T A L E S  O F  S Y M P H O N I A
                           FAQ/WALKTHROUGH by GheddonLN
                            For the Nintendo GameCube

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"My glorious return to the FAQing scene, and for what game! Tales of 
Symphony offers thrills comparable to those lived in the past Tales 
games, but with a lot more polish and style thanks to its "next-
generation" pedigree. When you first see the beautiful graphics, you'll 
feel like a total stranger to the series, but when you try the battle 
system, with its trademark breakneck-pace and hectic controls... that's 
when you'll be sure you're right at home."

Well, that's what I wrote a year ago... no, more than a year ago. For 
some reason, I let this FAQ rot in one of my many, dusty folders after 
finishing it. Hm... I think I got bored writing the lists... which is why 
I decided not to include them (seemed like overkill). But anyways... here 
it is... A FAQ for Tales of Symphonia...

-GheddonLN
 

Let's get it started.

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I.	Walkthrough
II.   Sidequests

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I. WALKTHROUGH

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WALKTHROUGH
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The camera floats about the land as a voice explains how the world came 
to be as it is now. Eventually, you'll be transported to a wooden shack 
which kind of serves as school. Enter Lloyd Irving, the game's hero. In 
typical Gheddon fashion, I'll let you watch the cutscene... by yourself. 
No summaries or anything, not from me at least ;)

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After the insightful cutscene, you'll take control of Lloyd. After 
chatting with your partner's, approach the room's exit to get a short 
scene. You'll have to make a choice along the scene; pick the second to 
keep the scenes flowing. When prompted, agree to accompany Colette on her 
quest to retrieve the Oracle. You'll be given some information regarding 
skits; afterwards, speak with the blue haired kid nearby to get a Magic 
Lens. By now, you should get your first skit; hit Z to watch it. Examine 
the Colette-shaped hole at the northern side of the screen, next to the 
board, to earn a title for the chosen girl.

Exit the classroom through its only door and head out the building. After 
the small amount of dialogue, head down the dirt road to find a white, 
shiny circle on the floor; these are your save points. After saving, you 
have a variety of paths to choose. The road that's directly above the 
save point (the one with the wooden archway) should be avoided from now. 
Instead, head up from the save point and when possible, turn west (the 
house over there is locked, mind you). In the subsequent screen is Genis' 
house; should you approach it, you'll trigger a scene.

Go south to reach a small plaza of sorts. There are some soldiers around 
here, a locked-up house and the Halo store. The equipment sold there is 
useless, since you have it already, but they sell the ever so useful Gels 
and Life Bottles. Stock up and leave. Head north to arrive at the Save 
Point area; head east instead of north and proceed rightwards in the next 
screen. Head inside the first house you come across to meet a guy who'll 
fully heal you for free. Neato.

Head back to the save point screen. Well, it was nice exploring the town! 
Too bad it's time to go town ;) Head north and into the next area.

A monster will pop out of nowhere! Bust down this fool with standard 
physical strikes. After he's gone for, another fiend comes into the 
scene. Shift targets and attack the zombie with Lloyd, and through the 
menu, attack the ghost with magic. After the battles, head out to the 
world map.

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Enemies now roam the are and are completely visible, so you choose 
whether you fight them or not! Watch the skit and head down and then turn 
right. Keep going along the coastline until you find the Martel Temple. 
Head inside.

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M A R T E L  T E M P L E
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After the introductory cinema, head up the steps all the way to the 
temple's entrance. Here, you'll have to fight!

It's a standard fight, really. Cast your two spells on them with your 
partners, and attack physically with Lloyd. That's about it.

+ + + + + + + + + + 
BOSS BATTLE
+ + + + + + + + + +

Vidarr

Well, your first boss fight! Attack him some (heal up if you have any 
wounded character) until a scene kicks in. After it, you'll resume the 
battle, with a new, mysterious ally. Pound him physically with Lloyd (not 
much else to do) and have your pals attack magically. You might want to 
set their Strat. so they're more laid back and attack with their spells 
nearly-exclusively.

This guy attacks with both his hammer and spiked ball. A hammer hit does 
around 100 PTS of DMG if it connects (gulp!). Thankfully, you can stun 
this guy with a handful of well placed hits, meaning he won't get much 
chances to strike you down. Heal if you need. I've noticed that he also 
blocks attack often, and likes to counter after being hit a couple of 
times. His spiked ball does about half the damage as the hammer-sword, 
but it is still dangerous.

He's a strong guy, so expect a couple of your characters to lose a lot of 
their health. The mysterious guy who aids you heals often, so you should 
not worry too much. Attack him constantly and block if needed when he 
counters.

+ + + + + + + + + + + + + + +

Enjoy the cutscene and don't agree to stay outside; Colette will stand up 
for you (...meh. I can already smell the love!). After some more scenes, 
you'll be inside the temple (and you'll have the Training Manual).

You'll be at a hub of sorts. There are three paths to take; head to the 
right first. Around this area, you'll find hard-shelled SPIDERS that can 
soak up lots of hits and wobbly SLIMES, who attack from afar and do 
considerable damage. The spiders are best suited for your strikers, while 
the slimes should be dealt with magic.

Anyway, move along the chosen path. You can find some more enemies, 
namely ZOMBIES, whom you've already fought and are easily damaged by 
physical strikes, and GHOSTS, who are weak to magic. At the end of this 
path there is a staircase that goes down; descend into a room with a 
glowing, tiled floor that overlooks a shrine of sorts.

You'll have to fight a GOLEM. He's a big, powerful guy, but he's slow. 
Attack with Lloyd and retreat to prevent a possible, hard-hitting strike, 
or block if you're feeling like it. Magic works excellently. When he 
blocks, punish him with your magical strength. When he's open to attacks, 
hit him with your techs as well as your attacks.

After he's gone for, he'll turn into a huge rock and slide down. Another 
GOLEM will pop out. Now, the idea is to beat all of the golems that keep 
appearing and send down the stone they turn into. Deal with them as you 
dealt with them before: attack frontally, and block when you see the 
GOLEM is about to strike. Use magic and techs and it should be no 
trouble. 

His spin attack should be easy to block or dodge if you're really near to 
him; his pound attack should be blocked (hit X as soon as he raises his 
hands). His pound attack is hard to block if you're mid combo, so you 
might just need to be struck down... or run back. None is really 
effective, really o_O It isn't a damaging attack, thankfully.

Now, as you can see, the room has nine holes you can push the blocks 
through; not all of them are of any use, you see.

# ** #
# #  *
# #  #

Push down the blocks down the asterisked holes; the one with two 
asterisks should be fed two blocks.

After completing this task, exit the room through the northwestern 
staircase. Run to the bottom end of this area to find an offshoot with 
three chests, which contain a Life Bottle, an Apple Gel and 250 Gald. 
Now, return to the Golem room.

Walk down the staircase at the southwestern tip of the room (you might 
need to drop down again that extra crate at the double-asterisk hole). 
Save up and head to the northern end of this winding path. Push the crate 
forward (if you did not drop the two crates, as told, there won't be a 
crate to push) to create a bridge. Hm... interesting, Zelda-like sound 
there...

You'll get the Sorcerer's Ring at the shrine at the top. Cool, this thing 
has made it through many games and it doesn't seem it'll be leaving 
anytime soon! Head up to find some new enemies roaming the area. Finish 
them off.

Now, if you want to explore the temple some more, you'll need to do some 
more Golem killin'. Exit the room and come back. Kill off the Golem that 
appears and drop down his block here:

# # # Now, go down and push the extra block forward to crate a bridge 
* # # towards the staircase there. There is a chest with a Life Bottle 
# # # at the top of them. Now, there is one more item to get. Exit the 
room, re-enter, and kill the Golem again. 

This time, drop down his block through here:

# # # Once again, head down and push the extra block into the gap to
# # * craft a bridge. Cross it, head up and get your Panacea Bottle.
# # # Kill the enemy floating around, too. 

This'd be it for this room. The Golem has re-appeared, and if you kill it 
now, you'll get a block that's really useless.

Make it back to the central hub (along the way, watch the skit when 
prompted). You went through the rightmost wing already and got the 
Sorcerer's Ring; the left wing would seem like the obvious place to 
explore now, but it is blocked off by debris. So, instead, head north.

Get really near to the blue, circular field here and hit X to activate 
the Sorcerer's Ring, clearing the path for you. Approach the portal and 
warp up.

Enjoy the scene. Among other things, you'll be told your next destination 
is to the south, where the Seal of Fire rests. Talk with your friends 
thereafter: when you speak to Kratos, you'll an extra scene. Warp back 
down and head out of the temple (unless you wish to stay around and level 
up; if you've fought constantly up to this point, that shouldn't be 
needed).

If you wait a bit before heading out of the temple (around the warp 
circle), you'll get a series of fun skits. It's not like you have to wait 
too long, so stay behind for a bit and watch them.

It's not like you can exit the temple, anyways, since when you try to do 
so, you'll be interrupted by a scene. After it, try to exit the temple to 
be interrupted by yet another scene. Outside, walk out to the world map 
and watch the skit there. Now, head back to Iselia.

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Talk with the people around and head inside the school for an extra scene 
and a new title for Genis ("Brotherly Love"). Now, you're free to explore 
the town. Visit Genis' house (you can actually enter it) and check out 
his bookcase. Also, notice that there is a locked cupboard.

Stock up on healing items at Halo and head back to the save point area. 
From there, go east and enter the huge house you'll come across to 
trigger a scene. Watch it (you'll get the Collector's Book). Once it is 
over, your next mission will be to... vist Genis' house.

You should get a skit along the way. Anyways, at Genis´, you can get an 
explanation about cooking, which is a fairly useful art you should pay 
attention to through the game (as Lloyd said, Gels ain't cheap).

Head to the southern tip of town and approach the town's exit to meet 
Noishe, Lloyd's pet. After the short-lived scene, exit Iselia.

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Our next destination, the Iselia forest, is directly to the left of the 
town. Head inside.

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A short cutscene and then you're on your own. Enemies around these areas 
include MINICOIDS, small mushrooms with moderate resistance and attack 
power and who're weak to fire. Physical attacks work well, too. The 
SLIMES make their comeback, being as damaging as ever; deal with them 
first in any enemy party. Lastly, there are hard-shelled SPIDERS and 
agile RABBITS, who're moderately weak but fast.

Head up the slope you start at. Keep going up (it's a linear path) and be 
sure to open the chest you'll find along the way, to get a Life Bottle. 
It should be noted that if you waste time around this place, you might 
get a skit. At the very top of the area, proceed to the next screen.

Here, enjoy the scene. Save at the memory circle, then, and proceed to 
the area past it to check out on Genis' friend. A short cinema kicks in. 
You will be in front of the Desian human ranch once it ends. Instead of 
heading to the front door, head to the left of the ranch. You'll see 
another cinema.

Meet Marble, Genis' so called friend. When prompted, agree to make a Key 
Crest for Marble. When told to, run away. After the scene, head back to 
the front entrance and go to its rightmost side. Look up for a ledge here 
that overlooks the shrubbery. Approach it from its bottom side and jump 
up.

Bounce up again and pick the chest (Orange Gel) that's to the right. 
Afterwards, head up the ledge opposite the chest and approach its peak. 
You'll witness Marble's whippage.

Listen to Lloyd's ridiculous salvation plan. When the time to take it 
into effect comes, you'll be fully healed, thanks to Genis' mad-cookies. 
The whole thing fails (well... duh) and you'll end up engaging two Whip 
Masters. They really aren't tough, as long as you take a conservative 
approach into the fight. Slash them some, and once the combo is done, hit 
the block button.

That way, you'll save a lot of health and kill them quickly. After 
they're done for, a scene kicks in. Endure through it. The scene ends up 
by sending you to the save point of yore (well, of ten minutes ago, 
actually). Do your thing and head forward into the next screen.

Now that you're alone, blocking should become one of your main abilities. 
Take a conservative approach into your fights (hit-and-block) to save up 
health. There is a new enemy here, a BEE of sorts, who is weak and when 
struck once has little to no chance of surviving (just keep comboing it).

Anyways, run up the slope. Hm, bifurcations! There are three additional 
paths (besides the one you came from). There is one directly to the 
right, and two ahead of you. One of these two goes further forward while 
the other one veers to the right and eventually converges with the first 
road. It also leads to an Apple Gel chest as well as a bridge.

The other available road (the one that goes further ahead) is to be 
explored now. You can either turn left or right here; to the left there 
is a small mount with an Apple Gel resting at its top. Head to the right 
and open the chest overlooking the river to get a Leather Glove.

Head back to the bifurcation now and take either of the other two roads. 
Both lead to a bridge you should cross. At the other side, move forward 
and open the chest you will come across to get 500 Gald. Head around the 
corner and move on. A tree trunk serves of an archway to the northern 
road, besides which there is a road that veers to the left; it leads to a 
dead end.

So, instead, cross the tree trunk archway. You have probably noticed the 
item bag resting on top of the trunk. You can simply pick it by walking 
into the trunk. It contains an Orange Gel.

Head further to the north to exit the area.

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To get to Dirk's House (which is Lloyd's, too), simply go along the dirt 
road marked on the grass. Head inside.

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D I R K ' S  H O U S E
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After the introductory sequence, simply head forward and into your house. 
Inside, watch the tragicomedy-kind of scene here.

Once it is over, you'll be outside. When prompted, pick the "Just a 
Minute" option and talk with your partners. Once you're done, speak to 
Colette, who's sitting at a bench next to Noishe's stable (speak with 
Noishe, too.)

After the scenes, it'll be morning and you'll be in control of Lloyd. 
Head down the stairs. Save at the memory circle that's underneath the 
staircase and exit your house.

Head towards Lloyd's mother gravestone and speak with Dirk. You'll be 
given the Key Crest and a whole lot of items that should be of use on 
your travel. More importantly, you get the Sylvarant Map. After the 
scenes are done for, you'll be taken back to Iselia.

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After the initial cutscene, head to the eastern side of the area and 
proceed to the next screen. There, walk towards Colette's house. It 
should be noted that you'll probably get a couple of skits as you wander 
about the town. Watch both.

At Colette's place (the big house up north) you'll get a scene, where 
Lloyd is told (through a letter) the truth about Colette's sudden 
departure. When you're about to be told some more interesting stuff, 
something crashes into town!

Exit Colette's and, blam, Desians are attacking the town! A cinema 
reveals that your obvious destination is the town plaza, but before 
getting there, head towards your school. A local soldier there is being 
harassed by some Desians. Kick their half-elven butts.

You'll get an Apple Gel and an Orange Gel for your efforts. You should 
get a skit around this point; visit Genis' house, too, to find it in 
flames and trigger a scene. Now, head back Colette's house area (save 
here) and go south. Kill the Desians gawping at a burning house.

Having done all of this, head to the plaza on the southern side of the 
town (you can get there through all of the roads the town has). A scene 
will kick in there, and thereafter, a boss battle!

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

????

A gigantic, nasty looking mutant with an interesting wardrobe (similar to 
Marble's...) This guy uses his long arms to claw you for around 60 PTS of 
DMG a hit. So, he's powerful. If blocked, the damage is reduced to around 
12 PTS of DMG.

Genis is far too weak to attack this guy head on, so set one of his 
spells to your shortcuts and use it constantly. Have Lloyd run up to the 
monster and apply the laws of hit-and-block: slash him once or twice with 
a special skill or normal attack, and hit the X button to block the 
subsequent attack.

It should be noted that this guy has a variety of tricks up its sleeve. 
He can attack you mid-combo, and if it performs an uppercut, you'll be 
sent flying backwardly. Once you land, it'll take a few seconds for you 
to send up again. Should you attack it with an aerial attack, he might 
uppercut you in midair.

If you see Genis getting dangerously near to the monster, be sure to 
alter his strategy so he stays back ("Don't Pursue"). If his TP depletes, 
he'll move forward, no matter what. So, once he exhausts them, use an 
Orange Gel on him.

You can usually apply the hit-and-block tactic, but some times, it's even 
possible to back off and dodge the attack altogether. This would be hit-
and-run. However, the combo must be short, so you get time to run away 
before a monstrous hit connects. If the combo drags on too much, you 
won't make it and will be slashed.

Other times, when you move in for the kill, the guy might swap you, 
preventing you from getting near. If you have quick reflexes, you can 
block this. Keep in mind that when Lloyd is running, it takes him time to 
stop. So, even if you stop, you have to wait around a second for your 
defenses to come up. That second is usually well-spent by the monster.

The monster also has an attack called "Insane Cell". He creates small, 
circular, dark-energy field around his body. Should you get near it, 
you'll be damaged. It's quite damaging, don't get fooled!

As you wear down his HP, he'll add more attacks to his repertoire. One of 
such attacks is Impact Hammer, where he slams you with his long arm. This 
attack can actually hit you twice, for a total of around 80 PTS of DMG!

As told, hit and block tactics work well. Slash him and block down his 
attack, while you constantly cast Genis' spells. By attacking him this 
way, it's possible to slow him down just enough so he doesn't corner you 
(which would be very bad).

A great skill for this fight is Demon Fang. It strikes the enemy even if 
you're far from him, so if you want a long-distance fight, it's the skill 
to go. Exhaust your TP reserves with such skill. It'll damage the bastard 
greatly, and it'll also gradually push him back. 

Using such skill exclusively works, surely. Instead of replenishing 
Genis' TP, do so with Lloyd's, and keep on the onslaught. However, once 
Genis' reserves run low, he undoubtedly will try to attack the monster 
and will probably get killed! So, try to keep a balance between both of 
these guys.

It should be noted that you're going to be damaged a lot in this fight; 
sometimes blocking is impossible, you know. For that, it's imperative 
that you constantly use Apple Gels to heal. Genis probably won't need 
them (since he'll be laid back, as long as you feed him Gels to keep his 
TP up), but Lloyd will be at the shores of the Stygian many times 
throughout the battle. Heal him with Apple Gels and DON'T let him die. 

Why? Life Bottles are expensive and hard to come by, and Genis will 
probably get wasted before he can even revive his partner o_O As long as 
you keep Lloyd around the 250s Hit Points, it should be all right.

+ + + + + + + + + + + + + + +

See? Told you it had a strange wardrobe ;) Meh. Anyways, the scene is 
quite touching (it is!), so watch it. After all of the cinemas are done 
for, you'll be officially banished from town. Talk with Frank and her 
wife to learn Colette went south. Try to exit the town to find Noishe and 
get a new title for Lloyd: "Drifting Swordsman". 

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Go south along the dirt road. If you veer to the east of the road, you 
can find Nova's Caravan where you can rest up if needed. Also, you can 
save. Anyways, resume your way south along the dirt road.

You'll eventually reach a place where a scene kicks. Here, you'll be 
given an important explanation on Exspheres. After the Tutorial, it'll be 
added as an entry to your Training Manual. Neato. There is an EX Gem to 
the west of here, among some trees at the bottom of some hills.

For now, you need not to worry about Ex-Skills. Resume your way south 
along the dirt road. On your way, you will come across a House of 
Salvation. Here, you can rest to heal your wounds (i.e. fully heal 
yourself). Also, you're bound to get a skit here.

Approach the guy in green garb to initiate a scene. You'll be given an 
cryptic explanation about some monuments and Long-Range Mode. Agree to 
learn more about it, to clear up your doubts. Ah, I get it now. That's 
good. Now, get some insight on Guidepost Monuments. Yeah, that's right...

Head inside the House; at its second floor, you can heal for 100 Gald. 
Save, too.

Now, exit the House of Salvation. Ahead of you (further to the south) is 
the Trite Desert. Wander into it. Here, you can find BANDITS who are 
regular humans with daggers; they're powerful when it comes to offense, 
so be careful with them. Also, if you stay on the area long enough, you 
might just get a skit.

Other enemies include SCORPIONS and SIDEWINDERS. Both of these guys can 
poison you, but the Sidewinders kind of get the advantage, as they can do 
so from afar. These two are also quite damaging, so if you dive in 
towards them recklessly, expect to get your HPs reduced real quickly. If 
so, back away and heal. The best to deal with them is with magic, Demon 
Fang (from afar) and hit-and-block/run tactics.

We were heading south, remember? Head into Triet as soon as you spot it.

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T R I E T 
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Woah! Chambard? Try Triet! Seriously, is this some kind of homage to 
ToDII? Even if it isn't, simply watch the scene.

After it, you might want to check out the wanted poster the Desian just 
put up, for laughs, you know. Entering the house directly to the right of 
it is also recommendable; there is an inn there, as well as a save point. 
Do as you see fit; before leaving, though, head up. Go the balcony's 
eastern end and examine the pottery there.

It's the Wonder Chef! He'll teach you the Cabbage Rolls and will also 
bestow you with the appropriate ingredients. The rooms themselves don't 
hold much, so leave.

Talk with a guy in blue garb across the "Traveler's Mate" (item shop) to 
get a short-lived mini-scene. Also, you might want to stock up on items 
and get your first Panacea Bottles (an essential item). If you're the 
type that doesn't like to fight, there are also Holy Bottles, so you can 
reduce the enemy encounter rate.

Even if you're up to the fighting challenges, purchasing one or two might 
be good, just for kicks. 

Now, if you head further down the store's road, you'll be called upon by 
a storekeeper. Agree to listen to him. He'll ask you to bring some Beast 
Hide; if you've been fighting, you should have one. If not, battle some 
enemies at the grassy lands until you get one.

Once you have it, talk with the old guy. You'll get a Soft Leather 
(armor). This guy will basically improve your stuff by giving him the 
right items. Which is good.

If you have an extra Beast Hide, you can turn the Soft Leather into Hard 
Leather. Do so if you can. Notice the two Chakrams here; you'll 
eventually come back and get 'em.

He'll give a short, to the point explanation on customizing (yep, it is 
like most of the game's tutorials). Afterwards, you might want to check 
out the adjacent stores. If possible, upgrade Lloyd's equipment (and 
Genis', too). If in need of money, sell some items, namely, Beast Hides. 
They sell for good cash. Don't touch the Magic Cloth (if you have) 
though, and don't sell all of your Hides.

There is a hut across the Weapons Shop. Talk with the guy and he'll say 
"Isn't this an impressive hole?". Hm? Oh, yes, look at the odd shaped 
figure on the hut's wall. That's the hole, and it looks just like 
Colette... Hm. Anyways, be sure you've purchased all you _could_ get 
here. Damn, those things are expensive!

Right now, you might be thinking about fighting outside of town, but I'd 
advise against it. Enemies give out minimal EXP and almost no Gald, so 
it's rather useless. Forget about those weapons you couldn't get your 
hands on.

Anyways, it's time to go further into the town. Head across the road next 
to the inn. Talk with the cat-dressed woman there and ask her about the 
Katz Exploration Team. These guys will basically explore areas for you, 
even if you can't access them anymore, and scope on items and enemies, 
adding them to your collection.

They'll also look for Guidepost Monuments and unexplored places. It's a 
really useful feature. If you wish to get this area's Guidepost, pay them 
so they do so (you could also look for it, it's much cheaper). The 
success rate increases if you pay them more. 

One of the Katz explorers that's next to the reception will sell you EX 
Gems for your grades. You increase your grade by winning fights, by the 
way. Right now, you probably can't get it any gems, so simply head past 
him and into the next screen.

Talk with the people here. Here you can also find a food store so you can 
replenish your reserves and get that cookin' going again. Go up from the 
food store to find Fortune Teller's hut. Head inside and talk with her to 
trigger a scene. Pay the required 100 Gald to keep it flowing.

You're told she's "heading to the oasis that was destroyed when Efreet 
went out of control"... huh, right. Backtrack all the way to the town's 
entrance and try to exit. You'll be stopped on your tracks by those 
Desians fools! Fight them (they're easy, but keep an eye on the Bowman. 
Kill him first) to continue with the scenes.

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S Y L V A R A N T  B A S E 
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You'll be locked up in a cell. It seems there is no way out, but Lloyd 
has an idea: hitting the guard patrolling the area with the Sorcerer's 
Ring. Do so to unlock your cell door.

Open the two other cells to the left to get a Beast Hide and a save 
point. If you feel you can't open them, Examine the little panels besides 
each door. That's the key to opening.

Now, head to the right and go into the small, disorganized control room 
up north. Open the chest there to regain all of your equipment pieces; 
they'll be automatically outfitted on Lloyd. Now, head further to the 
right. At the corner, a scene will kick in and you'll have to do battle 
against some soldiers. Beat them (be sure to employ conservative battle 
tactics here) and head through the door.

After the short, semi-insightful scene, check out the energy ball here to 
change to the Sorcerer's Ring function from fire to electricity. With it, 
you can stop the flying robots here on their tracks. You can also fight 
them RAYBITS. They're weak, attack wise, easily stunned, but have 
moderate HP. Should you beat one, it'll regenerate after it. You'll also 
earn a skit. Keep beating them to get extra skits (wandering about for a 
lot of time might earn you the "Help, Genis" skit).

Now, as explained on the cutscene, the idea is to freeze the robots on 
the blue panels here by using the Sorcerer's Ring. This'll unlock the 
westernmost door. The northernmost door is also locked up.

To get one to stand on the blue panel, simply stand in front of it (take 
some prudent distance) and lure the robot towards you. When it hits the 
panel, fire at it with the S. Ring. You must freeze both fast, because 
the Ring's effects wear off after a bit. I'll be honest with you: this 
part can be notably frustrating. Damn these stupid minigames.

The best way to do this painlessly is to exit and re-enter the room. When 
you do, both robots will be floating right in front of the panels. Simply 
wait for them to fly by them and stun them. The one that's giving you its 
back is easily stunned, but the other one, which is coming your way 
(unless you go around him) will dash toward you once he spots you. It's 
harder to make him stop on the blue panel when he does so.

Once you get the door opened, head through it. In the next room, move on 
to the left. Eventually, you'll see the path veers forward, but also 
continues to the left. Ah, yes, like any good Tales dungeon, this place 
is a goddamn dance of bifurcations. 

Should you take the upper path you'll spot a guard that, when beaten, 
gives out a Memory Gem. Head down this road and through the door. In the 
next screen, open the chest to get a Beast Fang. Check the yellow 
machine; it's a shop. Stock up on items.

Go back to the bifurcation and take the road to the left. You'll land on 
a room with a Gamecube in its middle. Examine the small panel next to the 
'Cube for a cryptic explanation on this puzzle. 

The gist of it: there are three poles on the room's western end. You need 
to hit 'em with the S. Ring. Hit the bottom pole to open the room's 
bottom door. Head through it to find a completely empty room. Meh.

Hit the upper pole now to unlock the upper door. Before going through it, 
you might want to hit the middle pole to unlock the rightmost door. Head 
towards it. Uh, what is it? Memory Gems? As you approach this door, 
you're bound to get an explanation (out of nowhere) regarding these Gems 
and sealed save points. After you endure through it, squint for a odd-
shaped pattern on the floor. Step on it; it's a save point! Unlock, and 
save.

Open up the door you just unlocked and get the item in the chest there. 
Go back to Gamecube room. If you want to return to the previous screen 
(the one with the bifurcation), hit the middle pole. Even if you don't 
need to go back, hit it. Then, blast the upper pole followed by the 
middle pole. This'll unlock both the bottom and upper doors.

Head through the bottom one and pick up the Magical Cloth in the room 
with the pillars. The door further to the south is locked.

Back at the Gamecube room, head through the northern door. Walk up the 
steps here to find a robot who simply won't pursue you. He'll merely 
stare at you; you can beat him down if that's what you wish to do.

Back at the GCN room, hit the middle pole and then the upper one. Finish 
by hitting the bottom pole to unlock the control room. Save and head 
through the upper door.

Here, go forward a bit to get a cutscene. After it, you'll be on a boss 
fight! With all of your party members, of course...

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + + 

Botta
Foot Soldier x 2

Modify your Strat: have both Genis and Colette set theirs to "Don't 
Pursue" and "At Once". Give Kratos the "Heal", "Scatter" and Move Freely. 
Set Colette's and Genis' spells to your shortcuts, too.

With Lloyd, I suggest running up to the soldiers and killing them with 
physical strikes and Techs. Do not worry about blocking or anything, 
since it's real hard to do so. Just focus on kicking the soldier's asses; 
Botta will, meanwhile, attack with elemental magic and his sword. His 
elemental attacks are notably good at damaging, but his slashes aren't 
specially powerful. 

Once the soldiers are done for, you may focus on Botta. Constantly tap on 
the C-Stick to trigger your spells, while Lloyd attacks him head on. It 
might be wise to change Kratos' directives from Scatter to another, more 
attack-oriented setting; leave "Heal", though. It is useful.

When attacking Botta with Lloyd, finish your combos with Techs, if 
possible. Just be sure that you block after finishing a combo, so you 
prevent Botta from wrecking too much havoc on you. If you get too near 
him, he's bound to use a ground attack, where he slams his sword into the 
ground and crates some shockwaves.

This attack hits more than once, but is blockable. By blocking it, the 
total damage should not surpass the 50 PTS of DMG. If unblocked, it 
should do over 120 PTS of DMG. His other attacks did around the same, so 
it's no biggie (well, his spells could go past the hundreds...). 

As usual in this game, keep your friend's TP up so the spell casters 
don't decide to get too near Botta. If they do, too many will be around 
him. And if the situation, he will use Stalagmite to wreck some critical 
damage on you. This attack could go past the 200 PTS of DMG! If your 
spell casters get too near him, you're going to lose them. Even if you 
replenish their TP, it'll be a while before they back out...

...and Botta ain't no fool. Once he sees the weaklings attacking him, he 
IMMEDIATELY shifts his attention to them and starts kicking their 
asses... real quick. Even if you slash him like a madman he won't flinch; 
he'll keep laying waste on those poor little guys! In general, keep an 
eye on your TPs to keep this kind of scenario from happening.

That way, the only people Botta will attack will be Kratos and Lloyd, 
who'll be up front and can block his attacks. Kratos will heal you from 
them, too.

Botta Over-Limits after a bit of punishment, and when he does, be 
careful! If he ever gets a chance to land a hit on your weak-boys, he'll 
make you pay dearly for it; there is no stopping him! Over-Limited Botta 
is quite more powerful, but not much of a threat as long as he only 
focuses on Lloyd and Kratos.

When he's casting an spell, it might be wise to heal. You don't know if 
such spell might turn out to be Stalagmite, and this guy is basically 
unstoppable when it comes to spell casting. Since it's Kratos who heals, 
have Lloyd keep on attacking.

Keep the onslaught of spells and attacks and he should fall to your 
sword.

+ + + + + + + + + + + + + + +

After the battle there'll some cutscenes. You'll end up in the map; head 
to the southwest to find Triet (you'll have to withstand a skit on the 
way). Head inside.

-------------------------------------------------------------------------

T R I E T
=========
-------------------------------------------------------------------------

After the scenes, talk with Kratos and exit the screen. Head up and enter 
the rooms to chat with your partners. Colette's should be visited first; 
after the scene, visit Raine's room. Talk with her once again after the 
scene; check Genis, too, and select not to wake him up to learn how fond 
this guy is of you. Exit the room and you'll be given a choice (damn?! is 
this Skies of Arcadia or something!?). Follow him for additional scenes.

In the morning, save and head out. Watch the scene and you'll be told 
that your next destination is to the southwest. You'll also get the 
Monster List from Raine; it records enemy data for further analysis. 
Raine will also join you. Her initial spell (First Aid) makes her a 
healer as of now. If She's in your party, Kratos' role might be limited 
to fighting only.

Now, it's time to go. Before heading out, it might be good to explore the 
town again.

You probably have a lot more cash now, so re-checking the stores is 
recommendable. Upgrade Genis' and Colette's weapons. The Flying Disk (the 
standard Chakram you can purchase here) can be customized into the Duel 
Ring if you have a Beast Fang. Get it. Purchasing armor is also vital; if 
in need of money, sell some Magic Cloth and Beast Hides, if you have any 
--just don't sell all of them.

There is a fun little sidequest you can begin here. With Colette as the 
displayed party member, talk with the town's wandering dog. If you wish 
to do so, return to the House of Salvation and talk with the dog there, 
too. The idea is to talk with all of the world's dog to get a special 
title. The quest has just started!

Oh, I should note: while you wander about town, you might get a skit. 
Wait for it and once you have it, exit.

-------------------------------------------------------------------------

W O R L D  M A P
================
-------------------------------------------------------------------------

Head directly to the southwest. You should the Triet Ruins at the 
horizon. Head inside.

-------------------------------------------------------------------------

T R I E T  R U I N S 
====================
-------------------------------------------------------------------------

A short scene precedes a fight against two elemental based enemies. Set a 
water-based spell to one of your shortcuts and beat these flying dudes. 
They're FIRE ELEMENTS. They aren't really tough and attack with Fireball 
mainly, which does around 50 PTS of DMG. Not too bad.

You'll be given some new defensive skills you can pump out anytime. After 
the scenes, you'll get a skit, too. Once it is done, head to the left and 
go up the steps to find the temple's actual entrance. Through the 
introductory scene you'll be given Raine's "Archeological Mania" Title. 
Enter the temple afterwards.

Walk forward along the hall. You'll bump into some of the temple's 
enemies, namely, the FIRE BIRDS and BROWN POTS. The POTS defend a lot, so 
it's hard to damage them adequately, while the Birds are agile and swift. 
Both aren't tough, really. Employ the standard "attack-block" combo along 
with spells.

I should note that it's recommendable to keep your TPs up through the 
exploration, but if you feel you're wasting too much item, simply 
accommodate your party's Strat. to a more physical-attack minded kind of 
offensive. That way, you'll save up lots of TP and replenish it after 
every fight (so you can cast first Aid). It's a good way to proceed. If, 
however, you're going to face some of the toughest enemies (Fire 
Warriors), don't do this, at least not with your weaklings.

Ahead of the entrance is a doorway that leads to a shrine of sorts, and 
two paths that go up and down, respectively. The shrine is the actual 
destination, but ignore it for now and go south. You'll find SCORPIONS 
here, who you've fought in the desert. No biggie.

At the far end of the southern hallway, there is a doorway as well as a 
chest, but the chest has some debris on top of it. Shoot it down with 
your S. Ring and claim the Lemon Gel inside. Thereafter, head through the 
doorway.

Here, move forward a bit and turn right into the small nook there. A 
scene kicks in. Fire at the torch there afterwards. Kill the enemy 
floating about to earn a Memory Gem. Exit. If you wish to get more items, 
head up the steps BEFORE firing at the torch, and light up the one there. 
Then, fire at the first torch. 

Head back to the shrine entrance and go in. There, move south and open 
the chest by the monster to get an Apple Gel. Then, run to the far north 
side of the screen and turn left when possible. There is another chest 
here, guarded by a monster. Kill it and earn your prizes, a Life Bottle 
and a Bracelet.

Go back around the corner and push the block there down for a couple of 
tiles. You should spot a small gap below an staircase, to the left. Push 
your block into such gap. It'll fill half of it. Now, a bit to the south 
of this place there is another block; drag it here and push it into the 
other half of the gap, creating a bridge to the staircase and to the 
torch. Light it.

Now, head the stairs and follow the linear path towards some chest with a 
Mumei, 1000 Gald and a Savory.

Go back to the shrine entrance and head north along the winding path. You 
might find FIRE WARRIORS here, by the way. Eliminate their companions and 
be careful of them. Their standard attacks do half-a-hundred PTS of DMG, 
while their special skill does up to a hundred. Block and don't let your 
spell casters get too near.

At the end of this path there'll be a stony chest resting besides a 
doorway. Don't open the chest; it contains a dangerous FAKE enemy. If 
you've played abundant RPGS, you might know that these guys pack a 
whallop and are usually hard to beat; this no exception. Head through the 
doorway instead.

Go forward and head around the corner. Run down this path and be careful 
of the floating enemy; it holds a party of two Fire Warriors, a Fire 
Element and a Brown Pot; definitely not good. At the end of the path, 
where there is a boulder, go down and light up the torch there. This'll 
raise some blocks. Backtrack and use them to cross to the other side; 
light up the torch there.

Before leaving the place, head back to the area with the torch and look 
for the boulder resting around there. Now, in front to the torch there is 
a small gap next to a treasure chest. Push the boulder into the gap and 
use it to get to chest, which contains a Stiletto. You can also use one 
of the raised platforms to get to a chest with a Circlet.

Head back into the middle shrine and ascend; halfway through the 
staircase, you'll notice you can use a raised platform to cross to the 
sealed save point, as well as a teleporter. Unseal the save point, save, 
and hit the warp.

(BTW, if you wander around too much, you should get a skit).

A scene kicks in. Watch it for a bit.

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Ktugach
Ktugachling x 2

An elemental boss! Hit Y and work a bit on your Strats. and shortcuts. 
Wind Blade and Aqua Edge should be set to the C-Stick. Meanwhile, have 
your spell caster take a laid-back, magic-pumping approach to the battle. 
Set Kratos to "Heal". Have all of them "Attack Same" (i.e. attack the 
enemy you attack).

Focus on the Ktugachlings. Go for them with Lloyd, which will make 
everybody attack them. Thankfully, Colette and Genis will stay back. If 
you see Colette getting too near, don't worry. She can handle it. Kratos 
will be healing constantly, too, so it's no biggie. If needed, though, 
heal manually (go to the menu and select First Aid). Specially Lloyd 
(we'll see why).

So, run up to the Ktugachlings and start jamming on the A Button, as well 
as the B button to rack up some quick, hard hitting combos. The idea is 
to button mash to give the Ktugachlings little chance to move about and 
finish them quickly. Since everybody will attack the same enemy, they'll 
help you. 

It sounds easy. Let's outline some problems: Lloyd will be real near to 
the Ktugachling AND to Ktugach, which means he'll be punished twice as 
much as your party members. Kratos' healing helps, but it's not enough. 
Ktugach attacks with a mult-hitting spike attack (each hit is worth 30 
PTS of DMG) while the Ktugachlings simply lounge at you. However, damage 
will rack up fast. How to deal with this?

Your pals really won't suffer too much. With Lloyd, it'd be wise to take 
a "blind blocking" approach. How so? After getting a combo down on the 
Ktugachling, immediately hit the X button to block for a few seconds. 
After blocking down a few attacks, resume your attacking. This is a nice 
way to tackle these guys. While attacking, you'll be undoubtedly damaged; 
but by applying this strategy, the damage is drastically reduced.

It's highly possible that you won't even know what you're blocking; 
that's why I refer to it as blind blocking; it works, to an extent at 
least, and it's useful. Lloyd is your main concern, since your other guys 
will rarely get damaged (if you set up the adequate strategies). If 
Colette is getting too near these folks, keep an eye on her. Heal her 
often (manually). She won't be as damaged as Lloyd, but she's weak, HP-
wise.

After a Ktugachling is gone for, switch to the other one. Kill this one 
even quicker (keep an eye on your health) so you can finally focus on 
Ktugach.

Heal up your wounds first (give priority to Lloyd). If needed, run back 
and wait you can replenish your health. Then, run forward.

While you combo him, Ktugach is stunned. Once he gets back on his feet, 
he'll unleash the Spike attack. So, the idea here is to combo him (a 
three hit combo; use techs to damage him more) and hit X to absorb the 
Spike attack. Meanwhile, jam on the shortcut buttons to send spells 
flying towards his way and prevent your weaker characters from getting 
too near.

TP disappears fast in this battle. When replenishing it, give priority to 
Kratos and Genis. Kratos, for the healing; Genis, because you can't 
afford him to get too near. With Colette it's not biggie, since she's a 
mid-physical striker, and can soup up the hits. Kratos should be given 
priority above everyone else, though. Healing depends on him, remember?

While you fight, you might sometime see Ktugach lay down and start 
shining; he's going to cast Eruption. This spell has a limited attack 
range, plus, it takes him a lot of time to actually cast it. So, after he 
announces he's going to use, you have plenty of room to move back and 
dodge it. Should you be hit, be ready to absorb up to 150 PTS of DMG.

All in all, I must say it's a fairly simple fight. Keeping your HPs up is 
fundamental, and blocking the spike attack is a necessity; otherwise, 
Lloyd will die too often. Eruption is damaging, but can recovered from. 
Not too bad.

+ + + + + + + + + + + + + + +

After the scenes, Colette will have learned Angel Feathers. Neato. Head 
out of the temple for an extra cinema. Your party will camp thereafter. 
Talk with your partners before chatting with Colette. Twice. Outside, 
watch the skit and go back to Triet.

-------------------------------------------------------------------------

T R I E T
=========
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Raine will get the title Sisterly Love here. You are here to stock up on 
items, so do so. Save if you feel you need to. After you've gotten your 
items, chat with the townsfolk to learn that your next destination, the 
Ossa Trail, is to the east of the town. Before heading over there, you 
might want to pay a visit to the Triet Ruins to earn a level or two. Get 
to level 11; if you wish to go past there, go you! It's time consuming, 
though.

-------------------------------------------------------------------------

W O R L D  M A P
================
-------------------------------------------------------------------------

So, head east. The Trail's entrance is at the bottom of some hills, on a 
grassy patch past the desert area. Head inside after saving.

-------------------------------------------------------------------------

O S S A  T R A I L 
==================
-------------------------------------------------------------------------

Head up along the dirt road until a scene kicks in. Pick whatever choice 
you want to keep the cinema flowing. Once it is done, resume your way 
forward. In the next screen, you'll find some enemies, namely THIEVES and 
ARCHERS. The Archers are definitely the major threat, hitting from afar 
for notable damage; deal with them first, and then go for the thieves.

There are some MANDRAGORAS, AXE BEAKS and BEARS in this area. All are 
surprisingly powerful, specially the Mandragoras, who are rather swift, 
and the Bears, who hit hard (be sure to block). In any party the Bear's 
on, it's better to deal with him last.

Keep moving until you have take a turn to the left and go up a steep 
slope. At its top a bifurcation rests; it goes to the left and to the 
right. The leftmost path is actually a limited portion of grass that 
holds a Battle Staff; the camera might make it seem like a full-length 
path; it isn't. Once you've gotten such item, take the other available 
road.

Run to the subsequent screen, where the trek upwards resumes (note: keep 
your health/TP up around this place. There is a boss battle coming up, 
and it starts without notice). It's a steep path; once you see the road 
flattens down and then resumes in another steep, declined slope, head 
south (down) to find an offshoot with two chests (Apple Gel and Melange 
Gel) as well as a save point. Heal up and save (fight the monsters if you 
feel like so).

Run down the steep, declined slope that continues eastward. At the next 
screen, keep going down and take a sharp left when prompted, at the base 
of the cliff. Head down, turn right when needed and pick up the Orange 
Gel that's patrolled by a soldier. You might find a WITCH if you engage 
them; deal with them first, before anybody else (they're quite strong, 
though!). Then, run down the hill across the chest (heal on the way 
down).

At the bottom of this hill, a scene kicks in. Right after it, it's battle 
time!

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Sheena
Wind Guardian

Techs and Strat, ASAP! I recommend the standard party here (no Raine). 
Set Angel Feathers and a Genis' spell to your shortcuts. Be sure you have 
Tempest and Tiger Blade on Lloyd's shortcuts. As for the Strat, go for 
"Don't Pursue" and "Keep Reserve" on the spell casters, and "Heal" and 
"Move Freely" on Kratos. Set Kratos' to "Attack Same", too, as well as 
Colette.

Go for the Guardian first. Hit it with a Slash-Tempest combo and then 
block immediately the Guardian's two-hit combo. Go for the combo again. 
This guy likes to protect himself a lot (just like you ;)), so your total 
damage might be greatly reduced. It's important that you block, though. A 
combo of this guy adds up for serious damage, and it sends you flying 
back (effectively stunning you).

The Guardian also uses a fireball kind of attack that hits 4-5 times for 
around 90 PTS of DMG, total. If you're really near to her, it'll miss. 
But if, for instance, you were sent back, and you're running to her, 
she'll use it and hit you head on.

Sheena probably won't bother you, but she'll go for Colette and Genis; 
with Kratos, their HPs should be up the whole way. Lloyd will get less 
attention, but he'll often be healed by the time he hits the 400s. Keep 
Kratos' TPs up to keep the healing going on.

Keep in mind that if too much of your party members get too near an 
enemy, and another one is left behind, Sheena will probably go for this 
one and beat the living crap out of him. In this case, shift tactics so 
your party attacks the Guardian will you look for Sheena. Hit her twice 
or so, block and backtrack to drag her away and "spread" her attacks.

However, don't let the Guardian alone for too long! If you do, she'll 
kick your ass _hard_. The only way to effectively control her is with 
Lloyd, by attacking her and blocking her hits. Your other friends can't 
handle her; trust me. So, if you can't get Sheena to spread, simply 
backtrack and let her bitch be killed (so be it!)

That way, she'll eventually run up to the main party, giving your dead 
friend space to be revived. In this scenario, Kratos will have to heal up 
like crazy. Use Gels if needed. Meanwhile, you should always attack the 
Guardian so it doesn't get a chance to wreck havoc. 

Eventually, the Guardian will be killed. Kratos should have kept your 
party at optimum conditions throughout; Lloyd is probably beat, though. 
Give him a Gel while you run up to Sheena. Now, it's possible to end with 
her rather quick. Simply get up to her sexy ninja body and slash away, 
hitting A furiously. You'll rack up fast, easy hits.

Sheen really won't get much of a chance to recover if you jam on the A 
button fast enough. If she ever breaks your attack string, hit block to 
absorb the damage and then resume your attacks. It's possible to hack 
away her for quite a bit before she can get to stop you. As a matter of 
fact, and if she was damaged as you dealt with the Guardian, you can kill 
her quickly just by juggling her.

It's a simple fight. The Guardian ain't too much of a threat, but she's 
the most dangerous of the bunch, due to her high blocking and damaging 
attacks. And if you your party the "simple" task of dealing with her on 
their own, be ready to get creamed. But she's easy to get down with 
Lloyd. Once she's out, Sheena ain't hard.

+ + + + + + + + + + + + + + +

Enjoy the cinemas and heal your party. Go inside the mine.

Watch the skit and run forward to hit a bifurcation. You can continue 
further into the mine by going forward, to the right and to the left. 
Head left and then all the way up to get a Fine Guard. Head back to the 
bifurcation and turn to the right. Head all the way down to get a Black 
Silver.

Return to the bifurcation and take the middle road all the way to the 
next screen. Here, open up the two chests for a Ex Gem Lv 1 and a Beast 
Fang. Note the floating Black Skull who won't pursue you. You can even 
talk to it; do so and you'll be asked if you want to fight.

Don't be reckless and start fighting just like that; you'll get creamed. 
This guy is the Sword Dancer and he's one tough cookie! He's part of a 
bigger sidequest. You can beat him later, but after you go through 
certain story-related events, he disappears. He stays here until you get 
to Hima (and do a couple of things here).

Since you have yet to save, I'd suggest holding off on fighting him now. 
Instead, let's finish this place, get to the world map to save, and then 
return. Ok?

So, exit the mine shaft and go south from it. Head out of the Trail. To 
do so, you'll have to  watch a skit before. You'll learn to use Unison 
Attacks after that. Read the Tutorial.

Outside, save and watch the skit. Now, head back to the shaft and talk 
with the Sword Dancer (note: you might feel like proceeding with the 
story so you can get to a town and stock up on items. Not a bad idea, if 
you feel like doing so). Initiate the battle.

... Oh, you'd rather go to town a little while and get some items. Okay. 
Just follow the dirt road towards Izoold.

-------------------------------------------------------------------------

I Z O O L D 
===========
-------------------------------------------------------------------------

Here, talk with the dog that greets you and head into the house nearest 
to the entrance to find the inn. Resting there triggers a skit (doing so 
one more time triggers yet another one). Do so and save afterwards.

Talk with the townsfolk and then head to the eastern side of the town to 
find a bridge that leads to the docks. Here is the items shop. Stock up 
on Orange Gels and Life Bottles (very important if you feel like fighting 
the Sword Dancer). 

Now, you can proceed with the story or fight the Dancer. If you feel like 
fighting him, read the strategy below. Otherwise, go past it and read 
what suits your tastes better.

****************************************

OPTIONAL FIGHT


Preparations: First, I suggest you bump up your levels to the 13-15 area 
by battling the folks at the beach. Be sure you fight the "big" guys 
(larger, experience-happy groups) to speed up the process. You'll also 
earn Gald this way, which is necessary to get all of the items you'll 
need. Apple Gels are notably useful, but you should give Orange Gels and 
Life Bottles a priority. Also, be sure you have the Unison Gauge 
completely filled up; Lloyd's "Beast" and "Tempest" learned; a party of 
Genis, Colette, Kratos and Lloyd. 


+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Sword Dancer

Shortcuts are for losers! Instead, go to all of your non-controllable 
character's Tech Menu and have them use only a select amount of spells: 
Angel Feathers for Colette, Lighting for Genis and Lighting/First Aid for 
Kratos. Set both Colette and Genis for "At Once" and "L-Range Magic". 
Your other character (Kratos) should sport "Heal" and "Move Freely".

Let's analyze a couple of things about this fight. First, it's hard. It 
took me lots of tries to beat it (mainly because I was utilizing the 
wrong party), but in the end I managed to get through it with all of my 
party members alive at the end of the battle. The Sword Dancer hits hard, 
specially on unsuspecting folks. This is the battle where you'll learn 
just how terrible the game's AI can be.

When you run up to the Dancer with your controllable character, he'll 
usually do a two-hit combo and sometimes performs a "Cross Slice" attack 
after that. If these attacks manage to connect, prepare to be killed on 
the spot. Now, how do you deal with these? Simple: block. 

Now, there are a lot of variables to be considered here. When you first 
start the fight, you'll be at a prudent distance from the Dancer. Run up 
to him and immediately hit block to absorb the first wave of attacks. 
This'll be an important rule in this fight: every time you run up to the 
Dancer, hit the block button. Blocking the first two attacks is fine, but 
after they're done, keep your finger pressing X for a split-second.

Why? Cross Slice _may_ follow. If you let go of Block too soon, it'll hit 
you and practically kill you. The split-second pressing of X will give 
you a great chance of blocking it, and, if it doesn't come, you only need 
to resume your attacking.

Now, for the attacking. Angel Feathers and Lighting both do great amounts 
of damage, but Lloyd also needs to contribute to the battle! The best way 
to attack the Dancer with him is to hit him good with a standard sword 
combo (hit A rapidly) followed by Tempest and finished by Beast. By 
pulling off this combo, you'll knock the Dancer over.

While he's on the ground, heal your wounds, revive fallen allies or 
replenish your TPs (more on all of this later). Keep in mind that the 
Dancer enjoys to block, and if he does, he won't be knocked over. If 
that's the case, you should hit the block button once you conclude your 
combo to absorb the inexorable barrage of attacks that shall follow.

This is all very simple, but like I said before, there are tons of things 
to consider: firstly, the combo Lloyd will be continuously using drains 
TP fast, so you'll have to replenish it on a minutely basis(well, not 
really). The best moments to do so is when the Dancer is knocked over. 
Back away a little and utilize a refreshing Orange Gels to keep the 
skills flowing.

Replenishing your other character's TP is as fundamental, too: Genis and 
Colette need to crank out the spells to rack up the damage, but more 
importantly, to keep them back from the Dancer. No matter how you tweak 
their Strats., they'll always run up to the Sword Dancer whenever their 
TPs run dry, getting effectively creamed on the process. By maintaining 
their magic bars at an acceptable level, this shouldn't happen too often.

But it'll happen, nonetheless. And that brings up another point: prepare 
to die. A lot. Lloyd will be dying the most, and, with any luck, your 
other characters won't be visited by the Reaper too often. Life Bottles 
are fundamental in this fight. Administer them to the affected character 
as soon as he or she goes down. 

To prevent too much dying on Lloyd's part, you'll have to play it careful 
sometimes. Instead of running to the Dancer with just 200 HPs, wait for a 
healing. Or heal yourself with a Gel. While you float around waiting for 
the healing to come, the Dancer gets dangerously near to your other party 
members. This is really not a trouble, since it's easy to push him back 
with Lloyd's combo attacks.

However, sometimes he'll shift his attention to one of your party members 
and start whacking him. In those cases, the best you can do is run up to 
the dancer and hit block. It'll immediately shift back its attention to 
you, and slash you good. However, it's easier to control damage issues 
with your controlled character, so it's better this way.

Overall, you have to learn to block, attack constantly and heal 
frequently. High TPs are a must. Healing will be nicely handled by Kratos 
(whom you should revive first whenever he dies), so manual-curing will 
most likely not needed. Just be sure you try to keep your characters at 
optimum conditions and distract the Dancer with Lloyd (so it doesn't kill 
the rest of your folks). Use Unison Attacks, too.

+ + + + + + + + + + + + + + +

**********************************************

Are you back? Good. Now head to the docks.

After stocking up on items, explore the docks a bit. There is a cat-woman 
here who'll play Emotion Balloon with you, a weird minigame where you 
match the "EB" shown to you with the d-pad button that's assigned to it. 
Not too good.

There are two ships here, too. One of them is docked on the eastern side 
of the harbor, staggering over the dim waves. The other one is a bit to 
the southwest, ahead of a small storehouse. Max, its owner, and 
apparently the only guy who'd be willing to give you a ride, refuses to 
provide you with any means of transport. Shucks.

So, head back to the town's first area and head into the northernmost 
house after talking with the guys around here. Speak with the lady there 
(you might need to do so twice) to trigger a scene. Once it is over, 
backtrack to the harbor and head over to Max's boat.

Agree to take the letter to Aifread. When you're ready to leave, chat 
with Max and pick yes to ignite a scene.

-------------------------------------------------------------------------

P A L M A C O S T A
===================
-------------------------------------------------------------------------

Stroll through the docks and chat with the townsfolk. There is even a dog 
to be named! You should also get a skit around these parts. 

There are various shops around here. The newer equipment is pretty 
expensive, but if you've been fighting a lot you should have the cash to 
afford them. Now then, if you've burned some of it on healing items 
(coughSwordDancercough) you might not be able to upgrade your party. Hold 
off for a bit if that's the case.

Even then, you might just be able to upgrade your weapons at the 
Customization Shop. Some of the items require you to make a previous 
purchase at one of the local stores (aha! a powerful synergy it is, 
a'ight?). Some can be made right off the bat, if you earned the items 
previously (most likely, but even then...)

The harbor has two exits: the northern one leads to a sealed-off 
lighthouse, while the southern one connects the docks to the main 
residential area. Shortly after entering it you'll witness a cutscene. 
Short story made even shorter: Colette makes some girl break her Palma 
Potion. And you have to replace it.

You don't have many places: you can enter the inn right besides the two 
guys who are, apparently, the girl's bodyguards. They are the ones who 
limit your exploration: should you go too far, they'll basically stop 
you, thinking you're just trying to escape. Meh, whatever.

Head east of these two guys and enter the big building there (on its 
second floor you can find the Katz Exploration Team) which would be the 
best place to get a Palma Potion at... but it turns out they're sold out!

Go inside the shop next to the wine-and-drinks shop. After the short 
scene there, purchase the Palma Potion for a hefty 1,000 Gald. If you're 
short on cash, you'll be told you can amass some of it by playing a 
minigame. Keep in mind that you're told this ONLY if you first view the 
shop list with less than 1,000 Gald. If you view the shop's list with 
over 1,000 Gald, and then purchase something, lowering your cash to less 
than such amount and proceed to check out the list... you won't get the 
aforementioned suggestion.

With the Potion in hand, head back to where the girl's bodyguards are and 
hand over the item. After the scene, head over to the easternmost side of 
town and cross the bridge over there. A cutscene kicks in.

Stroll about the plaza. There is a narrow paved road that leads to 
steamship that rests on the horizon, Dorr's mansion to its left, and the 
Church of Martel to its right. Head into the church and chat with the 
priest to get some valuable information. Go out once the chitchat is 
over. Your folks will consider the course of action, and they'll decide 
visiting General Dorr is the best-suited plan.

Now, before heading over there, you might want to visit the steamship 
area. As you approach the vehicle itself you will get a nice cutscene. 
Once it is done, you're free to talk with the people around the area 
(check out the two guys by the bowsprit. Heh.) There really isn't a lot 
to do here, I just figured you'd like to see the whole town ;)

There is another interesting place around these parts, namely, the local 
Academy, right next to the church. Right off the bat you're given a 
challenge... on the intellectual level, though. And you don't have to 
take it up right up. 

Examine the weird, torch-like thing underneath the staircase to find the 
Wonder Chef, who grants you the recipe for the Omelette. After getting it 
head to the right and explore the two classrooms spread across this short 
hall. In the second one you're given the possibility to become a waitress 
for a short time.

It's an interesting minigame. People come over and giver you orders. You 
memorize them (and the people's appearance), make the cook prepare them, 
and then deliver it to the appropriate folks in the right amounts. Do 
well enough and you'll get some cash and the "Turbo Waitress" title.

Go back to the entrance area and head to the second floor. Enter the 
first classroom to trigger a scene. You'll be asked three questions, and 
their answers are: Guardian, Acceleration due to gravity and I don't 
know. Having taken up this test, exit the classroom and head over to the 
adjacent room. Another hilarious scene for you to enjoy.

Once it is over Genis will have a new title: "Honor Roll". Good enough. 
You can now leave the academy.

So now would be a good time to backtrack and consider heading into Dorr's 
place. Before crossing the doorway, talk with the two big-framed guys by 
the door. Doing so triggers a special scene (only of you choose to see 
it). After you're done with it you might want to enter the mansion once 
and for all.

Head up the steps and watch the scene. By the time it ends, you'll be 
given a new objective: to reach Hakonesia Peak!. When you exit the 
mansion, you're bound to get some skits. Go back to the previous screen 
and move to its westernmost side and chat with the people there to learn 
that Hakonesia Peak is to the northeast. This is also where you can exit 
Palmacosta.

-------------------------------------------------------------------------

W O R L D  M A P
================
-------------------------------------------------------------------------

I'd suggest fighting around the beaches and grasslands for a bit to earn 
cash. That way you can modernize your party's equipment.

There are GIANT BEETLES around this area, which are flying enemies who 
usually come in back packs. They're really weak, so I'd say no special 
considerations should be taken with them. The bigger parties give out a 
nice amount of EXP and Gald.

At the beaches you can find FISH and SEA JELLY. The Jellies can resist a 
lot of hits before going down, but aren't very damaging. The Fishes are 
run-down-the-mill enemies. They give out much less EXP and Gald than the 
other guys, but they really ain't too bad.

Finally, there are SOLDIERS and ARCHERS whom we've met before and are 
EXTREMELY resistant, but don't do much damage. Not so bad. Oh, there is 
also a skit to be seen around these parts. Just wander around until it 
shows up.

Another enemy you will see around here is the GRASSHOPPER. They can dish 
out quite some damage; consider defending. They can also poison you, 
which is never good. Use Panacea Bottles or prevent it altogether by 
equipping any Poison Charms you have.

There are also some places to be visited around the map. Firstly, head 
more or less southeast from Palmacosta and to find Nova's Caravan sitting 
in the middle of a grove. 

Talk with the people inside (one of them tells a hilarious story about 
tree nuts crafting beautiful melodies). You'll get a Linkite Nut and some 
interesting information about how to find Aska. Like Raine says, it's not 
like you have to look for her right now, though...

Go back to the field and head towards the mountain that's behind the 
Caravan. Resting at its bottom there is an Ex Gem Lv2. Take it.

That about sums it up. Our next destination, Hakonesia Peak, is to the 
northeast, so stroll over there. You basically just need to follow the 
dirt road and cross the bridge at its northeastern end. Keep on until you 
find a House of Salvation. Head inside.

Talk with the people around here and name the dog before heading into the 
House itself. Inside, talk with the assassin who previously tried to kill 
you to learn she's called Sheena. After the short scene, you're free to 
heal at the top floor (save, too). Once you come back down, talk to the 
newly-spawned people. Leave then.

Resume your way towards Hakonesia by following the adjacent unpaved road 
that goes more or less north. The path branches out after a bit, one of 
the roads leading to the continent's easternmost shore where the 
Guidepost Monument is. Follow the other available road to finally reach 
the Peak (it's a long walk). Before heading in, head to the east of it to 
find a Magic Mist overlooking the sea.

Head into the peak now.

-------------------------------------------------------------------------

H A K O N E S I A  P E A K 
==========================
-------------------------------------------------------------------------

Head into the only house here and talk with the old chap inside. Turns 
out the impostor Chosen party sold him the Book of Regeneration and won't 
let you look at it unless you pay him some money... or bring him the 
Spiritua Statue that's the House of Salvation. Hm... exit his shack to 
witness another scene.

After it you should get a skit.

--

So, head back to the map and move over to the House of Salvation we just 
passed by (on the way you're bound to get a skit). A word of advice: 
fight a lot as you stroll about the map. Levels are quite easily attained 
around these parts. You should be at around level 14-16.

Heal up and talk with the priest by the Spiritua statue to learn that you 
can't it take just now. Exit and now, head back to Palmacosta.

-------------------------------------------------------------------------

P A L M A C O S T A
===================
-------------------------------------------------------------------------

The first thing you might want to do is to stay at the inn and save. 
Then, head to the town's plaza by Dorr's house. Fight the Desians there 
after the scene (it's a simple fight).

Once the whole thing ends you'll be at Cacao's shop. Stock up on the 
necessary items and head towards the town's western exit (you're bound to 
get some skits by this time). Talk with the woman in white garb by the 
exit and agree to walk her part of the way to Hakonesia.

--

You'll be at the House of Salvation the next minute. Approach the House 
itself to trigger a cutscene. Agree to help out Chocolat and enter the 
House. Speak with the Grand Priest to trigger yet another cinema. As it 
flows you'll be prompted to make a choice; pick the answer that suits 
your tastes. 

Our next destination is the Human Ranch; leave the House.

-------------------------------------------------------------------------

W O R L D  M A P 
================
-------------------------------------------------------------------------

If you read your Synopsis you'll be told that the Human Ranch is to the 
southeast of Hakonesia Peak... which means you should go southeast from 
the House along the dirt road. When the road ends, go northeast. Turn 
around the mountain to find the ranch nested between the shrubbery. Head 
inside.

-------------------------------------------------------------------------

P A L M A C O S T A  H U M A N  R A N C H
=========================================
-------------------------------------------------------------------------

After the introductory cinema, watch the skit and dash forward. Another 
cinema kicks in; watch it. You'll be told if you want to go back to 
Palmacosta to confront Dorr, or if you want to storm the ranch right 
away. The logical option would be to go to Palmacosta, but I highly 
suggest attacking the ranch. So, in order to follow this walkthrough, do 
so too please :)

Head through the rightmost path towards the ranch's front entrance. 
Battle the WHIP MASTERS and BOWMEN around the area. They're upgraded 
versions of the dudes you've faced in the past; they're easy, overall.

Open the main door and do battle against the guards patrolling the yard 
while moving to the northernmost side of the area, where the entrance to 
the ranch awaits.

Inside you should examine the pedestal in the middle of the room to 
change the S. Ring's function to that of a "radar". You should also get a 
skit around here.

Exit the area through the door to the right. In the subsequent screen, 
fight the two Desians and trigger the radar to uncover some items, 
namely: Omega Shield and White Silver. At the top right side of this 
small platform there is an interesting, cylindrical structure. Trigger 
the radar and choose to examine it. Do so until a staircase appears in 
the horizon. Notice how the bridge across from it disappears once the 
staircase pops up. 

Firstly, make the bridge appear and head to the other side. Watch the 
short cinema that explains how the apparatus in the middle of the 
platform works (it heals you). Fight the Desian for a Purple Card and 
pick up the hidden items (Orange Gel). Trigger the radar again and check 
the cylinder (from now on "radar switch") to craft a bridge that leads to 
a hidden life bottle.

Deactivate this radar switch and activate the one on the previous 
platform so only the staircase is visble. Head back to the main hub 
(where you got the special Radar Ring).

Exit through the west and kill the lone guy there for a Memory Gem (there 
is also a hidden Apple Gel). Go southwest to find a small passage that 
sprawls into a wide hallway with lots of enemies (the robot group is 
quite damaging). Clear it and trigger the radar to find an Orange Gel by 
the hall's northern exit, which is actually a dead end... with a hidden 
Life Bottle.

So, stroll towards the corridor's southernmost exit. There, go forward 
but then go down the hall just now (you can't go up it, anyways). 
Instead, head past it and get the hidden item there. 

Run back to the main room and "unlock" the warp point there by using your 
radar. In the next screen, save and explore around. There are a total of 
four possible paths: the one you came through, a sealed warp point off to 
the north (it can't be unlocked with just the ring) and two doorways 
veering off to the west and east.

Firstly, head east. Hit the S. Ring button to uncover a bunch of 
invisible crates. One of them, at the bottom of the platform, overlooks a 
gap that precedes a small landing with an item on it. Clear the gap with 
the block and get the Ex Gem Lv2 that's resting on the small platform. As 
for the other crates, you can easily move them around.

Push them into the gaps by the small landing where the Ex Gem was. You 
can now easily access the refresher area. Heal up if needed and hit the 
radar switch on the eastern side of the crate platform. At the other 
side, go down the stairs to trigger a small cinema, along which you'll be 
given a Red Card. Having done that, cross back the bridge and lock it 
back through the radar switch.

Backtrack to the save point (NOTE: I think it's necessary to head back to 
the refresher area to make the staircase appear again), four-way 
intersection and veer west. 

In this screen (the prison area) you'll be given the Blue Card. With that 
in hand, return to the previous area and open up the sealed warp to the 
north (simply access your radar). Transport to the subsequent zone.

Here, there are some enemies as well as two warp points. Finish off the 
Desians and take the leftmost warp after picking up the Melange Gel that 
rests besides it. In the next area, use the upper warp point. In this new 
screen, pick up the hidden Apple Gel resting by the recently-used warp. 
Then, take up the northernmost warp point.


Kill the enemy upstairs (the staircase will be here only if you've 
followed the steps mentioned throughout the area's walkthrough) and get 
the hidden Panacea Bottle. Head back to the warp room and take the bottom 
transporter. Then, take the western, red warp (grab the item next to it).

In the next screen, don't pick the hidden "item" to the north, as it is 
an alarm-triggering device. Instead, take the southernmost warp and pick 
up the Life Bottle there. Head back to the previous room and go north 
this time around. In the next area, take the western warp (pick up the 
item floating by it) and head through the north. Then go west.

Beat the Desians here to free Chocolat. She then takes the northern warp; 
before following her, go east to find a sealed save point. Unlock it and 
save/heal. Then, head north. At the next screen, beat the Desians (after 
the mandatory scene, of course) and then you'll have to deal with 
Magnius.

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Magnius
Whip Master
Bowman

Strat./shortcut time! Set some powerful spells to your shortcuts (Angel 
Feather is somewhat mandatory) like Stalagmite or Spread... or if you're 
not there yet, then Lightning, which is also quite powerful. If you don't 
feel like using the C-Stick, then simply have both Colette and Genis use 
only one spell (through their Tech menu) by canceling out the other ones. 

Set your CPU-controlled characters to "Attack Same"; Genis should also 
have "Use Skills Freely" and "L-Range Magic". Colette should "Move" & 
"Attack Freely" while Kratos "Heals". That's about it.

Magnius will be attacking right off the bat with some powerful skills, 
such as Eruption, which can hit your entire party for a hefty 300 PTS of 
DMG, Beast, that knocks you back and deals over 200 PTS of DMG, and his 
standard physical attack, which knocks off around 150 HPs! His lackeys 
serve as a nuisance and give him plenty of space to cast his spells.

It's important that you first kill his lackeys. They're weak, but have a 
lot of HP. They're not too bad; the problem is that Magnius will be 
assaulting you while you deal with the soldiers. Manually heal your 
wounds through items or First Aid (through this first part of the fight, 
it might be good to have Kratos cast First Aid exclusively. You can then 
tweak his behavior).

If you get a chance to cancel one of Magnius' spells, do so, but be 
careful; if you get too near to him, he'll definitely use either Beast or 
his axe-swing attack, both of which are powerful. Blocking is a definite 
advantage you have here, so be sure to use it constantly to absorb some 
of the damage he can deal.

Magnius might sometime focus on only one or two of your party members and 
wreck havoc on them. If that's the case, simply run up to him to get a 
nice share of the fighting; otherwise he'll just cream the members he's 
focusing on.

If you have the Unison Gauge full, be sure to hold off on using it until 
Magnius is alone. That way he'll take most of the damage.

When you go forward to attack Magnius, be sure to heal your folks before. 
Also, I've noticed that both Genis and Colette seem to lose their TPs 
quite quickly here, so it'd be good to replenish them for maximum 
effectiveness. Do so with Kratos as he is the one with the healing.

Magnius ain't a joke; keep that in mind. Aside of the aforementioned 
attacks, he's got Flame Lance which roughly does 150-200 PTS of DMG. 
Guard-breaking Hell Axe is another dangerous attack that dishes out over 
200 PTS of DMG, while Hell Hound, which can hit two party members at a 
time, hits hard (200-300 PTS of DMG), is hard to block (but not 
impossible) and knocks you back. Ouch!

Healing and reviving are two fundamental actions you'll need to 
constantly do; otherwise you'll get killed. Maintaining both your TPs and 
HPs will take you through the fight, since Magnius attacks often, hard 
and uses attacks that often can't be blocked (so they dish out maximum 
pain). TP reserves will be exhausted on a blink here, so you've got to 
keep an eye on them, otherwise your spellcasting will be limited.

Powerful spells really help the battle go by faster, so if needed, cast 
them manually through a shortcut or through the Tech Menu. If you see 
Genis is reluctant to use Stalagmite, Spread or any other powerful spell, 
then set it to a shortcut and wiggle on it. Damaging spells add up to the 
pain quota and stun Magnius, which is good.

Blocking is not as effective here as it's been in other battles, but it 
still can absorb some damage of a some of Magnius' attacks; yet, they're 
worthless against some others :) That makes healing all more important. 
Mark my words: you need to heal and revive.

If you can knock off his HPs at a steady rate and maintain yours up, then 
it shouldn't be too hard of a fight. It's really more about being careful 
with your folks than anything else (since he's easily healed from).

+ + + + + + + + + + + + + + +

After all the nice scenes, exit to the map and watch the skit you'll 
probably get. Head back to Palmacosta.

-------------------------------------------------------------------------

P A L M A C O S T A 
===================
-------------------------------------------------------------------------

Healing at the inn and buy some new items, specially if you used some 
against Magnius. After that, head to Cacao's shop for a scene, and then 
move over to Dorr's mansion. There, head downstairs after the brief 
cinema.

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Kilia

This girl is quite powerful! Still, she's not as tough as Magnius and I'd 
say she's quite easy to defeat. Have some powerful, hard-hitting spells 
set to your shortcuts.

Run up to her unleash some combos on her; use skills such as Beast or 
Fierce Demon Fang to deliver the coup de grace; it makes racking up the 
damage a much faster process. Meanwhile, wiggle on the stick to unleash 
some powerful spells. With some timing, you can obliterate her with a 
powerful combination of spells and skills, that can easily add up to 20 
or so hits.

Blocking is quite effective in this battle; this girl attacks by using a 
series of quick-hit combos that often deal around 200-300 PTS of DMG, 
perhaps even a bit more. These attacks are very damaging, as you can see, 
so manually healing from them is a must. Even then, if you keep the spell 
casting up, it's highly probably that only Lloyd will be damaged by them, 
since she doesn't have any long-range attacks.

As a matter of fact, Kratos finished this battle with full-health, which 
was quite a surprise! He basically spent his time healing. My other 
characters were barely touched, and they were easily healed from. So, as 
long as Lloyd attacks her relentlessly and you keep your other characters 
busy, casting a myriad of spells, they should be alright.

Kilia will eventually sprout some wings off her back; her combos become 
more powerful and harder to block (they usually pierce right through it) 
plus she uses them more often... and faster.  Lloyd will be in for a 
world of hurt, so keep the healing up, but, also keep up the offense. If 
you heal steadily, Lloyd should not die.

To prevent your other characters from getting too close to Kilia, have 
them constantly cast long-range spells... and make sure the TPs reserves 
are always moderately full so they don't feel like going to the 
frontlines. All in all, this is an easy fight. Just make sure you heal 
Lloyd's wounds.

+ + + + + + + + + + + + + + +

If you came here before going to the Ranch, you'll be given a passcode 
and Card Key which you can use to enter the ranch through a different 
path; if you've already gone through it, you'll get a Pass you can use to 
cross Hakonesia. All of this along the cutscenes, of course :)

As you move around Palmacosta, you're bound to see some skits. Save/heal 
and stock back on items. You can also play "Orienteering" at the plaza 
(talk with the soldier that rests at the southwestern corner of it) where 
you must find people that match the criteria given to you. The soldier 
gives out some clues that are actually quite helpful.

The people who you have to look for are: a boy that wanders about the 
steamship dock, the two guards overlooking the mansion, an old woman 
standing inside a fence by the academy (tell her she actually hear you) 
and the fishing stand (yes the stand) at the northern dock (the one that 
belongs to Seven Seas). Finish the game by talking with the soldier at 
the plaza (there is no prize, mind you).

Keep playing and you should have to find more people, but those are the 
first, I think (this might be random. If it is, please contact me).

Now, head to the western side of town and talk with the woman in white 
garb. Take her with you "part of the way" so you end up at the House of 
Salvation. From there, head over to the human ranch and veer south from 
it. Go inside Thoda Dock.

-------------------------------------------------------------------------

T H O D A  D O C K
==================
-------------------------------------------------------------------------

The house nearest to the entrance is actually a House of Salvation, so 
heal up there if needed. Across the House's entrance there should be a 
white, dotted dog that Colette should take here time naming. Inside the 
House's first floor, look to the right to find an almost-hidden desk with 
the travel woman. Pay her 200 Gald to be taken to the Thoda Geyser.

Save up and head up the rocky slope. There a cutscene will kick in. After 
it, name the dog to the left and chat with the people around. There is 
also a guy by the top of the slope who sells items, and is the first guy 
to start selling Melange Gels. They're expensive, too.

Head to the rightmost side of the spring and head up the small mount over 
there. After the scene you'll play a small minigame. Simply follow Genis 
directions and you shall not fall (or take damage). It's simple and quite 
easy. Once it finishes, you'll have the Spiritua Stone with you. Neato.

Examine the lectern-like thing next to the signpost here to find out it's 
the Oracle Stone. This'll open up the water temple. 

-------------------------------------------------------------------------

W A T E R  T E M P L E 
======================
-------------------------------------------------------------------------

Head all the way forward through the entrance road. Along the way, you'll 
find FLOAT DRAGONS and STARFISH. The Dragons can poison you, which is 
never good, so take a conservative approach towards them and back off 
every time you see "Poison Needle". These two guys are only moderately 
damaging, so they're not too tough.

At the end of the path there is a staircase that goes down; proceed. 
You're bound to find GREEN ROPERS (ah yes, I remember them...) and WATER 
ELEMENTS. The Elements have the extremely powerful Aqua Laser (over 300 
PTS of DMG); the Ropers have lots of HP and have a spin combo-like attack 
that hits abundantly and quite hard for what it is; it can shove off more 
than 200 HPs, I'd say. When you see the Roper is about to perform it 
(it's got a telltale sign, don't worry) hit block.

A good way to deal with multiple, ultra damaging Elements is to 
constantly shift between them whenever you see they're chanting a spell. 
That way you can silence them and prevent further damage.

At the bottom of the aforementioned staircase there is another downward-
oriented stairway, and to its far right, a chest, holding a Mermaid's 
Tear. Snag this item and then head down. From there, proceed to the very 
bottom of this temple. It's a rather expansive platform that overlooks a 
small pond with some geysers to the west, and has a circular, lit-up 
shrine to the east, resting next to two treasure chests.

The chests hold a Life Bottle and a Circlet, respectively. The shrine 
next to them changes the function of your S. Ring. Ignore it for now, 
though. Instead, exit the room through the southwestern path.

You'll arrive at a huge, two-story room that's composed mainly of 
catwalks-like roads, small, interesting shrines and whatnot. Head across 
the entrance to find two big, cylindrical pillars resting along the right 
wall; in between them is a hidden path that leads to a minute platform 
with two treasure chests positioned on top of it. Open them for White 
Silver and an Orange Gel.

Back at the previous screen, head over to the small shrine to the left of 
the aforementioned entrance. Such shrine is composed of two flanking, 
unlit torches, in the middle of which there are two water jugs. Light up 
the torches and head back to the room with the S.Ring-shifting shrine. 
Shift the S.ring. Then, go through the southeastern exit. In the 
following room, head down the flight of steps straight ahead.

Turn right to find a series of wide, horizontally lined archways that 
serve as a support to a bigger platform. Underneath such platform, and by 
crossing the archways, you can find a duo of chests holding a Stun 
Bracelet and a Circlet. There are also some foes to be fought here, 
amongst which you can find the big-but-tender OCTOSINE.

One of the enemies here (the one on the eastern side of the archways) 
holds a valuable Memory Gem. Anyways, after snagging all of the possible 
items, head down the staircase at the bottom side of this platform. 
You'll land in a rocky, unpaved and brief road.

The enemy floating about is usually a dangerous combo of Ropers and 
Elements. Healing must be employed throughout such a fight, and skills, 
too, so it ends rather fast.

At the western end of the road there is a doorway. Cross it to enter an 
L-shaped (with a small offshoot by the L's bottom-left) at the tip of 
which there is one of those small shrine, the same as the one in the 
floor above of you. There is also a boulder and an enemy; I'd say get rid 
of the enemy.

Enemy, push the boulders backwardly towards a small square that's 
underneath the doorway you just used to enter. It should make a click 
sound. Once you've done so, backtrack to the first shrine we visited, 
where we lit up some torches.

As told in this walkthrough, you should have already shifted your S. Ring 
from fire to water; if not, do so now. Anyways, at this shrine, hit the 
rightmost jug with a blast of fresh, clear water. Having done this, go 
back to the boulder-room shrine.

There, you only have to splash the rightmost jug at the shrine to fulfill 
this puzzle (and get an interesting Zelda-like sound, again... hm). With 
all of this done, head back to the floor where the first shrine is. By 
now you're probably wondering where you can find a good save point. Head 
directly across from the shrine area's entrance door and go a bit past 
the two cylindrical pillars. Squint hard at the area in front of the 
railing to find the faint remnants of what once was a save point.

Save/heal and work on your Strategy. You'd want a fully-healed party that 
can attack magically and physically and has healing capabilities; I 
suggest Raine, Kratos, Genis and Lloyd, because you'll need some healing 
in the next fight. Have Raine "Heal", of course. And "Protect Friends". 
Make sure that her only cast-able spell is First Aid.

Meanwhile, have Kratos shift between First Aid and Lightning, as well as 
any other skill you feel is useful. Have your Spell-caster (Genis) take a 
laid-back approach with a L-Range Magic/Don't pursue setting. 

Kratos should also have "Heal".

Oh, and have they everybody except Lloyd use "Scatter".

Now, head over the platform that just rose and step into the warp. It's 
battle time!

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Andulocia
Amphitra x 2

Andulocia is the main guy here, but as you were probably expecting, it's 
highly recommended to go for her(?) lackeys first.

Keep in mind that Andulocia will start wrecking havoc on you as soon as 
possible with Spread, which is outstandingly powerful, shoving off over 
600 PTS of DMG if fully hit! Now, that's quite something.

So, how to go around this? Well, you... can't. Andulocia can't be stopped 
mid-chant, so once she starts casting a spell, it's party time! The best 
way to prevent getting killed from that is to heal constantly; keep your 
HPs above 800 and you should be fine.

At first, I suggest moving around a lot with Lloyd. Have some nice, 
powerful spells on your shortcuts and wiggle on them while you circle 
between targets. Constantly hit R and shift your objective, head towards 
it and slash it down with a combo or two. Keep moving. This helps, trust 
me.

Your folks will do a great job handling the Amphitras, so don't be 
surprised when you slash one and it dies. If possible, manually heal. It 
helps a lot, since your friends will sometimes ignore healing. And top-
notch health is really helpful throughout this battle.

When you circle around Andulocia, try to block or block-jump (hit block 
and press "left" on the stick) to prevent damage from her, which is often 
a lot (her bubble-combo deals a good ~250 PTS of DMG, while the Aqua 
Laser can take off as much as 300-300 PTS). The Amphitras don't dish out 
that much pain, but it's still considerable.

When you're hit by Spread, manually heal to prevent further, threatening 
wounds. That's a good strategy.

After moving around for a bit, the Amphitras will be dead and it'll be 
Andulocia against ye. Before engaging her, heal up your party. Two 
healers makes this noticeably easier.

Hit Andulocia with a powerful combo that makes her stagger (finish it 
with Beast, for example) and hit block to absorb her subsequent attack. 
Or block-jump to dodge it altogether. If she starts chanting an spell, 
backtrack and hit block to absorb it with Lloyd. Also, take some time to 
heal any wounds you have.

I died quite a bit through this fight, mainly with Lloyd. He's going to 
die, don't sweat. However, your other party members shouldn't die too 
often if you maintain them healthy.

All in all, a semi-tough fight. Andulocia is relentless and quite 
damaging, so healing takes a great importance. Make good use of any 
spaces you get to replenish your health and attack conservatively. Use 
Unison attacks, too. If your characters die, don't be afraid to employ 
Life Bottles.

+ + + + + + + + + + + + + + +

After the bevy of scenes, exit the temple. Watch the scene outside and 
save at the washtub dock.

Make your way to Hakonesia Peak and enter the shack there. I should note 
that you're bound to get some skits as you make your way (sleep at the 
House of Salvation to get one, for instance).

Talk with Koton to earn a scene where the party reads the Book of 
Regeneration. Afterwards, head up the slope to the north to find two 
soldiers standing by the pathway that leads to the "Asgardian" part of 
the continent. Cross it.

-------------------------------------------------------------------------

W O R L D  M A P 
================
-------------------------------------------------------------------------


The enemies around this area are no joke! DRAGOON RIDERS and VELODRAGON 
accompany some old guys. These two enemies do a lot of damage per hit (to 
the point it's obscene) and have quite a bit of resistance. Be careful 
around them.

There are also WARRIORS and SORCERERS, the two of which seem to have no 
resistance whatsoever, are easily stunned, and take lots of damage per 
hit (due to their limited resustance). They aren't too much of a threat, 
so don't sweat it.

Most of the bigger groups give out generous amounts of EXP and Gald, so 
anybody who's feeling like incrementing his/her levels should fight 
around for an hour or two.

Anyway, just out of the Peak it's a dirt road. Follow it into an 
intersection in the middle of the spread-out, lush grassy fields. 
Mountains surround the horizon. At the intersection there is a House of 
Salvation. There is a dog to be named and information to get (be sure to 
speak with everybody), like the whereabouts of your next destination.

You can go east towards the Balacruf Mausoleum, or head weast to Asgard. 
Of course, we could head over to Luin, but let's go to Asgard first (both 
of this cities are marked off as must-visits on your Synopsis). 

Go southwest to find Asgard practically hidden amongst some strategically 
placed cliffs and mountaintops. 

-------------------------------------------------------------------------

A S G A R D
===========
-------------------------------------------------------------------------

Just by the entrance is the Vortex Inn, hidden beneath the rocks and 
placed next to the flight of rocky stairs. Further ahead there is an 
improvised entrance to the city, formed by the two cylindrical pillars 
that sustain the stone bridge gazing at the top of the them.

The shops are spread along the upper area. There is also a natural cavern 
formed within the rocky walls that contain Asgard, inside which ancient 
piece of wall-art rest, waiting to be gawked by impressed tourists and 
art maniacs. 

There are not a lot of new items to be bought at the Weapons  Shop, but 
the Armory is carrying an interesting set of new items. The Katz 
Exploration team is also floating around here.

At the bottom area of town there are also some interesting places to be 
visited. The item shop is around this place, too, next to the road that 
leads into a cavern. Next to it is a dog waiting to be named, and up a 
gentle slope you can find a rather large mansion that it's actually an 
inn, but an expensive one.

You can go down a small flight of steps across the item shop and go 
forward along the twisting path. At its end there are various ways to go, 
including a dragon's ranch to the left and another inn to the right. Ich! 
So many places to rest at :)

To the right of the inn here lies another part of the town. There is also 
a dog to be named. Head up the flight of stairs and enter the house to 
the right. There, go upstairs and examine the record player on the floor 
to find the Wonder Chef! He'll teach you the Meat Stew.

It's possible to further explore this zone, but I wouldn't deem it as 
necessary. Our real destination is at the previous screen (around where 
we found the third inn). Next to such inn is a long road that leads to a 
long staircase. Head up.

After the scene you can stay behind to listen Raine's mind-numbing 
chatter, talk with your folks... or head around the square-shaped ruin to 
find two mischievous kids. Endure through the annoying scene (I hate 
Raine. Who does she think she is!?)

Once the cinema is over, you may save at any of the available places in 
town... and heal. Having done this, move back to the ruin area, where the 
game will continue. Go up the stairs to start a cinema, at the end of 
which you should leave. Move over to the easternmost area of town and go 
into the house where we found the Wonder Chef.

Read the dialogue that ensues and bounce back to the Ruin's entrance 
staircase. Long story made short, you'll need to pick a party that 
includes Raine for the following fight. Since she provides the healing, 
pack in some physical strikers and the obligatory spell caster.

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Windmaster

This guy ain't really too bad. He's go a decent defense, and can dish out 
a good amount of damage. Physical hits shove off as much as 160 HPs, 
while its scythe combo deals around 60-130 PTS of DMG per hit (it's a 
four-hitter).

Jump block and normal block will be of great importance. Have somebody 
occupy himself/herself on healing constantly, and set up some powerful 
spells to your Shortcuts. Use them constantly throughout the entire fight 
to put a dent on the Windmaster's health.

Limit your character's attacking choices so they use the best spells more 
consistently or actually heal whenever it is needed.  The onslaught of 
shortcut-summoned spells will help rack up the total damage delivered, 
but it won't make the boss stagger.

With Lloyd, move forward to the Windmaster and employ a good combo of 
techs and physical strikes. Tempest and Fierce Demon Fang work well, if 
you have them. After performing it, you could end up with Beast to stun 
the boss (although it sometimes does not work). Or you could block, to 
absorb any subsequent hit.

When you're near the boss, hit block and perform jump blocks steadily to 
prevent damage: after you perform a combo, or when you get near him. Once 
you've done such maneuver, run forward and slash him down with a powerful 
amalgam of attacks and Techs. Meanwhile, try to nail him with your 
strongest spells (Stalagmite, Spread, Photon).

Manual healing should not be necessarily used too often, but you might 
find yourself in a dire situation. In that case, don't hesitate to heal.

All in all, I'd call this a simple battle. As long as you can deal with 
the semi-extreme damage the Windmaster can deliver, you're good to go.

+ + + + + + + + + + + + + + +

After the scene, go to Linar's House (the one with the wonder chef). 
Watch the cinema and once it is over, make your way out of the city. On 
your way, rest at the expensive inn to trigger a scene with Kratos. 
Accept his training proposal. You should also get a skit or two as you 
go. 

-------------------------------------------------------------------------

W O R L D  M A P 
================
-------------------------------------------------------------------------

Well, hello! Make your way to the House of Salvation.

Veer west. You'll find a city; it's Luin. Ignore it and keep moving. On 
the horizon, next to the big mountain that's a besides a wooden bridge, 
you can find the Guidepost Monument. At the other side of the mountain 
it's the Tower of Mana, and a bit to the northeast of it a chest sits 
resting in front of the ocean, holding an Ex Gem Lv2.

You can visit Luin as you make your way back to the House.

From there, head east along the limited cliff that ends up in a wooden 
bridge. Cross it and head eastwards towards the peninsula's end. Just 
before the small crevice formed by the mountains, amongst which is the 
Mausoleum, turn more or less to the north to find a Strike Ring resting 
at the bottom of a soft mountain, some hundred meters away from the 
ocean.

The Balacruf Mausoleum is your next destination. However, before getting 
to it, I'll comment on Luin. If you're not interested, skip over to the 
Mausoleum directly below. You can also visit the Lake Umacy, to the 
northeast of the House of Salvation, on top a plateau, surrounded by low 
forests and with a mountain overlooking it. Some scenes take place there.

-------------------------------------------------------------------------

L U I N
=======
-------------------------------------------------------------------------

As told before, skip over to the Mausoleum part if you don't wish to 
visit Luin.

Directly ahead of the entrance is the inn. Rest up and save if you feel 
like it, or you can visit the Weapons Shop directly to the left of it. A 
customizer also uses this place for its business; he can customize all 
sorts of new weapons for you, but they all require an assortment of items 
you may not have now.

The actual shop is very lame, so if you can't customize you might as well 
leave. From here, head west towards the next screen, where a scene 
ensues. You'll be given a swashbuckling choice here. Endure through the 
cinema.

If you exit this area through the far southeast you'll find an ever-so-
useful item shop. If you examine the small piggy-bank to the left of the 
counter you'll find no other than the Wonder Chef, who'll teach you the 
Seafood Stew.

Hmmm... that's about it for Luin. Proceed to the Mausoleum.

-------------------------------------------------------------------------

B A L A C R U F  M A U S O L E U M
==================================
-------------------------------------------------------------------------

Name the dog roaming the area and chat with the nice folks that loiter 
the entrance of the ruined Mausoleum. If you head over to the far left 
side of the entrance you'll find a treasure chest beneath an improvised 
hut, behind a traveler. 

Anyway, head to the northernmost door where a scene is triggered. 

At the inner side of the mausoleum you'll be treated to a series of 
branching paths... hm. Head to the right to find a square room with a 
sealed save point and an slithering worm. Among the enemies in this place 
are ARACHNIDS, GARGOYLES and HARPIES. The Harpies can absorb an uncanny 
amount of damage, as do the Arachnids. But none of these are two tough.

Open up the chest here for a Beast Fang and try to light up the torch. 
The strong wind current coming from the western side of the Mausoleum 
quickly suffocates the fire. 

Head west, past the entrance to find two possible paths to take. The one 
that goes further west has a portion of the floor clad in punctured 
iron... try to cross that and spikes will protrude from the floor and 
single-handedly remove 125 HPs out of your bars. Ich!

To cross the spike-protruding floor simply move slowly across it (heh). 
At the other side, head up the steps and kill the enemy there to get a 
Memory Gem. At the very top, read the inscription to the left and push 
down the block to the bottom floor. From there, move it into the pattern 
on the floor to stop the wind current.

You can now read the plaque east of the entrance. Neato. And you can also 
unlock the save point there.

Go back to the spike-protruding steel floor and look up. Oh, a hallway!

This other available path veers northward and its highlights include 
spiked, squared plaques that crash against each other in a slow fashion. 
These are spread across the hallway and are easily dodged. So, go north 
through this hall.

At the other side there is a floating skull; it probably carries a few 
SKELETONS or, heck, WIND ELEMENTS. Try to do away the Elements first, or 
at least keep them from using their powerful magical attacks. The 
Skeletons do above-average damage but sustain lots of it if they can't 
manage to block.

Ahead of the spike-plaque hall is another torch smothered by the strong 
current crashing against it. To its left is a short flight of steps; head 
up. Be careful with the enemy there, as it may carry a MELTING POT. These 
guys are VERY DAMAGING, specially since there usually is a duo of them. 
If you get caught in their rapid-fire combo attacks you can expect to be 
400 HPs nearer to death.

Go forward and check out the inscription by the lit-up torch. You might 
wanna jot it down; if you're following the walkthrough it might be 
unnecessary. Anyway, head around the corner and cross the hall with the 
spike-plaques. Next, you may light up the two torches, effectively 
unlocking the door leading to the final part of the dungeon... however, 
we're not done yet.

Instead, head past this door and go down the steps (note: ignore the 
S.Ring-shifting device to the left). Read the inscription by the torch. 
Across from it is a block; push it forward so it is perpendicular to the 
wind current and carry it to the right until it stands upon a switch. 
Once you've done so, it'll stop the wind current here. Head north and get 
the Iron Guard and Blue Ribbon off the chests.

Go south to find a torch; light it and read the inscription to its left. 
Also, get the Beast Hide out of the chest. Now, backtrack all the way 
back to first, twin-spike-plaque hallway, by where there should be a 
torch; light it and read the inscription by it.

You might want to save now at the memory seal east of the entrance.

Having done all of this, go back to the door you opened by lighting up 
two torches (I mentioned it as the door leading to the final room) and go 
down the steps to its right once again. Turn left and examine the S.Ring-
shifting device resting underneath the foundations of the road above of 
you. 

Shift the Ring and go through the door with the torches. Finally.

A seemingly out of place scene takes place and you'll regain control 
shortly thereafter.  Next, you'll be in a sprawling room with two enemies  
floating about. Killing them might be a good choice. You can also get a 
skit around here.

Notice the five windmills, all differently colored. The inscriptions on 
this dungeon were tips on how to work them out.

They're spread out like this:

1     2
   5
3     4 

You can skip over to simplified solution, or read on for an in-depth 
explanation.

-----------

1 is red colored, 2 is green colored, 4 is yellow colored and 3 is white. 
5 is blue. 1 would be what "the _throne_ of gods", 2 is "the power of 
gods", 4 is the "rich earth", 3 is the "calm earth" and 5 is "the blue 
wind princess"

What you have to do is to start the windmills with your S. Ring in a 
certain order to unlock *something*.

The meanings are a tad ambiguous, but it works. Now, let's check out the 
info from the inscriptions that describes how to work these puzzles:

"That which is offered to the throne of gods, from the power of gods, 
makes the rich earth as the calm earth and arrives at the blue wind 
princess. This be as if traveling the giant's body in the manner of a 
clock's hand"

This is dreadfully easy. Just start with the "throne of gods" and make 
your way through the windmills in clockwise fashion, finishing with the 
blue wind princess.

Next, "That which the blue and wind princess protects. Heads from the 
throne of gods and across the rich earth. Stands up the calm earth, and 
gazes up ay the power of gods".

Notice that it first mentions the blue wind princess; it goes first. From 
there it should be smooth sailing.

Lastly, "The holy seal that extols the king, flows from the throne of 
gods to the rich earth, travels from the power of gods to the calm earth. 
And when the blue princess is born in the center of the world, the holy 
seal shall also be complete".

Start from the throne of the gods. Quite normal.

-----------

Uninterested folks need to apply? Good enough. Check out this simplified 
solutions and also, the prizes you earn from working out each puzzle.

1 2 4 3 5 = destroys a wall with an enemy and a chest holding a Ex Gem 
Lv2.

5 1 4 3 2 = destroys another wall, which holds another enemy and a chest 
with a Blue Ribbon.

1 4 2 3 5 = Unlocks the door leading to the seal.
 
Once you've unlocked the door, heal up and head north (you might want to 
backtrack and save, but it's not entirely necessary) to the seal room. 
After the mandatory scene, a mandatory boss fight.

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Iapyx

I should mention that I started this battle without healing (I forgot 
*smirk*) and didn't really have much trouble... but I guess that's 
because I compulsively used Orange Gels on everybody VERY often 
throughout the fight, which made me endure it.

Iapyx flies about and uses only a handful of attacks. When you're near 
it, it spins and renders around 230 PTS of DMG. When it manages to get 
some air, it tries to keep foes away with its Feather attacks, that can 
dish out as much as 300 PTS of DMG if each feather connects.

His most dangerous but seldom-used attack is Air Thrust, which can shove 
off as much as 450 HPs out of various of your party members, since it's 
got a decent "splash" radius. As told, he doesn't seem to use it often, 
and is rather hell-bent on preventing anyone from getting too near him by 
utilizing constant physical strikes.

Lloyd will be severely damaged throughout the fight, but it's possible to 
lessen such wounds by employing block often, and by manually healing (or 
trust Kratos/Raine's judgment on that. Be sure they're set to "Heal"). 
Unlike other fights, blocking after a combo is only mildly effective 
here, since Iapyx is fast and will often strike you after you unleash a 
bevy of strikes.

It seems very vulnerable to Beast, since it doesn't like to block too 
often. A good combo should be one with fast, quick-hitting attacks, and 
finished by Beast to send it tottering back. This also gives you some 
valuable time to be spent on healing your folks or replenishing their TP 
reserves.

Genis is practically a must in this battle, since you need to unleash 
spells constantly to rack up some decent damage, since physical attacks 
only do a little of it. Spread is by far the best attack to use here; 
ignore Stalagmite, though. It does pitiful damage to the flying enemy, as 
do any other spells. Angel Feathers, and I guess Photon, work good.

Constant use of Spread also gives out a little bit of time to use on the 
all-important healing, since Spread stuns your foes. As mentioned, it 
also renders notable amount of health.

Obsessively maintaining your TPs up will be a great asset in this battle. 
That way you can keep up the Lloyd's combos and keep up the relentless 
spell-casting, all of which makes the fight flow easier, stuns the enemy, 
and give you time to heal if needed. Healing is also an important point: 
use Apple Gels, or manually heal through Kratos/Raine, or whatever; just 
keep your HPs up.

In general, a good spell casting will keep the monster at bay (to an 
extent) and make the battle flow faster. Employ Lloyd's Beast to stun it 
easily and get valuable time to replenish your health and TP. If you 
maintain an adequate balance of healing, you shouldn't need to revive 
dead characters... but if it comes down to that, don't hesitate to use 
Life Bottles.

+ + + + + + + + + + + + + + +

After the scene, you'll be fully healed. Make your way back to the 
entrance and try not to fight enemies. Once you try to exit the 
Mausoleum, a boss fight ensues.

+ + + + + + + + + +
BOSS BATTLE
+ + + + + + + + + +

Guardian-Lightning
Resolute Assassin

Have Genis "Attack Same" and be sure he's only got Spread and Stalagmite 
as his cast-able spells. Meanwhile, set Kratos to "Heal" and "Scatter". 
Your other character should try to attack, but, in case it is Raine, make 
sure she takes a laid back approach and works as the healer only.

The Guardian and Sheena move around with great agility and attack with 
great cunning. The Guardian moves one way, Sheena the other, and they 
swiftly start to wreck havoc on your party. If you concentrate on the 
Guardian, Sheena will employ her grace and make her way to Colette or any 
other character and employ a series of hard-hitting combos on your ally.

Her attacks are less damaging than those of the Guardian's, but she's 
quicker and can rack up hits faster; the guardian is about pure, 
unadulterated strength, but he's rather cumbersome. Even then, he enjoys 
blocking and playing it conservatively.

I'd say it's better to attack Sheena first. Lock-her-on and run towards 
here jiggly self. Immediately pull off some floor-based, hard-hitting 
combos. If you see she's not blocking, use Beast to send her back 
stuttering, which should give you a limited window of time, which in this 
case should be employed on something different to healing.

How so? While you're attacking Sheena, the Guardian might be shredding 
one of your other partners, and the only way to stop him from doing so is 
to hit him with Lloyd. If you stun Sheena, haul ass to the Guardian and 
hit him a couple of times. Do this only if you see one of your 
character's HPs declining dangerously fast (that means he's being 
creamed). Otherwise keep hitting the girl.

Healing is really important here, believe or not; manually heal with 
First Aid or use Apple Gels; they both work. Just try to keep an 
acceptable level of HPs _and_ TPs and it should be good.

Sheena can be killed quite quickly, specially if she forgets to block. 
Once she's out, the Guardian ain't much of a threat. He does lots of 
damage, but he's rather slow and can be blocked off quite painlessly. 
When he's your only target, all you've got to do is mercilessly attack 
him with the best of your repertoire. Don't get too cocky, though; be 
sure to heal.

If Genis has "Attack Same", his spells will let you prevent these two 
guys from getting too annoying or dangerous, all while dishing out 
massive amount of pain. He'll attack whomever you're attacking, which is 
a very useful thing, indeed. It also helps stun them.

Colette and Raine are both decent attackers (Angel Feathers and Photon), 
but if you have the latter coupled with Kratos, she's better off healing 
and letting the 6'1'' mercenary attack... or you can have him be a 
partial healer, too, all while attacking. This way it'll be quite hard to 
die.

Keep your hit points up and try to prevent the Guardian or Sheena on 
killing your characters by attacking him/her exclusively (to do so, move 
around the field and shift targets constantly) and it should be good. 

+ + + + + + + + + + + + + + +

The now hackneyed ritual of party vs Sheena starts! Watch the scenes and 
exit the Mausoleum. More cutscenes. But these ones... are rather 
interesting. Aaaanyways. Leave the Mausoleum and make your way back to 
Luin (rest at the House)

-------------------------------------------------------------------------

L U I N
=======
-------------------------------------------------------------------------

Explore town and move over to the fountain area where you will recruit 
Sheena. Further move around town for some skits.

Your next destination is the human ranch. Exit Luin through its far east.

-------------------------------------------------------------------------

W O R L D  M A P
================
-------------------------------------------------------------------------

Go east until you find a raised portion of land; a plateau. You can 
probably see glimpses of the ranch's structures from afar, as it rests on 
top of it. Head inside.

-------------------------------------------------------------------------

A S G A R D  H U M A N  R A N C H
=================================
-------------------------------------------------------------------------

After a short scene you'll have to fight some Desians. Beat them for an 
extra batch of cinemas. After them, you'll regain control inside the 
ranch. Go ahead. When you see the glimpse of a bunch of crates to your 
right, move over there to find a Beast Hide resting the grass. Then enter 
the ranch through the north.

Inside the ranch itself, take the northwestern door for some more 
cinemas. After you regain control, pick up the item hidden at a corner to 
a bit upwards and go down the staircase ahead of it. Kill the Desian and 
resume your path parallel to the conveyor belts. At the end, head up and 
turn left to find an extra Desian. Kill him.

Save up at the memory seal overlooking the conveyor belts and exsphere 
factory spread between them. Resume your way leftward and make quick work 
of the Desian patrolling the staircase. Head down these thereafter and 
take the first left you can. Go up the raised platform and make mincemeat 
of the Desian there for a Memory Gem.

Open up the chest for an Iron Baracelet and return to the hall running 
parallel to the leftmost parcel. Go north (there is a Desian around here) 
and up the steps. A cinema kicks in immediately. 

-----------

Head back to Luin. After the scene, head directly to the south of where 
you are to learn about your next destination, Hima. Also, talk with the 
swordsman by the weapons shop and agree to train with Kratos when 
prompted. Of course, you can only train with him if you trained at 
Asgard; otherwise is mission FALILATED!! 

Anyways, exit Luin through its westernmost side (around the fountain).

-------------------------------------------------------------------------

W O R L D  M A P 
================
-------------------------------------------------------------------------

Head towards the dirt road ahead of you. If you go directly to the north 
of Luin you'll find the land tightens as the ocean starts sprawling to 
your sides. Head to the top of this cliff to find a chest with a 
Technical Ring and ahead of it, a Skit Point. To get to the skit you'll 
have to go down into the beach, though.

Go back to Luin and land on the dirt road that's ahead of it and right 
before the cliff. Veer west (you might find big, but easily beaten OGRES 
along the way) through it. Powerful and damaging COCKRATICES also inhabit 
the area; their tornado attack dishes out lots of pain, over 200 PTS to 
be exact, so better be careful! Spread dismiss them quickly, though.

Move along the path. As you near its end, you should notice on the map a 
long, straight peninsula that is also the end of the this portion of the 
continent. A bit to the right of it there is a wider, ample peninsula, 
more or less southeast of the main road. As you hit this peninsular area, 
you should immediately notice a sinuous, fierce-looking, brownish road 
that heads up a mountain.

This actually the entrance to Hima, but before heading there, go 
southeast from it. When you hit a long, steep mountain that is spread 
across the land, head around it. Look around to find the Guidepost 
Monument as well as a skit point. Now trek back to Hima and go in.

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H I M A
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Move along the arid, cooked-up (by the sun, no less) road to find a big 
house, at the front of which there is a dog to be named. This is also the 
inn. Rest and talk with the woman there to learn some shocking 
information regarding Pietro... hm. Save and leave.

A shop rests to the right of the inn (which is the whole village, 
actually). You can get items, weapons and customize newer stuff. Stock up 
on what you need and then head around the inn. Trek the slope there.

Once you reach the first rest a scene kicks in. You'll get the Desian Orb 
after this. Now, you might to visit the mountain's summit to chat with 
the guy there, and name the dog by the graves. Enter the inn's bottom 
room (by the save point) and examine the pot letting out some steam to 
find the Wonder Chef and learn the Risotto. 

Having done all of this, move back to the Human Ranch.

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A