Last updated 5/8/99.
Just joking. Actually, this is a list of things you can do, now that you can fly Flammie around.
1. Near the Kakkara Desert is a small island that looks a little like a turtle shell. Land Flammie there. If you're on the Golden Isle, fly to the OTHER side of Kakkara. The people here have nothing important to tell you or give you, except the shopkeeper, who has exactly one item: Sea Hare's Tails. He'll give you one for free. Now go to Kakkara Village. Give Amon the Sea Hair's Tail and the water (or, as they say it, waaaaaaaaaaater) will return. In gratitude, Amon will give you the Moogle Belt. You can use this whenever you are moogled, and you'll turn back into you.
2. Near the Ice Country and Kakkara is a small lighthouse. At the very top, you can gain some info that, in all honesty, you'd actually learn anyway.
3. The Gold Isle, found between Kakkara and the Empire, has the best shop you're gonna reach for a long time. It's incredibly expensive, so even if you've had no problem buying armor in the past, it will be a bit hard to buy, but buy as much as you can anyway.
4. Go to the Dwarf Village and talk to the Elder. He'll give you the Midge Mallet. Now you can unshrink yourself freely.
5. Special tip: If you want your sword to be stronger, try this. This is also the only way, without a Game Genie, to get the Level 9 sword. Do this exactly ONE time, because it should ALWAYS work if you do it once, but it might glitch if you do it more than once. (For NO weapon, ever, should you have a higher-than-L9 weapon, and the game may glitch if you try and get a L10 sword by doing this twice and getting all the other sword orbs.)
Anyway, fly to the Ice Country. You have to land in EXACTLY the right spot: a small island near the Ice Palace. If you're in front of Neko WHEN YOU LAND, perfect. Otherwise, call Flammie again and try another island. Talk to Neko and save your game. (You might want to use a different slot.) Press and hold L and R and Select and Start for about 10 seconds (the screen should go black.) Release them and the game will restart. Now, start a new game. Name the Boy and, as fast as you can, WITHOUT SAVING, get to the point where you'd fight the Mantis Ant. Now, DON'T attack it. Press and hold LRSS for another 10 seconds and release. Once again, the game will start over. Now, select the game you saved at Neko. Miraculously, you'll be in a fight with the Mantis Ant (all three characters, with all of their equipment and stats!) Kill it (with one hit! :) and you get a Sword Orb. Now, once you've collected all of the OTHER Sword Orbs, you can have the Level 9 (Mana) Sword!!! The #1 absolute strongest weapon in the game!!! Remember: Only do this ONCE. And it may work best if you do this AFTER the Mana Tree.
Now then, back to the Walkthrough...
Since you travel many places during this part of the game, I'll split it up into subsections.
When you bring Truffle back to Matango, he tells you to go to Sage Joch in the Mandala Mountains. Go to Mandala. Watts is in the village (BIG surprise). Go to the shrine up north. After watching the "Veedios" (which range from two that don't work, a game show, a song, a debate about mana, a news report, and others) to to the very top and talk to the man there. He'll tell you about Joch's test. Now leave the town on the path to the south.
The Trap Flowers have an annoying habit of casting Sleep Flower, and the Eggatrice can poison you. The Bomb Bees are stronger statistically, but they don't have much attacking power and don't do anything special. Interesting fact: Bomb Bees have 40 MP but I've never seen one cast a spell - ever!
Ignore the cave at the bottom for now. Just climb the mountain. Neko MIGHT appear along the way, but he isn't selling anything spectacular. At the very top is another cave. Enter and you'll see a large bird creature. He seems unaggressive. Talk to him and he tells you Joch is out. Might this be Jehk, Joch's disciple the people in the village mentioned? Anyway, according to him, Joch is in the Palace of Darkness, the cave at the bottom. So go there. NOTE: the quickest way there is actually to call Flammie and then land immediately without changing your position. You'll land right by the cave.
The Fierce Heads summon Grave Bats and can poison you. The Dark Knights have strong attack and defense power. Also, there are the Grave Bats summoned by the Fierce Heads, Imps, Dark Ninjas and Embermen.
You have to do a lot of backtracking and exploring to find the path. There are some weapon orbs hidden in here, but later, the enemies will be gone and the orbs won't. The last room before the boss contains paths that only become visible (and solid) when you step on a switch.
That picture is slightly inaccurate, by the way. In the very middle is a small robotic thing. Anyway, as you walk in, someone named Shade says he's testing you. This slime is weak against Salamando so use that. The more it's hurt, the smaller it gets. And, despite its high HP number, it's really easy.
After this battle, you meet Shade. He gives the Sprite (NOT THE GIRL) his powers: Dark Force, Evil Gate (which is a useless waste of -8- MP that does less than 100 points of damage per cast) and Dispel Magic (very useful against creatures that insist upon using walls.) And you get to absorb yet another seed (that makes 5.) Hmmm… Joch isn't here. What WAS that bird talking about???
Now Jehk says Joch's on the Gold Isle. WONDERFUL. When you get there, you don't see him in town. There's a tower, but it's locked. The king doesn't help (all he says is "Money, money, money!") But it's not a huge problem. Just west of the entrance to the tower is a huge flight of stairs. Climb it and go all the way around to the man on the other end. He says a Tasnican spy stole the key and, though he was caught in Southtown, the key was never found. Hmm… Southtown, Tasnican spy, doesn't that remind you of someone?
Go to Mara's house in Southtown and she'll dig up the key and give it to you. Now return to the Tower and go on inside.
This is an annoying Howler clone but not very powerful. Also, there are Dark Ninjas, Wizard Eyes, Weepy Eyes summoned by them, and on the second floor, Embermen.
You start out in a room with a weapon orb (cool beans! :) After a very short corridor, you meet the Blue Spike.
He's not weak against any SPECIFIC magic but use whatever magic works anyway. Some specific spells work much better than others. Close to the end of the battle, his head will vanish and he'll explode, but then the head will reform and he'll continue the battle. (PYSCHE! :)
After another weapon orb (plus those from the bosses, that makes FOUR weapon orbs, and more if you missed ceratin orbs earlier) and another equally short corridor, meet the Gorgon Bull.
He's really strong, but a handful of Thunderbolts and he'll be gone.
Now, continue.
Lumina is the reason that the island is made of gold. She's very upset at being taken advantage of, and gives the Girl (repeat after me: THE GIRL, not the Sprite) her powers. She gains Light Saber (another Star Wars reference!!!), Lucent Beam (VERY key spell in some battles), and Lucid Barrier.
Hmm… no Joch here. Does Jehk have ANY clue what he's talking about?
Now Jehk tells you to go to the Moon Palace. Land near the OUTER EDGE of the lake in Kakkara and go directly north. You'll see a Robin Foot (or is it?) on a strange boat thing. He's Karon, and his ferry is how you get to the Moon Palace.
The Moon Palace has lots of Marmablues. It has no other enemies, however, boss or otherwise. Marmablues are hard to hurt and like to try to absorb your magic, but they don't attack very well, and if you're playing as the Boy, they'll most likely try to absorb the BOY'S magic!!! Of course, seeing as how he has none... :)
As soon as you get inside, you'll be in total darkness. Walk north and a little to the west until you see a crystal orb. Cast Lucent Beam on it and the room lights up, and you see just how small it is. In the stage room is a girl surrounded by a large yellow SOMETHING.
Luna gives you her power now. She gives the Girl Moon Saber, Lunar Boost, and Moon Power. She gives the Sprite Change Form (which isn't as good as it sounds), Lunar Magic (which usually ends up putting YOU at a disadvantage!!!) and MP Absorb (now THAT'S useful!!!)
If you want, level up your magic (it goes to L7 now). Jehk tells you that Joch is in Tasnica (can't he ever stay put?!) As soon as you get there, you meet Jema (who's FROM Tasnica, so that shouldn't be a big surprise.) He tells you there's an imperial spy in the castle. Head to the throne room (if you can find your way) and talk to the king. He'll say some strange stuff when Jema walks in. Jema realizes that he is NOT the king. Angry, the "king" sends Jema and the guards to the entrance, and he reveals his true self.
Yeah, I know, the game treats him like a boss. But he's not one. In fact, there are more Dark Stalkers later in the game. But as for this one, just attack him a lot (and a Lucent Beam or two couldn't hurt.) Once he's gone (you may or may not get a Whip Orb from him) the king revives and Jema tells him what happened. They give you a sword orb, Jema leaves, and the Tasnicans return (stupid oversight: One guy in the castle says "You're in the heart of theca stle." He means, "the castle." :) There's also a shop that can only be reached via a secret passage, but it sells nothing new. But, WHERE'S JOCH?!?!?!
Return now, and Joch will appear when you speak to Jehk. Jehk translates that you have to go through a cave and fight what's within. Goody.
There are more than that, actually, and you may never see any Mimic Boxes, but let's concentrate on these. First off, Marmablues appear as well. Secondly, Nitro Pumpkins have REALLY strong defense and spells, and sometimes transform into (not summon but transform into) Pumpkin Bombs. Shape Shifters summon just about anything: so far, I've found more Shape Shifters, Eggplant Men, Captain Ducks, Mimic Boxes, Beast Zombies and even the occasional RABITE (!!) You won't see Eggplant Men, the Needloins that THEY summon, or Captain Ducks for a while, except when the Shape Shifters summon them, so I'll not talk about them right now. Mimic Boxes NEVER appear unless summoned by Shape Shifters or, incredibly rarely, when in a trapped chest. They look like normal treasure chests until approached.
Avoid the creatures, which will be hard for you to hurt badly. Just continue until the end, when you face the test.
The Shadow Xs may look like your team members, but you have some adavntages. First, their armor is really crappy. Secondly, they have ZERO magic. And third, if one member of your party dies, the corresponding Shadow also dies. Ex: If the Boy dies, Shadow X1 dies immediately. To shorten the battle: remove the armor from two characters, let them die, revive them, and destroy the third.
Return and Joch is gone… or is he? Jehk steps forward and lets you in on the truth. Jehk is Joch! Joch is Jehk! The old man was just an illusion. So, he sent you on all these quests, when he could have helped you earlier! Don't you just love giant witty wise warrior bird-things? Now, he tells you to go to the Sunken Continent.
The sunken continent is a big purple continent. Most of it is covered by swampland. You can only land by the Tree Palace, the building near the center. Walk inside and you see Emperor Vandole, along with Sheex and Fahna. Fahna and Vandole leave to remove the seal from the Mana Seed. Meanwhile, Sheex reveals that he was the first Dark Stalker. He also reveals another identity of his: the Aegagagag… Agro… Oh, the A-thingy.
Yeah, that's it. Well, whatever it's called, it's big, strong, and loves to cast the Wall spell. Since you don't have it yet, let me tell you what the Wall spell is. This spell makes it so ANY magic cast on Mr. A will reflect onto your team members. Wait, not true. One spell won't reflect. Dispel Magic, which, by the way, undoes the Wall. Anyway, use Gnome's Earth Slide, and Shade's Dispel Magic if Aegy casts Wall. Oh, and you DID remember to re-equip your armor from last battle, right?
Well, that was Sheex's last stand. Now, no more Sheex. One down, four to go: Fahna, Geshtar, Vandole and Thanatos. Don't worry, they'll be gone soon enough.
When you go upstairs and try to absorb the Mana seed, it's too late. All of the seeds have now lost their power (of course, you can still cast L7 magic, just not L8, for a while.) Meanwhile, a small tree thing appears. This creature, which identifies herself as Dryad, tells you to leave. She says she's going down with the Tree Palace but you convince her otherwise. She mentions Thanatos putting a seal on her Mana Magic. That's a spell you'll recieve later in the game, but as for now, the Girl gets Wall and Revivifier, and the Sprite gets Sleep Flower and Burst. Raising your Dryad levels isn't so important right now, but if you want to, go ahead. The palace begins to shake and, on Flammie, you witness the raising of the Sunken Continent. Heal and return.
These creatures are very annoying and constantly cast Wall. They are a lot alike in many other ways, too. Outside, there are also Dark Knights, Dinofish, Shape Shifters and Marmable, not to mention whatever the Shape Shifters summon.
Jema and a few soldiers are also around. Talk to them. Climb the new stairs that lead down from the Palace. When there's a fork in the road, take the stairs that lead down and to the left. You can't go into the door at the base of the palace, but you can go into a small opening to the west. This leads to the Underground City.
Not to mention Shape Shifters, Metal Crawlers, Marmablues, Steelpions, Ghouls, Dark Stalkers, Fierce Heads, and anything they summon. Kimono Wizards summon Metal Crawlers. Basilisks aren't very powerful and summon Eggatrice. Eggplant Men nare very hard to hit and summon Needlions and RABITES! Needlions are strong, but don't appear alone until the Pureland. And Captain Ducks are average enemies.
Use the Axe against the objects on the ground. And get used to some more High Steppers, which you haven't seen in a while. Explore everywhere. And run across whatever waterfalls you can to get to the other side. If running doesn't work, try hitting switches on the side as you fall. Hit them and the water vanishes. After a short section, you fight the Hydra.
At least it's easier to pronounce and write than Aegagropilon. Though he may look like Jabberwocky, he's different. For instance, while Jabberwocky lost one head when it was weakened and the other when it died, the Hydra will lose a head pretty much whenever you cast a Salamando spell on it. However, it will eventually regain that head. But no matter, it's weak against Salamando and having fewer heads makes it harder for it to attack you. Cast one Salamando spell, let it lose a head, then cast another Salamando spell. You'll witness a completely headless (but still alive) Hyrda!!! Beat it and you'll see the Emperor, Fahna, and one Imperial soldier (who's nameless). They run off, but Fahna makes a threat to you.
Continue. Exlplore everywhere. And remember: small wall things that look like stairs may be travelled down, but not up. Eventually, you'll reach a subway (!). Inside are Ghouls by the dozens, but they're old creatures, so just beat them up for experience. At the far end is an Eggplant Man and a door out.
Later, you'll find the Resistance hideout (?!) in the Underground city. Krissie will heal you, Watts will do his job, and one soldier will tell you the code "Red, Blue, Yellow, Green." Later, you'll see switches of four different colors. Hit them in that order and you'll open up the passageway that eventually leads to Boss and the Boys. (AGAIN?!) I'm not sure why they're in the Underground City, but Boss announces that she found out that you're the Mana Knight. She doesn't believe it, but she still remembers you, and orders for the Boys to bring forth Kettle Kin, Kilroy's twin.
He's REALLY easy for this late in the game. Any magic will do against him, and even weapons knock a lot out of him. Destroy him and the Scorpion Army will give up and leave you alone.
Now you can exit the Underground City. Call Flammie if you want to heal. When you're ready, go into the door at the base, which you can now reach. Enter the Grand Palace.
The Heck Hounds are average and they summon the other wolves from earlier in the game. The Gremlins keep teleporting but aren't horribly difficult. The Doom Swords cast every Saber spell you can imagine. The National Scars cast a lot of spells. And the Turtlances are average. Marmablues make another appearance here, as well.
Mostly, you're looking for elemental rooms. I call them that because each one has a crystal switch at the top that responds to one specific elemental. There are seven such rooms (none for Dryad.) The path is pretty straightforward, so you shouldn't have too much of a problem. Just flip every switch and down every orb. At the very end is an elemental-like room, but with a warp at the top instead of a switch. This brings you up into the Tree Palace again. Now, hit the switch and you can return to the main platform, but the floor you just used vanished, and the others aren't back, and there's a creature that looks like a green Biting Lizard here.
He's even easier that Kettle Kin. Just use Salamando a few times and no more Snap Dragon.
Now the path upstairs opens up again. On the stage is a dead Vandole. Take the new path behind the stage to see just who killed him. Fahna, working for Thanatos. She yells at you and then transforms into Hexas.
To kill her, hit her a lot with spells, healing when necessary. She's one of the game's harder bosses, but not by very much.
With Fahna gone, continue. You find Geshtar on his big, fast, flying machine again... or do you? Actually, you never get your showdown with Geshtar. I think Thanatos killed Geshtar but you never really find out. This time, Thanatos created a duplicate Mech Rider.
Geez, three bosses in a row, only breaking for short storyline sequences. He's harder than the first two times, but hey, a Mech Rider's a Mech Rider, Geshtar or not. The hardest part about him is the fact that you just came out of the battle with Hexas, without even getting time to heal.
Now, the one remaining member of the Imperial Five, Thanatos, summons the Mana Fortress. The sunken continent resinks, but the Mana Fortress is now released. Land and Jema will tell you that the Mana Beast will soon crash into the Fortress, thus destroying the world. He tells you the only hope is to go to the Pureland, where the Mana Tree is. There, you can finally power up your Mana Sword and bring peace to the world once again. Other people are here, too. Krissie will heal you (but leave your MP where it is.) Phanna will apologize, as now she's been released from the spell. Neko will sell MUST-HAVE armor. Buy at least one Vestguard, and whatever else you can afford. Sergo and Mara are here too. Fly to a city, stock up, heal up, and save, now you're off to the Pureland!
Once you get there, a voice calls for you to come. There are mostly new enemies here. Griffin Hands will be next to impossible unless you got Neko's armor. KILL THEM!!! They drop Griffin Helms occasionally, the strongest head aromor for the Boy in the game. Mushglooms can put you to sleep and LOVE casting high-level Wall. Ice Thugs aren't horribly difficult in comparison. And Ghosts are impossible to hit with weapons, but you won't see any of them for a while. Also here are Needlions, Eggplant Men, and Rabites, if the Eggplant Men summon them.
If you managed to get all of Neko's armor, great!!! If not, kill what you have to and go back to the Tree Palace to buy more. As I said, do NOT leave here without a Griffin Helm (I mean, you don't NEED one, but it will be a huge help. You can't get them after you've cleared the Pureland.) If you can't see a path, try looking in the trees. The path almost never goes south. Don't be afraid to call Flammie to get away, it's sometimes the best thing you can do. And only go in a cave if you're ready to fight a boss.
Speaking of bosses. just cast Thunderbolt on him a lot and hope severely that you got Neko's Vestguards.
A little later you'll find a gate that will save your game and tell you to fight the dragon to the west.
He's weak against Salamando so use Salamando (duh.)
The Pureland goes like this the whole way. There are three gates, and the Mana Tree is beyond the third. There is a dragon to the east of each gate. There are a total of six bosses, which you don't really need to use any new techniques to beat.
Use a similar technique to the one you used against Spring Beak, but use Undine to defeat it.
Use Undine. Note: Contrary to popular opinion, there is NOT a skull on the wall behind him. It's a small indentation in the wall. Look very carefully if you're one of those who thinks there is one.
Whoopie. Another Gigas. Just like all the other Gigases, use the opposite magic - Earth in this case - to defeat him. Gem Missle does about the same amount of damage as Earth Slide.
ANOTHER Dragon! This one's weak against Gnome.
Now, you are "treated" to a scene in which the trio find themselves looking down at the great Mana Tree, only to have Thanatos destroy it. Almost. As it is toppled, your team members fall unconscious. You wake up by the huge stump, which is all that's left. The tree talks to you and you find out that she's the combined force of all the women of the Tribe of Mana - and the one voice talking to you is of the Boy's MOTHER. You also discover that the ghost you saw at the beginning of the game was Serin, the Boy's father. She recharges your sword (gives you whatever sword orbs you missed AND the ability to cast L8 and L9 spells) and tells you to defeat the Mana Fortress.
Save and heal up. Clear your rings of all armor you're not using; you won't be sorry. Pack your bags. Save again. Now, to get onto the Mana Palace, aim Flammie toward it, keep holding "A" and fly backwards, forwards, and perfect your aim some more, if need be. Eventually, you'll land on it. If you lose it, just land and call Flammie again; the Mana Palace will be almost right above you.
Whew!
That's seven new enemies! Fiend Heads poison you and summon Dark Stalkers. Metal Crabs are about average. Tsunamis regenerate a LOT. Wolf Lords cast Cure Water (usually before you hurt them! :) Whimpers are about average, but they cast Wall. Master Ninjas are fast and dangerous. And Terminators cast so much Lucid Barrier, you'll probably find it hard to hurt them. Despite their low HP numbers, these creatures are trouble. But spend your time fighting these seven. Their chests usually have incredible armor in them! And if they don't, they'll drop a WEAPON ORB! You can get Level 9 weapons this way! (No sword, though, without the secret far above.) Note: If you already have L9 weapon for the orb a creature drops, and that creature WOULD drop an orb, it turns into candy, BUT if you came in with only a L7 weapon, you CAN recieve more than one orb for that weapon. Seven enemies, seven kinds of orbs. And to that seven, add to that, Captain Ducks, Dark Stalkers, one Kimono Wizard, Turtlances, Heck Hounds, Doom Swords, Marmablues, Shape Shifters, National Scars, Basilisks, Armored Men, and Dark Knights! That makes nineteen! And add to that the creatures they summon: Steelpions, Beast Zombies, Howlers, Mimic Boxes, Eggplant Men, Needlions, RABITES, and Eggatrice. That's twenty-seven creatures crawling around the Mana Fortress!
And I probably missed a couple.
The only way to get out is to walk the whole way back to the outside, so only go back in an emergency OR you want to save OR you want to visit Watts.
The path during the beginning is very straightforward. Just hit every switch, whack the crystals with your sword/axe, and whip across the gaps. When you have the choice of going left or using the whip down, go down. Eventually, you'll come across a green switch-like thing in a door by a Whimper.
Wait, wait, wait. Isn't Buffy the vampire SLAYOR? Now, she's just a powerful Vampire. Literally. That's all she is in this game. Use Lucent Beam to kill her. Unfortunately, you get NO weapon orbs from her.
Now, the path breaks off. Both paths will get you where you're going, but if you go right, go up, rather than down, then up again, instead of left. After that, a normal path.
This is the reverse of the Lime Slime. Instead of growing smaller, it actually grows BIGGER as it weakens!!! Use Dark Force (as I said before, Evil Gate is a waste of MP) to defeat it. Once again, no orbs.
Now the path gets harder and longer, and you meet Master Ninjas and Terminators, the two most powerful non-boss creatures in the game. Contine along and you'll come to a green switch. This leads you into a large room, the same room you fought Mech Rider 3 in. There's a switch on the other side. Step on it when you're ready.
Thanatos and Dyluck are in here. Thanatos tries to move into Dyluck's body, but Dyluck resists and Thanatos destroys him. Now, you have to fight Thanatos as the Dark Lich.
Cool music. Too bad no one on the internet properly captured it. Not the most musical, but cool anyway. Aside from that. He's weak against Lumina so use that (duh). But be prepared to heal and use weapons. In short, the Girl will probably have a severe MP shortage when this battle is over. Most people say that when you can only see his hands, you die instantly if you touch them. This is a LIE!!! You take about 100 HP of damage and fall unconscious, and he gets the opportunity to attack you again, but if you're well healed, you will NOT die!!! When he's gone you get 27000 GP, but WHY DID THEY EVEN BOTHER?! You can't ever use it. Dyluck is now gone for good, but the seal on Dryad's Mana Magic has been released. Which is good. Because you need that spell to defeat the Mana Beast. When it appears, the Boy doesn't want ot fight it at first, because it means no more Mana and no more Sprite. Well, not really "no more" Sprite, just not in the same world. But the Sprite talks him into fighting it. Now begins the final battle.
The Mana Beast
This is the big one. None of your normal boss-fighting techniques will work here. No magic will do more than 1 point of damage to him, and no normal - or even charged - attack will do more than 0. To beat him, have both the Girl and the Sprite cast Mana Magic - a new spell you'll find in Dryad's ring for BOTH of them - on the Boy while he's holding the sword. Now, if you wish (it's NOT necessary!) have the Girl cast Defender on the party and Lunar Energy on the Boy. Now, when the beast appears right before you, attack with a NORMAL attack. Now, lo and behold, you'll cause more than 400 or 500 points of damage to it!!! Whenever your sword isn't green, have them cast Mana Magic again. And, as always, be prepared to heal.
Now, with the beast gone, you get to see the ending. I don't want to ruin it for you, so just beat the game yourself and watch it. Enjoy!