OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O _____ __ ____ O O / ____| / \ |___ \ O O / / \ / \ \ O O / / || \ \ O O / \ ___||___ \ \ O O / /\ \ _ /_ ______\ _ \ \O O / / \ \ | | | || | | | | |O O / /____\ \ ____ ____ __| |__ | ||__| ____ | | ____ __| |O O / ________ \ | __|| __||__ __|| __ || __ || | | _ | / _ |O O / / \ \ | | | | | | | || | || __|| | | | || / / | |O O / / \ \ | | | |__ | | | || | || |__ | |__/|| |_| \ | |_| |O O / / \_\|_| |____| |_| |_|| |_||____||_____||____|\||___ |O O| | | | | |O O| | | | | |O O \ \ |/\| / / O O \_\ \/ /_/ O O O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O A R C T H E L A D F A Q F I N A L V E R S I O N O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO Document : Arc the Lad Full Walkthrough Date : April 23, 2002 Author : CVB (Chris VanBergen) Website : http://www.coolaid.net Email : CVB@coolaid.net OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O D I S C L A I M E R O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO This document is protected by US Copyright Law. It is strictly for private and personal use only. This document cannot be reprinted in part or in whole, or reproduced in any other manner. This is a free document, and as such, may not be bought or sold. Reference, alteration, or use of this document without the express written consent of the author, yours truly, is strictly forbidden. This FAQ was created and is owned by Chris VanBergen. It can be found only at the following locations: www.Coolaid.net, www.CoolaidKingdom.net, and www.GameFAQs.com. If this document is found on any other sites, notify me at CVB@coolaid.net, and I will deal with it accordingly. Copyright infringement and plagiarism are crimes and are punishable by the law. All copyrights and trademarks that are not mentioned henceforth are acknowledged, respected, and not meant to be infringed upon in any way. Arc the Lad Collection is (c) Working Designs and (c) Sony Entertainment of America OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O T A B L E O F C O N T E N T S O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1. REVISION HISTORY ATLI1 2. INTRODUCTION ATLI2 3. ARC THE LAD COLLECTION PACKAGE ATLI3 4. GAME BASICS ATLI4 5. CHARACTER INFORMATION ATLI5 6. WALKTHROUGH ATLI6 6.1 Introduction ATLI6.1 6.2 Seirya ATLI6.2 6.3 Millmana ATLI6.3 6.4 Return to Seirya ATLI6.4 6.5 Alatos ATLI6.5 6.6 Greyshinne ATLI6.6 6.7 Niedel ATLI6.7 6.8 Zariban ATLI6.8 6.9 Final Trip to Seirya ATLI6.9 7. RANDOM BATTLE FIELDS ATLI7 8. ITEM LISTS ATLI8 9. ENEMY BESTIARY ATLI9 10. SECRETS AND SIDEQUESTS ATLI10 11. CLOSING ATLI11 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O 1. R E V I S I O N H I S T O R Y O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ATLI1 Version Notes 0.1 O Finished Walkthrough up to end of Alatos. (ATLI6.5) O Started Game Basics section. (ATLI4) 0.2 O Started Character Information section. (ATLI5) O Started Random Battle Fields section. (ATLI7) O Started Item Lists section. (ATLI8) O Started Secrets and Sidequests section. (ATLI10) 0.3 O Made top ASCII art. O Finished Disclaimer. 0.4 O Finished Introduction section. (ATLI2) O Finished Arc the Lad Collection Package section. (ATLI3) 0.5 O Updated Character Information section. (ATLI5) 0.6 O Finished Walkthrough up to end of Greyshinne. (ATLI6.6) O Updated Character Information section with Iga and Sword Spirit. (ATLI5) 0.7 O Finished Enemy Bestiary (ATLI9) O Updated Character Information section with Light Guardian and Earth Guardian. (ATLI5) O Updated Secrets and Sidequests section with info on Amaidar Temple. (ATLI10) 0.8 O Finished Walkthrough up to end of Niedel. (ATLI6.7) O Finished Amaidar Temple info in Secrets and Sidequests section . (ATLI10) O Updated Character Information section with Odon, Rock Roctoll, and Wind Guardian. 0.9 O Finished Walkthrough up to end of Zariban. (ATLI6.8) O Finished Secrets and Sidequests Section. (ATLI10) O Updated Character Magic in Character Information section. 1.0 O Finished Walkthrough. (ATLI6) O Finished Character Section. (ATLI5) O Finished Item Section. (ATLI8) O Finished Closing. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O 2. I N T R O D U C T I O N O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ATLI2 About the Arc the Lad series: Arc the Lad was first released in Japan in 1995. Through sequels and anime, the series has become quite popular there nowadays. Last year, in early 2001, Working Designs obtained rights to release the Arc the Lad series here in the United States. Although Arc the Lad Collection went through the numerous delays that typically define a good Working Designs translation, it was finally released in the middle of April 2002. The wait was well worth it for the collection, just judge for yourself. About this FAQ: This is a full-fledged walkthrough that is designed to give you every aspect of the game, from the basics, to character info, to secrets and everything in between. About the author of this FAQ: My name is Chris and I am 17 years old. I have been playing games since as long as I can remember, and although this will be the first FAQ you will see on GameFAQs.com, I have written numerous guides before this one. I do not condone cheating, but instead provide this in the hopes that people will actually try to go through the game themselves, and only use this as a last resort, or use it to get everything after beating the game by themselves for the first time. I'm a nice guy, so if you are stuck on a game I have or have not posted an FAQ for, I would be happy to try and help out. Or, even if you need help with something not related to gaming, I can try to help as well. As long as you show a little bit of respect and/or gratitude, I have no problem helping with anything you might need. For those of you who actually read this, my AIM name is "iCVBl" and my MSN name is "seeveebee@hotmail.com". I guess I will find out how many people actually read these sections... ^_^; About contacting the author of this FAQ: As I said above, I am willing to help whenever possible. Just make sure to follow these "guidelines" if you want me to answer you quickly: 1. If you email me (CVB@coolaid.net), please make sure to include a subject line to your email. Chances are, unless we have talked previously, if I see an email with no subject from a name I do not know, it will not be answered. I get enough email as it is without having to guess whether I'm about to open a porn link or help someone with a question. Just put the name of the game or whatever you need help with in the subject and it will ensure that you get a reply. 2. Before sending me an email or IM, make sure to see whether or not the question is already answered in this guide. 3. I welcome any corrections or suggestions you have for my guides, but please don't flame me in any way. If you take a look at my guides, they are pretty well setup and thorough, and I wrote it for YOU, not myself, so I expect at least a _little_ courtesy if I've forgotten something. 4. If you IM me (AIM: iCVBl MSN: seeveebee@hotmail.com), and I do not answer, do not flame me or send hundreds of emails asking me where I am or whatnot. I go AFK often during the evening, and if I'm not there when you IM me, just leave your question and email address in the IM and I will get back to you when I can. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O 3. A R C T H E L A D C O L L E C T I O N P A C K A G E O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ATLI3 As is common with the Working Designs packages of late, Arc the Lad Collection comes packed to the gill with some awesome extras. Below is the list of everything you get with your purchase: 1. 6 CDs. This includes 5 game CDs (Arc the Lad, Arc the Lad II, Arc Arena, Arc the Lad III Disc 1, and Arc the Lad III Disc 2) and the Making of Arc the Lad CD. 2. A hardcover, 152 page instruction manual covering all 4 games. The manual is in full color and is printed on gloss paper. 3. A black Omake Box, that even has a nifty little magnet so that it will stay closed. Inside the Omake box is: a. A black memory card case depicting Arc. b. 4 Analog Stick caps. Arc, Elc, Alec, and the Arc the Lad Collection Logo are depicted on the caps. c. 22 mini-Character Stands. The stands are a fan favorite as a result of Lunar 2, and each shows a character picture, the game which they are from, and that character's name. d. "Detailed instructions on how to use the character stands and analog caps. Because if Working Designs didn't include it, I'd probably have to write a walkthrough on it. XD 4. If you preordered the game, it will come with one of 14 different pocket watches, each depicting a profile shot of a different major character from the 3 games. OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O 4. G A M E B A S I C S O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ATLI4 Arc the Lad is a Strategy RPG. It is like Final Fantasy Tactics mixed with Secret of Mana. The battle system is very loose, and sometimes you will forget that there actually is a battles system. The following is the very basics concerning controls and the like: 1. To use a physical attack on an enemy, first navigate your character over to the enemy that you wish to attack. Make sure that you are facing the enemy, and then hit the X button. Attacking ends your turn, so if you wish to move around the field, make sure you do so BEFORE you attack. 2. To use items, hit the Square button. A box to the side of the screen will be brought up. From here, you can select the item you wish to use and then hit the X button to use it. Most items have a limited range, so be sure that you are positioned correctly to use your items. If at any time you wish to cancel out of the item screens, just hit the Triangle button. 3. To use magic, press the O button. A ring of magic similar to that in Secret of Mana will pop up. Using the D-Pad, you can choose which spell you want by pressing the D-Pad in that direction. When the magic is highlighted, the range of the spell will be shown around your character. Be sure that you have the desired targets in range before hitting the X button to cast a spell, because once the button is pressed, the spell is cast. 4. Press start while a character is highlighted in order to see the status screen for that particular character. From this point, hitting the O button will allow you to equip accessories, but only on the character whose turn it is at that time. 5. Hitting both L1 and R1 during a battle will allow you to survey the field and get an idea of what you are up against. Holding either L1 or R1 during this mode will speed up the cursor. To exit this mode, simply hit the Triangle button. 6. At the beginning of random battles, one of the characters on your team will ask you if you wish to fight or not. Saying no is the only way to "escape" a battle. Once you have said yes, you are stuck in that battle until you either win or lose. 7. If you need to change the direction a character is facing, but do not wish to move to another square on the battle field to do so, simply hold R1 and turn the character to the direction you wish him/her to face. 8. Two or more characters cannot occupy the same space, and characters cannot walk through enemies or other characters, with the exception of the Forbidden Ruins. If you need to get around another character/enemy, and you have a high enough Jump Level, you will be able to leap over them by holding the D-Pad in the direction you wish to jump. Note that you cannot jump over more than 1 character/enemy that are lined up. 9. While fighting an enemy, attacking from the front will make it easier for the enemy to dodge, block, or counter the attack. The same is true for your characters. With that said, try to attack enemies from the side or from behind, and if you can, put your back up against a barrier so you cannot be attacked from that direction. 10. Pressing the Triangle button at anytime during the course of a character's turn will give you the option of ending your turn. Note that this ends that character's turn, and NOT your whole team's turn, as is the case with many Strategy RPGs. 11. Magic has different areas when it comes to casting different spells. The following areas are used when explaining the different spell levels in the Character Information section, so pay attention to the names to understand what is meant. Single Square 3-Width Plus 5-Width Diamond 7-Width Diamond 9-Width Diamond O O O O O OOO OOO OOO OOO O OOOOO OOOOO OOOOO OOO OOOOOOO OOOOOOO O OOOOO OOOOOOOOO OOO OOOOOOO O OOOOO OOO O 12. In order to open a treasure chest, characters can use items (Such as Stones and bombs), use magic, or physically attack the chest. 13. With the exception of the Forbidden Ruins, your HP and MP are completely restored after a battle. 14. As with all games, save often. The auto-save feature when entering a battlefield will remind you of this often, so it shouldn't be too hard to stick with it. 15. Character statuses in Arc the Lad are as follows: Good: This is the normal status that all characters are. Sleep: The character cannot act until they are awaken or attacked. Stone: The character cannot act until they are healed. Darkness: Reduces the character's attack power until healed. Also stops a character from being able to counterattack. Paralysis: The character cannot act until they are healed or they have waited a certain amount of time. Silent: The character cannot use magic until they have been healed. Poison: The character will gradually lose HP until they have been healed. Hemo-ji: The character will have reduced attack power and also not be able to use magic (Note that Kukuru can use the Refresh ability even with Hemo-ji status). 16. One final thing to know is that, with the exception of chests that contain accessories, all other treasure chests will come back if you get them. Therefore, use that to your advantage if you run low on any particular item (which you really shouldn't...). Throughout the game, Chopin will give you more advanced basics at each of the Skyports in the game. Be sure to visit him often, as he even tells about some of the game's secrets towards the end... OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O 5. C H A R A C T E R I N F O R M A T I O N O OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ATLI5 OOOOOOOOOOOOOOOOOOO O MAIN CHARACTERS O OOOOOOOOOOOOOOOOOOO 1. Arc Eda Ricolne Arc is a young boy from Touvil in Seirya. He lives alone with his mother, as his father left on a mission 10 years ago and has not been seen since. When the game starts out, he sets out to avenge his father's "death", but ends up on a quest to save the world. Starting Statistics Level: 1 Range: 3 HP: 15 MP: 6 Attack: 2 Magic: 2 Defense: 2 Agility: 1 Jump Level: 1 Throw Level: 0 Counterattack Level: 1 Catch Level: 1 Spells Burn Ground Destructive Lava Attack. LEVEL MP RANGE TARGET CONDITION 1 4 5-Width Diamond 1 Square Learn at level 2. 2 8 7-Width Diamond 3-Width Plus Learn at level 12. 3 16 7-Width Diamond 5-Width Diamond Learn at level 22. Slow Enemy Reduce Enemy Agility. LEVEL MP RANGE TARGET CONDITION 1 6 5-Width Diamond 1 Square Learn at level 6. 2 9 7-Width Diamond 3-Width Plus Learn at level 16. 3 14 7-Width Diamond 5-Width Diamond Learn at level 26. Meteor Shower Deadly Meteor Shower. LEVEL MP RANGE TARGET CONDITION 1 9 5-Width Diamond 1 Square Learn at level 10. 2 14 7-Width Diamond 3-Width Plus Learn at level 20. 3 21 7-Width Diamond 5-Width Diamond Learn at level 30. Total Healing Heals and Restores HP. LEVEL MP RANGE TARGET CONDITION 1 7 3-Width Plus Surrounding Area Learn at level 17. 2 10 7-Width Diamond 3-Width Plus Learn at level 27. 3 15 7-Width Diamond 5-Width Diamond Learn at level 37. Gale Flash Outer Space Attack. LEVEL MP RANGE TARGET CONDITION 1 12 5-Width Diamond 1 Square Learn at level 21. 2 16 7-Width Diamond 5-Width Diamond Learn at level 31. 3 24 7-Width Diamond 7-Width Diamond Learn at level 41. 2. Poco Poco was unwillingly stuck into the Palencia Military Corps. When Arc meets him, Poco's brigade has been devestated by the monsters on Colbo Plain. When he is with Arc, Poco realizes that he is no longer afraid of fighting. He joins Arc on his quest after this realization at Colbo Plain. Starting Statistics Level: 2 Range: 3 HP: 18 MP: 12 Attack: 3 Magic: 2 Defense: 3 Agility: 0 Jump Level: 0 Throw Level: 1 Counterattack Level: 0 Catch Level: 0 Spells Battle Drum Increase Party Offense. LEVEL MP RANGE TARGET CONDITION 1 3 5-Width Diamond Surrounding Area Start with. 2 5 5-Width Diamond 5-Width Diamond Learn at level 13. 3 8 7 Width Diamond 5-Width Diamond Learn at level 23. Speed Ocarina Increase Party Agility. LEVEL MP RANGE TARGET CONDITION 1 4 3-Width Plus 1 Square Start with. 2 6 7-Width Diamond 3-Width Plus Learn at level 16. 3 9 7-Width Diamond 5-Width Diamond Learn at level 26. Slow Bass Reduce Enemy Agility. LEVEL MP RANGE TARGET CONDITION 1 7 5-Width Diamond Surrounding Area Start with. 2 11 7-Width Diamond 3-Width Plus Learn at level 15. 3 17 7-Width Diamond 5-Width Diamond Learn at level 25. Healing Harp Recovers HP. LEVEL MP RANGE TARGET CONDITION 1 3 3-Width Plus Surrounding Area Start with. 2 5 7-Width Diamond 3-Width Plus Learn at level 14. 3 8 7-Width Diamond Surrounding Area Learn at level 24. Lion Drum Cause Wave Motion Explosion. LEVEL MP RANGE TARGET CONDITION 1 8 3 Squares Ahead 3 Squares Ahead Get from King. 2 12 4 Squares Ahead 4 Squares Ahead Level received +10. 3 16 5 Squares Ahead 5 Squares Ahead Level received +20. Shift Flute Align All to Same Direction as Poco. LEVEL MP RANGE TARGET CONDITION 1 10 5-Width Diamond Surrounding Area Get from Battle 15. 2 14 7-Width Diamond Surrounding Area Level received +10. 3 Atrophy Horn Create Bomb Barrage. LEVEL MP RANGE TARGET CONDITION 1 12 7-Width Diamond 3-Width Plus Get from Battle 24. 2 16 7-Width Diamond 5-Width Diamond Level received +10. 3 24 9-Width Diamond 5-Width Diamond Level received +20. Cheer Trumpet Attack Fores by Using Spooks. LEVEL MP RANGE TARGET CONDITION 1 8 5-Width Diamond 1 Square From Water Guardian. 2 12 7-Width Diamond 1 Square Level received +10. 3 18 7-Width Diamond 1 Square Level received +20. NOTE: I have gotten a level with Shift Flute after having it for just 1 level, so any instruments you acquire and do not start with may have random leveling up levels as opposed to once every 10 levels. 3. Kukuru Kukuru is a member of the Sacred White Clan, which is sworn to protect the Flame Cion that has been burning for 3000 years. However, in order to avoid her duty in marrying the Crown Prince, she goes and puts out the fire. After realizing her mistake, Arc comes and relights the fire, saving Kukuru from the released demon and causing her to follow him for the rest of his journey. Starting Statistics Level: 3 Range: 4 HP: 14 MP: 13 Attack: 4 Magic: 3 Defense: 3 Agility: 1 Jump Level: 1 Throw Level: 1 Counterattack Level: 0 Catch Level: 0 Spells Cure Recover HP. LEVEL MP RANGE TARGET CONDITION 1 4 3-Width Plus Surrounding Area Start with. 2 8 5-Width Diamond Surrounding Area Learn at level 13. 3 12 7-Width Diamond 5-Width Diamond Learn at level 23. Antidote Cure Poison. LEVEL MP RANGE TARGET CONDITION 1 3 5-Width Diamond 1 Square Start with. 2 5 7-Width Diamond 3-Width Plus Learn at level 15. 3 8 9-Width Diamond 3-Width Plus Learn at level 25. Silencer Seal Foe's Magic Casting. LEVEL MP RANGE TARGET CONDITION 1 6 5-Width Diamond 1 Square Learn at level 7. 2 9 5-Width Diamond 3-Width Plus Learn at level 17. 3 14 9-Width Diamond 3-Width Plus Learn at level 27. Refresh Recover Conditions. LEVEL MP RANGE TARGET CONDITION 1 8 5-Width Diamond 1 Square Learn at level 12. 2 12 7-Width Diamond 3-Width Plus Learn at level 22. 3 18 9-Width Diamond 3-Width Plus Learn at level 32. Divine Judgment Laser-wielding Angel Causes Mayhem. LEVEL MP RANGE TARGET CONDITION 1 9 5-Width Diamond Surrounding Area Learn at level 14. 2 14 7-Width Diamond 3-Width Plus Learn at level 24. 3 21 9-Width Diamond 5-Width Diamond Learn at level 34. Resurrect Returns Characters to Life LEVEL MP RANGE TARGET CONDITION 1 12 5-Width Diamond 1 Dead Ally Learn at level 20. 2 18 7-Width Diamond 1 Dead Ally Learn at level 30. 3 27 9-Width Diamond 1 Dead Ally Learn at level 40. Divide Steal Foe's HP and Give to Party. LEVEL MP RANGE TARGET CONDITION 1 14 5-Width Diamond Surrounding Area Learn at level 26. 2 21 7-Width Diamond Surrounding Area Learn at level 36. 3 32 9-Width Diamond Surrounding Area Learn at level 46. 4. Gogen Gogen is a powerful wizard from 3000 years ago. He was one of the original 7 heroes who fought to save the world. Realizing they could not win, Gogen sealed the demon and himself into the Ancient Monolith near Touvil. Arc and his party free Gogen from his long sleep, and the "book" joins your party. Starting Statistics Level: 15 Range: 3 HP: 38 MP: 65 Attack: 7 Magic: 10 Defense: 8 Agility: 3 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 1 Spells Explosion Engulf Enemy in Flames. LEVEL MP RANGE TARGET CONDITION 1 10 7-Width Diamond 3-Width Plus Start with. 2 16 7-Width Diamond 5-Width Diamond Learn at level 26. 3 22 7-Width Diamond 5-Width Diamond Learn at level 36. Dream Knock Put Enemies to Sleep. LEVEL MP RANGE TARGET CONDITION 1 6 5-Width Diamond 3-Width Plus Start with. 2 10 7-Width Diamond 3-Width Plus Learn at level 27. 3 6 7-Width Diamond 5-Width Diamond Learn at level 37. Diamond Dust Destructive Snowstorm. LEVEL MP RANGE TARGET CONDITION 1 14 7-Width Diamond 3-Width Plus Learn at level 18. 2 20 7-Width Diamond 5-Width Diamond Learn at level 28. 3 26 7-Width Diamond 5-Width Diamond Learn at level 38. Wind Slash Destructive Windstorm. LEVEL MP RANGE TARGET CONDITION 1 16 7-Width Diamond 3-Width Plus Learn at level 19. 2 24 7-Width Diamond 5-Width Diamond Learn at level 29. 3 32 7-Width Diamond 5-Width Diamond Learn at level 39. Heat Wall Create Fire Wall. LEVEL MP RANGE TARGET CONDITION 1 13 3-Width Plus 1 Square Learn at level 20. 2 20 7-Width Diamond 1 Square Learn at level 30. 3 30 7-Width Diamond 1 Square Learn at level 40. Thunderstorm Destructive Thunderstorm. LEVEL MP RANGE TARGET CONDITION 1 18 7-Width Diamond 3-Width Plus Learn at level 21. 2 28 7-Width Diamond 5-Width Diamond Learn at level 31. 3 38 7-Width Diamond 5-Width Diamond Learn at level 41. Teleport Teleport Select Area. LEVEL MP RANGE TARGET CONDITION 1 10 7-Width Diamond 1 Square Learn at level 22. 2 15 9-Width Diamond 1 Square Learn at level 32. 3 23 11-Width Diamond 1 Square Learn at level 42. 5. Tosh Tosh was an Elite Guard in Palencia. However, when the Minister ordered him to slaughter his own clan for not following orders, Tosh refused. For this, he was thrown into the Palencia Castle Prison, but not before the Minister had Tosh's father murdered. Outraged at this occurrence, Tosh breaks out of prison and with the help of Arc, kills his captors. Later, the spirit within his sword prompts him to join Arc's cause. Starting Statistics Level: 13 Range: 4 HP: 56 MP: 32 Attack: 9 Magic: 7 Defense: 7 Agility: 4 Jump Level: 1 Throw Level: 1 Counterattack Level: 1 Catch Level: 0 Spells Jubakuzen Paralysis Curse Slash. LEVEL MP RANGE TARGET CONDITION 1 5 3-Width Plus 1 Square Learn at level 17. 2 8 3-Width Plus 1 Square Learn at level 27. 3 12 3-Width Plus 1 Square Learn at level 37. Shinkuzen Vacuum Slash 2 Squares Forward. LEVEL MP RANGE TARGET CONDITION 1 16 2 Squares From Tosh 1 Square Learn at level 20. 2 18 2 Squares From Tosh 1 Square Learn at level 30. 3 20 2 Squares From Tosh 1 Square Learn at level 40. Koei-zen Tiger Shadow Slash. LEVEL MP RANGE TARGET CONDITION 1 20 3-Width Plus 1 Square Learn at level 25. 2 24 3-Width Plus 1 Square Learn at level 35. 3 28 3-Width Plus 1 Square Learn at level 45. Ouka-raibaku-zen Cherry Blossom Thunder Slash. LEVEL MP RANGE TARGET CONDITION 1 24 3-Width Plus 1 Square Learn at level 28. 2 32 3-Width Plus 1 Square Learn at level 38. 3 40 3-Width Plus 1 Square Learn at level 48. 6. Chongara Chongara is a merchant in Alatos who combs the Forbidden Ruins for treasures. He has been searching for the Summon Pot, and when Arc comes asking about the Light Guardian, Chongara makes him get the pot in exchange for information. When Arc attempts to leave Alatos after meeting with the Light Guardian, Chongara joins his crusade. Starting Statistics Level: 16 Range: 3 HP: 42 MP: 60 Attack: 10 Magic: 10 Defense: 9 Agility: 4 Jump Level: 1 Throw Level: 0 Counterattack Level: 1 Catch Level: 0 Spells Kelack Summon Healing Kelack. LEVEL MP RANGE TARGET CONDITION 1 4 5-Width Diamond 1 Square Target Start with. Search Search Monster Stats. LEVEL MP RANGE TARGET CONDITION 1 1 7-Width Diamond 1 Square Start with. Mofly Summon Floor-Making Mofly. LEVEL MP RANGE TARGET CONDITION 1 8 5-Width Diamond 1 Square Start with. Odon Summon Odon. LEVEL MP RANGE TARGET CONDITION 1 18 5-Width Diamond 1 Square At Chongara's Shop. Hemo-ji Summon Hemo-ji. LEVEL MP RANGE TARGET CONDITION 1 14 5-Width Diamond 1 Square At Amaidar Temple. Fu-jin Summon Wind Genie. LEVEL MP RANGE TARGET CONDITION 1 12 5-Width Diamond 1 Square From Water Guardian. Rai-jin Summon Thunder Genie. LEVEL MP RANGE TARGET CONDITION 1 22 5-Width Diamond 1 Square From Fire Guardian. Choko Summon Choko. LEVEL MP RANGE TARGET CONDITION 1 1 9-Width Diamond 1 Square At Forbidden Ruins. 7. Iga Iga has spent his whole life training under the Archmonk in Amaidar Temple. He is extremely strong, but adversely, not very smart. When the group makes its way to Greyshinne to find the Earth Guardian, Iga is ordered by the Archmonk to stop them. After Iga discovers the Archmonk is really a monster in disguise, and has stopped him, he realizes his life has been a lie, and joins the team. Starting Statistics Level: 20 Range: 3 HP: 80 MP: 32 Attack: 14 Magic: 11 Defense: 11 Agility: 4 Jump Level: 1 Throw Level: 1 Counterattack Level: 1 Catch Level: 1 Spells Shingan-ho Mark Enemies for Death. LEVEL MP RANGE TARGET CONDITION 1 2 5-Width Diamond 5-Width Diamond Start with. 2 4 7-Width Diamond 5-Width Diamond Learn at level 31. 3 6 9-Width Diamond 5-Width Diamond Learn at level 41. Taima-kodan Laser Bomb Marked Enemies. LEVEL MP RANGE TARGET CONDITION 1 6 Whole Field Marked Enemies Start with. 2 9 Whole Field Marked Enemies Learn at level 32. 3 14 Whole Field Marked Enemies Learn at level 42. Senpu-gekishu Attack Enemies All Around. LEVEL MP RANGE TARGET CONDITION 1 8 3-Width Plus Surrounding Area Learn at level 25. 2 12 3-Width Plus Surrounding Area Learn at level 35. 3 18 3-Width Plus Surrounding Area Learn at level 45. Ryusei-baku Engulf Enemies in a Tornado. LEVEL MP RANGE TARGET CONDITION 1 9 5-Width Diamond Surrounding Area Learn at level 27. 2 14 7-Width Diamond Surrounding Area Learn at level 37. 3 21 7-Width Diamond Surrounding Area Learn at level 47. Kishinryu-eiha Cast Shadow-Self at Enemy. LEVEL MP RANGE TARGET CONDITION 1 11 2 Squares Ahead 2 Squares Ahead Learn at level 29. 2 17 5 Squares Ahead 5 Squares Ahead Learn at level 39. 3 26 5 Squares Ahead 5 Squares Ahead Learn at level 49. Mesho-reppa Break Weaker Enemies. LEVEL MP RANGE TARGET CONDITION 1 13 5-Width Diamond 1 Square Learn at level 30. 2 20 7-Width Diamond 1 Square Learn at level 40. 3 30 9-Width Diamond 1 Square Learn at level 50. OOOOOOOOOOOOOOOOOOOOOO O CHONGARA'S SUMMONS O OOOOOOOOOOOOOOOOOOOOOO Like your regular party members, Chongara's summons too can gain levels, and even equip accessories. Using this to your advantage, some of Chonagara's "Guardian Forces" can become even stronger than your normal party! 1. Kelack Kelack is one of the summons that apparently comes with the Summon Pot. Kelack is a healing guardian. Kelack has a very high magic attribute, but not much else going for him. Starting Statistics Level: 14 Range: 4 HP: 60 MP: 56 Attack: 8 Magic: 16 Defense: 8 Agility: 5 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 0 Spells Heal Recover Party HP. LEVEL MP RANGE TARGET CONDITION 1 12 5-Width Diamond 3-Width Plus Start with. 2. Mofly Mofly is another one of the summons that comes with the Summon Pot. Mofly has the unusual ability of making floor where there isn't any. This technique is very useful at certain parts of the game, and completely worthless in the rest. Mofly's attack, defense, and agility stats are decent at the start of the game. Starting Statistics Level: 15 Range: 4 HP: 55 MP: 40 Attack: 10 Magic: 4 Defense: 10 Agility: 6 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 0 Spells Make Floor Make Floors to Cross Gaps. LEVEL MP RANGE TARGET CONDITION 1 6 3-Width Plus 1 Square Starts with. 3. Odon Odon is a summon that hangs out in Chongara's Shop. Odon can shapeshift into any enemy or ally you use his skill on. While in the instruction manual it says you can't use there abilities, many regular enemies that you shapeshift into will actually give you an ability or two to use. You can't use any ally abilities, however. Starting Statistics Level: 20 Range: 4 HP: 67 MP: 65 Attack: 15 Magic: 15 Defense: 12 Agility: 6 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 0 Spells Transfer Shape-Shift into Enemy. LEVEL MP RANGE TARGET CONDITION 1 12 3-Width Plus 1 Square Start with. 4. Hemo-ji Hemo-ji is a rare pure Hemo-ji. Chongara discovers him after the sixth battle in the Amaidar Temple Proving Grounds. Hemo-ji is basically like any other Hemo-ji in the game; he can turn his opponents into Hemo-ji that are weaker and unable to use magic. Starting Statistics Level: 10 Range: 4 HP: 20 MP: 20 Attack: 6 Magic: 4 Defense: 2 Agility: 5 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 0 Spells Hemo-ji Finger Make the Enemy Hemo-ji. LEVEL MP RANGE TARGET CONDITION 1 8 3-Width Plus 1 Square Start with. 5. Fu-jin Fu-jin is the summon that is given to you by the Water Guardian at the Water Shrine. Fu-jin is decently strong, but nothing special. That is, unless you pair him with Rai-jin... Starting Statistics Level: 30 Range: 5 HP: 84 MP: 64 Attack: 17 Magic: 94 Defense: 12 Agility: 6 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 0 Spells Wind Summon Storm Genie. LEVEL MP RANGE TARGET CONDITION 1 30 1 Square Ahead 1 Square Start with. 6. Rai-jin Rai-jin is the summon that is given to you by the Fire Guardian when you mwwt him. Rai-jin is decently strong, but nothing special. That is, unless you pair him with Fu-jin... Starting Statistics Level: 29 Range: 5 HP: 78 MP: 64 Attack: 17 Magic: 94 Defense: 13 Agility: 6 Jump Level: 0 Throw Level: 0 Counterattack Level: 0 Catch Level: 0 Spells Storm Summon Wind Genie. LEVEL MP RANGE TARGET CONDITION 1 30 1 Square Ahead 1 Square Start with. 7. Choko Choko is a mysterious young girl who resides at the bottom of the Forbidden Ruins. Choko is an extremely powerful ally. She has one of the highest counterattacks in the game, and can do damage equal to Arc at his higher levels...and that's when she's level 1! Unfortunately, all of that power comes with a price...you can only summon her in the random battle areas throughout the game. She can never be used in any of the storyline battles. Nevertheless, she's still fun to use. Starting Statistics Level: 1 Range: 6 HP: 244 MP: 91 Attack: 32 Magic: 24 Defense: 27 Agility: 12 Jump Level: 2 Throw Level: 2 Counterattack Level: 2 Catch Level: 2 NOTE: To use Wind or Storm with Fu-jin and Rai-jin, both Guardians must be summoned out, and they must be on either side of an enemy. This will allow you to cast either of the extremely powerful spells, which can do well over 1000HP of damage. Not that you'll ever need to do that much... OOOOOOOOOOOOOOOOOOOOOO O LEVEL REQUIREMENTS O OOOOOOOOOOOOOOOOOOOOOO Below is a list of the required experience points needed to achieve a certain level. Note that experience for each level is NOT cumulative. In other words, level 2 requires 50 experience and level 3 requires 100 experience, but that does not mean that you only need to go from 50 experience to 100 experience in order to go from level 2 to level 3. You need the full 100 experience in order to advance. LEVEL EXPERIENCE LEVEL EXPERIENCE LEVEL EXPERIENCE LEVEL EXPERIENCE 1 0 16 750 31 1500 46 2250 2 50 17 800 32 1550 47 2300 3 100 18 850 33 1600 48 2350 4 150 19 900 34 1650 49 2400 5 200 20 950 35 1700 50 2450 6 250 21 1000 36 1750 51 2500 7 300 22 1050 37 1800 52 2550 8 350 23 1100 38 1850 53 2600 9 400 24 1150 39 1900 54 2650 10 450 25 1200 40 1950 55 2700 11 500 26 1250 41 2000 56 2750 12 550 27 1300 42 2050 57 2800 13 600 28 1350 43 2100 58 2850 14 650 29 1400 44 2150 59 2900 15 700 30 1450 45 2200 60 2950 After reaching 60, you can only max your experience out at 9999. There is no level above 60, without hacking a save. OOOOOOOOOOOOOOOOOOOOOOOOO O SUPPORTING CHARACTERS O OOOOOOOOOOOOOOOOOOOOOOOOO Below is a list of all the characters in Arc the Lad that do not join your team, but still play an important (or not so important) part in the game and its story. 1. Polta Polta is Arc's mother. Early in the game, she tells Arc about his father and the apparent demise that he met when he climbed the Guardian Peak. Later, when helping the King of Palencia, he requests to return to his hometown and continue on in his quest. When Arc finds his house, it is burnt to the ground, and his mother has been taken prisoner. She is not seen from that point on in the game. 2. Mayor While the Mayor does not play a large part in the story, his part is very key to the game. The Mayor persuades Kukuru to go up the Guardian Peak and extinguish the Flame Cion. This event causes Arc to start on his quest, and the rest is history. 3. Yoshua Yoshua is Arc's father. He was the destined Crown Prince of Palencia, but mysteriously vanished 10 years prior to the game's start, when he climbed Guardian Peak. He is only seen in one flashback in the game,but he sends numerous letters and clues to Arc throughout his quest. 4. King of Palencia The King of Palencia is Arc's uncle. After hearing about Arc relighting
      the Flame Cion, he summons Arc to Palencia Castle in order to ask him to
      help recover and open the Ark.  Throughout the game, Arc returns to ask
      favors and advice of the King.

  5.  Andel

      Andel is Palencia's Minister.  While he may at first seem loyal to the
      King, Andel is working under a greater, more evil force the entire time.
      He causes much trouble for Arc in the long run, and sends minions who try
      to stop Arc constantly.

  6.  Mirror

      In Andel's chambers there is a mirror.  The mirror is a gateway between
      Andel's leader and Andel.  It is through this mirror that Andel
      constantly communicates with his leader.  While his leader remains a
      mystery, their talks are often displayed throughout the game.

  7.  General Yagun

      General Yagun is the "leader" of the nation of Millmana.  He is commanded
      by Andel to stop Arc from reaching Toyoke Forest at any cost, but his
      attempts fail.

  8.  Sergeant

      The Sergeant is an officer under the command of General Yagun.  After the
      group tricks him, he is given the assignment of leading the party into
      Toyoke Forest.  It is here that he abandons them, leaving them to be
      ambushed by General Yagun's minions.

  9.  Chopin

      Chopin is the pilot of the Silver Noah, the King of Palencia's airship.
      He ccan constantly be looked upon to give Arc helpful hints regarding the
      battle system and other aspects of the game.

  10. Forest Spirit

      When Arc reaches the center of Toyoke Forest, the Forest Spirit is there
      to tell him about the horrible fate that humanity is leading itselt into.
      She tells Arc about the Guardians and what he must do in order to save
      the world from this terrible fate.

  11. Sword Spirit

      When Tosh visits his father's grave, he is blinded by rage, and desires
      to kill those responsible for it.  A spirit that lives within his sword
      speaks to him, and convinces him to use his powers for good purposes, and
      join Arc in his quest to save the world from annihilation.

  12. Light Guardian

      The Light Guardian is the first Guardian that Arc and his party seek out,
      with the aid of Chongara.  He is found on the Azenda Highland in Alatos,
      and further explains to Arc the ailments caused by the humans to the
      planet.

  13. Amaidar Archmonk

      The Amaidar Archmonk is Iga's master, who he has trained under all his
      life.  The Archmonk sends Iga to stop Arc and the party, but after being
      defeated, Iga agrees to take them to see the Archmonk.  It is within his
      chambers that Kukuru reveals that the Archmonk is really a monster, and
      after this revelation, Iga assists the party in defeating the Archmonk.

  14. Earth Guardian

      The second Guardian the team meets, the Earth Guardian lives at the altar
      located high atop Mount Amaidar.  Though he is disappointed with humans
      as a whole, he senses that Arc and his party will heed his words, and
      entrusts the Earth Stone to them as a result of this.

  15. Rock Roctoll

      Rock is the Tournament Ringmaster in Niedel.  He oversees the fight for
      the Wind Orb, a valuable prize sought by all.  What the audience doesn't
      know however, is that he is really a demon in disguise, and kills whoever
      wins the Wind Orb.  When Arc and the team win the Orb, Rock Roctoll
      transforms into his true form, a Blood Fiend, and attacks the party.

  16. Wind Guardian

      The third Guardian the teem meets is actually met by accident when Gogen
      drops the Wind Orb.  It seems he was sealed in the Orb 600 years ago by
      a greedy merchant who wanted to control the wind.  Since then, hundreds
      of people have killed for the Wind Orb.  As thanks for releasing him, the
      Wind Guardian gives Arc the Wind Stone.

  17. General Kasadoll

      General Kasadoll resides over Zariban.  He destroys the Saryu Village for
      the purpose of attaining the key to the Water Shrine.  Later, when Arc
      confronts him inside the Water Shrine, he changes to his true form, the
      Flame Golem.  It is here that Kasadoll meets his demise.

  18. Water Guardian

      The fourth Guardian the team comes across is found within the Water
      Shrine that Kasadoll was invading.  In gratitude of Arc understanding, he
      gives him the Water Stone and use of the Guardian Fu-jin.

  19. Scientist

      This scientist is the head scientist in the hidden Bio Lab that is under
      Palencia Castle.  When Arc and the party walk into the lab, he becomes
      angered and drinks a vial, turning himself into a Wyvern.  After he is
      defeated, Arc thinks that he is rid of the scientist, but he returns to
      pull the self-destruct mechanism, ending in Palencia Castle being reduced
      to a pile of rubble.

  20. Fire Guardian

      The last Guardian the team encounters, he is entrapped in the Bio Lab.
      The Fire Guardian was being used as a means of energy for the country,
      and because of this, he is reluctant to help Arc, even after he breaks
      open the container holding him.  It takes the tears of Arc and the words
      of Gogen to convince the Guardian otherwise.  The Fire Guardian then
      entrusts the team with the Guardian Rai-jin, and the Fire Stone.

  21. Ark

      The Ark speaks to Arc after he has placed the five stones into it.  It
      tells Arc that he and the party must battle the evil within themselves
      if they are to weild the true power of the Ark.  Then it sends them to
      the Illusion World to do so.


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O                           6.  W A L K T H R O U G H                        O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 ATLI6


  Here is the complete walkthrough for Arc the Lad.  As you peruse through it,
  you will notice there are circles near each of the items and enemies.  If you
  were to print out the entire walkthrough, you could use them as a way to
  check off what you get, but if you are going to print something out, I'd
  suggest the smaller Quick Walkthrough I wrote, also located at the website
  that you found this at (Coolaid.net, CoolaidKingdom.net, GameFAQs.com).
  Also, within the walkthrough, every item's location is listed and the item
  name is CAPITALIZED within context so that you can find what you need with
  relatively little difficulty.  Now, on with the walkthrough.

 OOOOOOOOOOOOOOOO
 O INTRODUCTION O
 OOOOOOOOOOOOOOOO
 ATLI6.1

 Touvil, Guardian Peak Base
 OOOOOOOOOOOOOOOOOOOOOOOOOO

  When the game starts, a young girl and the Mayor walk towards the foot of a
  mountain that holds a 3000 year old flame.  The Mayor tells the young girl
  that she must climb to the top of the mountain and extinguish the Flame Cion.
  Thus, she heads forward to do his bidding.

 Touvil, Cion Shrine
 OOOOOOOOOOOOOOOOOOO

  The girl comes up to the Flame Cion.  After she summons the courage to do so,
  she casts a magic spell on the Flame Cion, extinguishing it.  This causes the
  Ark Ghoul to be set free, and the first snow in 10 years to fall upon the
  once bright land below.

 Touvil, Guardian Peak Base
 OOOOOOOOOOOOOOOOOOOOOOOOOO

  The scene shifts to the Mayor, who confesses his evil intentions to the
  audience, and then the young girl comes back.  They both leave the mountain
  and head for town.


 OOOOOOOOOO
 O SEIRYA O
 OOOOOOOOOO
 ATLI6.2

 Touvil, Arc's House
 OOOOOOOOOOOOOOOOOOO

  ||ITEMS||  O Sword O Armor O Herb O Stone O Kaiser Glove O Revival Tonic
             O Energy Fruit O Sacred Water

  The game then switches to the main character, Arc, in his house.  He is
  looking at his father's locked treasure chest, when his mother comes and
  tells him of his father's past.  After some persuasion, she opens the chest
  in front of Arc.  She will go down to the front room and have a flashback
  concerning Arc'father.  When it is over, you will gain control of Arc.
  Take your father's SWORD and ARMOR from the treasure chest.  Check the upper
  left pot in the room for an HERB.  Then go into the lower room and check the
  stove for a STONE.  When you are done looking around, talk to Arc's mother
  again.  After some more mushy talk, she will give Arc the KAISER GLOVE, a
  REVIVAL TONIC, an ENERGY FRUIT, and a SACRED WATER.  Leave, and Arc will rush
  forward to the mountain.

 Touvil, Guardian Peak Base
 OOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When Arc arrives at the mountain, he will find the young girl from before,
  ready to right her wrong.  Arc will discover the girl's name is Kukuru.
  After fighting over who should light the flame again, Arc will take the torch
  from Kukuru and go forward to light the Flame Cion once again.

 Touvil, Guardian Peak
 OOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  At the top of the mountain, Arc will meet up with the Ark Ghoul, the demon
  that Kukuru released earlier.  The Ark Ghoul takes Arc out with a single
  swipe, and leaves him for dead.  Later that night, Arc is still lying there
  in defeat, when a light comes down from the moon and envelopes him.  A voice
  speaks to him, which turns out to be a Guardian.  The guardian then gives
  Arc the "Power of the "Guardian" and tells him to light the Flame Cion.

 Touvil, Guardian Peak
 OOOOOOOOOOOOOOOOOOOOO

  BATTLE NUMBER ONE
  ||RECOMMENDED LEVEL||  1
  ||ENEMIES||  Green Slime x 5
  ||ITEMS||  O Energy Fruit

  Start off by going into your equipment and equipping the Kaiser Glove.  This
  will raise your Throw Level from 0 to 1.  Then start the battle.  Take some
  time to get used to the battle system.  It is pretty easy to learn and after
  awhile, you feel like it's not there.  This battle is basically there to
  acquaint you with the systems and menus.  You might want to wait awhile and
  let the Green Slimes split so you can get more experience, but that's up to
  you.  For now, just take one slime out at a time, and be sure to get the
  treasure chest containing an ENERGY FRUIT before you beat all 5 Green Slimes.

  After the battle, the scene will switch back to Kukuru, who is now confronted
  by the Ark Ghoul.  Just as he is about to kill Kukuru, Arc relights the Flame
  Cion, vanquishing the Ark Ghoul once again.

 Touvil, Arc's House
 OOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  After a few days of rest, Arc gets summoned to Palencia Castle by the King of
  Seirya.  After saying goodbye to his mother, he leaves for the castle.

 Touvil, Village Gate
 OOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  O Herb

  Kukuru will take Arc to the edge of Touvil Village, and then ask Arc if she
  can go with him.  He reluctantly agrees, and she tells him that she'll be
  training for the time being.

  Once you leave, return to Touvil to get an HERB from your mother and to read
  a letter your father left you.  It will explain some of the game basics.  You
  can return to get an herb as many times as you wish.  Now head over to
  Palencia Castle.

 Palencia Castle
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  As Arc nears the entrance, the army will march out of the gates.  After the
  guards make fun of you, Arc will head forward to the Audience Chamber.

 Palencia Castle, Audience Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Inside, Arc has a very nice talk with the King, with the Minister butting in
  every few lines with a remark against Arc.  The King is about to ask Arc for
  assistance with the Ark (confusing, eh?), when the Minister says he can't
  trust you until you prove yourself in battle.  He sends you off to Colbo
  Plain in order to rid it of the monsters.  So, head to the new battle area on
  the map.

 Colbo Plain
 OOOOOOOOOOO

  BATTLE TWO
  ||RECOMMENDED LEVEL||  2 or 3
  ||ENEMIES||  Green Slime x3  Ghost x3  Zombie x3  Fire Elemental x1
  ||ITEMS||  O Palo Nut O Power Apple

  When Arc arrives, he will notice that the army is not there, as the Minister
  had mentioned.  A single soldier will hop out of the brush.  He will tell you
  all the other soldiers were killed, and introduce himself as Poco.  Poco
  tries to persuade you to leave, but then the enemies will come out.

  The only enemies you really have to worry about are the Zombies.  The others
  should be concentrated on first, as most are easily dispatched with a single
  hit.  If Arc is not Level 3 from your first battle, then make sure to have
  both characters team up on each enemy and you shouldn't get hurt.  When all
  of the other enemies have been disposed of, use both Arc and Poco to attack
  one Zombie at a time.  During this battle, a Green Slime will drop a PALO NUT
  and a Ghost will drop a POWER APPLE.

  After the battle, Poco will join your team.  Arc will suggest that the two of
  them return to Palencia Castle, so do just that.

 Palencia Castle, Audience Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Arc and Poco return with news of victory, but of course, the Minister does
  not believe them.  He wants more proof, and conveniently, a soldier runs in
  telling of invasion by monsters.  Arc and Poco run out to take care of it.

 Palencia Castle
 OOOOOOOOOOOOOOO

  BATTLE THREE
  ||RECOMMENDED LEVEL||  4
  ||ENEMIES||  Green Slime x3  Ghost x3  Evil Bonze x1  Witch Doctor x1
  ||ITEMS||  O Jump Boots O Magic Card

  At the start of the battle, you will see Kukuru being attacked by the
  enemies.  Then Arc and Poco will rush in to help.

  This battle isn't too difficult.  Just take out the Green Slimes and Ghosts
  first, and concentrate on taking out the magic wielding Witch Doctor as
  quickly as possible.  Finally, concentrate all your attacks on the Evil
  Bonze.  The Evil Bonze will reward you with JUMP BOOTS, and the Witch Doctor
  will drop a MAGIC CARD.

  After the battle, Kukuru will collapse from exhaustion.  Poco suggests taking
  her inside.

 Palencia Castle, Audience Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Yep, time to talk to the King again.  He again begins to talk to you about
  the Ark, the legend, and his brother.  The King then tells you to go to
  Toyoke Forest in Millmana to learn about the Ark.  Kukuru asks the King if
  she can join you, and he agrees.  You now have 3 party members.  The King
  tells you that you may use his airship, the Silver Noah, to go to Millmana.

 Palencia Castle, Minister's Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS|| None

  After leaving for Millmana, a scene showing Andel speaking through a mirror
  about Arc and how he must be stopped will play out.  Andel's true colors are
  beginning to show…

  Afterwards, head to the skyport.

 Seirya Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  At the skyport, you will meet Chopin, the pilot of the King's airship.
  Before leaving Seirya, you can ask Chopin for some advice on more game play
  basics.  Then, choose to depart for Millmana.

 FMV
 OOO

  Watch the Silver Noah flying in the background, and an Indiana Jones-esque
  map showing your flight path in the foreground.


 OOOOOOOOOOOO
 O MILLMANA O
 OOOOOOOOOOOO
 ATLI6.3

 Millmana Skyport
 OOOOOOOOOOOOOOOO

  ||ITEMS|| None

  When you get to Millmana, a soldier will be there to escort you to the
  Millmana facility.  Go with him.

 Capital HQ
 OOOOOOOOOO

  ||ITEMS||  None

  The soldier will lead you straight to General Yagun.

 Capital HQ, General's Office
 OOOOOOOOOOOOOOOOOOOOOOOOOOOO

  Here, you will meet General Yagun, a lackey of Andel's.  After trashing your
  whole team's authenticity, He won't let you into Toyoke Forest because you
  are all "children", and after some persuasion, agrees to let you in only if
  you can clear the surrounding areas, Ruvag Woods and Sembara Marsh.  He then
  has his Sergeant take you out to the front of Capital HQ again.

 Capital HQ
 OOOOOOOOOO

  ||ITEMS||  None

  This time, you can walk around and talk to the people.  Other than a soldier
  telling you that you should go train at Nicarus Forest before battling with
  the other enemies.  You should take his advice and do so.  When you're ready,
  go down to the Sergeant and watch Kukuru knock him out.  Head over to Nicarus
  Forest to level up until you are around Level 10.

 Ruvag Woods
 OOOOOOOOOOO

  BATTLE FOUR
  ||RECOMMENDED LEVEL||  10
  ||ENEMIES||  Warlord x2  Wraith x 4  Bloodweed x2
  ||ITEMS||  O Small Bomb

  If you took my advice and leveled up to 10, this fight should be a cinch.  If
  not, make sure to concentrate on getting rid of the Warlords first,
  concentrating on 1 at a time.  Then move onto the Wraiths, and finally, the
  stationary Bloodweeds.  If need be, have Arc fight, and use both Poco and
  Kukuru to heal. There is a chest with a SMALL BOMB in it, which you can
  either waste a Stone or use magic to get.  Any attack magic with a 5-Width
  Diamond Range should be able to hit it.

  After the battle in Ruvag Woods, the battlefield will disappear.  Now, go on
  to the Sembara Marsh battlefield.

 Sembara Marsh
 OOOOOOOOOOOOO

  BATTLE FIVE
  ||RECOMMENDED LEVEL||  10
  ||ENEMIES||  Warlord x4  Mighty Fly x3
  ||ITEMS||  O Sacred Water

  Again, if you didn't level up before, this fight will be tough.  The Mighty
  Flies especially can be hard hitting in this battle, so try not to get
  cornered and take out one enemy at a time.  If you reach level 12, use Burn
  Ground Level 2 on a group of enemies for some assistance. The chest in this
  battle contains a SACRED WATER.

  When you finish the battles up, head back to the General.

 Capital HQ, General's Office
 OOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When you return, the General will tell you that you can enter Toyoke Forest,
  but he will not be responsible for your deaths.  Arc tells the General he
  will be victorious, and the 3 of them leave.  Then a ninja arrives, and the
  General commands him to dispose of the 3 within Toyoke Forest.  He leaves to
  accomplish his mission..

 FMV
 OOO

  An FMV will show a giant train like vehicle leaving Capital HQ and heading
  for Toyoke Forest, with some birds flying away in the background.  Prepare
  for your next fight.

 Toyoke Forest
 OOOOOOOOOOOOO

  BATTLE FIVE
  ||RECOMMENDED LEVEL||  10
  ||ENEMIES||  Ninja x2  Wraith x3  Mighty Fly x2  Bloodweed x2
  ||ITEMS||  O Revival Tonic O Hit Scroll

  The Sergeant will escort you into Toyoke Forest, and then run off without any
  warning, leaving you to fight the scores of enemies here.  Be sure to equip
  any accessories that aren't on characters if you haven't done so already. If
  you're at level 10 or above, this place is a breeze, especially with the
  confining pathways.  This makes it so that only the Mighty Flies can get
  first attacks or corner you.  Use this fact to your advantage.  In this
  battle, a Mighty Fly drops a REVIVAL TONIC, and a Ninja drops the HIT SCROLL
  accessory.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  O Hero Crest

  When the battle is over, the team will come up to a very large tree.
  Suddenly, a voice will speak to them, and the Forest Spirit will come down
  from the tree.  The Forest Spirit will tell you more about your father and
  reveal to you that he was the Crown Prince of Seirya that the King talked
  about.  Then she will give you the Hero Crest. She tells Arc to head back to
  his homeland, Touvil.  After you leave the forest, however, immediately
  return to the forest and talk to the Forest Spirit again.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  Cure-All

  When you go back, the Forest Spirit will speak to you again and give you a
  Cure-All.  This may seem pretty useless to do right now, but trust me, it
  will set up two otherwise inaccessible accessories in the future.

  Now, you will notice Ruvag Woods and Sembara Marsh have returned, in case you
  need to do some leveling up.  But, if not, head to the Millmana Skyport and
  prepare to leave.

 Millmana Skyport
 OOOOOOOOOOOOOOOO

  ||ITEMS||  None

  There isn't much to do here, but you can learn some more game basics from
  Chopin.  After you are done, take off for Seirya.

 FMV
 OOO

  This FMV is similar to the first time you used the airship, except for it is
  now the return path to Seirya.

 OOOOOOOOOOOOOOOOOOOO
 O RETURN TO SEIRYA O
 OOOOOOOOOOOOOOOOOOOO
 ATLI6.4

 Seirya Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  When you land, a guard will come and tell you to report to the King. On the
  world map, there are two new, harder random battle areas, Quina Hill and
  Karagan Plain.  They are probably a little over your head right now, but if
  you want to try them out, be my guest.  Just be sure to save before you do
  so.  Afterwards, head on over to Palencia Castle to make your report.

 Palencia Castle
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  When the 3 go to the castle, a group of weird looking guards takes a man who
  is all tied up into the castle.  The guards at the gate tell about the man
  and his past.  Then they tell you to go see the King.

 Palencia Castle, Palencia Castle Prison
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  A cut scene follows in which the guards throw the tied up man into the
  dungeon and leave him to think of his "crime".

 Palencia Castle, Audience Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  The three go to the King's room only to find that the king has become ill.
  Andel says he will take the report regarding Millmana and the Ark, but some
  guard comes in and tells him the fugitive has been put in the dungeon.  Andel
  shrugs your report off and goes with the guard.

  Outside of the chamber, Kukuru remarks that something sounds suspicious.  Arc
  and Kukuru ask Poco to lead them to the dungeon, where they wish to
  investigate Andel  Then Poco leads them off to the dungeon.

 Palencia Castle, Palencia Castle Prison
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Back in the dungeon, the guards come back and tell the prisoner his sentence.
  The two guards jostle him, and then leave.  The prisoner then has a flashback
  regarding the Elder and his clan.  We find out the fugitive's name is Tosh.
  After the flashback, Tosh becomes enraged, and rips the dungeon door apart
  with his bare hands.  He then runs off to exact his revenge.

 Palencia Castle, Palencia Castle Warehouse
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  BATTLE SIX
  ||RECOMMENDED LEVEL||  12
  ||ENEMIES||  Ninja x3  Ghoul x3  Doll Master x2
  ||ITEMS||  O Senior Bandanna O Fiend Statue

  The scene again switches to Arc and the rest, this time in the warehouse
  above the prison.  They look onward to see the elite guards talking.  They
  talk about Romalia, and making Seirya crumble before it.  Tosh then comes out
  from the dungeon and starts to kick some elite guard ass.  The elite guards
  then turn into a group of monsters.  Both Tosh's sword and Kukuru's mirror
  shine during this time, hinting that the two are from the same Clan.  Now
  it's battle time.

  With Tosh on your team, this shouldn't be too hard.  Make sure to put on the
  Hero Crest before fighting this battle, it is a very invaluable item for the
  rest of the game.  Equip any other unequipped accessories on Tosh, and then
  start fighting.  Basically, just start by taking out the Ninja near Tosh
  quickly, then concentrate on defeating one enemy at a time, as usual.  If
  some enemies get close together, Burn Ground is not a bad idea.  The only
  thing you really have to be careful of is the Ghouls.  They can paralyze you,
  but they rarely do.  If they do, just wait it out unless you have to relieve
  it.  You should have few problems with this fight.  One of the Ninjas drops
  a SENIOR BANDANNA, and a Doll Master drops the FIEND STATUE.

  When the battle is over, the team questions Tosh about the elite guards'
  actions.  He shrugs off the question, and then quickly leaves.

 Palencia Castle, Audience Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  The group heads back to the Audience Chamber, where the King seems to have
  made a miraculous recovery (they just don't make medicine like they used
  to…).  Arc tells the King that his father is the King's brother, but Andel,
  as usual, doesn't believe him (paranoid son-of-a…).  Arc shows the King the
  Hero Crest, and this causes him to believe you.  After another lengthy talk
  concerning the Ark and the Guardians, the King will give Arc permission to
  visit HIS OWN HOUSE.  Then, a guard comes in and reports the escape of Tosh,
  as the party exits.

 Palencia Castle, Minister's Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When the team leaves, Andel makes his way back to the mirror to ask if Snow
  White is still the fairest in all the land…oh wait, wrong show…He makes his
  way to the mirror in order to tell it about Arc's accomplishments.  They then
  speak about how to stop Arc.  When you regain control, head over to Touvil.

 Touvil, Village Gate
 OOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  As the team walks through the entrance to Touvil, Kukuru comments that she
  smells smoke (probably because Poco stole a royal hot dog…).  The team runs
  forward to Arc's house.

 Touvil, Arc's House
 OOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When they arrive, Arc's house is already burnt to the ground, as is the rest
  of the town.  Suddenly, a messenger comes with a delivery for Arc.  It's a
  letter from Arc's father, conveniently.  He tells Arc that he must seek out
  the Power Stones from the Guardians around the world.  He then tells Arc to
  head to the Ancient Monolith that is near Touvil.

  Before heading to the new location, the Ancient Monolith, head back to
  Touvil for a second.

 Touvil, Arc's House
 OOOOOOOOOOOOOOOOOOO

  ||ITEMS||  Romancing Stone 1

  Go to the upper right corner of Arc's house and check around to discover the
  ROMANCING STONE 1.  When you've gotten this, head out and go to the Ancient
  Monolith.

 Ancient Monolith
 OOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When Arc examines the monolith, he discovers some writing.  Upon reading it,
  he is drawn into a new place, the Illusion World.

  Illusion World
  OOOOOOOOOOOOOO

  BATTLE SEVEN
  ||RECOMMENDED LEVEL||  13
  ||ENEMIES||  Illusion Flame x4  Illusion Lord x1
  ||ITEMS||  O Armor Stone

  This battle can be tough, especially with the Illusion Lord's high magic
  property.  Unless you are a really high level at this point, which you
  shouldn't be for certain reasons, the Illusion Lord will always start out
  with a spell that will hit all your characters.  Heal as quickly as you can,
  then start your attack.  His magic can do around half of your HP, so keep
  your characters spread out while you take out the Illusion Flames and keep
  them healed when you attack the Illusion Lord himself.  Take out the
  Illusion Flames first, and then concentrate on the Illusion Lord himself.
  Battle Drum and Speed Ocarina on all your characters during this battle
  doesn't hurt, either.  He should go down with relatively no trouble, if you
  keep the team healthy.  The Illusion Lord will drop the ARMOR STONE.

 Ancient Monolith
 OOOOOOOOOOOOOOOO

  ||ITEMS||  O Romancing Stone 3 O Stone x3

  After the battle, an old man will appear and begin talking to you.  He
  introduces himself as Gogen, and states he is over 3000 years old.  He also
  tells the team that he is the "book" Arc's father told them to search for.
  Gogen tells Arc that he must seek out the five Guardians and gain their
  stones, which can be used to break the Ark's seal.  Gogen cleverly hints at
  the next location the team must travel to, which turns out to be the country
  of Alatos.  Arc suggests going to the King and asking for an airship.  Gogen
  joins your team before you head off for the castle.  Before you leave, Gogen
  will give you the ROMANCING STONE 3.

  Before heading to the castle, note that you can return to the Ancient
  Monolith at anytime and pick up 3 STONES from around it.

 Palencia Castle, Audience Chamber
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  O 'Wild Lion Drum' Spell

  The party returns to the King and tells him about the five Guardians and
  their stones.  The King then gives you his airship, the Silver Noah, and he
  gives Poco a new spell, the WILD LION DRUM.  When this is all done, head to
  the Skyport.

 Palencia Hill Lookout
 OOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When you enter the Skyport, a scene with Tosh will show, where he is standing
  at his father's grave.  Suddenly, a voice speaks to him.  It is a Spirit
  within his blade. The Sword Spirit tells Tosh to join Arc on his quest.  Tosh
  then leaves to do so.

 Seirya Skyport
 OOOOOOOOOOOOOO

  At the skyport, Chopin tells the team they can board, but Tosh interrupts
  the departure.  After a long talk, Tosh joins the team, and they all head
  for the land of Alatos.  If you go to Millmana Skyport, Chopin will have
  more gaming advice available to you.


 OOOOOOOOOO
 O ALATOS O
 OOOOOOOOOO
 ATLI6.5

 Alatos Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  When you land, the team meets up with a weird merchant.  He will invite you
  to his shop, and then leave.  Follow him to his shop.

 Chongara's Shop
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  When you arrive, Chongara will tell you about Alatos' history and the ruins
  surrounding the area. He will then tell the group about the Light Guardian
  in the area.  Chongara won't go into detail however, until the group agrees
  to go to the nearby ruins and help him get a certain treasure, the Summon
  Pot, which is on the 5th floor of the ruins.  The group has no choice but to
  agree.  Now, onto the Forbidden Ruins.

 Forbidden Ruins
 OOOOOOOOOOOOOOO

  In the morning the group heads to the Forbidden Ruins, which is a huge, 50
  floor dungeon.  You only have to go to the 5th floor this time around, and
  for now, that's all I suggest.  Leveling up too much now can have adverse
  effects later.  And remember, there is no saving after battles in the
  Forbidden Ruins.  You must make it down to whatever floor you are headed for
  AND make it back up all those floors as well to get out and save.  Note also
  that you do not have to kill all or any of the enemies on a floor to proceed
  to the next/previous floor.

  BATTLE EIGHT
  ||RECOMMENDED LEVEL||  9
  ||ENEMIES||  Warlord x3
  ||ITEMS||  O Herb O Revival Tonic

  This battle is as easy as it gets…just get the two treasure chests and waste
  the warlords with whoever you want.  When you're finished, have a character
  walk onto the staircase to go to the next floor.  The two treasure chests in
  the center of the room contain an HERB and a REVIVAL TONIC.  It isn't
  necessary here,but on future floors, if you plan on killing the enemies, you
  should leave the treasure chests until last, as you get to decide when to
  move to the next floor.

  BATTLE NINE
  ||RECOMMENDED LEVEL||  13
  ||ENEMIES||  Werewolf x4
  ||ITEMS||  O Big Bomb O Speed Satchel

  The Werewolves counterattack often, so try and hit them from the back
  whenever you can.  This floor, again, should not give you any trouble,
  especially if you can get them from the back.  The chests on either side of
  this room contain a BIG BOMB and a SPEED SATCHEL.

  BATTLE TEN
  ||RECOMMENDED LEVEL||  14
  ||ENEMIES||  Werewolf x2  Voodoo Man x2
  ||ITEMS||  O Skill Bracelet

  Another relatively easy floor.  The barriers set up across the field are
  actually more of decoration than they are of barriers, because most of your
  team and the werewolves can jump over them at this point in the game.  Th
  Voodoo Men cannot jump the barriers, however, so make sure you take out the
  Werewolves first, and then the lesser Voodoo Men when you are done.  Although
  the Voodoo Men do have attack magic, it is not very harmful to your team at
  this point in the game. The chest at the top of the field holds a SKILL
  BRACELET accessory.

  BATTLE ELEVEN
  ||RECOMMENDED LEVEL||  14
  ||ENEMIES||  Voodoo Man x2  Demi Monk x2
  ||ITEMS||  O Stone O Insomnia Card O Atrophy Ball

  For this battle, you may wish to take out the Voodoo Men first, as the Demi
  Monks usually only cast Silence on your characters, and the only way of
  hitting the Voodoo Man behind the barrier is either walking around, tossing
  a projectile, or using magic.  Once the Voodoo Men are out of the way, the
  Demi Monks fall very easily.  The three chests in this room contain a STONE,
  an INSOMNIA CARD accessory, and an ATROPHY BALL.

  BATTLE TWELVE
  ||RECOMMENDED LEVEL||  16
  ||ENEMIES||  Demi Monk x4  Blood Knight x4
  ||ITEMS|| O Paralysis Apple O Small Bomb O Summon Pot

  Yes, this battle is purposely made harder than the rest.  If you had some
  trouble with the previous floors, this floor is meant to catch you off guard
  with depleted magic and/or items.  The good news is, only two enemies at a
  time come forward, so you shouldn't have TOO much difficulty.  Just keep
  Kukuru and Poco healing if necessary, and have Tosh and Arc concentrate their
  physical attacks on the two enemies at a time, while Gogen casts his magic.
  Your reward for the floor is the SUMMON POT, located in the far left treasure
  chest.  The other two treasure chests on this floor hold a PARALYSIS APPLE
  and a SMALL BOMB.

  Now that you've retrieved the Summon Pot, head all the way back out of the
  Forbidden Ruins.  If you need to do some leveling up (You should be around 20
  with Arc by now), fight the enemies on the way up, if not, you can skip them
  if you would like.  Once you reach the top, head back to Chongara's Shop.

 Chongara's Shop
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  Back at Chongara's Shop, Chongara inspects the Summon Pot and determines
  its authenticity.  Chongara asks the team why the want to find the Light
  Guardian, which leads into a flashback.  It shows Chongara traversing the
  Forbidden Ruins, and is the only time in the game you can actually see the
  awesome power of Arc's father, Yoshua.  He asks Chongara to assist his son
  in 10 years, and then the flashback ends.  He then agrees to take the team
  to the Azenda Highland in the morning.

  In the morning head to the new area, Azenda Highland.

 Azenda Highland, Azenda Highland Cave
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  BATTLE THIRTEEN
  ||RECOMMENDED LEVEL||  17
  ||ENEMIES||  Giant Bat x7  Stone Jackal x3  Stone Golem x1
  ||ITEMS||  O Power Nut O Reco's Grass O Magic Leaf O Revival Tonic
             O Counter Bracelet O Palo Nut O Deity Fist

  This battle can be difficult, so first concentrate on taking out the Giant
  Bats, as they are the only enemies that will attack aggressively if you stay
  on the starting platform.  When the Giant Bats are disposed of, work your way
  around the field getting the treasure chests using Mofly.  When Mofly runs
  out of magic, either walk him over to a Stone Jackal and have it kill him the
  summon him again, or try to obtain the others using magic.  Note that a
  summon's death counts in Chongara's Monster Book.  When you are done taking
  out the Stone Jackals, bring your strongest over to the Stone Golem and try
  to take him out.  If you can't, he'll explode, which you may be able to
  survive.  You won't get experience if he explodes, but you'll still win the
  battle.  This is the only time you can come to this battlefield, so make sure
  to get the treasures.  Now also wouldn't be a bad time to start your Monster
  Book collection.  The chests mostly contain rare items.  Starting from the
  lower right and going clockwise, the treasures you need to use Mofly or magic
  for are POWER NUT, RECO'S GRASS, MAGIC LEAF, and REVIVAL TONIC.The item that
  is on the center platform with the Stone Jackal is PALO NUT.  One Stone
  Jackal will drop a COUNTER BRACELET, and the Stone Golem will drop a DEITY
  FIST.  Note that if the Stone Golem explodes and kills the character who is
  attacking it, there will be no character to pick up the Deity Fist, and thus,
  you won't get it.

  When you defeat the enemies in the Azenda Highland Cave, Arc will suggest
  that the team goes and sees the Light Guardian.  After all, that's why you're
  there, isn't it?

 Azenda Highland, Azenda Highland Perimeter
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  O Light Stone O KIng's Image

  At the edge of the cliff, the team will meet the Light Guardian.  The Light
  Guardian, just like the Forest Spirit, will go on about how the selfishness
  of humanity has caused monsters to appear and may be the cause of the end of
  world.  After the talk, the Light Guardian will give Arc the LIGHT STONE and
  the KING'S IMAGE.

 Azenda Highland, Azend Highland Cave
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Back in the cave, Arc will thank Chongara for his help, and then the party
  and Chongara will go their separate ways.

  Now, head back to the Alatos Skyport.

 Alatos Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  The scene will switch back to Chongara as you enter the Skyport.  He is
  debating what to do.  He decides he should keep his promise to your father
  and goes to the Skyport to join you. Gogen, using his power in conjunction
  with the stone you just recieved, tells that your next destination is East
  Amaidar, Greyshinne to be exact.  With Chongara on your team, it's time
  to make a return visit to the Forest Spirit in Millmana.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  O Cure-All

  Go back to the Forest Spirit to hear about the Water Guardian and to recieve
  another CURE-ALL.  Then head to Greyshinne.


 OOOOOOOOOOOOOO
 O GREYSHINNE O
 OOOOOOOOOOOOOO
 ATLI6.6

 Greyshinne Skyport
 OOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  When you land in this new country, Chongara will tell you about the opponents
  you will face in this land, who use 2000 year old martial art skills.  When
  Kukuru is done making Poco piss in his pants, Arc suggests you head to the
  temple of these warriors.

 Amaidar Temple, Amaidar Archmonk's Chambers
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  When you enter the temple, a cutscene that deals with the Archmonk and some
  lesser monks occurs.  They warn the Archmonk of your coming, and think that
  you will disrupt the Guardian of Mount Amaidar.  The Archmonk has the other
  Monk summon Iga, who comes in and is told to stop Arc and his party from
  reaching the mountain.  Iga says he will do just that.

 Amaidar Temple
 OOOOOOOOOOOOOO

  When the group reaches the front gates, they swing open to show hordes of
  Monks waiting for them.  Iga comes out and tells the team to turn back.  The
  team has no desire to turn back, and so a match between Arc and Iga is set
  up.  If Arc wins, Gogen wants Iga to listen to them.  So you know what you
  have to do.

  BATTLE FOURTEEN
  ||RECOMMENDED LEVEL||  21
  ||ENEMIES||  Iga x1
  ||ITEMS||  O Short Sword

  Since it is just you and Iga, it is basically who is stronger.  Just keep
  physically attacking from behind him so he can't counter, and if you are
  the suggested level, he should be weak after the second counter.   If you
  absolutely need to heal in this battle, use Total Healing, but 4 attacks
  should be enough to waste Iga.  Iga drops a SHORT SWORD accessory for your
  troubles.

  After the battle, Gogen exlains the situation to Iga, and then asks to see
  his master.  Iga then takes the team to see the Archmonk.

 Amaidar Temple, Amaidar Archmonk's Chambers
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  The team and Iga have a heated exchange with the Archmonk, who accuses Iga of
  being traitorous.  Kukuru then reveals the true form of the Archmonk, an evil
  monster in disguise.  The Archmonk escapes to the proving grounds, where the
  team follows him to.

 Amaidar Temple, Amaidar Proving Grounds
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  BATTLE FIFTEEN
  ||RECOMMENDED LEVEL||  22
  ||ENEMIES||  Novice Monk x6  Amaidar Monk x1
  ||ITEMS||  O Prayer Beads O Shift Flute

  If your group is the recommended level, it is sometimes best to split the
  team into two equally strong groups and take out the Novice Monks as quick as
  possible.  Work on one Novice Monk at a time with each group.  If you are
  looking for an alternative method to finishing this battle quickly, have Iga
  round up the Novice Monks in as close a group as possible, and then use
  Shingan-ho to mark them.  When Iga's next turn comes up, use Taima-kodan to
  deal high damage to most or even all of the Novice Monks.  This should weaken
  them enough to be able to quickly get rid of them and then concentrate on
  attacking the Amaidar Monk.  Since the Amaidar Monk can quickly take out your
  weaker characters, it is often easier to round up your stronger fighters,
  like Arc, Tosh, and Iga, and use Battle Drum on them.  Then go to work on the
  'boss'.  He has just over 150 HP, so using the three characters, it shouldn't
  take very long.  Have Poco and Kukuru heal as needed.  Also, note that this
  is your only chance to get either the Amaidar Monk or the Novice Monk for the
  Monster Book, so do so now.  Your reward for defeating the Amaidar Monk are
  the PRAYER BEADS.  After the battle, Poco will also find a SHIFT FLUTE.
  Because most blood-thirsty beasts play an instrument on the side...

  With the Archmonk gone, the party heads off toward Mount Amaidar.

 Mt. Amaidar, Amaidar Mountain Peak
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  BATTLE SIXTEEN
  ||RECOMMENDED LEVEL||  23
  ||ENEMIES||  Wild Hemo-ji x5  Water Slime x7  Boogie Man x4
  ||ITEMS||  O Junk Bracelet O Antidote Ring O Palo Nut O Earth Stone

  In this battle, you might want to take out the Wild Hemo-ji first.  They
  cause the Hemo-ji status ailment, which will prevent you from using magic in
  this battle.  Make sure to keep your healers away from the Wild Hemo-ji, as
  if you have trouble with this battle and you can not refill, you may lose the
  battle.  Once the Wild Hemo-ji are taken out, work on the Boogie Men and
  finally, the Water Slimes (who there are probably more than a dozen of by
  now, due to splitting).  During the battle, a Wild Hemo-ji will drop the JUNK
  BRACELET, a Water Slime has a PALO NUT, and a Boogie Man has an ANTIDOTE
  RING.

  When you defeat all the enemies, Iga will look at the sacred altar and notice
  that the sacred books were stolen.  Then, the Earth Guardian will speak to
  the group.  He tells Iga that the powers his Monkhood had were gifts from the
  Guardians that were wrongfully used.  The Earth Guardian will then give the
  team the EARTH STONE.

 Amaidar Temple
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  After returning, Iga decides that he can no longer stay at Amaidar Temple,
  and thus chooses to go with Arc on his quest.  You now have all your team
  members.  Iga says farewell to the other monks and tells them one day he will
  return, and then the team leaves.  Note that the Proving Grounds at Amaidar
  Temple are now open (See Secrets and Sidequests, ATLI10).

 Greyshinne Skyport
 OOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  At the Skyport, tell Chopin that you are ready to leave.  As the team
  prepares to leave Greyshinne, Gogen once again uses his staff to uncover the
  team's next destination, this time Niedel.  But, before you head there, go
  back to Millmana.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS|| O Cure-All O Throw Scroll

  In Toyoke Forest, the Forest Spirit will tell you to remember the words of
  the Earth Guardian.  Then she will give you the usual CURE-ALL, and the THROW
  SCROLL as well.  Now, head back to Touvil in Seirya for another rare
  accessory.  Note also that Chopin has new advice for you at the Skyports.

 Touvil, Arc's House
 OOOOOOOOOOOOOOOOOOO

  ||ITEMS||  O Romancing Stone 2

  Back at Arc's House, check the mailbox outside of the house.  You will find a
  letter from your father.  Included with the letter is a gift, the ROMANCING
  STONE 2.  Only one left...

  While we're on the sidequest rampage, you might as well head back to
  Chongara's Shop in Alatos.

 Chongara's Shop
 OOOOOOOOOOOOOOO

  ||ITEMS||  O 'Odon' Summon

  In Chongara's Shop, a strange thing will happen.  Chongara will walk up, and
  another Chongara will come out of the Shop (One Chongara was enough...).
  After some freaky dancing, the Chongara will turn into Kukuru.  Chongara will
  call the shapeshifter Odon, and tell it to get out.  Then it will reveal its
  true form.  After you leave, Odon will have joined your summons.

  With those little quests out of your way, you can now head on over to Niedel.


 OOOOOOOOOO
 O NIEDEL O
 OOOOOOOOOO
 ATLI6.7

 Niedel Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  When you arrive, the guy tells you that if you hurry to the Tournament, you
  should be able to make the opening ceremonies.  You should do just that.

 Tournament Arena, Arena Courtyard
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  HERB

  When you first get here, head over to the right and check the gong.  You will
  find an HERB hidden there.  Now, you can talk to the contenders around the
  courtyard.  When you are done, switch to the character you wish to use in
  order to compete in the tournament.  Then, go up and talk to the Official at
  the top of the steps. The cursor will automatically start on whoever you
  switched to.  I suggest using Poco, because winning with him will net you the
  Toy Ring, a rare accessory.  Now, on with the Tournament.

  After Rock Roctoll's 'brilliant' speech about the Wind Orb (which makes me
  ultra-sick ultra-quick), you will be put back outside in the courtyard.  Go
  back up to the official again and enter the arena for your first battle.
  There will be a total of 5 fights, but don't worry, as you will return to
  the Arena Courtyard after every battle.  You will then be able to leave and
  save when you think it is necessary.  Don't worry about holding back with
  magic, you will be completely refilled after each battle.

 Tournament Arena, Arena
 OOOOOOOOOOOOOOOOOOOOOOO

  BATTLE SEVENTEEN
  ||RECOMMENDED LEVEL||  21
  ||ENEMIES||  Blood Knight x1
  ||ITEMS||  O Revival Tonic

  Before the battle starts, make sure to equip Poco (or whomever you use) with
  some appropriate accessories.  The Armor Stone, Magic Card, and Short Sword
  are all good choices.  When you're ready, you should be able to take out the
  Blood Knight with a single attack of the Lion Drum.  Your reward for this
  round is a REVIVAL TONIC.

  BATTLE EIGHTEEN
  ||RECOMMENDED LEVEL||  22
  ||ENEMIES||  Boogie Man x1
  ||ITEMS||  O Power Nut

  The Boogie Man should be easily taken out with 2 shots of the Lion Drum.  His
  Wind Slash shouldn't pose too much of a threat to you, only about 5 HP per
  casting.  This battle will yield a POWER NUT.

  BATTLE NINETEEN
  ||RECOMMENDED LEVEL||  24
  ||ENEMIES||  Black Knight x1
  ||ITEMS||  O Magic Sprig

  The Black Knight will probably get the first move, and he will be quite
  strong compared to your Poco, so be sure that you stay away and attack with
  the Lion Drum.  You also have to be careful when you get the Black Knight
  weak, as he will use Cure to fully heal himself.  As long as you can either
  do 40 HP of damage per turn or you can take two hits in a row from the Black
  Knight, you should be ok. A MAGIC SPRIG is recieved for this battle.

   BATTLE TWENTY
  ||RECOMMENDED LEVEL||  24
  ||ENEMIES||  Mad Monk x1
  ||ITEMS||  O Reco's Grass

  This battle shouldn't be as hard as the last, as the Mad Monk's magic is not
  that powerful.  A few Lion Drum blasts should take him out.  You will get a
  RECO'S GRASS from the Mad Monk.

  BATTLE TWENTY-ONE
  ||RECOMMENDED LEVEL||  25
  ||ENEMIES||  Assassin
  ||ITEMS||  O Power Apple

  This is it.  The final battle for the Wind Orb.  No pressure.  As usual, if
  you're using Poco, rely on the Lion Drum to get you through.  2 hits, and the
  Assassin is down for the count.  If you're not using Poco, chances are you've
  been using someone much stronger like Tosh, Arc, or Iga.  In that case, you
  can probably beat the Assassin with a single hit, so you shouldn't even be
  reading this. :P  You get a POWER APPLE for this final battle.

 Tournament Arena, After the Tournament
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  O Wind Orb  O Toy Ring

  Afterwards, Rock Roctoll will congratulate the new champion and give them the
  WIND ORB.  If you listened and used Poco for the tournament, you will also
  get a special bonus, the TOY RING.

  After recieving your prizes, the team will compliment the champion, and then
  set out to leave the Arena.  You knew it wasn't that easy, right?  Rock
  Roctoll comes out and stops the team.  With a snap of his fingers, tons of
  Boogie Men appear out of nowhere to give you pain.  Then, Rock Roctoll will
  change into a Blood Fiend.

  BATTLE TWENTY-TWO
  ||RECOMMENDED LEVEL||  25
  ||ENEMIES||  Boogie Man x6  Blood Fiend x1
  ||ITEMS||  O Wind Stone O Tragedy Glasses

  If you unequipped any team members for the Tournament, you may want to fix
  that before starting the battle.  Tosh, Arc, and Iga should be able to take
  out the Boogie Men in a single hit, so use them to take out as many as
  possible, using Kukuru and Poco to heal if needed.  Also, you can use Poco's
  Lion Drum if you would like.  The Boogie Men should fall very easily, leaving
  the Blood Fiend to the hands of Arc, Tosh and Poco.  This battle shouldn't
  cause you much trouble.

  After saving yourself and getting some worthless items, Kukuru will say that
  you still need to find the Wind Guardian.  At this point, Gogen takes the
  Wind Orb and 'accidentally' drops the Wind Orb.  From the shattered remains,
  the Wind Guardian emerges.  He will tell you of his terrible past, and how he
  was locked away in the Wind Orb for 600 years.  As thanks, he gives Arc the
  WIND STONE and the TRAGEDY GLASSES.  Note the Tournament Arena sidequest is
  now opened up (see Secrets and Sidequests, ATLI10).  Now, head for the
  Skyport.

 Niedel Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  With the Wind Stone attained, Gogen uses his staff once again, and reveals
  that Zariban, the desert country, is your next destination.  But first, it is
  time to visit the Forest Spirit in Millmana yet again.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  O Cure-All

  The Forest Spirit will tell you to heed the words of the Wind Guardian, and
  then she will give you another CURE-ALL. Now you can take the Silver Noah
  over to Zariban.  Also, Chopin should have new information for you now.

 OOOOOOOOOOO
 O ZARIBAN O
 OOOOOOOOOOO
 ATLI6.8

 Zariban Skyport
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  When you arrive at the Skyport, a man will be there to greet you.  He is from
  the Saryu Tribe, and it seems your father sent him to meet you.  Follow him
  to his village.

 Saryu Village
 OOOOOOOOOOOOO

  ||ITEMS||  None

  The man will take you to a cliff overlooking the village.  As he tells you
  about the history of Saryu, a giant laser strikes the village and utterly
  destroys it.

  The team goes down to investigate the ruins and see if there are any
  survivors.  Unfortunately for you, the survivors don't want you to survive.

  BATTLE TWENTY-THREE
  ||RECOMMENDED LEVEL||  35
  ||ENEMIES||  Maneater x5  Blood Skeleton x6  Insane Minotaur x1
  ||ITEMS||  O Elder's Charm

  Start off the battle using your strong characters to take out the Blood
  Skeletons and the Insane Minotaur.  Use Kukuru and Poco to heal, and try to
  attack from behind at all times, as enemies tend to counter often.  If you
  Paralyze a Blood Skeleton, don't bother to waste a character's turn killing
  it, unless you are finding this battle very easy.  Don't worry about the
  Maneaters.  They are stationary and won't touch you unless you go near them.
  If you have alot of trouble with this battle, it might be a good idea to go
  to the Proving Grounds at Amaidar Temple and complete the battles there
  first (see Secrets and Sidequests, ATLI10).  This is a good method for
  leveling up, especially at this point in the game.  I managed to get around
  a dozen levels for my more active characters (Arc, Tosh, Iga) doing this.
  Those dozen or so levels will be more than enough to make this battle seem
  one-sided.

  After the battle, the team will find the Saryu Elder.  He will talk about
  your father, and then he'll hand you the ELDER'S CHARM with his dying breath.
  The team then heads forth to stop Kasadoll, the General of Zariban.  Head to
  the Water Shrine.

 Water Shrine
 OOOOOOOOOOOO

  ||ITEMS|| None

  As soon as you enter the Water Shrine, Arc and the party will encounter
  General Kasadoll and his troops.  After a harsh talking to by Arc, Kasadoll
  will enter the Water Shrine, leaving you to contend with his monsterous
  followers.

  BATTLE TWENTY-FOUR
  ||RECOMMENDED LEVEL||  37
  ||ENEMIES||  Brainpicker x1, Fleshripper x6
  ||ITEMS||  O Antidote Ring O 'Atrophy Horn' Spell

  This is a pretty easy fight.  Take out any Fleshrippers that stand in your
  way, and then unleash what you can on the Brainpicker.  The Brainpicker has
  around 500 HP, so it may take awhile, but his attackes aren't very powerful.
  When you defeat the Brainpicker, you'll receive an ANTIDOTE RING.  After the
  battle, Poco will find the ATROPHY HORN sticking out of the sand.

  NOTE: Remember to Search the enemies here, it will be the only time you
        fight them.

 Water Shrine
 OOOOOOOOOOOO

  The team will enter the shrine after the battle, and confront Kasadoll once
  again.  After Arc digs into him harshly for a second time, Kasadoll can't
  take it anymore, and he and his troops transform into monsters.  Make him
  pay.

  BATTLE TWENTY-FIVE
  ||RECOMMENDED LEVEL||  38
  ||ENEMIES||  Dark Monk x4, Necromancer x4, Vampire Bat x4, Fire Golem x1
  ||ITEMS||  O Hawk Statue

  Concentrate on the Vampire Bats first.  They are the strongest enemies in the
  battle and have the longest range.  Your next priority should be the magic
  toting Necromancers.  Once they are finished, the battle is practically over.
  Defeat the Dark Monks, and then concentrate your strongest fighters on the
  Fire Golem.  Be sure he does not explode, or you will lose the HAWK STATUE
  that he is holding.

  NOTE:  This is the only battle with a Fire Golem, so be sure to Search him
         before you put him out.

  With the threat of General Kasadoll taken care of, the team heads further
  into the shrine to find the Water Guardian.

 Water Shrine
 OOOOOOOOOOOO

  ||ITEMS|| O Water Stone O 'Fu-jin' summon

  Once inside the deepest room of the Water Shrine, Arc and the team will meet
  the Water Guardian.  After Arc pleads his case that not all of humanity is a
  bunch of dumbasses, the Water Guardian will give Arc the WATER STONE and a
  new summon, FU-JIN.

  The Water Guardian will ask you to kill 10 monsters in Zariban, opening up
  the Water Guardian Sidequest (See Secrets and Sidequests section, ATLI10).

  Now, head to the Zariban Skyport.

 Zariban Skyport
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  Get onto the Silver Noah, and make your routine trip to Toyoke Forest in
  Millmana.  Note that Chopin has some new information regarding secrets you
  will learn about in my guide anyway. :P

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  O Cure-All

  The Forest Spirit will give you more words of wisdom, and then give you your
  CURE-ALL.  Now leave and head to...Seirya, again.

 OOOOOOOOOOOOOOOOOOOOOOOO
 O FINAL TRIP TO SEIRYA O
 OOOOOOOOOOOOOOOOOOOOOOOO
 ATLI6.9

 Seirya Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  Head on over to Palencia Castle.  When you try to enter Palencia Castle, Arc
  will take a jog back to the Silver Noah and thank Chopin for his help.

 Palencia Castle
 OOOOOOOOOOOOOOO

  ||ITEMS||  None

  After discussing the whereabouts of the last stone, the team decides to head
  to the Castle Warehouse to look for it.  After the guards give them some
  trouble, Tosh and Iga will use stealth to 'knock' some sense into them.

 Palencia Castle Warehouse
 OOOOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Once in the warehouse, the team will see a number of men going through some
  doors, and they conveniently LEAVE THE DOOR OPEN.  That's always a good way
  to die young.  The team heads into the door and finds a high-tech elevator.

 Basement Elevator
 OOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  The team takes the elevator down to a hidden laboratory.

 Basement Bio Lab
 OOOOOOOOOOOOOOOO

  ||ITEMS||  None

  In this lab, the team will encounter a group of scientists.  They become
  angry at your intrusion and the main scientist drinks a vial that turns him
  into a Wyvern.  Now you must battle.

  BATTLE TWENTY-SIX
  ||RECOMMENDED LEVEL||  40
  ||ENEMIES||  Wicked Monk x4, Blood Slime x4, Wyvern x1
  ||ITEMS||  O Hawk Statue O 'Rai-jin' summon O Fire Stone

  Take out the Wicked Monks first.  They pose the greatest threat, and that's
  not saying much.  At this point, the Wyvern should be doing almost nothing
  to your team.  If he is, just concentrate Arc, Tosh, and Iga on it.  Use
  their strongest attacks, and it should go down in a single turn.  You will
  receive a HAWK STATUE from the Wyvern.  Heal with Kukuru and Poco if it is
  necessary, but it probably won't be.

  After the battle, Arc makes his way up to the creature encased in glass.  At
  that point, it will speak to him and reveal that he is the Fire Guardian.  He
  tells the party that it is because of his life energy being drained that
  Seirya has been able to have such a rapid development.  Arc will then free
  the Fire Guardian from his entrapment.  The Fire Guardian says he will not
  forgive humanity, and Arc will break down in tears.  Gogen will tell the Fire
  Guardian how wrong he is, and the Fire Guardian will rethink his opinion.  He
  will then call forth RAI-JIN to join Chongara's list of summons.  He will
  then give you the last stone you need, the FIRE STONE.

  Suddenly, the scientist you thought you defeated will set off the self
  destruct mechanism (What's wrong with a friggin' home security system,
  King?!).  The team will race back to the basement elevator.

 Basement Elevator
 OOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  The team will start to take the elevator back up to the warehouse, but
  Andel's henchmen will suddenly appear to stop you.  Arc will stay behind with
  Kukuru to fight this battle.

  BATTLE TWENTY-SEVEN
  ||RECOMMENDED LEVEL||  42
  ||ENEMIES||  Shadow Skeleton x4, Soul Flame x2, Soul Stealer x1
  ||ITEMS||  O Monolith Crest

  This battle can be tough, especially if you actually use Kukuru.  Chances are
  she just isn't ready for this battle, so keep her in the back, and only use
  her if Arc really needs some healing.  Using Gale Flash can even the odds of
  this battle out, and you can even leave the Shadow Skeletons that you
  paralyze alone so that Kukuru can get some experience after the other enemies
  have been taken care of.  The Soul Stealer will drop a MONOLITH CREST.

  Arc and Kukuru will take the elevator back up, but they'll be attacked again
  before they reach the warehouse.

  BATTLE TWENTY-EIGHT
  ||RECOMMENDED LEVEL||  44
  ||ENEMIES||  Fate Dragon x2
  ||ITEMS|| O Power Wrist O Warrior Charm

  This battle isn't too tough if you use the same tactic as the last battle.
  Just keep Kukuru away, use her to heal if needed, and let loose with Arc on
  one Fate Dragon at a time.  One Fate Dragon drops a POWER WRIST, and the
  other has the rarer WARRIOR CHARM.

  After the battle, Arc and Kukuru finally make it back up to the warehouse,
  where they join the others for a confrontation with Andel.  He will then walk
  away, leaving Arc to tend with the dying King.  You will find out that Andel
  was really from Romalia.  The King confesses to Arc his intention of getting
  rid of Yoshua, and then dies in Arc's arms.  Then the team rushes to the roof
  of the castle, where they are rescued by Chopin.

 FMV
 OOO

  The Silver Noah lifts off from Palencia Castle at amazing speeds, as the
  castle is about to explode.

  There will be a scene showing the Palencia City streets.  A Newscast is
  shown, blaming Arc for the assassination of the king and the destruction of
  Palencia Castle.  Andel will then come over the news, saying that he is
  constructing Palencia Tower, which will be the headquarters for the new
  military state he is constructing.

  With that out of the way, head back to Millmana and speak with the Forest
  Spirit for the 7th time.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  O CURE-ALL

  The Forest Spirit will talk to you about the events concerning the Fire
  Guardian, and then give you a CURE-ALL.

  Also, note that the second quiz at Amaidar Temple is now available.

  When you are finished, head back to Seirya.

 Seirya Skyport
 OOOOOOOOOOOOOO

  ||ITEMS||  None

  Tosh warns the team that they'll be captured if they reenter Seirya at this
  point.  But, Chongara has a 'brilliant' idea.  When you exit the Silver Noah,
  you'll all look like freaky Hemo-ji.  After one of those silly Chongara
  scenes, head to Touvil.

 Village Gate
 OOOOOOOOOOOO

  ||ITEMS||  None

  The group heads forward to unseal the Ark.  They head toward the mountain.

 Guardian Peak Base
 OOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Kukuru and Arc will head up the mountain alone to extinguish the Flame Cion,
  just like at the beginning of the game.

 Cion Shrine
 OOOOOOOOOOO

  ||ITEMS||  None

  At the top of the mountain, Kukuru will recall the beginning of the team's
  journey.  Then, Arc will lean in and kiss Kukuru..awwww...^_^  After the
  romantic little scene, Kukuru will put out the Flame Cion once again.  The
  Ark Ghoul will come out again, and fly off towards the Ark.

 Guardian Peak Base
 OOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Back at the base of the mountain, the teammates are worrying about Arc and
  Kukuru.  The team then heads off to find them.  Prepare for the last battle
  you will face on this mountain.

 Guardian Peak
 OOOOOOOOOOOOO

  BATTLE TWENTY-NINE
  ||RECOMMENDED LEVEL||  44
  ||ENEMIES||  Arch Knight x6, Dragonfly x4, Wizard x3
  ||ITEMS||  None

  Have Tosh and Iga take out the Arch Knight and Dragonfly near the team, and
  start working your way down towards the team with Arc guarding Kukuru as you
  do so.  Iga and Tosh should probably take out the majority of the enemies,
  since it may be hard to keep Kukuru alive without Arc.  If you can, take out
  the Wizards first, then the Arch Knights, and then the Dragonflies last.

  After the battle, Arc will tell the group they need to go to Sabatico Falls,
  where the Ark is located, before it is too late.

  Before heading to Sabatico Falls, take one final trip to Toyoke Forest in
  Millmana.

 Toyoke Forest
 OOOOOOOOOOOOO

  ||ITEMS||  O Silk Belt

  The Forest Spirit will thank you for listening to her throughout the game,
  and then give you the rare and often-missed SILK BELT.

  Now, head back to Seirya and go to Sabatico Falls.

 Sabatico Falls Exterior
 OOOOOOOOOOOOOOOOOOOOOOO

  BATTLE THIRTY
  ||RECOMMENDED LEVEL||  47
  ||ENEMIES||  Arch Fiend x3, Ark Ghoul x5
  ||ITEMS||  None

  Yeah...there's only supposed to be 1 Ark Ghoul in the game.  So he found a
  wife and settled down already.  Sue him.  Anyways, this can be a tough fight,
  so you're going to want to keep your weaker characters away from the enemies,
  especially the Ark Ghouls.  Concentrate on one at a time, and use only your
  strongest characters and spells.  Hang in there, the end is in sight!

  After the battle, the team will walk up to the waterfall.  From there you can
  choose to Continue onward or head back for now.  If you want to save, or you
  haven't completed all the side quests that you want to, now is the time to do
  so.  When you are ready, head into Sabatico Falls.

  With the help of Gogen and the Five Stones, Arc will open the gateway that
  leads to...the Ark.

 Sabatico Falls Interior
 OOOOOOOOOOOOOOOOOOOOOOO

  ||ITEMS||  None

  Inside, Arc puts the five stones inside of the Ark, and it begins to speak to
  him.  It will tell him that the only way to harness the power of the Ark is
  to fight the evil within the party...and thus, that is what you will do.

 Illusion World
 OOOOOOOOOOOOOO

  FINAL BATTLE
  ||RECOMMENDED LEVEL||  50
  ||ENEMIES||  Dark Arc x1, Dark Kukuru x1, Dark Poco x1, Dark Tosh x1,
               Dark Gogen x1, Dark Iga x1, Dark Chongara x1
  ||ITEMS||  O Revival Tonic

  This battle can either be easy, if you use Gale Flash,
  Shingan-ho/Taima-kodan, and whatever other strong spells you have with the
  others.  Or it can be hard, if you try and sit there and Search each one of
  them for the Monster Book.  After you beat the game, you can save, so you can
  actually search a few at a time, if you want to fight the battle more than
  once.  Just refill when necessary, and try to have a few characters immune to
  sleep, as Dark Gogen can actually make the spell work well in this battle,
  and it can be annoying.  Just heal with whoever you need to do so with, and
  try to hit as many at once as possible.  If you need to physically attack
  them, use people like Arc, Iga, and Tosh.  The battle shouldn't be overly
  hard, especially for a last boss.  If you want to be really cheap, you can
  use Gogen's Level 3 Dream Knock to put them all to sleep, then kick their
  asses one at a time.  But only if you want it to be alot easier than it is.
  :P

  When you beat the group of Dark Ones, sit back and enjoy the...ok...ending.
  Congratulations! You've beaten Arc the Lad I!  Now, get ready for Arc the Lad
  II and the vast difference between the two.  I'll see ya in my Arc the Lad II
  Guide. ;)


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O               7.  R A N D O M   B A T T L E   F I E L D S                  O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 ATLI7


  Some battle fields within the game stay around for use as level up spots, or
  to grab extra items.  The following is a list of these places, excluding the
  Forbidden Ruins (Hit ATLI9 and search for the Forbidden Ruins in the Secrets
  and Sidequests section if you wish to know about it) and the enemies and
  items that appear there.

 OOOOOOOOOO
 O SEIRYA O
 OOOOOOOOOO

 Colbo Plain

  ||ENEMIES||  Green Slime x6  Zombie x4  Fire Elemental x3
  ||ITEMS||  None

 Karagan Plain

  ||ENEMIES||  Fire Elemental x6  Green Slime x3  Water Slime x3  Blood Slime x3
  ||ITEMS||  None

 Quina Hill

  ||ENEMIES||  Witch Doctor x1  Voodoo Man x1  Boogie Man x1  Evil Bonze x1
               Demi Monk x1  Mad Monk x1  Dark Monk x1  Wicked Monk x1
  ||ITEMS|| None

 OOOOOOOOOOOO
 O MILLMANA O
 OOOOOOOOOOOO

 Nicarus Forest

  ||ENEMIES||  Skeleton x4  Witch Doctor x2  Evil Bonze x2
  ||ITEMS||  O Energy Fruit

 Ruvag Woods

  ||ENEMIES||  Warlord x2  Wraith x4  Bloodweed x2
  ||ITEMS||  O Small Bomb

 Sembara Marsh

  ||ENEMIES||  Warlord x4  Mighty Fly x3
  ||ITEMS||  O Sacred Water

 OOOOOOOOOOO
 O ZARIBAN O
 OOOOOOOOOOO

 Ishima Rocks

  ||ENEMIES||  Wicked Monk x2, Blood Slime x2, Dragonfly x2
  ||ITEMS||  None

 Raiden Ruins

  ||ENEMIES||  Medusa Lizard x4, Vampire Bat x3, Necromancer x3
  ||ITEMS||  None

 Salyan Desert

  ||ENEMIES||  Necromancer x3, Blood Slime x4, Mad Puppeteer x3
  ||ITEMS||  None


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O                         8.  I T E M   L I S T S                            O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 ATLI8


 OOOOOOOOO
 O ITEMS O
 OOOOOOOOO

  Below are all 29 of the Items in Arc the Lad.  They are listed from left to
  right, from the top row to the bottom row.  Note that there are 3 blank
  spaces at the bottom that do not hold items.

 NEBA NEBA                  Temp Agility Decrease.

 POWER JELLY                Cure from Hemo-ji Condition.

 POWER APPLE                Gain a Level.

 ENERGY FRUIT               Recovers 60HP.

 PARALYSIS APPLE            Causes Paralysis.

 STONE                      Causes Damage When Thrown.

 RECO'S GRASS               Increases Defense Ability.

 HERB                       Recovers 20HP.

 POISON BERRY               Poisons Foes.

 RUE'S SATCHEL              Cures Paralysis.

 SPEED SATCHEL              Temp Agility Increase.

 SMALL BOMB                 Small Explosion.

 BIG BOMB                   Big Explosion.

 CURE-ALL                   Recovers Statuses.

 SACRED WATER               Cures Poison.

 REVIVAL TONIC              Resurrects Dead.

 ATTACK TONIC               Temp Offense Increases.

 SLEEP BALL                 Causes Sleep.

 ATROPHY BALL               Decreases Offense/Defense.

 POWER NUT                  +Offense.

 PALO NUT                   +Agility.

 LIFE NUT                   Max HP +2.

 MAGIC LEAF                 +Magic Ability.

 MAGIC SPRIG                Max MP +2.

 BLINDNESS GRASS            Causes Blindness.

 BITTER LEAF                Temp Defense Increase.

 NETTLE                     Cures Stone.

 HARD NETTLE                Cures Silence.

 SUMMON POT                 Summons Guardians (Chongara).

 EMPTY SLOT                 No item.

 EMPTY SLOT                 No item.

 EMPTY SLOT                 No item.

 OOOOOOOOOOOOOOO
 O ACCESSORIES O
 OOOOOOOOOOOOOOO

  Below are all 63 of the Accessories in Arc the Lad.  I have listed all of the
  possible locations to find each accessory, and the number in ( ) near the
  name indicates how many are obtainable in the game.  They are listed from
  left to right, from the top row to the bottom row.  Note that there is 1
  blank space at the bottom that does not hold an accessory.

 FIRE CHARM (5)             Fire Attribute Protection.

  O Found on Floor 9 of the Forbidden Ruins.
  O Found on Floor 10 of the Forbidden Ruins.
  O Found on Floor 26 of the Forbidden Ruins.
  O Win 40 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 ICE CHARM (3)              Water Attribute Protection.

  O Found on Floor 12 of the Forbidden Ruins.
  O Win 40 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 ANTI HEMO-JI (4)           Prevents Hemo-ji Condition.

  O Found on Floor 16 of the Forbidden Ruins.
  O Found on Floor 30 of the Forbidden Ruins.
  O Win 80 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 HEALING CHARM (3)          +HP Recovery.

  O Found on Floor 17 of the Forbidden Ruins.
  O Win 160 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 SILK BELT (1)              Doubles Battle EXP.

  O Visit Spirit in Toyoke Forest 8 times (See Secrets and Sidequests section).

 MAGIC CARD (3)             +10% Magic Ability.

  O Dropped by Witch Doctor in Battle Three.
  O Win 40 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 INSOMNIA CARD (4)          Sleep Protection.

  O Found on Floor 4 of the Forbidden Ruins.
  O Found on Floor 31 of the Forbidden Ruins.
  O Win 80 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 POWER GAUNTLET (1)         +30% Defense (Chongara).

  O Found on Floor 6 of the Forbidden Ruins.

 KAISER GLOVE (1)           Level 1 Throw Ability.

  O Talk to Polta a second time in Touvil at the start of the game.

 PHANTOM GAUNTLET (3)       +50% Offense.

  O Found on Floor 28 of the Forbidden Ruins.
  O Win 200 battles at the Arena.
  O Win 1000 battles at the Arena.

 SUNGLASSES (4)             Darkness Protection.

  O Found on Floor 8 of the Forbidden Ruins.
  O Found on Floor 29 of the Forbidden Ruins.
  O Win 80 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 HIT SCROLL (2)             +Attack Hit Success.

  O Dropped by Ninja in Battle Five.
  O Found on Floor 34 of the Forbidden Ruins.

 THROW SCROLL (1)           Changes Throw Ability.

  O Visit Spirit in Toyoke Forest 4 times (See Secrets and Sidequests section).

 DEITY FIST (2)             +Strength Against Certain Foes.

  O Dropped by Stone Golem in Battle Thirteen.
  O Found on Floor 35 of the Forbidden Ruins.

 VIOLET NECKLACE (2)        100% Hit Success (NOTE: MP Boost on Level Gain).

  O Found on Floor 20 of the Forbidden Ruins.
  O Win 1000 battles at the Arena.

 NECKLACE (1)               HP Boost on Level Gain.

  O Found on Floor 46 of the Forbidden Ruins.

 PRAYER BEADS (1)           +30% Magic Ability (Gogen Only).

  O Dropped by Amaidar Monk in Battle Fifteen.

 SENIOR BANDANNA (1)        +Attack Hit Success.

  O Dropped by Ninja in Battle Six.

 WHIRLWIND BANDANNA (2)     +10% Agility.

  O Win 40 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 HYPER BOOTS (3)            +30% Agility.

  O Found on Floor 22 of the Forbidden Ruins.
  O Win 160 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 JUMP BOOTS (1)             Level 1 Jump Ability.

  O Dropped by Evil Bonze in Battle Three.

 COUNTER BRACELET (1)       Counterattack Level 1.

  O Dropped by Stone Jackal in Battle Thirteen.

 JUNK BRACELET (1)          Grab Level 1 Ability.

  O Dropped by Wild Hemo-ji in Battle Sixteen.

 SKILL BRACELET (1)         Grab Becomes Throw Back.

  O Found on Floor 3 of the Forbidden Ruins.

 GODDESS AMULET (1)         -50% MP Consumption.

  O Get from Water Guardian after you've defeated 30 enemies in Zariban.

 POWER WRIST (5)            +30% Offense.

  O Found on Floor 15 of the Forbidden Ruins.
  O Found on Floor 25 of the Forbidden Ruins.
  O Win 160 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.
  O Dropped by Fate Dragon in Battle 28.

 DIEL'S FANG (2)            +Counterattack Damage (Iga Only).

  O Found on Floor 47 of the Forbidden Ruins.
  O Win 120 battles at the Arena.

 MONSTER FANG (1)           CAUTION- Unknown Effect (NOTE: +Item Drop Rate).

  O Win all 11 battles at the Amaidar Proving Grounds.

 SEA BREEZE HARMONY (1)     Heals All Friends Each Turn (Kukuru).

  O Found on Floor 19 of the Forbidden Ruins.

 SHELL (3)                  Makes Foes Leave Items.

  O Found on Floor 37 of the Forbidden Ruins.
  O Win 160 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 UNICORN HORN (2)           +Monster Treasure Rate.

  O Found on Floor 14 of the Forbidden Ruins.
  O Win 1000 battles at the Arena.

 TRAGEDY GLASSES (1)        CAUTION- Unknown Effect (NOTE: -Elemental Damage).

  O Given to you by the Wind Guardian.

 MIRROR (4)                 Stone Protection.

  O Found on Floor 18 of the Forbidden Ruins.
  O Found on Floor 36 of the Forbidden Ruins.
  O Win 80 battles at the Arena and choose it as your prize.
  O Win 1000 battles at the Arena.

 RUNE RING (1)              CAUTION- Unknown Effect (Arc) (NOTE: +MP Use).

  O Complete the second quiz at Amaidar Temple (After meeting Fire Guardian).

 PHANTOM RING (1)           +50% Magic Ability.

  O Found on Floor 45 of the Forbidden Ruins.

 MAGIC RING (2)             +30% Magic Ability.

  O Found on Floor 13 of the Forbidden Ruins.
  O Found on Floor 38 of the Forbidden Ruins.

 TOY RING (1)               Shift Flute Hits Entire Map (Poco).

  O Beat first Tournament in Niedel with Poco.

 ANTIDOTE RING (3)          Poison Protection.

  O Dropped by Boogie Man in Battle Sixteen.
  O Found on Floor 39 of the Forbidden Ruins.
  O Dropped by Brainpicker in Battle Twenty-Four.

 PHANTOM SHIELD (1)         +50% Defense Ability.

  O Found on Floor 41 of the Forbidden Ruins.

 WARRIOR CHARM (1)          +30% Defense Ability.

  O Dropped by Fate Dragon in Battle 28.

 ELDER'S CHARM (1)          +10% Defense Rate.

  O Given by Saryu

 GREAT CANE (1)             +70% Offense (Gogen).

  O Found on Floor 43 of the Forbidden Ruins.

 HELL SCOPE (1)             +Shingan-ho Range (Iga).

  O Found on Floor 7 of the Forbidden Ruins.

 KING'S IMAGE (1)           Get EXP of the Guardians (Chongara).

  O Given to you by the Light Guardian.

 HAWK STATUE (3)            Silence Protection.

  O Found on Floor 33 of the Forbidden Ruins.
  O Dropped by Fire Golem in Battle Twenty-Five.
  O Dropped by Wyvern in Battle 26.

 FIEND STATUE (1)           +Dodge Ability.

  O Dropped by Doll Master in Battle Six.

 SHORT SWORD (1)            +10% Offensive Ability.

  O Dropped by Iga in Battle Fourteen.

 PHANTOM SWORD (1)          +Attack Range.

  O Found on Floor 42 of the Forbidden Ruins.

 RAILA'S HAIRPIN (1)        Recovers Full HP (Kukuru).

  O Found on Floor 48 of the Forbidden Ruins.

 CONFUSION AMULET (1)       +Hit Ratio.

  O Get from the Water Guardian after you've defeated 75 enemies in Zariban.

 ARMOR STONE (1)            +10% Defensive Ability.

  O Dropped by Illusion Lord in Battle Seven.

 ROMANCING STONE 1 (1)      Unknown Properties (1 of 4).

  O Found in upper-right corner of Arc's House after fire.

 ROMANCING STONE 2 (1)      Unknown Properties (2 of 4).

  O Found in Arc's mailbox after meeting the Earth Guardian but before Niedel.

 ROMANCING STONE 3 (1)      Unknown Properties (3 of 4).

  O Given by Gogen at Ancient Monolith.

 ROMANCING STONE 4 (1)      Unknown Properties (4 of 4).

  O Found on Floor 50 of the Forbidden Ruins.

 SUN HAT (1)                Recovers HP Each Turn.

  O Found on Floor 44 of the Forbidden Ruins.

 BOOK OF FLOWER (1)         Increase Hit Ratio (Tosh).

  O Found on Floor 40 of the Forbidden Ruins.

 BOOK OF CORVIS (1)         Global Status Protection.

  O Talk to Official from BEHIND at the Arena 10 times.

 MUSIC BOOK (1)             +30% Magic Ability (Poco).

  O Found on Floor 21 of the Forbidden Ruins.

 MONOLITH CREST (2)         Paralyze Protection.

  O Complete first quiz at Amaidar Temple (Before meeting Fire Guardian).
  O Dropped by Soul Stealer in Battle 27.

 YUKARI'S CREST (1)         +Paralyze to Ouka raibaku zen (Tosh).

  O Found on Floor 23 of the Forbidden Ruins.

 FLAY'S CREST (1)           +Strength Against Certain Foes.

  O Found on Floor 11 of the Forbidden Ruins.

 HERO CREST (1)             Recovers MP Every Turn (Arc).

  O Visit Spirit in Toyoke Forest 1 time (See Sidequests and Secrets section).

 EMPTY SLOT                 Space Used to Remove Accessories.

  NOTE:  When the 4 Romancing Stones are all equipped on the same character, it
         makes it so that that character can use his/her spells/techniques with
         no cost.  That's right, all spells take 0 MP!  Not that you really
         need something like that in this game...but hey, it's cool.

  NOTE:  I believe that I have uncovered what all the CAUTION- Unknown Effect
         accessories do.  Here they are:
         MONSTER FANG:    This item increases the rate at which enemies drop
                          items.
         TRAGEDY GLASSES: This item increases a character's defense against all
                          elemental attacks.
         RUNE RING:       This item doubles MP Consumption, but it also
                          slightly increases a spell's power.


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O                      9.  E N E M Y   B E S T I A R Y                       O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 ATLI9


 OOOOOOOOOOOOOOOOOOOOOOOOOOO
 O CHONGARA'S MONSTER BOOK O
 OOOOOOOOOOOOOOOOOOOOOOOOOOO

  0
  Arc

  Level:               1              Range:       3
  HP:                  15
  MP:                  6
  Attack:              2              Magic:       2
  Defense:             2              Agility:     1
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 1              Catch Level: 1
  Abilities:
  Burn Ground
  Total Healing
  Gale Flash
  Slow Enemy


  1
  Kukuru

  Level:               3              Range:       4
  HP:                  14
  MP:                  13
  Attack:              4              Magic:       3
  Defense:             3              Agility:     1
  Jump Level:          1              Throw Level: 1
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Cure
  Silencer
  Divine Judgment
  Divide


  3
  Tosh

  Level:               13             Range:       4
  HP:                  56
  MP:                  32
  Attack:              9              Magic:       7
  Defense:             7              Agility:     4
  Jump Level:          1              Throw Level: 1
  Counterattack Level: 1              Catch Level: 0
  Abilities:
  Ouka-rabaku-zen
  Jubakuken
  Shinku-zen
  Koei-zen


  3
  Poco

  Level:               2              Range:       3
  HP:                  18
  MP:                  12
  Attack:              3              Magic:       3
  Defense:             3              Agility:     0
  Jump Level:          0              Throw Level: 1
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Lion Drum
  Cheer Trumpet
  Healing Harp
  Slow Bass


  4
  Gogen

  Level:               15             Range:       3
  HP:                  38
  MP:                  65
  Attack:              7              Magic:       10
  Defense:             8              Agility:     3
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 1
  Abilities:
  Explosion
  Diamond Dust
  Wind Slash
  Thunderstorm


  5
  Iga

  Level:               20             Range:       3
  HP:                  80
  MP:                  32
  Attack:              14             Magic:       11
  Defense:             11             Agility:     4
  Jump Level:          1              Throw Level: 1
  Counterattack Level: 1              Catch Level: 1
  Abilities:
  Senpu-gekishu
  Ryusei-baku
  Kishinryu-eiha
  Messho-reppa


  6
  Chongara

  Level:               16             Range:       3
  HP:                  42
  MP:                  60
  Attack:              10             Magic:       10
  Defense:             9              Agility:     3
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Abilities:
  Summon
  Search


  7
  Skeleton

  Level:               8              Range:       3
  HP:                  25
  MP:                  0
  Attack:              5              Magic:       0
  Defense:             3              Agility:     1
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Bitter Leaf
  Abilities:
  None


  8
  Ghost

  Level:               5              Range:       3
  HP:                  10
  MP:                  9
  Attack:              3              Magic:       2
  Defense:             1              Agility:     0
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Sacred Water
  Abilities:
  Silence


  9
  Zombie

  Level:               4              Range:       3
  HP:                  18
  MP:                  0
  Attack:              4              Magic:       0
  Defense:             1              Agility:     0
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Poison Berry
  Abilities:
  Paralyze
  Throw


  10
  Green Slime

  Level:               1              Range:       2
  HP:                  3
  MP:                  3
  Attack:              4              Magic:       0
  Defense:             0              Agility:     0
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item: Herb
  Abilities:
  Split
  Poison


  11
  Ninja

  Level:               14             Range:       2
  HP:                  35
  MP:                  15
  Attack:              8              Magic:       4
  Defense:             5              Agility:     3
  Jump Level:          1              Throw Level: 1
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Small Bomb
  Abilities:
  Shuriken Bomb
  Bomb


  12
  Witch Doctor

  Level:               6              Range:       3
  HP:                  15
  MP:                  14
  Attack:              3              Magic:       7
  Defense:             2              Agility:     1
  Jump Level:          0              Throw Level: 0
  Dropped Item:        Hard Nettle
  Abilities:
  Dream Knock


  13
  Warlord

  Level:               11             Range:       3
  HP:                  30
  MP:                  12
  Attack:              6              Magic:       4
  Defense:             4              Agility:     2
  Jump Level:          1              Throw Level: 1
  Counterattack Level: 1              Catch Level: 1
  Dropped Item:        Attack Tonic
  Abilities:
  None


  14
  Evil Bonze

  Level:               7              Range:       3
  HP:                  20
  MP:                  24
  Attack:              4              Magic:       4
  Defense:             3              Agility:     1
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 1
  Dropped Item:        Sleep Ball
  Abilities:
  Cleanse


  15
  Giant Bat

  Level:               18             Range:       4
  HP:                  32
  MP:                  0
  Attack:              15             Magic:       5
  Defense:             9              Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Speed Satchel
  Abilities:
  Blood Siphon
  Supersonic Blast


  16
  Doll Master

  Level:               15             Range:       3
  HP:                  45
  MP:                  0
  Attack:              8              Magic:       3
  Defense:             5              Agility:     3
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Paralysis Apple
  Abilities:
  Darkness
  Doll Dance


  17
  Soul Reaper

  Level:               22             Range:       3
  HP:                  102
  MP:                  78
  Attack:              19             Magic:       16
  Defense:             15             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 1
  Dropped Item:        Attack Tonic
  Abilities:
  Dante's Descent
  Black Thunder


  18
  Fire Elemental

  Level:               2              Range:       3
  HP:                  12
  MP:                  9
  Attack:              3              Magic:       2
  Defense:             1              Agility:     0
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Stone
  Abilities:
  Fusion
  Bomb


  19
  Bloodweed

  Level:               10             Range:       0
  HP:                  22
  MP:                  37
  Attack:              6              Magic:       5
  Defense:             4              Agility:     1
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Neba Neba
  Abilities:
  Shed Seeds
  Pollen Blast


  20
  Dream Cloud

  Level:               3              Range:       4
  HP:                  15
  MP:                  10
  Attack:              4              Magic:       1
  Defense:             2              Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Herb
  Abilities:
  Enclose


  21
  Stone Jackal

  Level:               19             Range:       2
  HP:                  68
  MP:                  40
  Attack:              12             Magic:       10
  Defense:             8              Agility:     1
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Atrophy Ball
  Abilities:
  Zone Attack
  Stone


  22
  Mighty Fly

  Level:               12             Range:       4
  HP:                  35
  MP:                  0
  Attack:              6              Magic:       2
  Defense:             3              Agility:     2
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Small Bomb
  Abilities:
  Flame
  Slap


  23
  Werewolf

  Level:               24             Range:       5
  HP:                  53
  MP:                  23
  Attack:              9              Magic:       6
  Defense:             6              Agility:     4
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Speed Satchel
  Abilities:
  Bite


  24
  Blood Skeleton

  Level:               24             Range:       4
  HP:                  96
  MP:                  0
  Attack:              18             Magic:       8
  Defense:             13             Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Bitter Leaf
  Abilities:
  None


  25
  Shadow Skeleton

  Level:               36             Range:       4
  HP:                  118
  MP:                  0
  Attack:              24             Magic:       12
  Defense:             18             Agility:     7
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Sacred Water
  Abilities:
  None


  26
  Wraith

  Level:               9              Range:       3
  HP:                  26
  MP:                  10
  Attack:              6              Magic:       4
  Defense:             4              Agility:     2
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Blindness Grass
  Abilities:
  Silence


  27
  Ghoul

  Level:               13             Range:       2
  HP:                  38
  MP:                  0
  Attack:              7              Magic:       2
  Defense:             4              Agility:     2
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Rue's Satchel
  Abilities:
  Paralyze
  Throw


  28
  Water Slime

  Level:               20             Range:       3
  HP:                  64
  MP:                  6
  Attack:              12             Magic:       6
  Defense:             11             Agility:     4
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Power Jelly
  Abilities:
  Split
  Poison


  29
  Blood Slime

  Level:               37             Range:       3
  HP:                  104
  MP:                  9
  Attack:              15             Magic:       11
  Defense:             15             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Cure-All
  Abilities:
  Split
  Poison


  30
  Assassin

  Level:               28             Range:       3
  HP:                  95
  MP:                  29
  Attack:              17             Magic:       9
  Defense:             11             Agility:     6
  Jump Level:          2              Throw Level: 1
  Counterattack Level: 1              Catch Level: 1
  Dropped Item:        Big Bomb
  Abilities:
  Shuriken Bomb
  Bomb


  31
  Ninja Lord

  Level:               40             Range:       3
  HP:                  156
  MP:                  71
  Attack:              24             Magic:       26
  Defense:             18             Agility:     7
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Dropped Item:        Cure-All
  Abilities:
  Shuriken Bomb
  Bomb
  Paralyze


  32
  Voodoo Man

  Level:               15             Range:       3
  HP:                  32
  MP:                  16
  Attack:              7              Magic:       9
  Defense:             5              Agility:     3
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Hard Nettle
  Abilities:
  Explosion


  33
  Boogie Man

  Level:               23             Range:       3
  HP:                  82
  MP:                  104
  Attack:              11             Magic:       12
  Defense:             9              Agility:     4
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Herb
  Abilities:
  Wind Slash


  34
  Necromancer

  Level:               27             Range:       3
  HP:                  72
  MP:                  140
  Attack:              16             Magic:       15
  Defense:             10             Agility:     4
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Cure-All
  Abilities:
  Thunderstorm


  35
  Wizard

  Level:               42             Range:       4
  HP:                  59
  MP:                  164
  Attack:              13             Magic:       21
  Defense:             12             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Poison Berry
  Abilities:
  Diamond Dust


  37
  Demi Monk

  Level:               16             Range:       3
  HP:                  43
  MP:                  42
  Attack:              11             Magic:       7
  Defense:             6              Agility:     4
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Nettle
  Abilities:
  Silence


  37
  Mad Monk

  Level:               24             Range:       3
  HP:                  80
  MP:                  50
  Attack:              15             Magic:       9
  Defense:             10             Agility:     5
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Poison Berry
  Abilities:
  Divine Judgment


  38
  Dark Monk

  Level:               25             Range:       3
  HP:                  87
  MP:                  68
  Attack:              17             Magic:       16
  Defense:             13             Agility:     5
  Jump Level:          2              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Bitter Leaf
  Abilities:
  Divine Judgment


  39
  Wicked Monk

  Level:               40             Range:       3
  HP:                  112
  MP:                  78
  Attack:              20             Magic:       22
  Defense:             19             Agility:     7
  Jump Level:          2              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Blindness Grass
  Abilities:
  Divide


  40
  Mad Puppeteer

  Level:               38             Range:       4
  HP:                  138
  MP:                  0
  Attack:              18             Magic:       8
  Defense:             11             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Rue's Satchel
  Abilities:
  Darkness
  Doll Dance


  41
  Hellhound

  Level:               35             Range:       5
  HP:                  91
  MP:                  76
  Attack:              22             Magic:       12
  Defense:             14             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 2              Catch Level: 0
  Dropped Item:        Stone
  Abilities:
  Bite


  42
  Soul Stealer

  Level:               41             Range:       3
  HP:                  168
  MP:                  130
  Attack:              19             Magic:       16
  Defense:             12             Agility:     8
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Rue's Satchel
  Abilities:
  Dante's Descent
  Black Thunder
  Edge of Death


  43
  Vampire Bat

  Level:               30             Range:       4
  HP:                  65
  MP:                  0
  Attack:              22             Magic:       8
  Defense:             11             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Speed Satchel
  Abilities:
  Blood Siphon
  Supersonic Blast


  44
  Blood Knight

  Level:               17             Range:       3
  HP:                  52
  MP:                  44
  Attack:              12             Magic:       7
  Defense:             7              Agility:     5
  Jump Level:          2              Throw Level: 1
  Counterattack Level: 1              Catch Level: 1
  Dropped Item:        Energy Fruit
  Abilities:
  Slash


  45
  Black Knight

  Level:               25             Range:       3
  HP:                  94
  MP:                  88
  Attack:              19             Magic:       13
  Defense:             12             Agility:     5
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 1              Catch Level: 2
  Dropped Item:        Cure-All
  Abilities:
  Cure
  Slash


  46
  Arch Knight

  Level:               35             Range:       3
  HP:                  154
  MP:                  80
  Attack:              24             Magic:       16
  Defense:             18             Agility:     7
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Dropped Item:        Energy Fruit
  Abilities:
  Cure
  Slash


  47
  Poison Cloud

  Level:               23             Range:       4
  HP:                  62
  MP:                  0
  Attack:              14             Magic:       8
  Defense:             16             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Atrophy Ball
  Abilities:
  Poison Drops


  48
  Medusa Lizard

  Level:               32             Range:       4
  HP:                  95
  MP:                  54
  Attack:              20             Magic:       16
  Defense:             10             Agility:     3
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Nettle
  Abilities:
  Zone Attack
  Stone


  49
  Dragonfly

  Level:               45             Range:       4
  HP:                  165
  MP:                  0
  Attack:              20             Magic:       9
  Defense:             12             Agility:     8
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Sleep Ball
  Abilities:
  Flame
  Slap


  50
  Maneater

  Level:               31             Range:       0
  HP:                  78
  MP:                  85
  Attack:              16             Magic:       13
  Defense:             13             Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Blindness Grass
  Abilities:
  Shed Seeds
  Pollen Blast


  51
  Soul Flame

  Level:               39             Range:       3
  HP:                  132
  MP:                  9
  Attack:              22             Magic:       14
  Defense:             18             Agility:     4
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Hard Nettle
  Abilities:
  Fusion
  Bomb


  52
  Funeral Pyre

  Level:               44             Range:       3
  HP:                  104
  MP:                  1
  Attack:              24             Magic:       16
  Defense:             20             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Small Bomb
  Abilities:
  Bomb


  53
  Wild Hemo-ji

  Level:               27             Range:       3
  HP:                  78
  MP:                  50
  Attack:              14             Magic:       9
  Defense:             10             Agility:     4
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Power Jelly
  Abilities:
  Hemo-ji Finger

  54
  Blood Fiend

  Level:               34             Range:       3
  HP:                  125
  MP:                  40
  Attack:              20             Magic:       10
  Defense:             12             Agility:     4
  Jump Level:          1              Throw Level: 1
  Counterattack Level: 1              Catch Level: 1
  Dropped Item:        Neba Neba
  Abilities:
  None


  55
  Arch Fiend

  Level:               38             Range:       4
  HP:                  400
  MP:                  100
  Attack:              24             Magic:       20
  Defense:             16             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Cure-All
  Abilities:
  Dust Rain
  Death Ball


  56
  Stone Golem

  Level:               19             Range:       2
  HP:                  95
  MP:                  26
  Attack:              12             Magic:       11
  Defense:             10             Agility:     4
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Small Bomb
  Abilities:
  Thunder Wave
  Bomb


  57
  Wyvern

  Level:               32             Range:       5
  HP:                  390
  MP:                  60
  Attack:              23             Magic:       16
  Defense:             19             Agility:     7
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Attack Tonic
  Abilities:
  Death Wing
  Poison


  58
  Insane Minotaur

  Level:               27             Range:       4
  HP:                  110
  MP:                  10
  Attack:              19             Magic:       12
  Defense:             15             Agility:     5
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Dropped Item:        Atrophy Ball
  Abilities:
  None


  59
  Ark Ghoul

  Level:               45             Range:       4
  HP:                  420
  MP:                  140
  Attack:              25             Magic:       21
  Defense:             16             Agility:     7
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Poison Berry
  Abilities:
  Dust Rain
  Death Ball


  60
  Fire Golem

  Level:               36             Range:       3
  HP:                  125
  MP:                  101
  Attack:              19             Magic:       12
  Defense:             15             Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Atrophy Ball
  Abilities:
  Fire Waves
  Bomb


  61
  Fate Dragon

  Level:               37             Range:       6
  HP:                  450
  MP:                  70
  Attack:              24             Magic:       14
  Defense:             16             Agility:     8
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Bitter Leaf
  Abilities:
  Death Wing
  Paralyze


  62
  Great Serpent

  Level:               65             Range:       5
  HP:                  525
  MP:                  250
  Attack:              26             Magic:       26
  Defense:             17             Agility:     12
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Neba Neba
  Abilities:
  Death Wing
  Silent Waves


  63
  Novice Monk

  Level:               22             Range:       2
  HP:                  85
  MP:                  1
  Attack:              14             Magic:       8
  Defense:             6              Agility:     4
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Attack Tonic
  Abilities:
  None


  64
  Amaidar Monk

  Level:               35             Range:       2
  HP:                  158
  MP:                  144
  Attack:              17             Magic:       14
  Defense:             11             Agility:     5
  Jump Level:          1              Throw Level: 0
  Counterattack Level: 2              Catch Level: 0
  Dropped Item:        None
  Abilities:
  None


  65
  Brainpicker

  Level:               45             Range:       3
  HP:                  480
  MP:                  330
  Attack:              20             Magic:       15
  Defense:             13             Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 2              Catch Level: 0
  Dropped Item:        Neba Neba
  Abilities:
  None


  66
  Fleshripper

  Level:               23             Range:       3
  HP:                  85
  MP:                  20
  Attack:              17             Magic:       13
  Defense:             13             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Energy Fruit
  Abilities:
  None


  67
  Gutwrencher

  Level:               60             Range:       3
  HP:                  245
  MP:                  750
  Attack:              27             Magic:       23
  Defense:             25             Agility:     13
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 2              Catch Level: 0
  Dropped Item:        Sleep Ball
  Abilities:
  None


  68
  Fleshpicker

  Level:               54             Range:       5
  HP:                  130
  MP:                  30
  Attack:              22             Magic:       20
  Defense:             21             Agility:     14
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 1              Catch Level: 0
  Dropped Item:        Herb
  Abilities:
  Herb


  69
  Kelack

  Level:               14             Range:       4
  HP:                  60
  MP:                  56
  Attack:              8              Magic:       16
  Defense:             8              Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Heal


  70
  Mofly

  Level:               15             Range:       4
  HP:                  55
  MP:                  40
  Attack:              10             Magic:       4
  Defense:             10             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Make Floor


  71
  Fu-jin

  Level:               30             Range:       5
  HP:                  84
  MP:                  64
  Attack:              17             Magic:       94
  Defense:             12             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Wind


  72
  Rai-jin

  Level:               29             Range:       5
  HP:                  78
  MP:                  64
  Attack:              17             Magic:       94
  Defense:             13             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Storm


  73
  Odon

  Level:               20             Range:       4
  HP:                  67
  MP:                  65
  Attack:              15             Magic:       15
  Defense:             12             Agility:     6
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Dropped Item:        Sacred Water
  Abilities:
  Transfer


  74
  Hemo-ji

  Level:               10             Range:       4
  HP:                  20
  MP:                  20
  Attack:              6              Magic:       4
  Defense:             2              Agility:     5
  Jump Level:          0              Throw Level: 0
  Counterattack Level: 0              Catch Level: 0
  Abilities:
  Hemo-ji Finger


  75
  Dark Arc

  Level:               50             Range:       3
  HP:                  144
  MP:                  81
  Attack:              26             Magic:       18
  Defense:             23             Agility:     9
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Burn Ground
  Total Healing
  Gale Flash
  Slow Enemy


  76
  Dark Kukuru

  Level:               50             Range:       4
  HP:                  136
  MP:                  186
  Attack:              21             Magic:       28
  Defense:             18             Agility:     9
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Cure
  Silencer
  Divine Judgment
  Divide


  77
  Dark Tosh

  Level:               50             Range:       3
  HP:                  152
  MP:                  94
  Attack:              33             Magic:       18
  Defense:             27             Agility:     9
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Ouka-raibaku-zen
  Jubakuken
  Shinku-zen
  Koei-zen


  78
  Dark Poco

  Level:               50             Range:       3
  HP:                  138
  MP:                  140
  Attack:              20             Magic:       30
  Defense:             18             Agility:     9
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Lion Drum
  Cheer Trumpet
  Healing Harp
  Slow Bass


  79
  Dark Gogen

  Level:               50             Range:       3
  HP:                  94
  MP:                  198
  Attack:              21             Magic:       28
  Defense:             16             Agility:     8
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Explosion
  Diamond Dust
  Wind Slash
  Thunderstorm


  80
  Dark Iga

  Level:               50             Range:       3
  HP:                  226
  MP:                  78
  Attack:              37             Magic:       18
  Defense:             20             Agility:     9
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Senpu-gekishu
  Ryusei-baku
  Kishinryu-eiha
  Messho-reppa


  81
  Dark Chongara

  Level:               50             Range:       3
  HP:                  130
  MP:                  215
  Attack:              25             Magic:       27
  Defense:             20             Agility:     8
  Jump Level:          2              Throw Level: 2
  Counterattack Level: 2              Catch Level: 2
  Abilities:
  Summon
  Search

  NOTE: While the Great Serpent is one of the strongest enemies in the monster
        book and even has an item it drops, to my knowledge, the monster does
        not actually show up in the game.


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O ENEMIES NOT FOUND IN THE MONSTER BOOK O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  There are a handful of enemies in the game that appear either when the party
  hasn't met Chongara yet, or when Chongara isn't available for fighting. The
  following are those enemies.

  Illusion Lord
  HP:           95
  Dropped Item: Armor Stone
  Abilities:
  Diamond Dust
  Explosion


  Illusion Flame
  HP:           30
  Dropped Item: None
  Abilities:
  None


  Iga
  HP:           100
  Dropped Item: Short Sword
  Abilities:
  None


  Choko
  HP:           999
  Dropped Item: Neba Neba
  Abilities:
  None


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O             10.  S E C R E T S   A N D   S I D E Q U E S T S               O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 ATLI10


 OOOOOOOOOOOOOOOOO
 O FOREST SPIRIT O
 OOOOOOOOOOOOOOOOO

  The Forest Spirit may seem like she is not too important at first, but she
  actually holds 3 very rare and powerful accessories.  You must visit here
  each of the times below, and if you miss one, all visits following will not
  yield the results.

  VISIT     VISIT TIME                               RESULT

  1         When you are first instructed to go to   Recieve the HERO CREST.
            Toyoke Forest by the King of Seirya.

  2         Immediately after visiting the first     Recieve a CURE-ALL.
            time.

  3         After seeing the Light Guardian.         Recieve a CURE-ALL.

  4         After seeing the Earth Guardian.         Recieve a CURE-ALL.
                                                     Recieve the THROW SCROLL.

  5         After seeing the Wind Guardian.          Recieve a CURE-ALL.

  6         After seeing the Water Guardian.         Recieve a CURE-ALL.

  7         After seeing the Fire Guardian.          Recieve a CURE-ALL.

  8         After extinguishing the Flame Cion for
            the second time.                         Recieve the SILK BELT.


 OOOOOOOOOOOOOOOOOOOO
 O ROMANCING STONES O
 OOOOOOOOOOOOOOOOOOOO

  These mysterious accessories only work in conjunction with each other.  They
  are fairly well hidden throughout the game.  Below are the locations.

  STONE         LOCATION

  1             Found in Arc's House after it is burnt down.

  2             Found in the mailbox at Arc's House after seeing the Earth
                Guardian, but before going to Niedel.

  3             Given to Arc by Gogen at the Ancient Monolith near Touvil.

  4             Found on Floor 50 of the Forbidden Ruins.


 OOOOOOOOOOOOOOOOOO
 O AMIADAR TEMPLE O
 OOOOOOOOOOOOOOOOOO

  There are two quizzes to take and a load of battles to fight at Amaidar
  temple.  Below are the quiz answers as well as lists of the battles and what
  you can win.

 First Quiz
 OOOOOOOOOO

  Q: How many characters are there in your party?
  A: Seven

  Q: Who joined the quest after Poco?
  A: Kukuru

  Q: What is Tosh's strongest special ability?
  A: Ouka raibaku zen

  Q: What is the Minister's name in Palencia Castle?
  A: Andel

  Q: What is the Guardian you met in Millmana?
  A: None

  Q: Name of the royal airship given to you by the King of Seirya.
  A: Silver Noah

  Q: Which instrument DOESN'T Poco play?
  A: Autoharp

  Q: What is the name of Arc's special ability that draws on cosmic powers
     from outer space?
  A: Gale Flash

  Q: Where is it said you will meet friends who will share your destiny?
  A: Gate to Palencia Castle

  Reward:  MONOLITH CREST.

 Second Quiz
 OOOOOOOOOOO

  Q: Who is wanted by the castle guard for unspecified crimes against the King?
  A: Tosh

  Q: General Yagun has a pet, What is it?
  A: Monkey

  Q: What is Arc's full name?
  A: Arc Ricolne

  Q: What was the name of the monster that held Gogen?
  A: Illusion Lord

  Q: Where is Hemo-ji's native habitat?
  A: Amaidar Mountain

  Q: What is the name of Arc's father?
  A: Yoshua

  Q: What is Arc's mother's name?
  A: Polta

  Q: What is the name of Kukuru's Clan?
  A: Sacred White Clan

  Q: What is Poco's choice in comfortable adventure-wear?
  A: Spandex

  Q: Who is the flight attendant on Silver Noah and a friend of Bach?
  A: Chopin

  Q: In what country did you discover spies?
  A: Millmana

  Q: Which symbol do you find on the save data screen?
  A: Title Logo

  Q: What is the name of the Guardian Force at Chongara's shop?
  A: Odon

  Q: The sequel to Arc The Lad...
  A: is packed-in!

  Q: How many people are there on the staff that made Arc The Lad?
  A: Too many.

  Q: In the military office in the capital city, a dungeon with 50 basements...
  A: is being built.

  Q: What lies at the very bottom of the Forbidden Ruins?
  A: It's a Secret

  Q: How many people can you see when the door of the temple is open?
  A: 21

  Q: Which item did Chongara find at the Ancient Monolith?
  A: Great item

  Q: Choko is...
  A: Cute

  Reward:  RUNE RING

 Proving Grounds
 OOOOOOOOOOOOOOO

  The Proving Grounds is a good place to level up, as each battle pits you
  against sixteen of the same enemy in a single battle.  Using the Proving
  Grounds, it is possible to vastly increase your levels, especially some of
  the weaker team members.  You don't have to beat all the battles at once, and
  even
  if you do, your health and magic will refill between each battle.

  BATTLE ONE
  ||RECOMMENDED LEVEL||  1 ::snickers::
  ||ENEMIES||  Green Slime x16
  ||ITEMS||  None

  If you're thinking this is going to be one pitiful fight...good guess.  Very
  good guess.  Everybody on your team can kill Green Slimes in a single hit,
  and nobody should recieve more than 1 or 2 HP of damage from a Green Slime,
  so just kill (I believe massacre is more the word...) them all one at a time,
  or use magic spells on groups for an even quicker, more pitiful win.

  BATTLE TWO
  ||RECOMMENDED LEVEL|| 20
  ||ENEMIES||  Fire Elemental x16
  ||ITEMS||  None

  This is another easy battle, but you can actually lose if you let the Fire
  Elementals have the upper hand.  Two Fire Elementals can use Fusion and turn
  into much harder Soul Flames or Funeral Pyres if they are close to each
  other.  Knowing this, you will want to use any magic with large targets that
  you have to kill as many Fire Elementals as possible before they get their
  turns. The Shingan-ho/Taima-kodan combination also works well in this, as
  well as the rest of the battles.

  BATTLE THREE
  ||RECOMMENDED LEVEL||  21
  ||ENEMIES||  Doll Master x16
  ||ITEMS||  None

  Basically, just use Gale Flash with Arc, and the Shingan-ho/Taima-kodan
  combination with Iga, and you can clear the floor without anyone else moving
  a muscle.

  BATTLE FOUR
  ||RECOMMENDED LEVEL||  22
  ||ENEMIES||  Giant Bat x16
  ||ITEMS||  None

  Gale Flash with Arc, Shigan-ho/Taima-kodan with Iga, and Diamond Dust with
  Gogen should empty the room fast.  If the bats are doing high damage to your
  characters, have Kukuru and Poco use their healing magic.

  BATTLE FIVE
  ||RECOMMENDED LEVEL||  25
  ||ENEMIES||  Water Slime x16
  ||ITEMS||  None

  Although this battle is slightly harder than the previous 4 battles, as long
  as you have all your characters use spells with big targets, you should be
  able to take out numbers of Water Slimes fairly quickly.  Remember to heal
  when and if necessary.

  BATTLE SIX
  ||RECOMMENDED LEVEL|| 25
  ||ENEMIES||  Wild Hemo-ji x16
  ||ITEMS||  O 'Hemo-ji' Summon

  This battle can be difficult if too many of your characters get turned into
  Hemo-ji.  Just remember, Kukuru's Refresh remedies the problem, and even when
  she is in Hemo-ji form, she can still use the spell.  Use this to your
  advantage, as well as multiple hitting spells in order to win.

  Your reward for this battle is the HEMO-JI summon.

  BATTLE SEVEN
  ||RECOMMENDED LEVEL||  35
  ||ENEMIES||   Vampire Bat x16
  ||ITEMS||  None

  Ok, so it is a bit tougher than the battle with 16 Giant Bats.  But by now,
  you should be getting stronger, and if you have surpassed level 31, you will
  be able to decimate a third of the row by simply using level 2 Gale Flash.
  Have Iga use Shingan-ho/Taima-kodan with Iga to take out as many as possible.
  Tosh should regular attack when possible and Gogen should use his strongest
  spell on the Vampire Bats.  Have Kukuru heal, Chongara summon Odon and maybe
  Hemo-ji, and have Poco switch between Lion Drum and healing.  It may be a
  tough battle at the moment, but stick in there, you only have a few more
  battles in the Proving Grounds.

  BATTLE EIGHT
  ||RECOMMENDED LEVEL||  37
  ||ENEMIES||  Soul Flame x16
  ||ITEMS||  None

  This is probably the hardest battle in the Proving Grounds.  Gale Flash and
  Shingan-ho/Taima-kodan don't do as well in this battle because of the Soul
  Flame's high affinity for magic attacks, but I still used them for this
  battle.  I actually found the Funeral Pyres easier to kill than the Soul
  Flames, so if you want to see if it is the same for you, just stay away from
  the group for awhile.  Less enemies, even if they have more life than the
  Soul Flames, makes the battle less cluttered and could be the difference
  between a win and a lose.

  BATTLE NINE
  ||RECOMMENDED LEVEL||  38
  ||ENEMIES||  Mad Puppeteer x16
  ||ITEMS|| None

  Compared to the last battle, this battle is a piece of cake.  If you have
  Gogen at a high enough level, equip something that increases magic ability
  (Magic Ring) and let loose with a Thunderstorm or two in addition to the
  regular Gale Flash and Shingan-ho/Taima-kodan tactic.  The board should
  be cleared in about two turns.

  BATTLE TEN
  ||RECOMMENDED LEVEL||  39
  ||ENEMIES||  Blood Slime x16
  ||ITEMS||  None

  This can be a little difficult, but if you stick with the same strategy you
  have been for the previous battles, you shouldn't have too much trouble.

  BATTLE ELEVEN
  ||RECOMMENDED LEVEL||  40
  ||ENEMIES||  Funeral Pyre x16
  ||ITEMS||  None

  A little bit harder than most battles in the Proving Grounds, but I still
  find the Funeral Pyres to be nothing compared to the Soul Flames as long
  as you use my strategy and heal if it is necessary.

  That's it! Congratulations, you've finished the Proving Grounds.  When you
  return to the front of the Amaidar Temple again, the monks will give you
  your reward for the last 11 battles.

  Reward:  MONSTER FANG

 OOOOOOOOOOOOOOOOOO
 O HIDDEN SUMMONS O
 OOOOOOOOOOOOOOOOOO

  Odon     Anytime after you see the Earth Guardian, head back to Chongara's
           Shop in Alatos.  After watching the scene there, Odon will join as
           one of Chongara's summons.


  Hemo-ji  After beating Battle 7 of the Amaidar Temple Proving Grounds
           subquest, the one with the 16 Wild Hemo-ji, Chongara will come
           across a pure Hemo-ji.  It will join as one of Chongara's summons.


  Choko   Make your way down all 50 floors of the Forbidden Dungeon, beat
          Choko in combat, then climb all the way back up the 50 floors.  Easy
          right?

 OOOOOOOOOOOOOOOOOOOOO
 O NIEDEL TOURNAMENT O
 OOOOOOOOOOOOOOOOOOOOO

  The Niedel Tournament is another one of those good places to level up.  If
  your characters have large gaps between one another's levels, it would be
  good to go through the Tournament and close up those gaps.  Before setting
  out to do this entire sidequest, including receiving the 1000 Battles prize,
  take the following steps to speed up the process.

  A.  Set Message Speed to FAST.  It may not seem like much, but after signing
      up for battles 1000 times, you'll understand just how much of a
      difference this can make.

  B.  Set Confirm Setup to OFF.  You don't need it anyway, as the only person
      on your team will have access to his/her accessories every turn.  This
      will cut out one monotonous aspect of the Arena (be prepared for many
      more).

  C.  Set Confirm Finish to OFF.  Now, whenever you need to end a turn, you
      can do so quickly without being bored to death.

  D.  If you have Hyper Boots, equip them on the character you are using.

  E.  If you are simply competing in the Arena for the prizes and not the
      levels, use your fastest/strongest character.  This is usually Tosh,
      unless you used status boosting items on another character.

  F.  Don't waste your time casting magic.  You can usually get in 2 regular
      attacks or so for every 1 magic spell you would cast, and those two
      attacks should be doing more damage than a spell would.

  The following list tells which opponents you will fight depending on what
  level the character entering the tournament is.

  CHARACTER LEVEL            OPPONENT

   1 to 19                   Voodoo Man
  20 to 23                   Blood Knight
  24 to 27                   Boogie Man
  28 to 31                   Black Knight
  32 to 35                   Assassin
  36 to 39                   Arch Knight
  40 to 60                   Ninja Lord

  NOTE:  If you first enter the Arena with a character who is above the level
         of some of the monsters, you will typically have to fight each enemy
         once up to the enemy you are supposed to fight.  For example, if you
         enter the Arena with Arc at level 45, you will have to fight a Voodoo
         Man, Blood Knight, Boogie Man, Black Knight, Assassin, and Arch
         Knight.  After the Arch Knight, you would fight Ninja Lords over and
         over again until you stopped.

  Before starting to do the Arena Sidequest, make sure to talk to the Official
  from BEHIND 10 times in a row.  This will prompt him to give you the very
  often missed BOOK OF CORVIS.

  You win prizes according to how many battles you win.  Below are the number
  of battles and the prizes you can win.  Note that battles are cumulative, so
  in order to do the 20 battle requirement, you only need to do 10 more battles
  after the 10 battle requirement, and so forth.

 10 Battles
 OOOOOOOOOO

  They will start you out with a small number.  This should not take too long,
  only 5 or so minutes.  As a reward, you get to choose one of the following
  items:

  A.  Full Energy Fruit (POWER APPLE)
  B.  BIG BOMB
  C.  ATROPHY BALL
  D.  Revive Medicine (REVIVAL TONIC)

  If you would like to know what I suggest, it would be the POWER APPLE.  All
  the other prizes that are offered, besides the Revival Tonic, can be received
  from enemies or chests that continually come back.  And, if you've been
  following my walkthrough well enough, you shouldn't even find a need for the
  Revival Tonic. :P

 20 Battles
 OOOOOOOOOO

  If you think it's getting boring now, just wait. ^_^  The options you have for
  prizes this time around are:

  A.  POWER NUT
  B.  PALO NUT
  C.  LIFE NUT
  D.  MAGIC SPRIG

  Again, if I were to pick, I'd choose the PALO NUT.  While they are all rare
  items, you don't really need more HP or MP, as you can use accessories to
  enhance them permanently.  And there are enough Phantom Gauntlets to never
  need to enhance your power stat.  The Palo Nut will increase your much needed
  and difficult to enhance Agility stat.

 40 Battles
 OOOOOOOOOO

  Ok...40...it's taking longer and longer...  Prizes are as follows:

  A.  ICE CHARM
  B.  FIRE CHARM
  C.  Magical Card (MAGIC CARD)
  D.  WHIRLWIND BANDANNA

  I'd definitely pick the WHIRLWIND BANDANNA, as you don't have one yet.  And
  besides, all of the accessories offered suck anyway. :P

 80 Battles
 OOOOOOOOOO

  After another 40 battles, you will be given a choice between the following:

  A.  INSOMNIA CARD
  B.  ANTI HEMO-JI
  C.  MIRROR
  D.  SUNGLASSES

  I'd suggest picking up the ANTI HEMO-JI, as it is the only status affect in
  the game that actually tends to work more than 1 out of 40 times.  They
  aren't great prizes no matter what, so just pick whatever you wish.  You can
  get all of these accessories in other parts of the game.

 120 Battles
 OOOOOOOOOOO

  By now, you've battled through 120 battles.  And remember, you're not even
  half way there yet. ^_^; You don't get a choice of prizes this time.

  Reward:  DIEL'S FANG

 160 Battles
 OOOOOOOOOOO

  After your 160th battle (yes, I'm rubbing it in), you'll once again be given
  a choice of accessories.

  A.  POWER WRIST
  B.  HYPER BOOTS
  C.  HEALING CHARM
  D.  SHELL

  Once again, you can get all of these in other places in the game, but I would
  suggest either getting the HYPER BOOTS or the POWER WRIST.  Since Agility is
  harder to come by in the game, you may want to choose the Hyper Boots.

 200 Battles
 OOOOOOOOOOO

  After 200 battles, you aren't given a choice.  But, the prize is one of the
  best accessories in the game.  Now that you've been through 200 battle, you
  only have 800 more...

  Reward:  PHANTOM GAUNTLET

 1000 Battles
 OOOOOOOOOOOO

  If you've gotten to this point, give yourself a big pat on the back.  You
  lasted through more monotony than math class. :P  Anyway, sit back and enjoy
  the scores of items you will receive from you countless hours of fighting in
  the Arena.  The heap of treasure you receive is shown below:

  Rewards:     Full Power Fruit (POWER APPLE)
               BIG BOMB
               ATROPHY BALL
               Revive Medicine (REVIVAL TONIC)
               POWER NUT
               PALO NUT
               LIFE NUT
               MAGIC SPRIG
               ICE CHARM
               FIRE CHARM
               Magical Card (MAGIC CARD)
               WHIRLWIND BANDANNA
               INSOMNIA CARD
               ANTI HEMO-JI
               MIRROR
               SUNGLASSES
               POWER WRIST
               HYPER BOOTS
               HEALING CHARM
               SHELL
               PHANTOM GAUNTLET
               Violet Laser (VIOLET NECKLACE)
               UNICORN HORN


 OOOOOOOOOOOOOOOOOOO
 O FORBIDDEN RUINS O
 OOOOOOOOOOOOOOOOOOO

  The Forbidden Ruins is a huge 50 floor dungeon.  Knowing this, you had better
  set aside at least 4 hours when planning to travel to the bottom, as you have
  to make your way all the way back UP from the bottom floor once you get
  there.  And remember, there is no saving after battles in the Forbidden
  Ruins.  Note also that you do not have to kill all or any of the enemies on a
  floor to proceed to the next/previous floor.  If you still plan on going to
  the bottom floor, keep the following in mind, and good luck:

  A.  Before even attempting the Forbidden Ruins, Arc should be at least level
      35.  He will probably be the one that carries you most of the way through
      the dungeon.  Also, equip him with the Book of Corvis if you have gotten
      it already.  This will prevent any status effects from keeping Arc from
      using his spells.

  B.  The key to beating the Forbidden Ruins at lower levels is to use Total
      Healing in conjunction with the Hero Crest.  After each battle, you can
      skip turns until Arc's magic is completely restored, and then continue
      onward.  Using any other characters to refill will cause you to run out
      of magic that you may need on the later floors more quickly.

  C.  Keep Poco BELOW LEVEL 40.  This is especially true if you are beginning
      this dungeon before getting all of his Instruments.  If you happen to go
      above level 40 BEFORE getting his final instrument, then the highest
      level that instrument will be able to reach will be 2.

  D.  Leave the treasure chests on each floor until last, especially if you are
      having trouble with the floor.  You can always pick up all of the items
      on the floor after you kill the enemies, as you get to choose when to
      proceed to the next floor by having a character stand on the staircases.

  E.  And finally, remember to get the treasure chest nearest to you on floor
      50 BEFORE starting to fight the enemies.  All the other treasure chests
      in the room are pretty much worthless, but this treasure chest contains
      the Romancing Stone 4, and you can't return to floor 50 once you win the
      battle.  And I'm sure you don't want to spend 4 hours straight going
      through a dungeon just to have to reset and spend another 4 hours doing
      it again.

  With those things fresh in your mind, it's time to tackle the ruins.

  BATTLE ONE
  ||RECOMMENDED LEVEL||  9
  ||ENEMIES||  Warlord x3
  ||ITEMS||  O Herb O Revival Tonic

  This battle is as easy as it gets…just get the two treasure chests and waste
  the warlords with whoever you want.  When you're finished, have a character
  walk onto the staircase to go to the next floor.  The two treasure chests in
  the center of the room contain an HERB and a REVIVAL TONIC.

  BATTLE TWO
  ||RECOMMENDED LEVEL||  13
  ||ENEMIES||  Werewolf x4
  ||ITEMS||  O Big Bomb O Speed Satchel

  The Werewolves counterattack often, so try and hit them from the back
  whenever you can.  This floor, again, should not give you any trouble,
  especially if you can get them from the back.  The chests on either side of
  this room contain a BIG BOMB and a SPEED SATCHEL.

  BATTLE THREE
  ||RECOMMENDED LEVEL||  14
  ||ENEMIES||  Werewolf x2  Voodoo Man x2
  ||ITEMS||  O Skill Bracelet

  Another relatively easy floor.  The barriers set up across the field are
  actually more of decoration than they are of barriers, because most of your
  team and the werewolves can jump over them at this point in the game.  Th
  Voodoo Men cannot jump the barriers, however, so make sure you take out the
  Werewolves first, and then the lesser Voodoo Men when you are done.  Although
  the Voodoo Men do have attack magic, it is not very harmful to your team at
  this point in the game. The chest at the top of the field holds a SKILL
  BRACELET accessory.

  BATTLE FOUR
  ||RECOMMENDED LEVEL||  14
  ||ENEMIES||  Voodoo Man x2  Demi Monk x2
  ||ITEMS||  O Stone O Insomnia Card O Atrophy Ball

  For this battle, you may wish to take out the Voodoo Men first, as the Demi
  Monks usually only cast Silence on your characters, and the only way of
  hitting the Voodoo Man behind the barrier is either walking around, tossing
  a projectile, or using magic.  Once the Voodoo Men are out of the way, the
  Demi Monks fall very easily.  The three chests in this room contain a STONE,
  an INSOMNIA CARD accessory, and an ATROPHY BALL.

  BATTLE FIVE
  ||RECOMMENDED LEVEL||  16
  ||ENEMIES||  Demi Monk x4  Blood Knight x4
  ||ITEMS|| O Paralysis Apple O Small Bomb O Summon Pot

  This battle is harder than those that preceded it.  The good news is, only
  two enemies at a time come forward, so you shouldn't have TOO much
  difficulty.  Just have Tosh and Arc concentrate their physical attacks on the
  two enemies at a time, while Gogen casts his magic.  Your reward for the
  floor is the SUMMON POT, located in the far left treasure chest.  The other
  two treasure chests on this floor hold a PARALYSIS APPLE and a SMALL BOMB.

  BATTLE SIX
  ||RECOMMENDED LEVEL||  20
  ||ENEMIES||  Blood Knight x3  Poison Cloud x3
  ||ITEMS||  O Bitter Leaf O Energy Fruit O Power Gauntlet

  For this battle, you should take out the three Blood Knights and the Poison
  Cloud that are outside of the barrier first.  They are the enemies that pose
  a threat to you.  Once they are taken out, you can proceed to the center of
  the barrier and take out the other two Poison Clouds.  The top chest in the
  barrier is a BITTER LEAF and the bottom one is an ENERGY FRUIT.  The chest
  outside of the barrier is the POWER GAUNTLET accessory.

  BATTLE SEVEN
  ||RECOMMENDED LEVEL||  30
  ||ENEMIES||  O Poison Cloud x2  O Soul Reaper x3
  ||ITEMS||  O Blindness Grass O Hell Scope O Rue's Satchel

  The Soul Reapers are what you really have to worry about in this battle.  The
  Poison Clouds have to contend with the barriers, while the Soul Reapers can
  simply ignore them.  Knowing that, you will want to take out the three Soul
  Reapers as quickly as possible.  Then you will easily be able to dispatch the
  Poison Clouds. The left chest contains BLINDNESS GRASS, the middle chest has
  a HELL SCOPE, and the right chest holds a RUE'S SATCHEL.

  BATTLE EIGHT
  ||RECOMMENDED LEVEL||  30
  ||ENEMIES||  O Boogie Man x3  O Green Slimes x4
  ||ITEMS||  O Sunglasses O Revival Tonic

  This is an easy floor.  Just take out the Boogie Men first, and the Green
  Slimes shouldn't be able to scratch you by this point in the game (If they
  are doing decent damage to you, you should consider turning around at this
  point).  The right chest has SUNGLASSES, and the left has a REVIVAL TONIC.

  BATTLE NINE
  ||RECOMMENDED LEVEL||  31
  ||ENEMIES||  O Mad Monk x2  O Fire Elemental x8
  ||ITEMS||  O Fire Charm O Nettle

  Another easy battle, if you prevent the Fire Elementals from fusing.  This of
  course, is often hard.  Concentrate on the Fire Elementals first, and then
  finish off the Mad Monks.  The left chest holds a FIRE CHARM, and the right
  has a NETTLE.  If the Fire Elementals fuse too much, you can always just take
  the chests and leave the floor.

  BATTLE TEN
  ||RECOMMENDED LEVEL||  32
  ||ENEMIES||  O Dream Cloud x4  O Stone Golem x2
  ||ITEMS||  O Fire Charm O Attack Tonic

  The Dream Clouds are a joke, so take them out quickly and effortlessly.  The
  Stone Golems can be left until the end.  Remember that Stone Golems will
  self-destruct after awhile, so if you take them on, be sure to have a crew of
  strong characters attack at the same time.  The left chest has a FIRE CHARM.
  The right chest contains an ATTACK TONIC.

  BATTLE ELEVEN
  ||RECOMMENDED LEVEL||  32
  ||ENEMIES||  O Ghost x4  O Zombie x4
  ||ITEMS||  O Flay's Crest O Power Nut O Cure-All

  As soon as you start, you can get the top chest, which contains the FLAY'S
  CREST accessory, which you can equip.  This is a simple battle, and most
  characters should be able to take out the enemies in a single hit.  Just
  sweep the floor and reap the benefits.  The middle chest contains a POWER
  NUT and the bottom chest holds a CURE-ALL.

  BATTLE TWELVE
  ||RECOMMENDED LEVEL||  32
  ||ENEMIES||  O Witch Doctor x4 O Ghost x4
  ||ITEMS||  O Stone O Neba Neba O Ice Charm

  Yeah, another easy floor.  Don't get too spoiled, it's bound to get harder
  sometime...Anyway, just take out the enemies quickly as you come up to them,
  and collect the left chest holding a STONE, the middle one containing a NEBA
  NEBA, and the right chest holding an ICE CHARM.

  BATTLE THIRTEEN
  ||RECOMMENDED LEVEL||  33
  ||ENEMIES||  O Evil Bonze x4 O Witch Doctor x4
  ||ITEMS||  O Revival Tonic O Magic Ring O Sleep Ball

  Still easy.  Destroy all in your path and collect some more treasure.  The
  only thing you really have to worry about is the Dream Knock spell the Witch
  Doctors possess, but it rarely if ever hits.  The bottom chest has a REVIVAL
  TONIC.  The middle chest is your accessory for the floor, the MAGIC RING.
  And the top chest holds a SLEEP BALL.

  BATTLE FOURTEEN
  ||RECOMMENDED LEVEL||  33
  ||ENEMIES||  O Skeleton x4 O Evil Bonze x3
  ||ITEMS||  O Unicorn Horn O Sleep Ball O Speed Satchel

  A little harder, if you can call it that.  Just take out the enemies as you
  come across them in the narrow passageways.  You shouldn't have any trouble,
  but if you do, use the age old tactic of attacking the Skeletons to make
  them paralyzed, and then concentrate on those enemies that can still attack
  you. The chest in the top right has a UNICORN HORN accessory.  The bottom
  chest holds a SLEEP BALL.  The top left contains a SPEED SATCHEL.

  BATTLE FIFTEEN
  ||RECOMMENDED LEVEL||  33
  ||ENEMIES||  O Skeleton x4 O Wraith x4
  ||ITEMS||  O Speed Satchel O Sleep Ball O Power Wrist

  ..Yep, anytime soon, it's going to get harder.  Just you wait.  As with the
  prior 5 or so floors, just waste the enemies quickly and take your treasures.
  You big bully.  The chest on the top left is a SPEED SATCHEL.  The bottom
  treasure is a SLEEP BALL.  The top right is a POWER WRIST.  Be sure to use a
  stone or magic to get the top right chest, as it is right next to the stairs,
  and you can't step on them to get it.

  BATTLE SIXTEEN
  ||RECOMMENDED LEVEL||  33
  ||ENEMIES||  O Wraith x4 O Bloodweed x3
  ||ITEMS||  O Power Jelly O Sacred Water O Anti Hemo-ji

  Now some of the enemies are stationary...would you like the programmers to
  beat them for you as well?  Plow through and get your three chests.  The
  top chest has a POWER JELLY.  The lower left treasure is an ANTI HEMO-JI,
  and the lower right is a SACRED WATER.  Use the tactic you used to get the
  Power Wrist on the previous floor.

    BATTLE SEVENTEEN
  ||RECOMMENDED LEVEL||  33
  ||ENEMIES||  O Warlord x4 O Bloodweed x3
  ||ITEMS||  O Power Jelly O Healing Charm

  Well..easy battle.  Surprise surprise.  You know what to do.  The treasure
  on top is a POWER JELLY.  The bottom chest is a HEALING CHARM.

  BATTLE EIGHTEEN
  ||RECOMMENDED LEVEL||  34
  ||ENEMIES||  O Warlord x4 O Mighty Fly x3
  ||ITEMS||  O Mirror O Blindness Grass

  Not a big upgrade, but getting there.  Take out the Mighty Flies first to
  avoid "complications", and then level the playing field.  The bottom chest
  is a MIRROR, the top is BLINDNESS GRASS.

  BATTLE NINETEEN
  ||RECOMMENDED LEVEL||  35
  ||ENEMIES||  O Mighty Fly x4 O Ghoul x3
  ||ITEMS||  O Sea Breeze Harmony O Energy Fruit

  There we go, some ghouls.  Again, take out the Mighty Flies first if possible
  and be aware of the Ghouls' ability to paralyze as you take them out,
  although it should not betoo successful.  Afterwards, collect the top chest
  that is a SEA BREEZE HARMONY, and the bottom which is an ENERGY FRUIT.

  BATTLE TWENTY
  ||RECOMMENDED LEVEL||  36
  ||ENEMIES||  O Ghoul x4 O Blood Fiend x2
  ||ITEMS||  O Blindness Grass O Neba Neba O Violet Necklace O Herb

  This is more like it.  Take out the Blood Fiends first, as they can jump over
  the barriers, while the Ghouls cannot.  After dispatching the last of the
  Ghouls, get the 4 chests.  The chests fromb top to bottom contain BLINDNESS
  GRASS, a NEBA NEBA, a VIOLET NECKLACE, and an HERB.

  BATTLE TWENTY-ONE
  ||RECOMMENDED LEVEL||  36
  ||ENEMIES||  O Voodoo Man x4 O Ninja x2
  ||ITEMS||  O Cure-All O Music Book

  The music and scenery changes on this floor, so it must be a sign of troubles
  to come.  This board is fairly straight forward, just follow the winding path
  and take out the enemies as you come to them.  Collect the CURE-ALL and MUSIC
  BOOK along the way.

  BATTLE TWENTY-TWO
  ||RECOMMENDED LEVEL||  36
  ||ENEMIES||  O Demi Monk x3 O Voodoo Man x3
  ||ITEMS||  O Sacred Water O Hyper Boots

  Take out the Voodoo Men first, as they have attack magic (which really should
  only be hurting Tosh significantly at this point).  Then take out the weaker
  Demi Monks.  Get the SACRED WATER from the top, and the HYPER BOOTS from the
  bottom.

  BATTLE TWENTY-THREE
  ||RECOMMENDED LEVEL||  37
  ||ENEMIES||  O Blood Knight x3 O Demi Monk x4
  ||ITEMS||  O Yukari's Crest O O

  It gets a little tougher.  Defeat the two Demi Monks near you at the start,
  and then get the chest nearby containing YUKARI'S CREST.  Continue upward,
  noting that the Blood Knights can hop the barriers.  Use your stronger
  warriors to take the Blood Knights out one at a time near the beginning of
  the narrow passages.  Then take out the remaining Demi Monks.  Pick up the
  chest containing an ATTACK TONIC at the bottom of the screen if you wish.

  BATTLE TWENTY-FOUR
  ||RECOMMENDED LEVEL||  37
  ||ENEMIES||  O Giant Bat x4 O Blood Knight x3
  ||ITEMS||  O Bitter Leaf O Power Apple

  If you want to sacrifice magic (or use Arc and skip turns to regain it),
  you can take out the Giant Bats in a single hit.  Then use Tosh, Iga, and
  Arc to destroy the Blood Knighs.  Collect the BITTER LEAF and a POWER APPLE.

  BATTLE TWENTY-FIVE
  ||RECOMMENDED LEVEL||  37
  ||ENEMIES||  O Giant Bat x4 O Stone Jackal x3
  ||ITEMS||  O Power Wrist O Herb

  Just destroy everyone as you go along.  The room is fairly straight forward.
  The chests contain a POWER WRIST and an HERB.

  BATTLE TWENTY-SIX
  ||RECOMMENDED LEVEL|| 37
  ||ENEMIES||  O Water Slime x4 O Stone Jackal x3
  ||ITEMS||  O Sacred Water O Fire Charm

  Take out the Water Slimes first, only because they are closest to you.  Then
  take out the Stone Jackals in the corners of the room.  Collect a SACRED
  WATER from the bottom chest, and a FIRE CHARM from the top chest.

  BATTLE TWENTY-SEVEN
  ||RECOMMENDED LEVEL||  37
  ||ENEMIES||  O Doll Master x3 O Water Slime x4
  ||ITEMS||  O Life Nut O Nettle O Poison Berry O Rue's Satchel

  Kill the Doll Masters as soon as the battle starts.  Then work your way
  around the corners killing the Water Slimes.  The top chest contains a LIFE
  NUT, the left chest contains a NETTLE, the right chest is a POISON BERRY, and
  the bottom chest has a RUE'S SATCHEL.

  BATTLE TWENTY-EIGHT
  ||RECOMMENDED LEVEL||  38
  ||ENEMIES||  O Soul Reaper x4 O Doll Master x3
  ||ITEMS||  O Phantom Gauntlet

  The Soul Reapers are back, and in stronger numbers.  Defeat them as quickly as
  you can, and then concentrate on the weaker Doll Masters when the coast is
  clear.  The chest near the stairs contains an awesome PHANTOM GAUNTLET.

  BATTLE TWENTY-NINE
  ||RECOMMENDED LEVEL||  38
  ||ENEMIES||  O Poison Cloud x4 O Soul Reaper x2
  ||ITEMS||  O Sunglasses O Hard Nettle

  This floor is easier than the last one you faced.  Take out the Soul Reapers
  first with your stronger characters, and then take on the much easier Poison
  Clouds.  The chest just above the stairs holds more SUNGLASSES, and the top
  chest holds a HARD NETTLE.

  BATTLE THIRTY
  ||RECOMMENDED LEVEL|| 40
  ||ENEMIES||  O Arch Fiend x4
  ||ITEMS||  O Speed Satchel O Atrophy Ball O Stone O Anti Hemo-ji

  Now comes the big guns.  The Arch Fiends have a load of life, which is why
  there are _only_ 4 of them.  Concentrate on 1 at a time, and be aware that
  even at the recommended level, they will be doing somewhere in the high
  30s to you each attack.  Just make sure to heal often if necessary.  This
  is the reason you've been using the Hero Crest/Total Healing combination.
  The bottom chest has a SPEED SATCHEL, the right chest has an ATROPHY BALL,
  the left is a STONE, and the top is an ANTI HEMO-JI.

  BATTLE THIRTY-ONE
  ||RECOMMENDED LEVEL||  40
  ||ENEMIES||  O Boogie Man x2 O Mad Monk x2
  ||ITEMS||  O Insomnia Card O Energy Fruit

  A break after that last floor.  Get rid of the Boogie Men first, then take
  out the Mad Monks as fast as you can.  The chest outside the barrier is a
  INSOMNIA CARD and the chest inside the barrier is an ENERGY FRUIT.

  BATTLE THIRTY-TWO
  ||RECOMMENDED LEVEL||  40
  ||ENEMIES||  O Black Knight x4 O Mad Monk x2
  ||ITEMS||  O Power Apple O Small Bomb

  Keep your weaker characters away, and beat back the Black Knights with Iga,
  Tosh, and Arc.  Then use anyone to go after the Mad Monks.  The center chest
  holds a POWER APPLE, and the treasure on the stairs is a SMALL BOMB.

  BATTLE THIRTY-THREE
  ||RECOMMENDED LEVEL||  40
  ||ENEMIES||  O Black Knight x2 O Wild Hemo-ji x8
  ||ITEMS||  O Hawk Statue O Attack Tonic

  This is where all those Anti Hemo-ji accessories come in handy.  If you have
  any, and you should, equip them on your hardest hitters, and go forward to
  kill the Wild Hemo-ji before they get the rest of your characters.  Also,
  keep your weak characters away from the 2 Black Knights like before.  The top
  chest holds a HAWK STATUE, and the bottom chest is an ATTACK TONIC.

  BATTLE THIRTY-FOUR
  ||RECOMMENDED LEVEL||  40
  ||ENEMIES||  O Blood Skeleton x5 O Wild Hemo-ji x3
  ||ITEMS||  O Herb O Power Jelly O Stone O Power Jelly O Herb O Hit Scroll
             O Neba Neba O Energy Fruit

  You can use the Anti Hemo-ji here again if you wish, but it's not as bad as
  the previous battle.  You should be more worried about the Blood Skeletons.
  Don't worry about killing any Blood Skeletons, just paralyze them as quickly
  as possible.  Your reward is 8 chests, 7 of which are useless.  The chests
  contain an HERB, a POWER JELLY, a STONE, a POWER JELLY, an HERB, a HIT
  SCROLL, a NEBA NEBA, and an ENERGY FRUIT.

  BATTLE THIRTY-FIVE
  ||RECOMMENDED LEVEL||  42
  ||ENEMIES||  O Hellhound x6 O Blood Skeleton x2
  ||ITEMS||  O Small Bomb O Rue's Satchel O Deity Fist

  Paralyze the two Blood Skeletons quickly, then use your strongest characters
  and kill the Hellhounds.  Keep any weaker characters out of reach, or you
  may find yourself reviving often.  The top chest has a SMALL BOMB, the lower
  right chest is a RUE'S SATCHEL, the lower left is a DEITY FIST.

  BATTLE THIRTY-SIX
  ||RECOMMENDED LEVEL||  42
  ||ENEMIES||  O Hellhound x2 O Assassin x4
  ||ITEMS||  O Power Jelly O Small Bomb O Mirror O Herb O Energy Fruit

  Take out the quicker Hellhounds in the first round you get, and then work on
  one Assassin at a time.  When the room is cleared, get the POWER JELLY in the
  center of the room, the SMALL BOMB in the top left, the MIRROR in the bottom
  left, the HERB in the top right, and the ENERGY FRUIT in the bottom right.

  BATTLE THIRTY-SEVEN
  ||RECOMMENDED LEVEL||  43
  ||ENEMIES||  O Vampire Bat x8 O Assassin x4
  ||ITEMS||  O Shell

  Take out any Vampire Bats that fly your way, as they can probably kill your
  wealer characters in a single hit.  After the Vampire Bats are killed, or
  while they approach you, take out the Assassins.  Refill with Total Healing
  when necessary.  The sole chest in the bottom left contains a SHELL.

  BATTLE THIRTY-EIGHT
  ||RECOMMENDED LEVEL||  43
  ||ENEMIES||  O Vampire Bat x4 O Maneater x4
  ||ITEMS||  O Neba Neba O Magic Ring

  Obviously, take out the agile Vampire Bats first and leave the immobile
  Maneaters until last.  If the Maneaters split too many times, throw a stone
  and kill one and then hop in the barrier with the remaining ones. The chest
  over the stairs contains a NEBA NEBA.  The chest in the upper left barrier
  holds a MAGIC RING.

  BATTLE THIRTY-NINE
  ||RECOMMENDED LEVEL||  44
  ||ENEMIES||  O Wyvern x4
  ||ITEMS||  O Herb O Stone O Antidote Ring

  You can get the 3 chests immediately.  They contain an HERB, a STONE, and an
  ANTIDOTE RING.  Ny then, the Wyverns will be out of their barriers, and
  ready to lay waste to your team.  Make sure to keep the weaker people as far
  away from Death Wing reach as possible, and beat the Wyverns using Iga, Tosh,
  and Arc.  Be sure to take out one at a time to reduce damage done to your
  party.

  BATTLE FORTY
  ||RECOMMENDED LEVEL||  45
  ||ENEMIES||  O Necromancer x4 O Dark Monk x4
  ||ITEMS||  O Sleep Ball O Sacred Water O Book of Flower

  Strong magic user alert..Tosh generally has really low defense against magic,
  so be careful not to have him go too close to the Necromancers.  Try to take
  the Necromancers out first, and then go for the Dark Monks.  The chest below
  the stairs has a SLEEP BALL, the top left holds a SACRED WATER, and the top
  right has the BOOK OF FLOWER.

  BATTLE FORTY-ONE
  ||RECOMMENDED LEVEL||  45
  ||ENEMIES||  O Arch Knight x4 O Dark Monk x4
  ||ITEMS||  O Sleep Ball O Sleep Ball O Herb O Phantom Shield O Sacred Water
             O Neba Neba

  If you attack the Arch Knights, make sure you have enough manpower to be able
  to kill each one in a single turn, as they use Cure quite often when under
  50% HP.  Make sure to take them out first, as they are much harder hitting
  than the Mad Monks are.  The chest in the lower right is a SLEEP BALL, the
  lower left has an HERB, the upper right has the PHANTOM SHIELD, the upper
  left has a SACRED WATER, and the center is a NEBA NEBA.

  BATTLE FORTY-TWO
  ||RECOMMENDED LEVEL|| 46
  ||ENEMIES||  O Arch Knight x4 O Shadow Skeleton x4
  ||ITEMS||  O Sacred Water O Phantom Sword O Herb

  Paralyze the Shadow Skeletons as quickly as possible, and concentrate on one
  Arch Knight at a time.  Then go for the 3 treasures in the center of the
  room.  These are a SACRED WATER, the PHANTOM SWORD, and an HERB.  Hang in
  there, just a few more floors to go (down, at least).

  BATTLE FORTY-THREE
  ||RECOMMENDED LEVEL||  47
  ||ENEMIES||  O Blood Slime x4 O Shadow Skeleton x4
  ||ITEMS||  O Herb O Great Cane O Herb

  First, get the HERB in the chest above the stairs.  Then laugh at the fact
  that no one can hop over the barriers to get you.  The only reason you
  have to cross any of the barriers is to get the chest in the middle of the
  4 Shadow Skeletons, which is the GREAT CANE.  Use Arc to get it, or whoever
  has the highest defense and attack.  The last remaining chest is an HERB.

  BATTLE FOURTY-FOUR
  ||RECOMMENDED LEVEL||  47
  ||ENEMIES||  O Mad Puppeteer x4 O Blood Slime x4
  ||ITEMS||  O Sun Hat

  The Blood Slimes once again cannot jump their boundary, so take out the Mad
  Puppeteers before heading in for the chest containing the SUN HAT.

  BATTLE FOURTY-FIVE
  ||RECOMMENDED LEVEL||  48
  ||ENEMIES||  O Mad Puppeteer x4 O Soul Flame x4 O Stone Golem x4
  ||ITEMS||  O Phantom Ring

  Take out the Soul Flames first, and everyone else is stuck in the boundaries.
  Jump over and get the chest containing the PHANTOM RING with a strong
  character, then exit stage right.

  BATTLE FOURTY-SIX
  ||RECOMMENDED LEVEL||  49
  ||ENEMIES||  O Ninja Lord x4 O Soul Flame x4 O Insane Minotaur x4
  ||ITEMS||  O Necklace

  Take out the Soul Flames first again, and take out any Ninja Lords who hop
  into your path.  The Insane Minotaurs can also hop their boundaries, so this
  is much harder than the last 2 rooms.  Hopefully you are around the level I
  have recommended, and if that is the case, you should be fine.  Make sure to
  get the amazing NECKLACE in the center of the Insane Minotaurs, and go on to
  the last 4

  BATTLE FOURTY-SEVEN
  ||RECOMMENDED LEVEL||  50
  ||ENEMIES||  O Ark Ghoul x4 O Ninja Lord x4
  ||ITEMS||  O Diel's Fang

  This is tough.  Yes, those are Ark Ghouls...4 of them.  With Ninja Lords. Big
  Fun.  Your best bet to not losing too many characters at this level is to get
  the treasure chest containing a DIEL'S FANG and then run like hell for the
  exit. It's wussy, but hey, you'll live to run away on the next floor.

  BATTLE FOURTY-EIGHT
  ||RECOMMENDED LEVEL||  50
  ||ENEMIES||  O Fate Dragon x4 O Soul Stealer x4
  ||ITEMS||  O Raila's Hairpin

  This may actually seem harder, but for some reason it isn't.  The Fate
  Dragons shouldn't do too much damage against you, and the Soul Stealers don't
  either.  Kill what you can with your strongest characters, and then take
  RAILA'S HAIRPIN in the chest and run for the next-to-last floor.

  BATTLE FOURTY-NINE
  ||RECOMMENDED LEVEL||  51
  ||ENEMIES||  O Gutwrencher x1 O Fleshpicker x4
  ||ITEMS||  None

  While this looks like a hard floor, I actually found it to be one of the
  easiest fights in the Forbidden Ruins.  A single hit should take down
  Gutwrencher at this level.  When you are done swatting the fly, head down to
  the last floor.

  Before the battle, there will be a scene with Choko the "great warrior".
  After the scene, get ready for the final battle in the Forbidden Ruins.

  BATTLE FIFTY
  ||RECOMMENDED LEVEL||  53
  ||ENEMIES||  O Choko x1 O  Wizard x1 O Hellhound x1
  ||ITEMS||  O Romancing Stone 4 O Energy Fruit O Blindness Grass
             O Sacred Water O Speed Satchel O Energy Fruit O Sleep Ball
             O Sacred Water O Sleep Ball O Sacred Water O Rue's Satchel
             O Energy Fruit O Sleep Ball O 'Choko' Summon

  First of all, make sure the Phantom Gauntlet and Shield are on the character
  you want to stay alive the longest, because Choko packs one hell of a punch
  for a little girl.  There are 13 treasures on this floor, and you can only
  come here once.  Make sure you get the treasure closest to the dead king.  It
  is the ROMANCING STONE 4.  The other chests include an ENERGY FRUIT,
  BLINDNESS GRASS, SACRED WATER, SPEED SATCHEL, ENERGY FRUIT, SLEEP BALL,
  SACRED WATER, SLEEP BALL, SACRED WATER, RUE'S SATCHEL, ENERGY FRUIT, and
  SLEEP BALL.While getting any of these worthless chests you want for whatever
  reason you may have, make sure to take out the Wizard and Hellhound during
  your efforts.  You should be able to take them out in a hit or two, and then
  you can concentrate your efforts on Choko, who has an extremely large amount
  of HP.  After almost 1000 HP of damage, Choko will fall and victory will be
  yours!

  After the battle, Choko asks to be your friend (awww).  She becomes a summon
  for Chongara, but she can only be summoned at the random battle fields.  She
  can not be used for any of the main story.  Too bad, because she kicks ass.

  Now, just make your way back up the 50 floors, trying to go from stairway to
  stairway with as little fighting as possible.  Unlike the journey down, the
  return trip takes 20 minutes or less depending on your speed and level.

  Congratulations on a couple hours of non-stop playing.  Now, if you're like
  me, you're doing this late at night so...GO GET SOME SLEEP!

 OOOOOOOOOOOOOOOOOO
 O WATER GUARDIAN O
 OOOOOOOOOOOOOOOOOO

  To start off with, you should use either the Salyan Desert random battle, or
  the Raiden Ruins random battle.  This way, it will be much easier for you to
  keep track of how many enemies you have defeated in order to obtain the
  different rewards that the Water Guardian has to offer.  Note that these
  numbers are not cumulative.  You must defeat 30 enemies for the Goddess
  Amulet, and then _another_ 70 to get the Cheer Trumpet.  Also, if you go to
  the Water Guardian BEFORE you get to a number, your number will be reset to
  0, so save often just in case.

  The rewards are as follows:

  10 to 20 Enemies Defeated:  BIG BOMB

  30 Enemies Defeated:        GODDESS AMULET

  40 Enemies Defeated:        Full Power Fruit (POWER APPLE)

  50 to 60 Enemies Defeated:  STONE

  70 Enemies Defeated:        CHEER TRUMPET

  75 Enemies Defeated:        CONFUSION AMULET

  NOTE:  Judging by the confusion online, the numbers needed for each of these
         items seems to be basically random.  I always get the Goddess Amulet
         at 30 enemies and before I get the Cheer Trumpet, but the Cheer
         Trumpet itself and the Confusion Amulet seem to show up at random
         intervals.  If worse comes to worse, just save after every battle,
         and talk to the Water Guardian to see if that is the right number or
         not.  If it isn't, reset and try after another battle.

 OOOOOOOOOOOOOOOOOOOO
 O BLACK TOURNAMENT O
 OOOOOOOOOOOOOOOOOOOO

  If you've been collecting every single monster in Chongara's Monster Book,
  then you will be able to partake in th Black Tournament.  This becomes a
  new option at the Niedel Arena, so you can still participate in the normal
  arena if you wish.  There is no major difference, except that you fight
  against the Dark Ones in place of the other enemies in the game.

 OOOOOOOOOOOOOOOOOOO
 O EASY EXPERIENCE O
 OOOOOOOOOOOOOOOOOOO

  There are two easy ways to gain experience in Arc the Lad I.  And, oddly
  enough, they both have to do with Skeletons.  Below are the two easiest ways
  to get experience.

  A.  On Floor 43 of the Forbidden Ruins, there are 4 Shadow Skeletons stuck in
      a barrier in the center of the room.  They can't reach you, but you can
      use magic to paralyze all 4 of them.  Then, have one of your weaker
      characters hop into the barrier and take out the 4 Skeletons.  They can't
      do a thing to you, and it will rack up 1578 experience everytime you kill
      all 4 of them.  You can keep going in and out of this room as necessary,
      until your weaker characters have maxed out their  levels.

  B.  If you summon Hemo-ji with Chongara and use Hemo-ji Finger on any type of
      Skeleton, that skeleton will turn into a Hemo-ji like any other enemy.
      The only difference is, as long as the Skeleton is in Hemo-ji form, all
      damage you do to it will be absorbed!  You can then have your characters
      surround it and beat the living fluff out of it.  When it turns back to a
      Skeleton, have the Hemo-ji use Hemo-ji Finger again.  Repeating this will
      allow you to get many levels in a single battle.


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O                             11.  C L O S I N G                             O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


  Well, there you have it.  That's about as complete as it can get.  If I
  missed anything, which I doubt, go to ATLI1 and contact me.  Or if you need
  anything else.  I live to serve you all...or something like that :P Well,
  all that's left is a little conversion information, and some Acknowledgements.

 Converting to Arc the Lad II
 OOOOOOOOOOOOOOOOOOOOOOOOOOOO

  With Arc the Lad Collection, you can use the save you make after defeating
  the last boss to carry over some of the stuff you had in Arc the Lad I. The
  following is what you will be able to bring over:

  A.  Your character's levels.

      Yes, that's why you can only get to a measly level 60 in Arc the Lad I.
      Otherwise, you'd be wasting enemies left and right in Arc the Lad II, and
      it would make this game seem like it was impossible. :P

  B.  Accessories.

      All those accessories you worked so hard for (or read about) will be
      transported to your new game as well.  Note that you should not have
      any accessories on your characters when you go make the conversion save,
      because there is a chance that you will lose them.

  I will have more info about this in my Arc the Lad II Walkthrough.

 Acknowledgements
 OOOOOOOOOOOOOOOO

  This is basically just going to be a 'shoutouts' type thing, since I've spent
  many long hours at night writing this walkthrough by myself.

  Sony:

  Thanks for making the series.  It's one of your better works..

  Working Designs:

  Thanks for translating the series, and putting that touch of WD humor in that
  we all appreciate so much.  Even if the delays almost rivaled those of Lunar
  Silver Star Story Complete, most WD games are worth that kind of wait.

  Justin:

  One of my good friends.  See, I told you I'd put you in. :P  And now you can
  finally see it.  The wait is over.

  Henry:

  Another of my good friends.  You'd better get Arc the Lad Collection soon or
  you won't see this. I know you won't anyway because you shouldn't cheat... :P

  The rest of my friends:

  I'm not going to take up another 200KB writing out all my friends, so you all
  know who you are and I love ya!

  Dedicated to the Fab Four:

  You know who you are... :D


 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
 O                               T H E   E N D                                O
 OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO