to abduct him! He'll escape, saying he's not mail, and get carried off. This officially opens this adventure. Leave and come back, and you'll see the Pelican. She'll say that the letter was a mistake, and that she left Capella on the highway! Head there right away. Upon reaching the Luon Highway, use Boink to warp to his tail. You'll see a letter laying on the ground, go over to it and try to pick it up. Capella will catch up to you, saying that it's Diddle's letter. Capella will read it no matter what you say, as this's your only clue. The letter is to Diddle's parents, saying that he's considering leaving Capella's act. Follow Capella south, which was blocked before by Boink's body. You'll be on the Side Road. Two Chobin Hoods will try to stop you, but just dispatch them. The Entrance to the Caves will be next. You'll see Diddle here, by himself. Diddle will run up now, even though we somehow passed him. Diddle will tell how the Pelican mailed him by accident, but Capella will lie about reading his letter. I always rat on Capella, and Diddle goes running off into the Cave, Capella in pursuit. Enter the Caves of the Chobin Hoods, and head to the upper-left. Kill the Chobin Hood and the two Spiny Cones that try to stop you, and get the Blackened Bat and the Needle out of the chests here. Retrace your steps and take the lower-left path. Kill the Chobin Hood and the two Dendens, then get the treasure chests for an Angry Eye and a Poison Fang. Follow the path to the left and go down the stairs. Capella will be here, and say that there's a monster in the next room. Make sure you're ready, and run in there! There'll be a chest of Grave Dirt on this screen, grab it and get ready for the monster to the left, the Giga Rex. It can claw at you with strong arms, and flip you around, before clawing at you in a whirl. A hit-and-dodge strategy will help here, letting you get in some hits while moving up or down to dodge the Giga Rex's. Distance-attacks will work well too. Before you know it, you'll be cashing in on coins and experience. You'll be back on the next screen, Capella will ask where Diddle is. He'll come walking up behind him. How can they hide so well as we pass them? The two make up, friends again and still, and leaving us with another weird tale to tell Li'l Cactus, as well as some Gator Skin that Diddle gives us. This adventure is now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3G1. Two Torches (Cactus Diary 7) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Murmering Forest" and "The Flame of Hope." Return to the Village of Gato, and you'll see Escad head to the Temple of Healing. Follow him! If you go to the blocked Dreamweaver room, Daena should mention Escad, who she says finally returned. You'll be allowed in, officially starting the adventure. Escad will be talking to Matilda, who will be talking about what happened since the ten years Escad's been in the Underworld. When you enter, he says a demon is trying to kill Matilda. Daena will ask him to go when she walks in, but Escad says that since the Wisdom Olbohn taught him swordwork, that the Wisdom wants this demon dead. He'll leave when Matilda only seems to care that Escad and the demon, once Irwin, are both alive. Daena will explain about Irwin if you ask, and how Escad is the one who started this. When you leave, you'll see a fallen Nun, and another walk by without caring. Run back into the room, and you'll see Daena knocked out, and a person trying to kidnap Matilda! They'll teleport away in Boink-like fashion. Help Daena up, and she'll go with you to seal up the Temple and rescue her! Run outside, and you'll see Escad is on the other side of the little land-bridge, leaving the kidnapper trapped. They teleport off, but Daena thinks that with the holy magic in the area, they couldn't go far. Follow Escad to the City Map, and head to the dungeon area of the town. Escad says the area's been searched, and nothing's there. Daena mentions a sealed Mediation Room, but Escad goes off on his own. Take up Daena's offer to take you there, but don't go to the right yet! Head back left. On the next screen, get the chest of Holy Water on the right. Go left, and fight the two Specters. Go to the next screen, and fight two Shadow Zeros and a Slime. Take the upper-left exit to be out on a cliff, a chest with a Vampire Fang to the right. Retrace your steps, and now take the right path. The Kidnapper says this was a trap for you. Two good Nuns will get Matilda and bring her to safety, while the kidnapper thinks this's just until she kills you. Your battle will be with the ghost-like Spriggan! Watch out for the paralyzing licks Spriggan can do, and when it inhales and then exhales, it'll make a Skeleton appear. Spriggan can also go bowling, making a large ball roll across the screen! It can extend its limbs for a jab, or flash and stab just once for some damage. Even the carpet underneath you is a weapon, as Spriggan will flash, then make a big wave of it travel straight towards you, like in a cartoon, which sometimes can also put you to sleep. It can even copy your Evade Ability! Don't try anything very fancy, just wail away on the boss, trying to have a weapon that will reach the floating Boss. STs that hit anything on the screen will be good too, because Spriggan likes to dodge just after you're charged up on STs you need to be close with. Also, you can dodge the carpet and the bowling ball by walking up to the top of the screen, against the wall and off the carpet. Both attacks'll miss! You'll be back in Matilda's room now. She'll explain that Irwin was only trying to help her be free of the rules and such she has to toil under, though Escad will run off to make sure that Irwin can't abuse his new powers. You'll get some metal, and this mission will be completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3H1. Huntin' Du'Cate (Cactus Diary 8) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Medallion on the world map. As you enter the Jungle, you'll see three people talking. Sotherbee is telling Skippie and Hamson that if they go and get a Du'Cate tail, then he'll reduce the fine they need to pay. They'll run off into the Jungle, officially starting the adventure. Head to the right and up, and you'll hear Sotherbee exclaim something. Run back to the previous screen, and you'll see him chasing a 'wiwipea' around. Talk to it or Sotherbee, and it'll run offscreen. Run after it, to see the Lilipea standing there. Chat to it and it'll start walking. It'll go up a screen, which's the right way to go. Don't follow it yet though, and go down instead. You'll meet two Tomato Men, they can drop the Caduceus or Gambantein staves after a fight. Go right, to the Courtyard of Rain. Get the chest with Moss, and head back to the left, taking the upper path. You'll bump into three Zombines, beat them and go left. There's a chest with Rotten Meat, and a Faerie. Go up, and run to the left on the next screen to get some Animal Meat. Go left to the next screen, then down. Head down the first path you come to, and you'll see Skippie come running from the left, and see a chest with a Blank Eye. Run to the left, through the green bushes, and you'll be in Greenwood Gardens. Beat up the two Cockatrices and the Spiny Cone. A weird bouncey penguin will appear! Talk to it, and you'll be enspelled against getting lost. You'll also get a Sharp Claw in a chest. Head right two screens, and go to the upper-right path. You'll be back by the two Faeries at the area's enterance. Go to the right, and right again. You'll bump into Hamson, who will take a newly-opened path to the upper-right. Be sure to follow him, talking to him when you see him again. Follow him up, rather than going to the right, and you'll bump into Skippie and a Gold Sprite Statue. Skippie says that there's a different kind of monster on the screen to the north, while Hamson heads to the lower left. Talk to Skippie about the Faerie territory, and she'll go zooming off. Rosiotti's Throne is the name of the next area. Grab the treasure chest here for some Acid, and chat with Roane the penguin. Roane says Selkie is missing, and was last seen at the Courtyard of Rain. You're asked to come back after you catch the Du'Cate, which is a rather obvious hint to me. The Wisdom Rosiotti will suggest teamwork to catch the Du'Cate, as well. Head back a screen, and wander into the Faerie territory in the lower left. After some mystic words, you're teleported back to the Enterance of the Jungle. Go to the upper-right, and you'll see Skippie! Talk to him and agree to work with him. He'll run off, and you should follow him up a screen. In the next area, talk to Hamson and agree to work together. Follow him left, then to the upper right in the next screen. Run to the right, and on the following screen chat with Skippie, following him to the upper-right as well. He's ready to race after the Du'Cate, and Hamson runs after. You should too, and exit the screen to the right, in Du'Cate Territory. You'll bump into a Tomato Man and two Zombines here, before reaching a screen with Poison Powder in a treasure chest. Two Cockatrices and a Tomato Man will be barring your way further to the right, while on the next screen, it's a Marlboro and two Spiny Cones. Right beyond them is a Tyrranos. On the next screen, called the Spring of the Beasts, is the boss, the Du'Cate! The Du'Cate spends most of its time on the tree-branches above you, swinging back and forth. You should try to dodge the fruit that will be plucked and tossed down at you, trying to get in hits while you can. When it flashes, the Du'Cate is getting ready to jump and hit the ground for a small earthquake, which causes tons of fruit to rain down! If the Du'Cate flashes and eats a piece of fruit, however, it will spit the seeds out in a machine gun-blast. When you defeat it, a horde of baby Du'Cates will appear to carry it off. Make sure you pick up your experience crystals for a job well done. After the fight, Hamson and Skippie decide that they're bad partners, and should never have to do this again. You'll next talk to Sotherbee, who congratulates you and offers you 500 Lucre. I turned him down, and told him to give the money to the other two. I received the AF: Sand Rose for doing that, as well as the AF: Ancient Tablet, if you don't already have it. And with that, your mission will be at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3I1. The Murmering Forest (Cactus Diary 9) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Huntin' Du'Cate." At the enterance to the Jungle, there is a boy Flowerling offering to teleport you to one of three locations: the Forested Ruins, the Greenwood Gardens, or the Courtyard of Rain. Head to the Courtyard of Rain. You'll be greeted by a Gloomoth and two Zombines. Winning here will cause a happy penguin to bounce in, and enspell you to prevent being lost. Great! ^^ Leave to the south, and fight yourself back towards Rosiotti's Throne, talking to the Faeries on the way about the anti-human group that's rising. Or you can head to the enterance, and teleport back to it with the Forested Ruins option. When you get there, Selkie will be there. She'll ask if you want the evil spell removed from you. That sounds good, so let's say yes. She'll ask for a favor, so just go along with it. She wants you to investigate why the Faeries're acting so strangely lately. This'll officially start the adventure! Head back to the Faerie territory, to the lower-left of the Forested Ruins. A mob of Faeries will have attacked a Nun from Gato! They're looking for someone with many elemental powers to be their new Queen. They've somehow kidnapped the priestess of Gato's Temple! They'll get into a comical discussion about how long humans live, before a man stops them, killing them with a two-handed sword. You'll arrive on the scene, and be promptly ordered to bring her to Rosiotti. The Nun will get up, walking away from the area by herself. You're cautioned not to start any wars, as the man runs off to the left. Head down, to fight two Gloomoths, then continue right. You're in the Western Section. Get the chest with a Moth Wing. If the Dryad Mana Level for this area is at Level 3, Chitto the Chobin Hood'll be here. Go back left two screens, then go left again. A Gloomoth and two Zombines will be here, fend them off and go to the next screen on the left. Two Marlboros will attack you here, and after them, a Spiny Cone and a Tyrranos. One the next screen, you'll see some sort of floating creature. It'll tell you to leave, and the game will give you several options. He'll talk about Lord Irwin if you ask what's going on. If you talk to him again, he'll attack! This's a Punkmaster, and has a boss-sized life meter. He can whirl around in a cyclone-like attack, and likes to use Jinn spells. The Punkmaster can also fire off some sonic-like mouth attack, but you have probably seen other normal enemies do this before. After the fight, you'll be at Rosiotti's Throne, talking to Selkie. She'll explain it all to Rosiotti, who happens to be asleep. They all decide to just leave things as they are, and that things will work out, hopefully for the best. This wraps up this mission. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3J1. The Gorgon Eye (Cactus Diary 10) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Lost Princess." Going to Lake Kilma, you'll meet Cap'n Tusk, a walrus with some Pirate Penguins. They'll mention that the scouts haven't returned, and they'll runn off to the left. Take the upper path first, to fight a Shrieknip and two Stinger Bugs, and to get a Moth Wing from the chest. Go back and follow those penguins! Fight off the Tezla and the two Tonpoles in the Southern Woods, the next area. A Tezla, Tonpole, and Shrieknip follow. The next screen shows three petrified Pirate Penguins. Are these the scouts that didn't return? You're on the right trail at least. A chest on the left has some Fish Meat. And, if your Undine Mana Level is at 3, then you can get Captain Dayang the Mad Mallard to join you! The screen to the left, the Southern Shore, just has a Teedie and two Tonpoles, and ends in a dead- end. Go back to the right, and take the upper-right path. This Southern Shore has three Spiny Cones that pop out to attack. Beat them up and you'll continue onto the next screen, where a petrified Pirate Penguin can be seen by a chest, with a Healing Claw in it. A turtle talks to you, who's stuck on his back. He says he's just a turtle, but turtles normally don't talk. He'll ask you to stand there, and he'll spin and get himself back on his flippers. He says the pirates accidently knocked him over on the way to find treasure. He'll then suddenly ask if you can see the Faeries around you. He hasn't been knocked loony by being on his head so long, as he demonstrates by spelling you. Faeries're suddenly everywhere! The Faeries talk about their Master of the lake, and how he can petrify things, much like a Faerie can with the Stone Eye. They think they'll die if the Master's killed, and they say they have no treasure. The upper-right path does have a Sleepy Eye, though, if you beat up the Chobin Hood and the two Spiny Cones guarding it. You can also get Beast Eggs here sometimes. In the Woods is on the lower-right path, where a Spiny Cone, Stinger Bug, and a Tonpole will jump out at you. After them will be another Spiny Cone and two more Tonpoles. On the next screen, you'll have caught up to Cap'n Tusk and his pirates. Cap'n Tusk suggests a retreat, while they debate the difference between being "petrified" and "stoned," and how a Cap'n should be more rough and vocal with a crew. They'll head off next, letting you save at the Gold Sprite Statue. Take the lower-right path, to meet some human-hating Faeries here, and a chest with a Hairball in it. The lower-left leads to a Gray Ox and a Stinger Bug. Further to the left on the next screen, three golden- colored Faeries can be seen before they disappear. Head back to the screen with the other Faeries, taking the path to the right. A Chobin Hood, Shrieknip, and a Stinger Bug will be here. Continuing right, you'll come to a screen with more statues and penguins. Go to the upper- left, and get the White Feather in the Eastern Shore area. Two Beholders will be to the left, and two Shrieknips and a Teedie after them. Going left again will get you back to the Gold Sprite Statue. Head to the right when you get back to the last Faerie-area you were at. This next screen has more petrified statues, and two chests, with a Poison Powder and an Ear of Wheat. Head to the upper-left, thrashing the Gray Ox in your way, and you'll reach the Cliff Overlooking the Lake. The Pirate Penguins will jump in, as a Faerie says that Cap'n Tusk must be sacrificed too. He'll blaim his crew, before getting blasted and falling off the cliff. The turtle will appear, and the Faerie will fly off. The turtle tells you that you can't get back up if you jump down, a subtle hint of an upcoming boss-fight. Jump down when you're ready. The turtle will follow you too, hopefully not landing on you. ^^; You'll spot Cap'n Tusk the statue here, with lots of his penguins around him. The turtle says that the Faeries won't die if the Master of the lake dies, and that there really is no treasure here, either. She decides the turtles will be good bait, to lure the Master out so you can beat it. She shows just how large the Master is, and after pushing Cap'n Tusk in the lake, the penguins 'agree' to be the bait. Now it's your turn. Gorgon's Eye is the name of this boss. He floats around, pushing you and stabbing you with his spikes. He can shoot those annoying, ST Meter- reducing stars, and he can blink his eye to not get hurt. He can also vanish, moving around to another location before becoming visible. He has a large flash-assisted laser beam, that will throw you across the screen and stone you for some continuous damage, as well as a ripple of circular beams it can fire at the ground. In another move, the creature will act like a huge bristling pin cushion. Stay back a safe distance and pepper it with projectiles and Special Techniques, or run up and slice away. When it's readying its laser beam, try to hide below it or behind it if possible. You'll be done with him before you know it. After the fight, the penguins will try to make a ladder up the cliff, so everyone can safely get out of here, but it doesn't work so successfully. You'll get the AF: Firefly Lamp, or some metal, and this mission will be completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3K1. In Search of Faeries (Cactus Diary 11) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Two Torches." Return to Gato after completing Two Torches, and go to the Dreamweaving Room to talk to Matilda. Daena's gone to talk to Escad, so agree to go and find her. This'll cue the adventure's start. As the name hints at, Daena must be with some Faeries, as Irwin has a connection with them, and Escad has a connection with Irwin. Head through this level, until you reach the Wisdom, Tote, by the Cliff Overlooking the Lake. He'll talk to you about Faeries, and how you might end up in their land if you jump into a circle of them. Tote'll mention a girl just asked about that. Was it Daena? Heading down, you find out it is. She talks about how she's trying to figure out what Irwin really wants. She'll go running off, and it's up to us to find her again. Head to the lower-left, then go past the Faeries and go left again. Beat up the two Beholders, and go left to be at the Gold Sprite Statue. Take the lower-right path, to see Daena and Irwin! She'll attack him after some insults, and be knocked back. They'll run off, and you should follow them to the lower-left. Beat the Gray Ox and the Stinger Bug, and go left again. The Gold Faeries you may have previously spotted in this level will be here, and Daena too. She charges into the Faerie Circle, to get teleported to the other world, and a beast will attack! It's the Boreal Hound, and it's rather speedy. It can dash at you, or swipe with its claws. When it flashes, be careful of the electrical breath attack it'll try! It can flash and fly up in the air, raining projectiles down on you. It can also flash and fly around the screen in three quick rushes! This boss likes to flash, so try to stay dodging and healed up, and take it out as soon as possible. Afterwards, you'll be back in Gato's Dreamweaving Room. Tell her about where Daena went, and she'll thank you for your help. After you go, Selva will appear to talk to Matilda, to ask her to become a Wisdom. You'll be mentioned as one of the people who shall usher in the new era of the world, as this adventure ends. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3L1. Teatime of Danger (Cactus Diary 12) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Ancient Tablet on the world map. Head to the Mindas Ruins to start this adventure. Duelle will be here, and he'll say Teapo went in to get tea leaves. There's also a chest here with a Virgin's Sigh in it. Continue to the next screen, beating up the two Lullabuds here. Two Eye Spys and a Lullabud will follow. Follow the path up, and talk to the girl Flowerling here to get an explanation about the gates you'll soon encounter. Head to the left first, to reach the Tower of Winds, and a Gold Sprite Statue. Continuing left will lead you to a boy Flowerling, who talks of psychokinesis. Go left first, getting the Sharp Claw and Morph Meat from chests, before going up. This is one of the several Flowerkeys' Corners in this level. They're females, and talking to the one in the center will cause two more to drop down. Talking to these other ones will make them move a short distance away, horizontally. Think of it as an X: where the Flowerlings are standing, is a closed gate later in this level. When one of them moves, a gate opens, but the space they walk over to will close another gate. This's the key to going through this level. Talk to the one on the upper-right, so it walks to the left, and they'll resemble a > shape. Go back to the area before the Temple of Winds, and take the upper-right passage for some Blackened Bat in it. The lower-right passage leads to a Marlboro. Continuing along, you'll reach the Eastern Gates, and see Teapo behind a gate. You'll also see another boy Flowerling. Head to the lower left path, heading down to pick up some Knockout Dust. Go into the Flowerkeys' Corner, and talk to the boy Flowerling to make two more fall down. Talk to the one in the upper-left, so that he walks to the right. Ignore the one on the bottom, so that they partially-resemble a < shape. Run back to the Eastern Gates to see that your path is clear to the upper-left. You'll reach the Megalithic Structure, a big ruin-looking place, with a female Flowerling here. She says she can't feel anything. Ignore her for now, and run over to the next screen. Now you'll be at the Western Gates. Go to the upper-right to battle a Rattler Boa, and get to the next screen. This will take you back to the psychokinesis-Flowerling. Talk to the girls on the next screen, so they are in a \ shape, and head back to the Western Gates. Take the new lower-left exit, and continue into the area on the left. You'll get a Creepy Eye, and the Flowerling boy will prepare some psychokinesis. This's a good thing! ^^ Leave and go south, following the path right to reach a Chess Knight. You'll be in a Flowerlings' Corner after this. Talk to the Flowerlings, so the boys look like a >. Run back to the Western Gates, taking the upper-right path back to the female Flowerlings' Corner. Assemble them into a /, and head right, past the Temple of Winds, and back to the Eastern Gates. Get the Vampire Fang from the lower-right path, and follow it. You'll thankfully be in a boy Flowerlings' Corner, so we don't have to hoof it back. / is the shape you want here, so take the path to the upper-left when you get back to the Gates. Run to the Flowerling by the ruins, who will now be able to open the way down, thanks to that psychokinesis earlier. This's our next stop! Go Inside the Structure, and beat up the Chess Knight. On the next screen there will be a Succubus, and the screen after, an Ape Mummy. Get the Clear Feather, and proceed to the next room when you're ready. There's Teapo! She recognizes you, and gets upset that Duelle didn't rescue her. She hops off, telling you as an afterthought about the blood-sucking bat that's waiting to eat you. It turns into the vampire, Count Dovula! The Count's had terrible luck so far, drinking the water- filled Teapo, then a 'filthy' human like you, when a dove is the way to go. It's time to beat up a vamp! Jabs, kicks, and Shade-powered spells seems to be the Count's weapons. He also can stand on the ceiling, and fire off bats that turn into spears of darkness. Cool! The spells can do a variety of damage, and they seem to fit the creepy setting just perfectly. Your STs fit in here well, too, cutting the Count's life-meter to ribbons. When you win, you'll get the AF: Bottled Spirit, and the AF: Rusty Anchor if you don't already have them. Back at the enterance, Duelle will tell Teapo he didn't go in, cause adventures're what make life grand. Teapo will gush a bit, and the two'll go home for some tea, as Teapo protests against any other adventures. You still have many to go on, but this one is now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3M1. Star-crossed Lovers (Cactus Diary 13) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Pokiehl: Dream Teller." Go to Gato to see Daena walk towards the Temple, on the City Map. She's back from the land of Faeries! Follow her to the Dreamweaving room, and this event will start. Daena mentions the Mindas Ruins, and the land of Faeries having a different rate of time. Daena still thinks Irwin can give Matilda back her powers, and that Matilda can stop him. Escad bursts in, sword drawn, saying Daena is on Irwin's side. He'll attack Daena, and leave her just wounded, so she can't interfer. Matilda will start casting, and you'll all vanish, minus Escad, from the room. Matilda will appear at the Temple of Winds, as Irwin sneaks off. She'll go after him and try to talk to him. Meanwhile, you will be at the Mildas Ruins enterance. Two Faeries will teleport you Inside the Structure, where you fought Count Dovula before. Go right and dispatch the Ape Mummy, and then the Succubus on the next screen. You'll have to fight a lone Chess Knight before you can leave and be outside the Megalithic Structure. Go left to the Western Gates, and go to the upper-left. Talk to the girl Flowerling here, and make them resemble a < shape by talking to the one on the lower-left. Go back to the gates and take the lower-left, and talk to Niccolo here. Pay him 500 Lucre for a quick treck to the Tower of Wind. Save at the Gold Sprite Statue if you need to, and go up the Tower steps. Daena and Escad will both be here, and ready to fight. I decided to join Daena here. Escad fights very much like he did in Pokiehl: Dream Teller, except he can use Moonsault rather than Jump. Defeating Escad earns nothing, but you can run up to the top of the Tower and talk to Matilda. She fesses up to loving Irwin, and says she won't go to the Land of Faeries as it'd impeed his freedom. If Irwin wants to destroy the world, she'll allow it. Matilda will head back to Gato, and Daena ends up following you as an NPC, as this adventure closes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3N1. Mine Your Own Business (Cactus Diary 14) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Bottled Spirit on the world map. Head into the Ulkan Mines, for some spelunking fun! The second room on the right will have a chest of Rust for you to take. Head up from here, and you'll reach Watts's workshop! Pokiehl, the storyteller and Wisdom will be here, and will say that Watts is underground, mining away. This will officially start the adventure. Leave the workshop and head right. Kill the Molebear, and go to the next screen and down the stairs. Duelle will mention that Watts does this a bit too often. Head left in the next area, and fight the three Molebears that appear. If you take the upper-left path, you'll be in an Abandoned Room, which's very dark. There's nothing to do here yet, so go back down and take the wooden bridge, heading further down the stairs until you get to a room with a Gold Sprite Statue. Save if you want to, then head right first. Take the upper-right path, and kill the Narcissos here. Need to get that Monster Encyclopedia full! You can also find Spiral and Gigas Claws here if you beat it up enough times. Go back to the previous screen, and take the lower-right path this time, and down more stairs. You'll end up in a room with three doors, that close behind you. Beat the Springball to proceed, and go up. Beat the two Specters, and go up again to land in the Diggers' Hideout. There's not much to do here yet, though you can read some poetry on the table, and meet Roger. Go back to the closing-door area, and head right. The next room has a chest of Bug Meat in it, and a Faerie talking about "the light is within the darkness." Go up and to the right into another area, and get the Little Eye, Sulpher, and Moss inside it. Head back to the Gold Sprite Statue. Head left, and go in the first northern room. It's empty, but at least it's lit. Go back out, and take the lower-left path. Head down the stairs, fighting a Hoppin' Tick and two Slimes. It's a dead-end though, so head back upstairs and take the upper-left path. Fight the three Slimes, then the two Hoppin' Ticks and the Specter that follows. The next room will have a Dudbear, and paths going to the upper-left and lower-left. The lower-left one is blocked off, though. Go up to the upper-left, up the stairs and across the bridge. Two Hoppin' Ticks will attack, and a Slime with them. Two Molebears follow. Head down the stairs, and into the next area for a music-change. Something's gonna happen! A big evil meanie-type Boss is hanging from the wall. Walk over to the left, and you'll see Watts. Keep talking to him, and he'll mention that this place is dangerous. Labanne attacks on cue. You need to hit its flowery hands, to drop them onto the ground, then kill them. This won't kill the boss, just hurt it, so you'll have to keep repeating this. Gnome and Aura spells will be used against you, and the blue hand can spit out a small circle of pollen. The red hand likes to make electricity crackle around it in a small radius as well, and killing itself in the process. This will even hurt the boss! Don't worry about the boss's life meter, as much as just killing the blue hand again and again, and knocking down the red one so its electricity will go off. Try to keep your life meter full too, as their attacks might just do more damage than you'd think. Before you know it, the boss will be losing greenish blood in a spray or two, and letting you pick up your experience crystals. Watts will tell you to go, as a big monster is in the room... he'll eventually leave and you'll be back in his shop, as he manages to remember seeing you in the dungeon. Pokiehl will try to tell you about Watts's many adventures, and realizing that he hasn't had any. You may receive the AF: Moon's Mirror, and this adventure will be completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3O1. Pokiehl: Dream Teller (Cactus Diary 15) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Mine Your Own Business," and "In Search of Faeries." Go to the Ulkan Mines, and you'll see Pokiehl. Talk to him and this event will trigger! You'll be in a living flashback, where you see a young Escad. He sees you're not Irwin, and leaves to the right. Follow him! Watts won't be in his shop, but enemies'll still be here, like the Molebear to the right. You'll see Pokiehl down the stairs. Tell him you're in a hurry to be warped ahead to an area with gases appearing from the ground. You'll see Irwin and Matilda, both children too, up ahead. The gas's hard to breathe for humans. They'll fade and disappear, letting you get the chest of Sulpher. Go to the right to see a Hoppin' Tick, a Molebear, and a Narcissos. The lower-right path is the one you want, with a Narcissos and two Slimes, then two Marlboros. Another Marlboro and two Slimes are after them, then a set of stairs. Head down and you'll see Irwin and Matilda sitting there, talking. The mine enterance collapses, leaving them stuck in here, and Matilda doubting if this's the wisest choice after all. You'll see part of the reason why Irwin is as he is today, as he takes Matilda's elemental spirit, and Irwin appears. You'll wake up here, an adult Escad facing you. Talk to him when you awaken, and you'll be forced to choose who's side you're on, Escad's or Daena's. I chose that Daena was right, and that I was on her side; she's just trying to help her friend, and Escad's "the ends justifies the means" personality didn't let me agree with him. Escad will then face off with you! I'll try to come back and choose Escad in another game, to see if it significantly changes the plot or adventure. Escad is equipped with a 2H Sword, so he has the limitations and bonuses one gives. If you're familiar with the weapon, you'll know its reach, plunge attacks and Special Techniques, giving you a vital edge here. When he flashes, he'll try to damage you in a flurry of sword-swipes. Stay out of the black circle on the ground, and you'll be safe. He uses the Abilities Jump and Back Roll, too. He shouldn't be that hard of a battle for you, but do your best! The adventure will end after the fight, with no rewards gained. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3P1. Diddle Kidnapped!? (Cactus Diary 16) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Catchin' Lilipeas." For this adventure, once you've completed the Catchin' Lilipeas adventure, head to the Church in Domina. If you go inside, you'll see many Dudbears, and Roger too! They've taken the church over so they have a new above-ground base, and look like they're looking for more labor to go into the White Forest for some reason. Go to the Park of Mana Angel after this, and Capella and Diddle will be there. Diddle is once again depressed and pondering to end it all. After Diddle explains his feelings, a Dudbear will walk over and kidnap him! This adventure will offically start, as well. For once, Capella will actually look for Diddle from the start. You'll want to look too, so head towards the White Forest. You'll see a Dudbear walking around near the enterance. Whenever you see a Dudbear, run up and hit them, to knock them out. If you don't, they'll take you back to another, nearby screen! Go to the lower-left, and beat the three Needlebeaks you find there. On the next screen, quickly bop the two Dudbears, then go to the upper- left, and fight two Needlebeaks and a Rattler Boa, then two Dendens. There'll be four Dudbears to bop in this area, then go to the upper- left. Roger and his Dudbears will be here, with Diddle! They rush off, and Capella catches up. Diddle's happy helping here, which Capella thinks is wrong. The Dudbears come back now, mentioning a monster! Everyone leaves, except you. Did you think they would've slain it? You need to fight the Chimera Lord here. It fights a lot like a normal Chimera, using eye beams and lots of spells. It'll also belly-bounce you, which will stop you for a few seconds. If you give it a rapid-fire assault, then you won't have to worry about its attacks. Diddle agrees with Capella that hanging out with people that run away isn't cool. He still had fun though! The two friends're back together at least, and this adventure's over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3Q1. Heaven's Gate (Cactus Diary 17) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Star-crossed Lovers." Go to Gato, and the Dreamweaving Room to start this adventure. Irwin will be plotting to revive Lucemia, the Wyrm of Light, to destroy the world. Matilda refuses to stop him still, even as Daena protests. Talk to Daena to have her join if you want, and talk to Matilda to get the AF: Brooch of Love. Use this on the World Map to place Lucemia. You'll need to use the Cancun Bird to get there, but you'll use it automatically if you click on it as a destination. Crawl over Lucemia's dead wyrm-body, heading left and moving up or down as needed. On the second screen, you'll face three Cockatrices. After them will be a Cockatrice and a Rattler Boa. On the third screen, enter the hole in Lucemia's corpse to reach the Avenue of Deterioration. The area after this will have a chest of Rotten Meat. The path north is a dead end, where you can fight a Chimera Beast and a Sand Scorpion, to get a chest with a Zombie Claw. Go back and take the right path instead, meeting an Imp and a Narcissos. After them will be another Imp and two Skeletons, followed by a Narcissos and a Skeleton. The next screen has a chest with a Creepy Eye, and a path back outside. Outside here, you'll meet Selva! He'll ask if you can take any more of Irwin's toying. Say 'Of course!' to prevent being brought back to Gato. An Imp and two Rattler Boas attack on the next screen, then a Rattler Boa and a Sahagin. Head inside another hole to reach the Embracement of the Ancients. The screen to the right has a Rattler Boa and a Seadragon, followed by a Sahagin and a Seadragon. Take the path to the right, and get the chest of Dragon Blood. Go around the corner, and take the path on the left. Two Sand Scorpions are here! Get the Raven Feather they're guarding, before going back and taking the upper route. Fend off the Cockatrice and the Rattler Boa, then the Cockatrice and two Skeletons past them. Take the exit from this area if you want to, fighting a Rattler Boa and two Seadragons, but it leads to a dead end. Go inside and head towards the left. Thrash the Imp and Narcissos here, and get the Ghost's Howl from the chest before going outside. You'll see Selva again, be sure to say 'Of course!' or you'll have to repeat things up to here. The lower-right path here only leads to a Sahagin and a Seadragon, so take the upper- right path instead. Beat up the Cockatrice and the Skeleton, then the Cockatrice and two Imps. The next screen also has a Cockatrice and two Imps to kill, and a hole to walk in, to reach Decayed Dignity. Get the chest with the Messy Scroll in it, then head up. A Seadragon and a Skeleton will try to stop you, but they're not a serious threat. The area on the left will now have three Cockatrices attacking you. Defeat them, and go left again to claim the Giant's Horn from the chest. Go up and outside, beating an Imp and a Narcissos. Up ahead, two Chimera Beasts will attack you, but they're too few, and too late to slow you down for long. Leaving Sorrow Behind is the next area, and the music- change should hint that you've reached your destination, finally! You'll spot Irwin ahead, be sure you're equipped and talk to him. He'll reappear in a swirl of flames as a huge demon! Will Irwin be successful? Will the world be destroyed? Will there be no more sequals in this series? Of course not, so get ready to fight! Irwin can hop around and lunge at you with one of his clawed hands. When he flashes and pounds the ground with his hands, use an evasive technique to get out of the way of the explosions and lightning that shoots up around him. When he flashes black, and has energy crackling around him while a smaller image of himself appears, he'll jump up in the air, appearing in the background as he fires little exploding purple-tailed comets at you. He can also flash, jab the ground to have rocks fly up in a firey explosion. Another flash-move Irwin has, is to make a hole in reality, that he can thrust his clawed hand through to get you. This would be bad, so constantly keep dodging. When you win, Irwin will be destroyed in a colorful disintergration. You'll get no experience or Lucre for the battle, but it sure was a fun one! ^^v The Cancun Bird will rescue you, as Lucemia falls and breaks apart on the ground. A Nun will run over, to tell Daena about Matilda's sudden death at the same time Irwin died. There'll be a scene showing the Faeries talking about war being wrong, and how the humans maybe shouldn't be destroyed. The next scene shows Olbohn in his office, telling the Shadoles to let the two restless spirits wander, as Matilda appears. She agrees to be a Wisdom, and regains her past youth. The next scene shows Irwin and Matilda, talking about how real power comes from the world around them, and you don't have to be a demon or a priestess to do great things. Irwin manages to confess he does love Matilda, at least as much as he can admit, and he vanishes. Selva appears to talk to Matilda, as this adventure ends. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3R1. Daddy's Broom (Cactus Diary 18) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Infernal Doll." Leave your Home, and come back to talk to Lisa. She'll mention her broom, and how it's gone. This'll officially start the adventure. Li'l Cactus will walk back in the house! Talking to him, he'll say he threw the broom away at the Junkyard. Running back downstairs, Bud says Lisa ran off to the Junkyard! Take him with you if you want, and head there next. The Flowerling here can warp you to Professor Bomb's Laboratory if you want, and the Jack-In-The-Box at the entrance can be a one-time warp to Louie's Room. If the Gnome Mana Level is 3 here, then just have the Flowerling warp you to Professor Bomb's Laboratory, then run back to find Fernando the Narcissos! But we need to walk the old Jack-In-The- Box, Teddy Bear, Doll, Jack-In-The-Box, Rocking Horse route that we did to complete The Infernal Doll. Lisa and her Broom're right in the same room, as a matter of fact. Lisa's broom's broken, but you'll be on the scene to save them from the diminutive Gremlin that appears. Treat it as an extra-strong Imp, and you won't have any trouble. He can spit bubbles and shrink you on occasion, but it's still nothing to worry about. You'll be back at the Home. The broom's still broken, but Bud fixes it with some well-placed tape, ending this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3S1. The Infernal Doll (Cactus Diary 19) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Broken Doll on the world map. Enter the Junkyard you get from using the AF: Broken Doll. A floating doll will appear, as others talk to it briefly about old wars and how 'they' are awake. The doll scolds them, calling you an artificer and swearing revenge before zooming off, starting this adventure officially. This level can be a nightmare, as the paths will seem to change from time to time in subtle ways: a dead end won't be anymore, but it very well might be later. It all depends who you talk to and what paths you take. Talk to the Jack-In-The-Box, and he'll tell you to follow this path: Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, Rocking Horse. Take the upper-right path, getting the chest with a Little Eye in it. Head down the Doll path first, beating up the Basilisk and the two Imps here. Continue right, getting the Bug meat, and head to the right to take out an Imp, a Punkster, and a Shadow Zero. Head back to the enterance, talking to the Jack-In-The-Box, and taking the upper-right path. Take the lower-right path, where the Teddy Bear is. Get the Magical Meat from the chest, and take the upper-right path, by the doll. The Pathway of Garbage is next, fight an Imp and two Lizardons, and continue to the Acropolis of Trash. Get the chest with the Wicked Eye in it, and go to the upper-left past the Jack-In-The-Box. If you talk to it, don't back away or it'll teleport you back to the enterance. It goes through lots of dialogue, changing everytime it teleports you off, so come back and forth talking to it if you want to see. Take a right past the Rocking Horse to be at the exit, but we're not done exploring yet. Go back to the Acropolis of Trash and head right for a hidden area. Louie is here, as are chests with a Wad of Wool, Electricity, and a Gold Sprite Statue. Go back left and head down at the Teddy Bear. Fight two Punksters, then two Lizardons and a Punkster. Take the Rocking Horse path, beating up two Cursed Dolls and a Mad Mallard. You'll be back at the enterance now. Head to the upper-right again. Before the doll path, there should be a new path with a chest on it. Take the Little Eye, and go into this new area. You'll meet Professor Bomb, a curious man who lives in a duck- shaped house. He claims to have made a golem, but it ran away. Talk to him again, and agree to find Pavlov the Golem, and you'll open the adventure "Professor Bomb's Lab." Follow the Doll path, beating up Basilisk and a Lizardon, going to the next screen and getting the chest with Stinky Breath. Continue right, where the Rocking Horse used to be, and you'll have to beat up a Moldy Goo and a Shadow Zero. Head down to open another passage, and you'll be back in the Acropolis of Trash again. I appoligize for all the looping around, but I haven't found a precise way through to get all the chests and only have to make one loop. Teleport back to the beginning, go through the Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, and Rocking Horse paths. There'll only be one Moldy Goo now, kill it and run all the way to the right. You're at the Heap of Junk, the boss area! One Chess Knight, two Cursed Dolls, and a Polter Box are your foes. You'll get the AF: Tome of Magic, and you'll be in Louie's Room. He tells you the dolls're happy to have lost, and this adventure'll finally be over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3T1. Diddle Had It! (Cactus Diary 20) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Fallen Emperor," and "Diddle's Letter." Head to Lumina, and to the Mischievous Spirit Tavern. Diddle will walk off on Capella, and the event will open officially. Ignore the non- caring Capella, and leave Lumina. Take off and go on other adventures, level-building or the like, until on the world map, you see four Shadoles head to Lumina. Run back to Capella, and he'll go look for Diddle, finally. Go back to the City Map, to see Diddle get abducted by the Shadoles! Capella will run off after them. Go to the Underworld, to see Capella catch up to the aducting Shadoles. Diddle's really depressed, he's given up on life, so the Shadoles're only doing their job. They'll take Capella too, and you'll appear on the scene and get sent to the bottom on the Underworld! Pokiehl will be here, and tell you not to talk to the Shadoles on this adventure. Do not agree to go back to the surface, or you'll forfeit this adventure! Head left when you're ready. Hordes of Shadoles'll be here! Carefully take your time, and manuver around them without touching them. You don't have a time limit, so just creep past if need be. Go up two floors of Shadoles, then head left and fight the Chimera Beast. Further left and up is the way to get to the next screen. Two Dark Stalkers will be your next challenges, followed by two Kid Dragons. Head inside the blue door past them, to be in another Shadole-filled room. These ones move in a little path, then vanish, as others repeat the path elsewhere. There's a definite pattern to it, which you can watch and learn. The invisible ones are still there, so be careful or you'll be teleported before you know it. I found running while hugging the upper- wall to be the best strategy for me, but it could have just been luck. In the next room, the Shadoles're briefly visible, before vanishing. They won't move, so just remember where they were, and get around them if possible. The next room has Diddle and Capella! They have a talk about the world and that living in it's good, even if it goes bad sometimes. They'll agree to go back up, but the Shadoles will summon up a monster to try to eat them. It's an Ape Mummy! This one has much more HP than its normal kindred, but otherwise doesn't seem to differ from them. Rip into the Ape Mummy with your chosen weapon, and you'll be collecting experience crystals before you know it. After your victory, you'll be back in the land of the living with Capella and Diddle. They seem happy and full of life again, and this mission will now conclude. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3U1. The Looking-Glass Tower (Cactus Diary 21) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Moon's Mirror on the world map. Head to the Tower of Leires, alone. If you invite Elazul along, then you'll find a Boink in the way. Come alone and you'll bump into Pearl, who is lost in thought. This'll successfully start the adventure. She'll talk about something calling her, in the Tower. Offer to go with her, or she'll take out on her own. She won't be very much help even if you take her along, but it's better than letting her fend for herself. On the First Floor, you'll want to go to the left. The next room you'll be in will have a Bloodsucker, Dainslaif, and a Mad Mallard. You can get Throatslitter and Orihalcon Knives, and Braveblades (2H Swords) from the Dainslaifs, and Soldier Helms and Destiny Dice from the Mad Mallards. After that will be two more Bloodsuckers, and a Dainslaif. Help yourself to the Aroma Oil in the chest, and go back to the First Floor enterance, continuing right. Three Bloodsuckers will try to suck you dry, but just fend them off and go to the left. Two Dainslaifs are guarding the stairs up here. On this Second Floor, skip the door to the right for now, and go up instead. Kill the three Bloodsuckers on the left, and then the Bloodsucker, Dainslaif, and Mad Mallard that follow. These back stairs lead up to a room with the Transportation Device. You don't need to take this path, but if you do, you'll get to skip up to the sixth floor right away. If you want to fight more monsters, go through the door we skipped. Go up to meet two Dainslaifs, then two Bloodsuckers and a Succubus. Up the next set of stairs, you'll reach the Fourth Floor. Take the north path first, for a chest with Electricity, and then go back down and to the right. Two Bloodsuckers and a Dark Stalker will be here. Dark Stalkers can drop a Levatine Sword, which is a pretty decent weapon. After them will be two Chess Knights. Past that will be another set of stairs, going up to the Fifth Floor. If you head left now, you'll bump into a Gold Sprite Statue. Continuing on, you'll pass the Transportation Device area. This's where you will have ended up if you took that shortcut earlier. To the right are more stairs, leading up to the Seventh Floor and two Succubus's. You'll see a chest with a Dangerous Eye, and two holes in the wall. If you jump out of the one on the left, you'll end up on the Fourth Floor, in the place you got the Electricity from previously. The right hole will drop you back down to the Fifth Floor, right by the Gold Sprite Statue. Head back to the right and down the corridor we haven't been down yet. Slay the Basilisk and Chess Knight, and go up to the Sixth Floor. You'll see a chest of Demon Meat, and continue to the left and up the next set of stairs. This's a very tall tower! Run to the right on the Seventh Floor, beating up three more Bloodsuckers, then a Basilish and two Mad Mallards. Go up yet more stairs, ending up on the Eighth Floor and fighting a Chess Knight and two more Dainslaifs. Two Dark Stalkers will be next, and will soon be reduced to nothing. Head left for now. You guessed it, more stairs. When you reach the Ninth Floor, head straight across, and you'll fight a Kid Dragon. Go up to the next area, and jump out the hole in the side of the Tower, to land on the Sixth Floor in a treasure room! There will be a Ghost's Howl, a Zombie Claw, and Morph Meat here. The hole here will deposit us back on the Fifth Floor, by our now-familiar Gold Sprite Statue. Curse whichever mages made this Tower, and run back up to the Eighth Floor, heading down instead of left so you will reach the Transportation Device that goes to the Tenth Floor. Head to the right, nabbing the chest of Mercury before you run up the stairs on the left. There's another hole to jump out of here, but it will just drop you down by the Gold Sprite Statue, without gaining any treasure. So don't jump yet! Go to the next area, and Pearl will mention the Room of Fate, and facing one's past. When you're ready, go in the doors, and a person will be standing there. This's if Pearl's with you, of course. They'll fade away, and the Iron Centaur will be there and ready to fight! Watch out for the Iron Centaur's axe-swings and stabs! When it begins to flash, it could be ready to jump up in the air. Run away from its shadow, and when it lands to cause an earthquake, you won't get hurt. Alternatively, it could flash and charge up, before rapidly stabbing with its axe in a strong series of blows! Always try to avoid a boss when it begins to flash like this. When you win, the boss will desolve in a small cloud of blackness. After the fight, if you went with Pearl, Elazul shows up, too late to do anything. If you took him with you, he'll already be there, but will act the same. He will try to have Pearl come along, but she thinks she can remember something by not leaving yet. Elazul kindly threatens to kill you if you mess up, and he goes on to clear out the enemies. You're not done with this adventure yet, now you have to walk all the way back out of the Tower! Take the little hop out the window, and head down towards the enterance. Don't forget to save! When you get back to the enterance, try to leave. A note will fall to the ground, and Sandra will appear! She'll summon a Jewel Beast II to attack you! It can stab with its mouth and tongue, and charge to press you against the side of the screen for some damage. In a flash-attack, it can flip over onto its face, and use its feet to drill into the ground. Overall, this critter's really boring, and other than hitting harder and lasting longer than a normal enemy, really isn't much of a challenge. Sandra leaves, saying you'll meet again. Pearl's worried about Elazul, who's looking for other Jumis. Elazul is a Knight, while Pearl is a Guardian. Usually, two Jumi would be paired off, and Pearl thinks that if Elazul bumps into another like herself, then she'll lose him. She thanks you, and gives you the AF: Frozen Heart, before leaving. This adventure's now at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3V1. Two Pearls (Cactus Diary 22) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Cosmo." You need to talk to Elazul, who's in your bed, then go downstairs and come back. Repeat this, and answer his questions truthfully, until he vanishes from your room. You want this to happen, so don't panic. Go to the Tower of Leires, and you'll see him there. Offer to take him along, and the event will start. Head inside the Tower, and go to the top floor. If you need to refresh your mind as to the layout, it can be found in The Looking-Glass Tower adventure of this walkthrough, until I retype it here. The path should be the same, minus the detours for all the treasure you already have. ^^ Elazul will stop you before you enter the room to the Door of Fate, and try to open the doors himself. Inside, you'll see both Pearl and Blackpearl! They'll talk about how Pearl must take Florina's place, to heal and help the Jumi until things are put right, but she refuses to as she might die. Elazul rushes over, and after demonstrating his resolve to protect Pearl, he has to fight Blackpearl. Accept to help him, and leave the room to be back on the First Floor. Make sure you're ready and equipped, and go to the left. Blackpearl is armed with her strange hammer-type weapon, and seems to have the Abilities Spin, Crouch and Cheer. Her main Special Technique is to smack the ground with the hammer, so a wave of force flys forward. Overall, she fights just like you or another human would, with that weapon and those abilities, so react accordingly. When you win, Blackpearl compliments Elazul on not being a bad fighter, and agrees to leave Pearl alone for the time being. She warns you to stay away from the Jumi, because of the old saying they have. Pearl comes back, thanking you for helping, and after some confusion, runs off with Elazul again. This mission's now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3W1. The Flame of Hope (Cactus Diary 23) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Flame on the world map. In the Village of Gato, you'll bump into a Nun talking to a Sproutling. It's hard to miss, as they're blocking the road infront of you. The Sproutling has an upset tummy, and runs off when the Nun tries to help. Go in the Items Shop here to buy some new equipment and meet Alex, then follow the Sproutling to the next area, the Pathways. Talk to the man here, and he'll introduce himself as Rubens, and asks if you've seen anyone suspicious. The Sproutling doesn't count, and Rubens'll tell you it ran up to the Cliff Terrace. The Sproutling is there, chatting with the Nun again. She spots a Popo Bug on the Sproutling, and tries to take it off, as it's a cure for most ailments. The Sproutling runs off again, cause it would have to lose a leaf to get it off. The Nun mentions that Rubens needs a Popo Bug for some reason. Run back and talk to him, and he'll say the Sproutling headed for the Temple of Healing. Head to the left, and an object will fall down next to Rubens, it's a letter. You'll see another Nun chatting with the Sproutling, who is running around wildly. The Nun says to just meditate, and the Sproutling runs off after seeing that she won't really help. Check the side rooms of the Temple, and you'll see the Dreamweaving Room, where a priestess named Matilda lives. You'll also find chests with Aroma Oil and Moss. Leave the Temple when you're done, and head back to the Cliff Terrace. Rubens and the Nun from before will be here, with the Sproutling. Rubens glows, and the Sproutling gets knocked over. Rubens refuses to follow through and hurt the Sproutling to get the Popo Bug, even if it means his sweetheart will remain in stone. Run back to the Temple, and you'll see a Nun on the ground! Inspector Boyd will rush in, and start examining the body, only to find out that she's still alive. It's just a twisted ankle. Inspector Boyd blows his top, and says that someone named Sandra must be disguised as the Sproutling. Leave the Nun behind, and run back towards the Cliff Terrace. Don't worry, another Nun will take care of her. Rubens and the Nun will be here now, talking about the Popo Bug. Rubens still does not want to hurt the Sproutling to get a bug, though the Nun seems rather greedy. She mentions Rubens' girlfriend in Geo, and he's shocked to hear that the Nun knows. She stabs Rubens, who collapses on the ground. You try to stop her, but she threatens to kill him. She takes his sparkly gem, calling him a Jumi Knight, and teleporting off as the Inspector gets there. He blaims you and your weird hat for the crime, but Rubens tells him otherwise. He runs off to catch her. Talk to Rubens and he'll appoligize to Diana, and vanish in a swirl of colors. You'll be back at the Temple of Healing, talking to Inspector Boyd, who will explain everything about the Flame of Hope. He asks for your help, and gets it wheither you like it or not, sending you off to check the town's outskirts. Buy new equipment and save, and head there when you're ready. The Nun that was previously blocking that area, will have moved aside for your investigation. You'll see leaves headed into a cave enterance, but past this is a path leading down, and another cave, with a piece of Bird Meat next to it. Head down, fighting the Howler and the two Needlebeaks who appear, and go in the Gato Caves here. Three Shadow Zeros attack, and continue right. Go up the stairs on the next screen, and fight the Moldy Goo that waits for you. Don't go up yet, (Back to Bird Meat Cave), but continue right and go down the stairs. You'll meet a Skeleton and two Slimes here. Head outside, and left to be back on the City Map. Remember where this is, as we'll be coming back after we've explored the rest of the caves. Head right, and fight the Wooding, then the two Needlebeaks. Ignore the path up for now, and go in the right Cave to get chests with Blackened Bat and a Wad of Wool. This's also where the Nuns make their Blessed Elixir. Going up leads to another cave, and then back outside to where two Rattler Boas attack. Ignore the cave on the left for now. Going up brings us to a screen with two more caves. The one without leaves is the one we want to go in right now, and it brings us inside to see a Sproutling, but not the one we're searching for. Two Skeletons will be our next enemies. They sometimes drop Wishbones. Heading left will let us get swiftly kicked out by a Nun, and heading right will let us fight a Polter Box, leading outside to the Rattler Boas from before. Head back up a screen, and take the cave on the right. Two Shadow Zeros will be here. Take the first partially-hidden path up, and you'll find chests with an Angry Eye and a Flaming Quill. The second one leads back to the first cave we passed at the very beginning of this level, so take this one if you need to leave or save. Further to the left is a room with two Slimes, and a path heading out of the caves. Take the path down, fighting off a Needlebeak and a Wooding, and enter the next cave, running across a wooden bridge. Another Nun kicks us out for now. Remember the way to get back on the City Map? Retrace your steps there, and go to the next area, the Waterfall. Continue past it, and head into the cave. No, there's not more dungeons to go through, you'll be back on the City Map. Go to the next dot, and you'll be at the Cancun Bird Nest. The Nun's here, and our Sproutling. She knocks the Sproutling out, and Inspector Boyd shows up. Sandra tosses off her disguise, using the Cancun Bird to fly away. The Sproutling feels better, though the Inspector still seems angry at losing the criminal. You'll get the AF: Ancient Tablet, and AF: Torch of Coral, for your help, if you don't already have them. This adventure is now complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3X1. Cosmo (Cactus Diary 24) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Lucky Clover." After completing "The Lucky Clover," Elazul will be pacing outside your house. Tell him Pearl hasn't shown up yet, and that you'll help, to make him say Pearl must have been kidnapped. This will trigger the event, as well. Head to the World Map, and you'll see a note land at the Mekiv Caverns. This'll be your next destination! Inside, you'll see a Mad Mallard, smoking! Talk to it, and you'll learn Sandra and Pearl're both here, and took the upper-right path. Go there, and fight off the three Bloodsuckers that attack you. Head right, and talk to the Sproutling to hear you're on the right track. Take the upper-right path again, and fend off the Goblin and the two Pincher Crabs here. When you get to the next screen, Elazul mentions that his core's getting cloudy. Up ahead, you'll see some creature sitting here. He'll say Pearl took the middle path, straight ahead. Elazul's getting a really bad feeling about this, too. Up ahead, kill the Mushboom and Skeleton, then go to the next screen to find Pearl. Sandra's with her, and is trying to get her to remember something. Pearl can't, and Elazul tries to stop Sandra. She throws a letter-like object at him, and damaging his core. After some conversation, Pearl changes into Blackpearl, and Sandra runs off. You and Blackpearl run after, to face another Jewel Beast. This one seemed to have a flash-attack, which is to fire a large laser after putting its feet in the air. But this won't be enough to save it from you. Take advantage of Blackpearl's Synchro ability, which will instantly fill your ST meter, and destroy this Jewel Beast like all the other ones. After the fight, Blackpearl will abandon Elazul to look for Florina, and the creature you met will teleport Elazul to your Home to recooperate. Lisa will offer to find medicine, but Bud'll say it's useless. What will happen next? This adventure's now completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3Y1. Can't Look Back (Cactus Diary 25) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Looking-Glass Tower." Head on over to the Fieg Snowfields when you're ready. A person will talk about Nakratos, who died looking for Faerie treasure to bring their wife back to life. This'll officially start the adventure. The person leaves if you talk to him again, mentioning his students, and that there's an ice witch here. Two Rabites and a Tonpole will be on the next screen. After them will be two more Tonpoles, and a Zombine. The screen after this has two Potos. Head further left and up, going to the next screen and getting a Sharp Claw from the chest. Continue left, fighting two Sahagins, then a Poto and two Zombines. Sahagins can drop Stargazer spears, which're pretty good. You'll reach the Field of Innocence here, and a Gold Sprite Statue. Save if you need to, and take the lower-left exit. This area's the South Fieg Glacier. There's a chest with a Giant's Horn here. Also, if your Shade Mana Level's at 3, then you can recruit Elysia the Succubus! Go to the next screen on the left, fighting a Howler and three Rabites. The next screen on the left has a chest with an Angel Feather, and a chest with a Sleepy Eye. Head right, to North Fieg. Two Seadragons will try to attack you here. Beat them off, and you'll be back in the Field of Innocence. Take the upper-right path this time. This area is called North Fieg as well. A Sahagin and a Tonpole will attack first, then a Poto and a Sahagin. The screen on the right will be Mephianse's Camp. He'll be talking with his students, about the Faerie treasure and how it might be able to let people speak to the departed. Get the Knockout Dust and the Wad of Wool from the chests, and talk to the students to hear about monsters and ice witches. After you talk to Mephianse again, he'll run off, leaving his students behind. Follow him back to the Field of Innocence, taking the lower-left path. Go down and go right here, fighting the two Rabites and the Sky Dragon you meet, and continue to the right for the next area. You'll see Mephianse talking to the Ice Witch. She says his brother is alive, and that Mephianse is just lying to everyone else about it. His brother changed into a big snow monster, who is now laying in wait ahead. Mephianse can't go through with it, but the Ice Witch moves aside, so you can. The next screen on the right has a Seadragon, and two Tonpoles. Continue past them, and in the next area go to the right, to reach Queen Altena's Hill, and two Howlers. You can also pick up a Hairball and a Virgin's Sigh. Go back a screen, and when you're ready, take the upper-left exit. You'll be in the Field of Lost Guilt, with a music-change! A large yeti- like creature, named Du'Mere, will be here to challenge you. It has the standard Boss-push, and attacks with a slow punch, kicks, and a rushing attack where his hand is up. When Du'Mere starts to charge up and fold his hands infront of himt, get out of the way of the swirling ice tornado that'll soon be there! It goes all around him, so focus on distance, rather than being behind him. When he flashes and has one of his hands up in the air, get behind him to dodge the large frozen snowmen that fall, or you'll be turned into one for continuous damage. When he's defeated, he'll vanish in a colorful swirl, and you'll be talking to Mephianse again. He thanks you, but doesn't feel overly happy about what's happened. You'll get some WendelSilver, and this adventure will be at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3Z1. A Siren's Song (Cactus Diary 26) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Summer Lovin'," "Faeries' Light," and "Drowned Dreams." Go to Lumina, and go behind their tavern area. You'll spot many soldiers standing around here, looking for the lampshop. This will trigger the event. They all think Monique was responsible for the Imperial Ship sinking! Head to the lampshop, and the soldier there will tell you Monique isn't there. Where could she be? Head to Polpota Harbor, and to the Seaside Hotel. Go down the stairs to The Harbor, and you'll see Monique. She was looking for Elle, who isn't around. Then some Soldiers will try to kidnap Monique! Their Captain comes by to tell them they already found a siren, and to let Monique go. Go to the area past the Waterfront Mall, to see some soldiers talking about the Siren being trapped in by a Boink. If you talk to Thoma in the northern part too, you'll see him try to set his friends' spirits to rest. Thona will appear, and tell Thoma about his immortal lord. The screen'll fade to black, and you'll be back on the map. Leave Polpota and go to the Madora Beach. Head left, to where the Boink was before. This time, you'll hear singing, and the Boink will move out of your way. Continue left, and you'll see the Birdcage Lighthouse. Monique and Elle will talk, about singing and being free, no matter the cost. Run over to the left and get the Angry Eye when you're allowed to, and try to go inside the Lighthouse. Flameshe will try to stop you, but Monique will ask her to let you protect Elle. She still doesn't think she should. Walk to the right, as if you were leaving, and she'll vanish in a bubble. Run back and through the doors before she unbubbles again, and you'll be in! It's time to fight Tropicallo! Tropicallo likes to use Wisp and Dryad spells. Knock the right hand onto the ground, and move away from it, as it'll self-destruct in an electrical swirl for heavy damage. This'll harm the boss too, leaving you time to attack the left hand to wrack up more damage. The lower-left area is a relative safe-point, to use to Crouch if need be and the like. Some attacks can still get you there, so watch out! Eventually, you'll win. You'll see Elle inside her sanctuary, as Monique comes up to say hi. Elle's finally free to come and go as she wants, if she's ever brave enough to. There's also a chest here with a Mirror Piece if you come back for it after the adventure, which concludes now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3A2. Summer Lovin' (Cactus Diary 27) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Torch of Coral on the world map. Arriving at Madora Beach, you'll see two Penguins talking. David has to go back to sea, but Valerie doesn't want him to go. Valerie takes off, leaving David to think she's layed an egg, so he follows after. This starts the adventure. Bash the crabs for fun here as they go running around. There's seven or so on each crab-screen, but they can escape off the sides of the screen, so be careful. If you want to get some extra experience and a chest or two, head left first. If not, sit tight and we'll be right back. You'll meet a Sahagin and two Teedies, followed by two Chocobos and a cave enterance. Head on in, and beat up the Big Baby and the Iffish. When you reach the fork, take the lower-left exit, to beat up two Seajacks and get a chest with Scissors. Going up will let you fight an Iffish, a Seajack, and a Tezla. Going outside, Boink will forcibly teleport you back to the enterance. Go right now. You'll meet two Pincher Crabs here, and then a Tezla. Next, you'll face two Iffishs, along the Royal Coastline. The cave up ahead is Sunrise Caverns. More crabs're here! If you take the upper-right path, you'll reach Princess Beach, where one Seajack and a dead end are! Go to the lower-right instead, fighting a Sahagin, then two Bloodsuckers. Kill the Big Baby, which sounds worse than it actually is, and go to the next screen, Sunrise Caverns, to find more crabs. The right exit leads to Eastend Beach, where you can find a monster egg sometimes. The upper- left exit goes to Prince Beach. A Pincher Crab will be here with a Tezla, followed by two more Pincher Crabs. The next cave's called King's Caverns, and you'll have to fight off a Seajack next. The next area has more crabs, and two exits. The upper-left lets you get a chest of Rust, and there is a crab who will count how many you've bashed to this point. Between twenty-three and twenty-five will get you the Lord of Darkness honorary title, and twenty-eight will make the crab call you the King of Demons! Remember where this guy is for later. Go back to the lower-right path, to fight the boss, Fullmetal Hagger! Fullmetal Hagger can push you around, and stab with its feet. There's two flash-type attacks: eye beams, which can be dodged by moving under or behind him; and a jump, which makes him fire off electricity around him when he lands. After enough damage, he may lose an eye or two, but it doesn't seem to hamper his fighting Abilities. He's really slow overall, and shouldn't take long to defeat. There will be a chest with Ash in here if you come back after the adventure, too. David wants to stay with Valerie, even if it means quitting the Pirates. David goes as Valerie insists, only to find out she really does have an egg. Talk to her to get the AF: Rusty Anchor, if you don't have it. If you just leave by the cave without talking to her, you may miss out on it! This adventure is now successfully completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3B2. Drowned Dreams (Cactus Diary 28) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Rusty Anchor on the world map. Go to Polpota Harbor, and go to the first dot you come to, the Waterfront Mall. You'll see a Flowerling here, who talks about a ghost at the Seaside Hotel. Flameshe the mermaid will appear, and denounce the ghost as just a prank. Do as they suggest, and go to the pink dot near the center of Polpota's City Map. Talk to the Mr. Moti on the right, and a ghost will briefly materialize! Offer to help to start this adventure. Head back past the Waterfront Mall, and go up. You'll reach Polpota Bay, and talk to Thoma the Imperial Soldier. You can ask him about the ghost, and the ship that sank mysteriously. Go back to the hotel, to meet the Basket Fish. He'll run off into the Lobby after some questioning. Take the stairs under the big shell on the right, to reach The Harbor. You'll see Inspector Boyd here. Talk to him several times, and ask him about each option. Talk to him again to get complimented, and then ask why he's here. You'll hear Sandra is in the area, looking for the Blue Eye. Tell him to go see the soldier, and he'll go running off. Exit to the lower-left to reach the Sea's Bounty Restaurant. Thoma will be talking to the Pirate Penguin here. The Penguin will point out that Basket Fish claims to see everything that happens underwater, and Thoma will run off again. Head back to the Seaside Hotel and try to leave, to see Thoma and Inspector Boyd talking. The Inspector found a clue, and Thoma agrees to help. Now go back inside the Hotel, and go into the Lounge at the left. Thoma and the Inspector will be talking to Basket Fish. He has the Blue Eye stone, and Thoma and Boyd ask to see it so they can tell how the ship sank. Basket Fish says no, but the dancer he's drooling over asks, and he shows her. This causes a scene to be shown, showing how the ship sank. A sea hag was the culprit, and the ghost will appear! It's a member of the sunken ship, and demands the Blue Eye stone. It'll run off and get away. Is it Sandra in disguise, or someone else? You won't go Home empty-handed, though, as the Management will reward your ghost- stopping with the AF: Pirate's Hook. This will conclude our adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3C2. Fluorite (Cactus Diary 29) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Alexandrite." When you're ready for this event, go to the Jewelry Shop in Geo. You'll hear a voice calling you, and this event will start, making you appear in Pandora's Box. A girl will be here, and after a core-flash, introduce herself as Florina. Another person will soon appear, Belle, who moniters people's dreams. After some quick dream/reality explaination, you hear that you're here to fight the monsters in Florina's dreams. Tell Belle when you're ready, to make you reappear in a dream-Oasis, in the Duma Desert. And there's Niccolo! He offers to be a dream-guide, for 200 Lucre. This isn't so expensive, so you might as well agree to it. At the worst, he can be cannon-fodder for the enemies around here. When you agree, you appear in an area with lots of Basket-Fish, and Revanshe the dancer. Take the lower-left path, and fight off the two Molebears and the Skull Beast here. Continue left, beating up the three Molebears you'll soon see, and you'll arrive on a screen with Niccolo and Li'l Cactus. Ignore Niccolo, and move to the upper-right. Beat the three Skull Beasts, then continue onto the next screen. Blackpearl and Elazul will be talking here. Elazul says he let his Guardian down, so he should no longer be a Knight. After Blackpearl leaves, chat with Elazul and the sand-falls will vanish. Take the new upper-left path, and fight the two Fierce Faces and the Mad Mallard here. Past them will be two Cockatrices. Further on, you'll see Elazul and Blackpearl again. Elazul is trying to get Pearl back, but Blackpearl says she doesn't need him. She lets slip that if her core was taken, she'd return to being Pearl, as Elazul draws his sword. He puts it back, and the two vanish again, after more talks about Flourite. Another sand-fall vanishes, and that's the path you should take. A Sand Scorpion and a Skull Beast will be here to battle, then get the chest with Acid up ahead. In this next screen, Sandra and Blackpearl will be talking. Sandra seems to need 1000 Jumi-cores to revive Florina, but Blackpearl knows that Sandra won't stop there. Blackpearl faints, and Sandra runs off, as you arrive on the scene. Get ready to fight another Jewel Beast here, this one capable of flashing, and then digging into the ground to cause rocks to be thrown up. Stay far out infront of it, and you should be able to dodge them. It also has the laser-attack of the last Jewel Beast you fought. Collect your experience and Lucre, and the scene will change. Pearl will be collapsed next to where Blackpearl was, and Elazul will find her. The two will run off, like normal, and you'll be back in Pandora's Box. Belle will say Florina is sleeping safer now, and that dreams're just reality through a filter. This adventure will now conclude. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3D2. Faeries' Light (Cactus Diary 30) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Lost Princess." Go to Lumina, and move north as you reach the City Map, to reach Bright Moon Alley. You'll want to go across the bridge and up, leaving the screen to the right. Head past the stairs and door, go up the next stairs, and you'll be in the Limelight Lamps Shop. Talk to the girl Monique, who has a problem selling lamps. She needs six more sold, or she'll close her shop down. Gilbert the Bard will run in, telling her not to. He'll agree to sell the lamps, then leaves, starting this adventure! Outside, Gilbert will ask you to help out, if you talk to him, which you should. Choose to sell them, and he'll give you three of them. Head to the dot on the left on the City Map screen, and you'll reach the Mischievous Spirit Tavern, an area with lots of Dudbears. Head up the stairs here, and talk to the bartender. He'll start to teach you the Dudbear language! I've typed up the language for you to look at if needed: Dub!: Greetings/Yes Dud: Goodbye/No Duba: You Duda: Me Dubba: Friends Bubu: Dudbear race Gugu: Other races Da: Light/Stars Ba: Night Dadda: Lamp Dubababa: Many/Very Du: Little Baba: Music Dada: Please Gak: Unhappiness Bub?: "Huh?" Dada Dadda: Buy Lamps Find the two chatty Dudbears in this area, to sell lamps to. This is pretty fun, chat with them and try to translate what they say. You won't get exact translations, but enough to get an estimate. Keep talking until they say you're friends, agree with them, and then try to sell them a lamp when they don't have much more to say. Also, if you look behind the tavern area, you'll find a chest with a Raven Feather. IF Lumina has a certain Mana Level at 3 (I'm not sure which one, I'll check into it further), you'll find Guri the Goblin as a possible pet! After selling two lamps here, go to Bright Moon Alley, and sell a lamp to the Dudbear here. When successful, return to Gilbert and give him the money, and he'll rush over to tell Monique. They'll go outside for a little romantic session, and you can follow to overhear them. They seem to live in two seperate worlds, and just that quickly Gilbert dumps Monique! She doesn't mind that much, and thinks she'll get a new love when she wishes as well. Go back into the lampshop, and Monique will admit she's a bit depressed. Three Dudbears will come in, and talk to Monique, who also knows their language, or can at least understand it. She's happy they liked her lamps, and gives you the AF: Trembling Spoon, and the AF: Sand Rose, if you don't already have it. This adventure is now at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3E2. The Lucky Clover (Cactus Diary 31) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Looking-Glass Tower." Go to the Pub in Domina, and recruit Elazul. Try to leave the Pub, and you'll bump into Pearl. She'll run off again, and Elazul will comment on her needing the better things in life, like friends and family. Head to Geo, and you'll see a green-haired girl appear on the City Map. Nunuzac will appear after her, and call her dirt several times, and the two'll run off. Elazul will think he recognizes her, but sounds shocked. Head to the Sorry, Carl! Cafe, and rest there until it's Jinn Day. If you find the girl on a different day, she won't be able to talk and Elazul will say to come back later. Head to the Academy of Magic, and take the upper-right door that a Student is standing by. You'll see the green-haired girl at a desk, and talking to her will reveal that she's a Jumi! If you read your World History Encyclopedia, you might recall that many mages tended to call the Jumi "dirt." She says that you should come back and meet her at the School's Library, on a Gnome or Undine Day. Do as you're instructed, and go to the Cafe to kill time until it's one of those days. Head back to the Academy's Library, on the lower-right, and talk to the girl. Nunuzac will explain the dirt-concept, and run off when Elazul's on the verge of killing him. The girl will say she's looking for someone who looked like her, and will ask you if you've seen anyone. She asks you to visit her later, and this scene will finally, offically, start. Go back to the Cafe and take some time off, and keep coming to the Academy until it's a school day. Go back and talk to her in the classroom, and she'll want to ask you a favor. Return to the Cafe, wait until it's an Undine or Gnome day, then see her in the library. She'll mention that Florina was kidnapped. Florina's a Jumi that could heal, so this's a serious threat to their race. Since Elazul's already a Knight to Pearl, the girl, Esmeralda, asks you to be her Knight. Say yes, and Elazul will go to the Jewelry Shop incase you need him, and Esmeralda will be your new NPC. Your first stop should be the Jewelry Shop. You'll talk to Alex here about cores, and find out that Esmeralda's sisters are dead, and she's trying to find a way to revive them. Next, go to the Palace of Arts. Kristie and Sotherbee will talk, and tell you there's a core downstairs in the warehouse. Kristie wants it gone if one is there, as it'll bring misfortune. Talk to the statue here, which Esmeralda calls Diana. She'll say to go, Florina is dead, and Sandra is coming to get her core! She's hoping that the Jumi won't be hurt anymore if she gives up now. Esmeralda will get one of her sister's cores back, as well. Our second destination, is the Academy of Magic. If you take the upper route, you'll find the Principal's Office, and Esmeralda will sense one. She'll say to return on Dryad Day. You know the drill, visit the Cafe until the right day, then return. She'll find it, and ask if you think she's a thief for doing this. For Esmeralda's third sister's core, stay at the Cafe until an Undine Day, then go back. Talk to the Teapo from behind the counter, then leave and go to the City Map. Esmeralda will say that it must be in the Cafe, so go back and you'll get the third core! Sandra will be in town now, and plotting to take the cores away from Esmeralda. There'll be a note on the ground, saying just this. When asked, tell Esmeralda to go "To the academy!," and then follow her there to see Inspector Boyd. Esmeralda will already be kidnapped! Sandra sure works fast. Go back to the Jewelry Shop if you want Elazul to help you out in the fight ahead, and head back to Diana at Kristie's Warehouse. Esmeralda was just here, but now she's gone! Talk to Diana, and you'll be teleported to the Battle Arena. Head to the center to fight one of Sandra's Jewel Beasts! Other than hopping around, charging and stabbing with its jeweled tongue, this Beast has no real attacks, and should be a cinche to beat. You'll race to the next room, but too late to prevent Esmeralda's core from being taken. Sandra will escape, and you'll be talking with Diana, who Sandra hasn't taken yet for some reason. Diana thinks she knows what Sandra's trying to do, and tells Elazul to bring Pearl here, and she'll tell him. She'll give you some metal, and teleports you back to your Home. Pearl is dozing here, and Elazul decides not to wake her just yet. This adventure's now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3F2. Alexandrite (Cactus Diary 32) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Two Pearls." To get this adventure under way, you'll want to go to the Pub in Domina, and chat with Elazul and Pearl. He'll ask you to escort Pearl to Geo, and to start this adventure you should say yes. Pearl will mention how Elazul feels about Esmeralda having her core taken, and she'll join the party. Head to the World Map, to see another of Sandra's letters hit Geo. Bring Pearl with you to Geo, and the Warehouse under the Palace of Arts. You'll see that Diana is now a crystallized statue. Pearl'll wonder what to do, so assure her to 'Don't worry' just yet. You'll go upstairs, and Pearl will tell you about the Jumi Knight-Guardian ceremony. You'll also learn that you're supposed to look for Keys of the Heart, to get Diana back to normal. There's three of these keys you'll need to find. The Academy had a core last time you were here, at the Principal's Office. Maybe they have a key too? Check there, and you'll find a key on the desk! This is the Key of Hate. If you try to leave Geo, right by the stairs, you'll see one of the keys, this one the Key of Pride. One more to go! Lastly, head to the Instrument Shop in Geo. A key will be there, sitting on a drum! This's the Key of Pain. You have all three, so now you just need to bring them back to Diana. Of course, things are never this easy. Kristie decided to redecorate, so Diana's missing! Ask Kristie about it, and you'll learn Diana's now in the Battle Arena. Elazul will appear, to hear that Diana did this so she wouldn't get her core taken by Sandra. It seems Diana doesn't want to die as much as she first thought. The keys will work to free her, as Diana explains Sandra's motives behind hating the Jumi so much. Sandra will interfere, and wound Pearl, before grabbing Diana's core. She says to find Blackpearl, before vanishing. Elazul and Pearl try to leave to keep you out of this, blaiming themselves for causing possible harm to you, as this adventure concludes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3G2. Teardrop Crystal (Cactus Diary 33) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Fluorite." For this last adventure with Elazul and Pearl, head towards Domina's Church, and speak to Inspector Boyd. When he starts to ask if Pearl and Elazul might be dead, be sure to tell him 'No, that can't be,' especially since you know that's the truth. He'll suddenly remember to ask you for a favor, which is to check an abandoned building in Geo, that used to sell Jumi cores. Accept the mission, and the two of you will be outside Alex's old Jewelry Shop, where you just went to do the Fluorite adventure. The Inspector will ask you to open the door there, which you can easily do. Somehow, he can't seem to, so he stays outside. There's nothing of note in the shop, so try to leave, to bump into Pearl. Elazul will be with her, and they'll say that everyone thinks this place is abandoned, and that Alex is a mystery-person of some sort. They'll look around the shop for something strange, so examine the box in the lower-right. The box will open, and it's Pandora's Box! Pearl will immediately collapse here, and they'll meet Florina. Pearl will become Blackpearl again, and Florina will ask her about the Mana Sword. They'll talk about Elazul's sword, and how it's not the right one. Then they'll ask the big question, about Blackpearl/Pearl, and who was the real one. During this scene, they'll explain about Florina being in Pandora's Box, the Jumi's search for the Mana Stone, and who Alex really is, among other things. This adventure will open up offically, and show how Pearl and Elazul met. Florina will ask Blackpearl to defeat Alexandra, who is now Sandra the jewel-hunter. You'll get the AF: Jumi's Staff, and Florina will vanish. You'll be asked to bring either Pearl or Elazul to the location you place the Jumi's Staff. Elazul is a decent fighter, but picking Pearl will let Elazul give you the SwordOfFate, a 1H Sword with an offense of 40, and some stat-bonuses. Step on the circle to reappear in the Abandoned Jewelry Shop, then save and head to the World Map. Place the Jumi's Staff on the World Map, to create the Bejeweled City. Head here with your chosen partner, and head up. Go inside the door here on the Glowing Corridor, with the blue stone above the door, and get the chest with a Mirror Piece in it. Fight the Beholder and Denden inside, then get the Sapphire here. Head left and up outside, and go in the door with the yellow gem above it, to fight a Beholder and a Marlboro. Don't forget the Topaz or the Messy Scroll! Head left and up again, to reach Sappho's Gate. Walk past it for now, and go to the next screen and inside the door with the green stone above it. There's some Magical Meat here, as well as two Chobin Hoods and a Succubus. Take the Emerald here, and leave to go left and up again to the next screen. Enter the red stone room, getting the Holy Water from the chest, and slaying two Chobin Hoods and a Shadow Zero for the Ruby. Head back to Sappho's Gate, and examine it. You'll need to put the jewels you received on pedestals. Your partner will detect something, and Pearl will change into Blackpearl if she's with you. It's yet another Jewel Beast! When it's done, talk to the pedestals to place the gems. You need to make the color of the stone above the door, so talk to the gems until the Topaz and the Sapphire are there. This will open the gate. Journey back along the Glowing Corridor, to get a spare Topaz and Sapphire, then go up the stairs behind Sappho's Gate. Head to the right, entering a room with a purple stone above the door, to get a chest with a Virgin's Sigh, and fight two Ape Mummies. Pick up the Amethyst here, and go back outside. To the right is another of Sappho's Gates, so continue right past it to see a strange scene from the past, with Esmeralda, Rubens, and Diana. Go right again, and enter the room with the light-blue stone above the enterance. Get the Angel Feather from the chest here, then fight a Dark Stalker and a Marlboro to earn the Aquamarine. Return to Sappho's Gate, and examine it to fight yet another Jewel Beast. These things should be regular enemies, they've been used so much by now. At least the experience is good, though. Go back to the pedestals, and try to place the right stones. There's three here, so place the Amethyst, Sapphire, and Emerald to open the gate. Now, go back downstairs to the first floor, retrieve another Sapphire and Emerald, then come back up and get a new Amethyst. Then head up the stairs here. Right to the right is a door with a white stone above it. Get the chest for a White Feather, then get ready to fight a Machine Golem. It can only attack things infront of it. It'll move up and down like a normal enemy, but if you're in the line of fire, it'll try some attack. When it flashes, be ready to dodge the huge laser that fires straight ahead. When you beat it, take the big experience and Lucre, then get the Diamond. If you head right, you'll see another scene from the past. Going right will lead to the Sappho's Gate on this floor, with four pedestals. Another Jewel Beast guards this one. Place the Topaz, Emerald, Amethyst, and Diamond here to open this last gate, and run inside to reach the Room of the Clarius. Head to the door when you're ready, to meet Alexandra inside. Alexandra admits to being Sandra, and calls on the Lord of Jewels, who you met in the Mekiv Caves. He swallows Jumi cores, somehow merging them inside as well. He's eaten 998, Sandra claims. He eats another infront of you, which for me was Elazul, since I took Pearl with me. The Lord of Jewels 999 will attack right after this! Boss-pushes, rush attacks, and a quick tail-whip are the Lord of Jewels 999's physical attacks. It also likes to block your physical attacks. This creature loves to use flash-attacks, though. One is a shower of crystals onto the ground, that soon explode. A second is a laser beam, that will try to hit all of your companions and yourself, surrounding you in crystal and shattering. It also has a chance of confusing you. A third flash-attack is a quick sprinkling of gems, that explode upwards into stalagmites. Get in hits between flash-attacks, stepping back and dodging if you need to get some energy back. Distance attacks work well, but more physical weapons usually hit harder, too. After the fight, Sandra will sacrifice her own core, to energize the Lord of Jewels so he can revive Florina. You'll be transported to a star-studded battlefield, to fight the Lord of Jewels 1000. This boss usually fires a laser beam infront of itself for an attack. When it flashes, it'll float to the top of the screen, to fire one bit of crystal that will explode. This's actually the only flash-attack I saw this boss do, as it was quickly destroyed by my party. I believe this form is much easier to fight than its previous. Your character will cry for the dying Jumi, and turn into stone, as the rest of the Jumi all come back. They'll make a teardrop crystal, which can cure your petrified state. Winds will swirl around your Home on the World Map, and lightning will strike, before you can see Bud and Lisa inside your house, commenting on the storm. The storm will break, and Bud and Lisa will run outside amidst a great backdrop to meet Elazul and Pearl. You'll be back too, and your character will say their first unpicked words! ^^ And this quest will conclude successfully. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3H2. The Quiet Sea (Cactus Diary 34) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Drowned Dreams." Board the SS Buccaneer, and head for the Wheelhouse. Tell Ramtieger to go South, East, and East, and he'll tell you the wind has stopped. This will start the adventure. This's bad for ships that're trying to move, so he tells you to go fish or something. Fishing's best to do from the Quarter Deck, so go up to the top of the boat to see a Penguin's already fishing. Leave and come back, and chat with the Penguin to open the bottle he caught. A ghost will pop out, and start talking about the ship. Looks like the SS Buccaneer's haunted now! Go to Cap'n Tusk's room, and he'll tell you to find the ghost's bottle. Head outside the Deckhouse to the right, and go down the stairs. Take the Hatchway stairs down, and talk to the brown barrel you'll see here. Tell it a pretty girl's here, to trick it into moving around. Talk to it until you get the ghost's bottle, then head upstairs. When you get outside, a Penguin Pirate will lead you to the front of the ship to duel the ghost, Gova! Gova can inflate its fists, then spin around in a cyclone to hurt and dizzy you. It also relies on single jabs and licking with its tongue. After flashing, it can stab you and suck out your energy to refill its own! Alternatively, it can resemble a band, and start playing music to hurt and confuse you. Stay beneath Gova and it can't harm you with its attacks. When you win, collect your experience and Lucre, and a piece of ViselGold from the captain, along with a Pincher Crab for your library. This adventure is now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3I2. The Treasure Map (Cactus Diary 35) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Drowned Dreams." Place the Pirate's Hook in the water, to make the SS Buccaneer. Head down the stairs and into the Deckhouse. Head south while in the Deckhouse to reach the Wheelhouse. You'll meet Ramtieger, the steersman for the SS Buccaneer. He'll then ask you to give him directions to sail in. Sail North, North, then East, and the Cap'n will send someone to ask you to go see him. You'll be moved there automatically. Cap'n Tusk will ask you to go look for a treasure map inside the Mekiv Caverns. Agree to go and you'll be inside the Caverns with the Pirate Penguins, and you'll trigger this event. Take the upper-right path, and fight three Bloodsuckers. Go to the lower-right, and you'll see Roger and his Dudbears. They'll talk about a treasure map that they lost, and how the Pirate Penguins are their enemies. Follow them up to the area Boink was previously guarding, and fight the Goblin and two Pincher Crabs here. Goblins can drop 2H Earthsplitter Axes sometimes. Continue along to the lower-right exit, and look at the brown paper you'll see. It's the map! A horde of Dudbears runs up, eight in number. They'll each grab the map and run, tearing it into eight pieces. You have to hurry and grab them all! Run right and talk to the Dudbear there to get a piece of the map back. Head right, fighting a Mushboom and a Skeleton, running right to get the Blackened Bat from a chest. Head back to the Dudbear you knocked out, and take the upper-left exit. Fight the Goblin and two Pincher Crabs again, and leave the screen to the left. Take the lower-right path on this screen, kill the two Bloodsuckers and the Pincher Crab, Then the Bloodsucker, Pincher Crab and Poto, and leave to the right. Get two more pieces of the map from the Dudbears here, and go back to the upper-left. Kill the enemies off and head left, left past the Sproutling, and kill the three Bloodsuckers here. Go left, and go around the Boinks, taking the lower-right path. Get three more pieces of the map here. Hurry, time's running out! Exit to the lower-right, killing a Bloodsucker and two Mushbooms, and the two Bloodsuckers and a Poto after them. Head right, and quickly grab the last two map pieces. The map's finished! You'll receive a Crab that crawls around in your Library for your trouble. Careful not to step on it! This adventure will be over now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3J2. Reach for the Stars (Cactus Diary 36) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Place the AF: Sand Rose on the world map. Place the Sand Rose, and head into the Duma Desert. Talk to the shocked Students of Geo to hear that a magic book was stolen. Talk to Kathinja to get attacked by over-eager Students, before she calls them off. She reveals they're looking for Mephianse, and that he's the thief. Him and his Students're here to test out the new spells. They want the book back, but it is a large desert. Talk to Kathinja again, and offer to help. She'll officially introduce herself as a professor of Geo's Academy of Magic, and the event will trigger. She warns you about Mephianse's Students giving you incorrect information, and runs off. Go right, and leave the screen by the lower-right. Get the chest with Lizard Meat here, and take the upper-right where the Blue Student is standing to fight three Skull Beasts. Head right and up to be at a sand- fall, and go right. Two Mad Mallards will be here. I found a NinjasCharm after the fight. Beat them, go right and down to the River of Sand. Go to the right and up, and get the Rust here. There's also another sandfall. Talk to the Green Students, and choose to 'Go Through' it. They'll kick your shins, and let you go up. When you do, another Student will teleport in and inform them that they've let you go the correct way. Oopsies! This next screen will have a Fierce Face and two Skull Beasts. I won a PegasusHelm from this fight! Taking the upper-left route brings you to the Oasis, which has a Gold Sprite Statue, and also a chest with Scissors. Go back a screen and take the lower-left route. Fight two Mad Mallards, and note the upper-path, but don't take it yet. Go left, fighting three Skull Beasts, and then two Cockatrices. Left is another another sandfall, and a chest with a Silly Eye. Leave by the lower- right, fighting two Cockatrices, and then two Fierce Faces and a Mad Mallard. Get the chest with a Needle. Going up would put us behind the first sandfall we found, but we wouldn't be able to go past it. So, retrace your steps to the upper-path we noted earlier. Take this path up, to see a sandfall and lots of Green Students. Keep talking to them until you can choose to 'Go Through,' and do so. The Students will swarm you, which somehow seems scarier than many of the monsters we've fought. Just head one way, so they follow you, then curve back around and past them, heading to the upper-left. Run left, and Kathinja will catch up with you. She'll tell you to make sure you have equipment that'll reduce magic damage on, but you actually won't need it. Talk to her again when you're ready, and you'll both go left. Mephianse is here with some Students, at some weird cannon-like object. Mephianse says he's going to create a star with this device, and shatter the earth with stars. He'll push you back to the previous screen, and Kathinja will zoom off further. Two Axebeaks will appear to take you out! They can fire their beaks like boomerangs, and try either one hard peck or several weaker pecks to hurt you. They can also kick with their little feet. Try to use area-effect Special Techniques, or just focus on one with your chosen weapon until it's dead. The survivor will be a lot easier to take down. After the fight, Kathinja returns. You'll run back to the left, only to see Mephianse's machine's ready! You'll appear on the World Map to see the stars he creates! Much to everyone's surprise, these're just fireworks, not some world-shattering star. Kathinja comments on the cool fireworks display, and gives you the AF: Torch of Coral, if you don't have it, or some metal if you do. That'll complete this adventure with a bang! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3K2. The Dragon Princess (Cactus Diary 37) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Ghost of Nemesis." Go to the White Forest with Larc in your party. When you enter, Larc will mention the White Dragon, Vadise, hiding in