Last updated 3/29/98.
Last Revised 5/8/99.
Now then, Luka and Jema have told you the Cannon man near Potos will send you to the Upperland, which is where you now need to go and, quite conveniently, the Sprite's home. Stock up on everything and heal up, you won't be reaching any more healing spots until after the next boss.
The Silktails are pretty weak enemies at your level (probably) though they're still stronger than their yellow counterparts (like that says a lot.) The Steamed Crabs are technically stronger but never cast any spells besides Thunder Saber, which isn't as cool as it sounds, and don't hit all that often. The Nemesis Owls are annoying only because their favorite spell is Silence, which switches your controls (Left=Right, Right=Left and so forth.) Water Thugs are in the mix as well (remember them?)
You land on a screen full of Moogles and snow (Watts is in the northeast corner.) The Sprite loses some his memory AGAIN so you're no better off than you would be without him (except that without him you only have two characters. :) The Moogles are all crying because Pebblers have taken over their village. As you go to the south or the east, the background and climate change DRASTICALLY! There are four sections and two creatures in each section:
Winter: White, where you start, has Steamed Crabs with Nemesis Owls (but right now it has Moogles.)
Spring: Pink, south of Winter, has Silkatails and a single Steamed Crab.
Summer: Green, east of Spring, has Water Thugs with Silktails.
Fall: Brown, east of Winter, north of Summer, has Nemesis Owls with Water Thugs.
Right now, the Spring section has Neko in it, who's selling some new armor. There's also an area with a crystal orb that won't budge southwest of Spring, Cannon Travel back to Part 1 southeast of Summer, and the Moogle Village, which is where you want to go, northwest of Summer.
As you enter the ex-Moogle Village, three Pebblers attack you. They're strong but not too strong. Just whack away at them and try to avoid their brown rocks.
Beat the Pebblers and the Moogles, not to mention Neko, Watts, and two weapon orbs, will move back in. Now the Moogles say "Kippo Kippopo." (Did they mean Kupo Kupopo?) The Sprite regains his memory and translates "Walk the seasons, Spring to Winter, Spring agains and we may enter." (or something very close to that) Which means, go to the Spring section. Now, following the natural order of the seasons, go to Summer, then Fall, then Winter, then back to Spring "so you may enter." A new path will open up, leading northeast of the Spring section. Now you're in the Sprite Village. However, there's only one Sprite there, and he's with you. The whole village has been deserted. Then, from back behind the village, you hear a noise...
To defeat the Spring Beak, cast Earth Slide on it a lot and hit it a lot. It isn't all that hard. He casts some spells but you should be able to Cure Water away their effects.
Once that's done with, go North. Now you're at the Wind Palace. Okay, there's one other Sprite here: the Sprite's Grandpa.
Talk to the Sprite's Grandpa and he'll tell you that the Empire came and got rid of all the Sprites. He won't help you directly, but gives you his Elemental, Sylphid. The Girl gains Analyzer, Balloon and Thunder Saber. The Sprite gains Air Blast, Thunderbolt and Silence. Analyzer is a very key spell and only costs 1MP! With it you can disover the enemy weak point, see how close they are to dying, see what works on Crystal Orbs, even discover whether or not a Treasure Chest is a trap! Just cast it on the enemy/orb/chest you wish to gain info on. You also get the Wind Seed and you get healed. Since the Sprite Grandpa will heal you for free over and over again, the Wind Palace is a good place to gain magic levels.
Go down to the Crystal Orb southwest of Spring. Cast Air Blast on it and it will vanish.
The Crawlers are pretty strong and can poison you so you're best not worrying about them unless you REALLY want experience ponts or GP. They are in combination with Silktails, Water Thugs, Steamed Crabs and Nemesis Owls.
There are just three large screens in this area with the five types of creatures all over the place. There is a Cannon Travel site here, but it's closed (lack of fuses.) There's a cave on the third screen. Go in it.
The Kimono Birds are difficult to hit with weapons, but easier than the Tomato Men are. They cast a lot of spells and summon Pebblers (more Pebblers?!) There's just one here but you'll see more later.
Get past the single Kimono Bird and you'll think you traveled to Mario Brothers!!! Mushroom Kingdom!!! Welcome to Matango. Or as I call it, Mushboom Village. Although they look like Mushbooms, the Matangans are friendly. There's a shop here (you mean Faerie Walnuts only cost 500GP? :) Watts is in town. In the castle, there is an inn. Talk to the one with the crown and beard. He's King Truffle. He'll let you past the guard near the entrance to the castle and will tell you about the White Dragon. He'll give you a Whip Orb to help you out. Stock up and heal up and head out.
No new enemies here, just six of the seven creatures you've seen since you arrived in the Upperland. (No Silktails.)
You'll need to cast Earth Slide on an orb to continue at one point. There is also one set of stairs... does anyone understand its purpose?... where you can see both the bottom and the top but pits keep you from reaching either side.
The Great Viper is at the end of this area. Cast Thunderbolt or Air Blast on it a lot and prepare to Remedy being shrunk.
After beating this, continue a little further. You'll see the legendary white dragon. (It's only a baby!) You lead it to Truffle (automatically) and he decides to take care of it, naming it Flammie. He'll tell you to go to Kakkara now, through Cannon Travel. Apparently, they got some new fuses. DON'T go to the Ice Country - yet. Go to Kakkara.
The Sand Stingers are like strong Crawlers (sort of.) Pumpkin Bombs don't give you much when you destroy them (1 EP and 12 GP!) because they self-destruct occasionally, killing themselves and harming one of you. Spider Legs never do anything unless you walk on them. Then they cast high-level Earth Slide. Mad Mallards don't cast any spells but summon Pumpkin Bombs. There are also a few Pebblers here.
Just keep wandering around (basically north) until you see the Sandship. You'll climb aboard. The guards catch you. Then Morie shows up. He sends the three of you to work in various parts of the ship. Now the Boy, alone, is working in the Engine Room. Talk to some of the other stowaways. One is named Sergo, ex-pirate of the 8 seas. Talk to him, the guards, him again, and the guards again (in that order) to escape.
You have to get the Sprite back before the Girl. He's supposed to be preparing meals. So do a little searching. Be sure to visit the man at the helm. He'll let you save. When you find the Sprite, you discover that he ate all the ship's food!!! The others working in the kitchen are glad to let him go, so he rejoins you. Now search in another area, where two guards are blocking the door. Talk to them and the Sprite will tell them that rats ate all the food! (He's not all that far from telling the truth! :) They'll run off and now you can get in the door. Morie and the Girl are here. You arrive just as Morie is commanding the Girl to massage his back, and she gets VERY mad at him. She notices you're there and starts to leave with you. Then Meria shows up. Morie tells him you've escaped. Just as it looks like you're going back to the engine room, more soldiers show up and inform Meria and Morie that the Empire is attacking.
There are many Imperial soldiers here, along with the Sandship crew, but the only one of any importance is Geshtar. You remember, the guy who tried to feed you to Jabberwocky. He recognizes you and kicks you off the ship and decides to kill you himself this time.
Mech Rider is another way of saying "Geshtar on a big, fast flying machine." Cast Thunderbolt on him a lot and avoid the missles he shoots if possible, because they can knock you unconscious.
Now, the entire crew of the Sandship is standing aroung in the middle of the desert. Meria and Morie apologize for what they did (well, Meria does, anyway.) One soldier says help is on the way. Tell him yes, you're leaving, to continue.
Go north and you reach Kakkara village. Note that Watts is here and the merchant has some new armor. This place used to be an oasis, but Salamando and the Fire seed vanished from the Fire Palace to the west, causing the water to vanish. Despite what your instincts tell you, there is absolutely nothing of any real value you can do in the Fire Palace (yet.) One girl mentions a city as warm as Kakkara in the Ice Country. Go to Cannon Travel and go to the Ice Country now.
You end up in a village populated either by walruses or people wearing walrus skins. The shop has exactly the same stuff as the one in Kakkara and Watts is here. This is obviously not the city as warm as Kakkara the girl mentioned. There's nothing overly spectacular about Todo Village so just leave.
The Howlers and Shellblasts are strong but not outrageous. The LA Funk can't be hit with weapons and its weakness is a magic you don't yet have. So try to avoid them. Pebblers are also here (Pebblers seem to be everywhere!)
On the first screen, you'll only see a bunch of Howlers. On the second, you'll see a red-nosed reindeer named Rudolph whining that his Master has been captured by a monster. (Try to guess who his master is. Come on, guess.) Inside his house is a Spear Orb. The next few screens have all the enemies, and the first of these leads to Cannon Travel (in the east.) Eventually, you'll run across another monster that looks strangely like Tropicallo.
Not only does it look like Tropicallo, but it has Bramblers. Sheesh. Anyway, keep casting Earth Slide on it and whack at it whenever it comes up. And although you're on a much higher level than before, avoid the Bramblers.
Upon beating this, you'll automatically go north. You'll be in a village... that looks VERY out-of-place. The music in the background may sound familiar to you. And don't those green robots look familiar? Apparently, this is the resort that is as warm as Kakkara. The green robots seem to be in charge. There's one guarding a large stove. Talk to him and he moves out of the way, telling you to watch it and "whack on it if it cools down." As you watch it, it makes a slight pinging noise. Open it up and out pops Salamando, the Fire Elemental. In gratitude, he give you his powers. The Girl gets Flame Saber, Fire Bouquet and Blaze Wall. The Sprite gets Fireball, Lava Wave and Exploder.
Once he's free, the two robots return with their boss, or should I say, they return with Boss. That's right, Boss and the Boys. Scorpion Army. Boss is very mad at the Boys for screwing up. The trio run off, saying they don't know a thing about the Fire seed. Don't bother following them; they really don't know. All they know is that some strange man was also in the Fire Palace.
Go anywhere that's appropriate and build your Salamando levels to 3. That will help a lot in the Ice Palace. Now then, to the northwest of the resort is Neko and to the northeast is the Ice Palace. When you're ready, go to the Ice Palace.
The Blue Drops reproduce and turn you into snowmen if you get too close to them. The Specters can't be hurt with weapons and are weak against Lumina magic... which you won't be getting for quite a while. The Weepy Eyes aren't all that strong but cast some strong spells. The Mystic Books cast a lost of spells. And there are also Shellblasts and LA Funk all around the castle.
In the first room, hit the switch on the far right to continue. Be on the lookout for an extra wepon orb on the right side of a fork in the road. At one point, there are some tiles that, when you step on them, fall away and send you down to fight three of an old friend.
Concentrate your attacks on one at a time so you don't have to worry about three Biting Lizards eating all of you. Hit the Tonpoles with weapons, but when they turn into Biting Lizards, cast Salamando magic on them. They aren't any stronger individually than the first one, but now there are three of them.
Continue a little farther and a voice commands you to leave. Say "no" and you'll fight the Frost Gigas (which is the only way to continue.)
You technically can't die during this battle. If you run out of energy, the Boy (and ONLY the Boy) will be recovered and sent to the entrance of the Ice Palace, told to "get out." He'll cast Ice Saber on you, which may SEEM like a plus, but actually causes you to deal less damage to him with weapons. (Not much less, albeit, but less.) Cast Salamando on him a lot and he'll melt down to...
He turns into a jolly-looking somewhat fat man in a red suit. And Rudolph comes by and calls him "Master." That's right; Santa Claus. (I'll bet you never guessed it was him!) He took the Fire seed to grow a big Christmas tree and restore children's hope, but rather, the seed turned him into the Frost Gigas. He gives you the seed and returns to his house.
Now, return to Kakkara. Amon tells you to place the seed in the Fire Palace. It's to the west (though you have to go two screens south, one screen west and one screen north to find it.)
The Dark Funk and Red Drops, statistically, are EXACTLY like the LA Funk and the Blue Drops, except that the Dark Funk gives you a tiny bit more EP and GP. They are both weak against Undine's magic. Just like the LA Funk, the Dark Funk can't be hit with weapons. Just like the Blue Drops, the Red Drops regenerate and have a perpetual saber spell (they set you on fire if you get too close.) The Robin Feet cast Flame Saber a lot but aren't very strong at all. There are also Mad Mallards here, not to mention any Pumkin Bombs they create.
You'll need to cast Exploder on the first orb you see, Fireball on the second and Ice on the third (the third only appears after you step on a switch.) Be on the lookout for chests containing GP and an Axe orb. In the last room, step on a switch and and orb appears and all the torches are set on fire. Cast Ice on that orb (like I said above) and all but two torches go out. Step between those torches and stairs appear in the center of the room. Go up the stairs and...
Try to avoid him when he charges and cast Thunderbolt on him a lot. Be prepared to heal.
Beat him and the Fire seed is returned to the stage room. Absorb its power. Now head back to Kakkara.
Something's wrong; the water hasn't returned. Amon's advisor says only a sea hare's tail will recover the water now. You can worry about this later. The girl who told you to go to the Ice Country now tells you to go to the Empire. So go to Cannon Travel and choose their new site: Empire Southtown (though he just calls it the Empire.) Then again, you may want to build up your levels first. But eventually, you'll have to go to the Empire.
As I said as I was rambling earlier, you start out in Southtown. The Cannon Travel you land at only goes to Kakkara. This is a small town (it only has one house!!! :) with only two things of interest. One is Mara (she lives in that house.) Talk to her and you discover that she's a Tasnican spy. She helps you out by saying the password to the Resistance's base is 634 (even though I just said it here, you STILL have to go to Mara.) Go to the far east and you'll see a strange green-clad man. Buy what you need, then speak to him and tell him the password. He lets you into the sewers.
The Dinofish aren't all that tough. There are also Iffish (this late?), Blue Drops, Mad Mallards and any Pumkin Bombs they summon.
Keep going forward and eventually you'll be in the Resistance's base. Now you meet Krissie. She's the leader of the Resistance. She mentions Dyluck draining people's power. Keep going and you'll find yourself in Northtown. (The base is disguised as a coffee shop. Though those stairs should give away that the Resistance is there! :) Watts is in the Inn's basement. A shop selling high-quality armor is just to the east of the "coffee shop." When you're ready, go northeast to the ruins (that's right, more ruins.) Phanna is right outside. Speak to her and she says things that make the Girl mad. The Girl slaps her and she falls over. Krissie arrives and takes her to the doctor. Continue.
The Grave Bat and Imp are average enemies, even a little weaker than some other creatures you met before. The Ghouls are pretty strong and the Wizard Eyes, which summon Weepy Eyes, should be avoided (unless you ENJOY being Moogles! :) (NOTE: I think the Tiger Bikini, sold in Northtown's shop, prevents the girl from getting Moogled.) Plus, most of the first half of the game is here! Green Drops, Red Drops, Blue Drops, Weepy Eyes (summoned by Wizard Eyes), Specters, LA Funk, Dark Funk, Robin Feet, Tomato Men, and Zombies (summoned by Tomato men) all appear!!! However, they aren't any stronger than before and YOU are stronger, so they shouldn't be too much of a pain.
Go up the stairs on the left or right side of the first room and through BOTH of the doors you see and you'll gain access to two new orbs. When you pull a switch, spikes will lower, both by another switch (lets you reach a door to continue) and a different door that has a Sword's orb behind it.
There are actually two bosses here, one right after the other. Keep this in mind as you fight...
It's weakness is Lumina!!! Freaking Lumina!!! Where IS that darn elemental when you need her? It's like every creature in the whole castle is weak against LUMINA!!! But you don't have Lumina, so for now, you'll have to make do with Gnome. Just like the first wall. And also like before, attack only the middle part. This time, killing both eyes causes the center part to do an INCREDIBLY devistating attack that costs it absolutely nothing! And it will do this to a random character over and over! So just leave the eyes alone and demolish the middle part.
Once the wall is gone, continue forward. Dyluck is standing on a large pyramid just like Thanatos did earlier. Walk up to him and he sends the Girl to Thanatos (after draining her energy.) The Boy gets mad and attacks him. He comes to his senses and tells you to look in the room behind him.
Once you get in, you find the Girl, quite unconscious, in front of Thanatos. Thanatos rants and raves about how he got her energy and all of a sudden... she revives. Dyluck sent her some energy! Thanatos gets mad and leaves, leaving you alone... with the Vampire.
Once again, its weakness is LUMINA! But your Sprite spells do pretty well against him, so just spell him to death. He doesn't heal but can absorb your energy. He casts many strong spells so be prepared to heal yourself.
You return to find Dyluck and Thanatos gone. You'll be seeing more of them later. Go back to the Resistance's base and Krissie will inform you of the Emperor's peace dinner! He wants peace! It's almost too good to be true!!! Head up to the Castle in the north to join Krissie and the Emperor...
Well, Krissie isn't there, most of the Emperor's troops aren't there, but Emperor Vandole is. Unfortunately. He has what troops ARE there throw you in the dungeon with Krissie and her friends. Goody. Yell at the guard and he'll let you out, but then pushes you down a pit with the Metal Mantis.
Looks familiar, doesn't he? He's strong but not too strong. Just use Sprite magic a lot (I'm getting a little tired of saying that.)
Now that that's over, you can roam the castle.
Embermen replicate a lot and are somewhat strong. Armored Men are weaker, sort of. Dark Ninjas are the strongest of the three, and have the ability to turn ALMOST invisible. There are Mystic Books here, too.
Be on the lookout for two weapon orbs, a Glove and an Axe, both in the same place. Eventually, you need to hit a switch in the wall or the tiles on the floor will keep knocking you back or teleporting you around. This is very close to the throne room. When you get there, Vandole, Geshtar, Sheex, and Fanha (not to be confused with Phanna) are waiting for you. They escape, aside from Geshtar, who attacks you again.
He's stronger this time than before but beat him the same way: a lot of Sylphid.
Angry for being defeated TWICE, he decides to blow up the Palace. A small price to pay for the destruction of the Mana Knight, right? When all looks lost, you hear a strange noise and a familiar-looking mushroom with a beard appears. That's right; Truffle. He gives you the Flammie Drum, which can call Flammie, who's now large enough to carry you. Now take Flammie and Truffle to Matango.