Cast of Characters

Transcription

Cast of Characters
Introduction
egend of Mana is a game of epic magnitude. It isn't a straightforward RPG like most
others on the market today. Instead, you pick your own quests, and how to build your
character. You choose how to build the land and who to help over the course of your
adventures. You'll meet many memorable characters over your travels, some of which
will join you, while the others will oppose you.
The Legend of Mana takes place in the same
world as the Secret of Mana for the Super
Nintendo. But it is many years later and the Mana
Tree is dying. The world is in ruins and you have
to use the power of your mind to reconstruct it
with the help of powerful artifacts. It is up to you to
bring peace back to the land and rebuild it.
Foremost, you are to witness what is happening in
the land, as people return to the lives they had
before the land was torn apart.
This game contains beautifully hand-drawn
backgrounds and characters. The music is great
as well. But what draws me to the game is the
long list of quests that are to be done, as well as
the more than 200 special moves! The extra features available at your Home are also a
plus.This is a great game that will have you coming back for more and more!
The game can also be played with a second player, but it is not like in the Secret of Mana. It is
no longer coop, but more of a follower situation. The second player can take control of an NPC,
or can import his own character from another save game to play with, but in either case, they
are unable to be modified (they can gain levels, but can't change their special moves or spells).
This makes the game a little boring when a second player is there, but it tends to liven up when
battle is joined, since the second player has the same importance there as the main one.
That's enough rambling for me now. On to the rest of the guide!
Sean Kepper, aka Lord Haart
As always, feel free to e-mail at [email protected] if you have further questions or info for
me. Please put the name of the game and the quest you are asking for help on in the subject
line. Thanks!
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Cast of Characters
During your travels, you will meet many interesting people. Here I will present a few of them
that you meet in strings of adventures. The rest of them can be researched in the
encyclopedias in you library.
Escad and Friends
There are seven quests featuring these four. Have fun with them!
Escad
Escad is a jerk. I don't like him at all. He is off to kill Irvine for what the guy did to his friend
Matilda. He attacks with a large two-handed sword. He is at odds with Daena, and you will have
to pick between them at several points during your quest.
Daena
Daena is a cat-person - literally! She is a nice companion to have around (much better than
Escad!) and is much nicer to you. You will have to pick between her and Escad during your
quest. She is a true friend of Matilda's and looks to reunite her with Irvine.
Matilda
The High Priestess of Gato's Temple of Healing, she is aged beyond her years. Her love and
devotion to Irvine has had an impact on her, yet she refuses to stop loving the guy. Daena
looks to help her with her love, while Escad continuously tries to break it up.
Irvine
The last of the quartet, Irvine is a demon that has taken leadership of the faeries. He is a strong
man that drained Matilda of her youth to gain more power for himself. He cares nothing for her.
He dies at your hand at the end of Heaven's Gate.
The Jumi
The Jumi are people who have gemstones as cores instead of hearts. Their civilization came to
an end and very few are alive. Their leader has been kidnapped. Needless to say, you will meet
up with these people alot in your travels. There are more Jumi than I have listed.
Elazul
The Jumi of lapis lazuli, he is Pearl's knight. He is a strong fighter that constantly loses his
guardian. You will meet up with him a lot.
Pearl / Lady Blackpearl
Pearl is Elazul's guardian, or healer. She is in fact Lady Blackpearl, Florina's old knight. She is
a powerful ally in either form, as she is a mage/fighter depending on who she is at the time.
More on her can be found on the various quests.
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Sandra / Alex / Alexandra
Sandra is a jewel thief that steals Jumi's cores for her master. In fact, she is Jumi herself,
Alexandra. She is Florina's current knight. Her motives are her own and she reveals them over
the course of the game. Sometimes she masquerades as Alex, the owner of a Jewelry Shop.
Florina
The leader of the Jumi people. She is the only one who can shed the healing tears needed for
her race. She is an important element in the Jumi quests, but I'll leave it at that.
Dragoons
There are only two dragoons in the game, Larc and Sierra.
Larc
He is Drakonis' dragoon. He is tied with him and seeks to unravel that tie so he can be with his
sister, Sierra. The problem is that he is too tightly woven into his master's plans and has no
chance to escape from his servitude, save through death. His life is a tragic one.
Sierra
She is Larc's loving sister. She seeks to stop him from going through with his plans, since she
has no clue why he is doing them. She comes at odds with you at several points during your
quest, but later joins you so she can kill her brother's slayer. She is powerful in combat and
tends to kill enemies before you even get a chance too.
Others
Here are a few more of the NPCs you will meet.
Niccolo
A rabbit that looks to earn a fortune on weird get-rich quick schemes. He needs your help a
total of five times.
Bud and Lisa
A pair of orphans that you take under your wing early in the game. They are passable mages
that offer to join your party whenever you ask. They live at your Home.
Elle
A beautiful siren that lives in the lighthouse on Madora Beach. She will join you if you ask her
to. She is someone you can depend on in combat.
Player Two
By going to the house in the top left corner of the center of Domina, you can invite a second
player to join your quest. This is the main character belonging to someone else. He/she has the
same stats, weapons and skills as they had in their game. It must come from a memory card
and must come from a different string of adventures, not a copy of the main character currently
in use. You can switch the two-player control on anywhere where you can save the game.
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Combat and Magic
Combat works a bit differently than in Secret of Mana. You no longer have to level up or power
up your weapons. Instead, you learn weapon skills as the game progresses. These you can
use when your skill meter fills to the top. You fill your meter by attacking an opponent with quick
attacks or plunge attacks. Quick attacks are strung together to make combos. They are done
using the X button. Plunge attacks are done with the Square button. Plunge attacks are more
powerful and can be done in different ways. For example, pressing down and square will shoot
an arrow down, while the same with a sword will make an upward sweep. Experimentation is
key.
Battle overall is different in this game. Enemies will attack you and draw you into battles like in
Chrono Trigger. From there it is all in real-time.
From your status window you can equip special moves, spells and abilities. You start with eight
special moves. You learn more by using them in battle and using them in combination with
each other. You can equip two of these at a time and can use them whenever you want them.
A list of the 26 abilities can be found at the end of this section.
Special moves are learnt by either using a weapon a lot, or by equipping the weapon and a
certain combination of abilities. Some techniques require you to have more than two abilities
equipped. To get these, just make sure you have all the others and fight with the weapon a lot
to get them. Most techniques are reserved for a single weapon, but some can be used for two
or three weapons. For best results, equip a lot of weapons and learn as many skills as possible.
Sometimes learning some Flail skills will let you get some new Bow skills. Needless to say, you
are best off training with all your weapons. Special skills can be equipped to the R and L
buttons. A complete list of skills can be found at the end of this section.
Spells are used in the same way as special techniques. They must be equipped to the L or R
buttons to be used. An instrument is needed to have access to spells. These can be bought in
towns or built in your Workshops. To use magic in battle, simply hold the assigned battle and
wait for the effect outline to appear. Simply let go of the button when you want to cast the spell.
Hints for creating instruments is available in the features section.
Abilities
1: Jump
Type: Ability
Required Abilities: None
Description: Might as well jump.
2: Defend
Type: Ability
Required Abilities: None
Description: But remember that the best defense is a good offense.
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3: Lunge
Type: Ability
Required Abilities: None
Description: A quick step forward.
4: Retreat
Type: Ability
Required Abilities: None
Description: A quick step backward.
5: Crouch
Type: Ability
Required Abilities: None
Description: Increases regeneration of Hit Points, but while crouching defense rating is zero.
6: Push
Type: Ability
Required Abilities: None
Description: Stuns Target
7: Cheer
Type: Ability
Required Abilities: None
Description: No real use, but increases the power move gauge slightly.
8: Spin
Type: Ability
Required Abilities: None
Description: Stuns opponents. Attacking while spinning turns the ability into a spin attack.
9: Grapple
Type: Ability
Required Abilities: Defend, Push
Description: Grabs an opponent, then use attack to throw.
10: Whirl
Type: Ability
Required Abilities: Grapple, Spin
Description: Turns opponents to expose their back.
11: Bash
Type: Ability
Required Abilities: Whirl, Push
Description: Runs the opponent to the edge of the screen.
12: Somersault
Type: Ability
Required Abilities: Lunge, Jump
Description: Executes a forward flip while dodging attacks
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13: Back-Roll
Type: Ability
Required Abilities: Retreat, Jump
Description: Executes a back-roll while dodging an enemy's attack. Hit the power attack button
to add an attack.
14: Back-Flip
Type: Ability
Required Abilities: High Jump. Back/Roll
Description: Cannot be hit until starting the descent. Pressing the power attack button adds an
attack.
15: Moonsault
Type: Ability
Required Abilities: High Jump, Somersault
Description: Invulnerable until starting the descent.
16: High Jump
Type: Ability
Required Abilities: Crouch, Jump
Description: Soars high above opponents.
17: Double Jump
Type: Ability
Required Abilities: High Jump, Jump
Description: Jumps again in the middle of a jump.
18: Tackle
Type: Ability
Required Abilities: Lunge, Push
Description: Knocks opponents back.
19: Counterattack
Type: Ability
Required Abilities: Defend
Description: Counters an enemy's move with an attack for double the damage of a quick
attack.
20: Counterstrike
Type: Ability
Required Abilities: Counterattack
Description: Counters an enemy's move with an attack for quadruple the damage of a power
attack.
21: Taunt
Type: Ability
Required Abilities: Retreat, Cheer
Description: Gets an opponent's attention.
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22: Evade
Type: Ability
Required Abilities: Lunge, Retreat
Description: Evasive action.
23: Toss
Type: Ability
Required Abilities: Crouch, Bash
Description: Juggles the opponent
24: Defensive Lunge
Type: Ability
Required Abilities: Defend, Lunge
Description: Lunges forward while blocking.
25: Slide
Type: Ability
Required Abilities: Crouch, Lunge
Description: Knocks an opponent down.
26: Flip-Kick
Type: Ability
Required Abilities: Back-Roll, Back-Flip
Description: A sudden attack while doing a flip.
Knife Techniques
27: Admonition
Type: Knife Technique
Required Abilities: Lunge
Description: Close in quickly with an opponent, executing a quick slice.
Mid-Range, Direct. Medium Damage.
28: Rising Eagle
Type: Knife Technique
Required Abilities: Jump
Description: A jump into the air, followed by a sudden knife throw. Frontal
Small Area Attack. Minor Damage.
29: Vortex of Death
Type: Knife Technique
Required Abilities: Spin
Description: Cuts up opponents in a death-bringing spin. Hits all nearby
foes. Minor Damage.
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30: Vapor Blade
Type: Knife technique
Required Abilities: Somersault
Description: A quick roll into the enemy, followed by a devastating double attack. Mid-Range,
Direct. Minor Damage.
31: Sonic Wave
Type: Knife Technique
Required Abilities: Back-Roll
Description: A tremendous sonic wave, released after two impressive flip-kicks. Long-Range,
Direct. Minor Damage.
32: Rising Dragon
Type: Knife Technique
Required Abilities: High Jump
Description: A jump into the air, followed by a hail of daggers. Frontal Mid Area Attack. Minor
Damage
33: Crescent Moon
Type: Knife Technique
Required Abilities: Moonsault
Description: A leap into the air in a grand arc, followed by multiple slashes. Frontal Mid Area
Attack. Minor Damage.
34: Eclipse
Type: Knife Technique
Required Abilities: Back-Flip
Description: A back-flip followed by a stab into the space-time continuum. Damages any
creatures nearby. Hits all nearby foes. Minor Damage.
35: Backstab
Type: Knife Technique
Required Abilities: Slide, Double-Jump
Description: A leap into the opponent's blind spot, creating an opening for the coup-de-grace.
Mid-Range. Medium Damage.
36: Puppet
Type: Knife Technique
Required Abilities: Retreat, Cheer
Description: A retreat leaving a dummy, which fights in your place. Also usable with:
Flail.Short-Range. Medium Damage.
37: Cobra Fang
Type: Knife Technique
Required Abilities: Push, Retreat
Description: A short push and quick retreat, ending with a dagger throw. Short-Range.
Medium Damage.
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38: Ninja Drop
Type: Knife Technique
Required Abilities: Grapple,Evade.
Description: A decoy hides the location of the true attacker, who drops in a crescendo of force.
Short-Range. Medium Damage.
39: Pouncing Cat
Type: Knife Technique
Required Abilities: Back-Roll, Somersault
Description: A vertical swing sets up the perfect finishing blow. Short-Range. Major Damage.
40: Back Slasher
Type: Knife Technique
Required Abilities: Whirl, Lunge
Description: The first strike knocks the enemy back and exposes its blind side, the next deals
a crippling blow.Also usable with: Flail. Short-Range. Medium Damage.
41: Reaping the Mist
Type: Knife Technique
Required Abilities: Back-Roll, Back-Flip, Lunge
Description: This amazing technique consists of acrobatics which lead into a lunging attack
straight through any opposition. Long-Range, Direct. Major Damage.
42: Dark Assassins
Type: Knife Technique
Required Abilities: Evade, Spin, Crouch
Description: A sinister attack that summons dark assassins to clear the area of enemies. Hits
all foes. Minor Damage
43: Dance of Roses
Type: Knife Technique
Required Abilities: Defensive Lunge, Evade, High Jump
Description: A rising slice with the power of a thousand thorns.Mid-Range. Major Damage.
44: Looking Glass
Type: Knife Technique
Required Abilities: Whirl, Bash, Taunt
Description: Traps an enemy in a dimensional mirror. The enemy suffers great damage once
the mirror is broken. Also usable with: Flail. Short-Range. Major Damage.
45: Aerial Reaver
Type: Knife Technique
Required Abilities: Flip-Kick, Spin, Crouch, high Jump
Description: A secret technique of throwing enemies up into the air and carving into them as
they fall. Front Small Area Attack. Extreme Damage!
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46: Phoenix
Type: Knife Technique
Required Abilities: Cheer, Evade, Double Jump, Defensive Lunge
Description: A fantastic array of pyrotechnics that crescendos into an immortal force, reducing
opponents to ashes. Hits all nearby foes. Major Damage.
Sword Techniques
47: Iai Strike
Type: Sword Technique
Required Abilities: Lunge
Description: A sudden lunge, followed by a slice through the enemy. Mid-Range. Medium
Damage.
48: Cutting Bamboo
Type: Sword Technique
Required Abilities: Jump
Description: A vertical jump with a downward slash. Mid-Range. Medium Damage.
49: Maelstrom
Type: Sword Technique
Required Abilities: Spin
Description: A more powerful version of Spin. . Hits all nearby foes. Minor Damage.
50: Rising Sun
Type: Sword Technique
Required Abilities: Crouch
Description: A series of two anti-aerial slashes from a crouching position. Also usable with:
Axe. Short-Range. Medium Damage.
51: Triple Tiger
Type: Sword Technique
Required Abilities: Somersault
Description: A rolling slash, a rolling jab, and a rolling upward cut. Mid-Range. Medium
Damage.
52: Blade Launcher
Type: Sword Technique
Required Abilities: Back-Roll
Description: Uses the force of a back-roll to launch opponents into the air. Short-Range.
Medium Damage
53: Cutting Pine
Type: Sword Technique
Required Abilities: High Jump
Description: A more powerful version of Cutting Bamboo. Also usable with: Axe. Mid-Range.
Major Damage.
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54: Bird of Pray
Type: Sword Technique
Required Abilities: Moonsault
Description: A high moonsault followed by multiple devastating strikes. Frontal Area Attack.
Minor Damage.
55: Corkscrew
Type: Sword Technique
Required Abilities: Back-Flip
Description: A back-flip while swinging the sword. Rear Small Area Attack. Medium Damage.
56: Cross Strike
Type: Sword Technique
Required Abilities: High Jump, Lunge
Description: A vertical strike from the air, followed by a horizontal strike on the ground. Also
usable with: Axe. Short-Range. Medium Damage.
57: Tiger Claw
Type: Sword Technique
Required Abilities: Somersault, Back-Roll
Description: A slashing combination from above and below. Short-Range. Medium Damage.
58: Clean Sweep
Type: Sword Technique
Required Abilities: Slide, Retreat
Description: A low slide knocks the opponent off balance. The finishing strike follows.
Mid-Range. Medium Damage.
59: Dragon's Tail
Type: Sword Technique
Required Abilities: Tackle, Back-Flip
Description: An attack so swift that the enemy doesn't know it's dead, until... Mid-Range.
Medium Damage.
60: Orbiting Blades
Type: Sword Technique
Required Abilities: Spin, Defensive Lunge
Description: A lunge into the enemy with multiple blades whirling above. Also usable with:
Axe. Frontal Area Attack. Minor Damage.
61: Motion of Truth
Type: Sword Technique
Required Abilities: Tackle, Bash, Moonsault
Description: A triple attack consisting of a quick jab, a rising strike, and an earth-shattering
spinning strike. Mid-Range. Major Damage.
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62: Smashing Blades
Type: Sword Technique
Required Abilities: Push, Whirl, Somersault
Description: A push to knock the enemy off-balance. It uses a slash, and a grab to turn the
enemy away. The final blow connects from behind. Short-Range. Major Damage.
63: Invisible Death
Type: Sword Technique
Required Abilities: Grapple, Lunge, Retreat
Description: A whirlwind of attacks so fast that the swordsman seems invisible. Short-Range.
Major Damage.
64: Dynamite X
Type: Sword Technique
Required Abilities: Jump, Crouch, Cheer
Description: Cuts an X into the enemy. Causes an explosion when the X is crossed. Also
usable with: Axe. Mid-Range. Major Damage.
65: Terminal Velocity
Type: Sword Technique
Required Abilities: Whirl, Back-Flip, Spin, Lunge
Description: Uses centrifugal force to release a blow of mythic proportions. Short-Range.
Extreme Damage!
66: Golden Dragon
Type: Sword Technique
Required Abilities: Toss, evade, Crouch, High Jump
Description: Buries the enemy by summoning the incredible powers of the Golden Dragon.
Short-Range. Major Damage.
Axe Techniques
67: Deep Slice
Type: Axe Techniques
Required Abilities: Lunge
Description: A lunging horizontal swing cuts deep into the enemy and exposes its back.
Short-Range. Major Damage.
68: Axe Bomb
Type: Axe Technique
Required Abilities: Jump
Description: A leap into the air, followed by a devastating axe throw. Frontal Small Area
Attack. Medium Damage.
69: Tornado
Type: Axe Technique
Required Abilities: Spin
Description: A spin while holding the axe horizontally. Hits adjacent enemies. Minor Damage.
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70: Electronic Yo-Yo
Type: Axe Technique
Required Abilities: Somersault
Description: Uses the axe like a yo-yo. Mid-Range, Direct. Medium Damage.
71: Retribution
Type: Axe Technique
Required Abilities: Back-Roll
Description: Once the axe is thrown skywards, a huge axe falls from the clouds. Also usable
with: Hammer. Frontal Area Attack. Minor Damage.
72: Bird of Pray
Type: Axe Technique
Required Abilities: Moonsault
Description: Releases multiple axes during a moonsault. Hits all nearby enemies. Minor
Damage.
73: Salmon Upstream
Type: Axe Technique
Required Abilities: Back-Flip
Description: A vertical jump while swinging the axe. Hits adjacent enemies. Medium Damage.
74: Rising Sun
Type: Axe Technique
Required Abilities: Crouch
Description: A low strike stuns the opponent, followed by a rising slash. Also usable with:
Sword. Short-Range. Medium Damage.
75: Cutting Pine
Type: Axe Technique
Required Abilities: High Jump
Description: A more powerful version of Cutting Bamboo. Also usable with: Sword.
Mid-Range. Major Damage.
76: Axe Bomber
Type: Axe Technique
Required Abilities: Evade, Bash
Description: A push followed by an immense axe swing. Short-Range. Major Damage.
77: Black Wings
Type: Axe Technique
Required Abilities: Toss, Retreat
Description: Sends multiple homing axes into an enemy knocked into the air. Short-Range.
Medium Damage.
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78: Boulder Dash
Type: Axe Technique
Required Abilities: Back-Flip
Description: A build-up of energy is spent crashing into enemies. Long-Range, Direct.
Extreme Damage!
79: Orbiting Blades
Type: Axe Technique
Required Abilities: Spin, Defensive Lunge
Description: A lunge into the enemy with multiple blades whirling above. Also usable with:
Sword. Frontal Area Attack. Minor Damage.
80: Cross Strike
Type: Axe Technique
Required Abilities: High Jump, Lunge
Description: A vertical strike from the air, followed by a horizontal strike on the ground. Also
usable with: Sword. Short-Range. Medium Damage.
81: True Strike
Type: Axe Technique
Required Abilities: Whirl, Somersault, Moonsault
Description: A push, a roll, and a preliminary strike that knocks the enemy off-balance. A
flip-attack is the grande finale. Short-Range. Major Damage.
82: Dynamite X
Type: Axe Technique
Required Abilities: Jump, Crouch, Cheer
Description: Cuts an X into the enemy. Causes an explosion when the X is crossed. Also
usable with: Sword. Mid-Range. Major Damage.
83: Time Burst
Type: Axe Technique
Required Abilities: Push, Spin, Evade
Description: Spins multiple axes and stops time. Suddenly, the enemy has changed position
and has been chopped by the axes. Short-Range. Major Damage.
84: Karma
Type: Axe Technique
Required Abilities: Cheer, High Jump, Evade, Counterstrike
Description: A berserker attack against all enemies in sight. Frontal Wide-Area Attack.
Extreme Damage!
Two-Handed Sword Techniques
85: Lunging Arc
Type: 2H Sword Technique
Required Abilities: Lunge
Description: A sudden lunge into the enemy, followed by a series of heavy swings.
Mid-Range. Medium Damage.
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86: Rising Crush
Type: 2H Sword Technique
Required Abilities: Crouch
Description: A rising cut into the opponent's throat. Also usable with: 2H Axe, Hammer.
Mid-Range. Medium Damage.
87: Spiral Wave
Type: 2H Sword Technique
Required Abilities: Somersault
Description: A spinning move that releases a wave of unbelievable force. Also usable with: 2H
Axe. Mid-Range, Direct. Minor Damage.
88: Shish Kebob
Type: 2H Sword Technique
Required Abilities: Back-Roll
Description: A flip-kick to knock the enemy into the air is followed by a powerful stab.
Short-Range. Medium Damage.
89: Impulse
Type: 2H Sword Technique
Required Abilities: High Jump
Description: A leap into the air is followed by a thundering stab into the earth that devastates
all caught in the blast radius. Also usable with: 2H Axe. Short-Range. Minor Damage.
90: Shield Breaker
Type: 2H Sword Technique
Required Abilities: Jump
Description: A leap into the air and a crushing blow down into the enemy. Mid-Range. Medium
Damage.
91: Windslasher
Type: 2H Sword Technique
Required Abilities: Spin
Description: A spin which releases shockwaves in every direction. Hits all enemies. Minor
Damage.
92: Windwalker
Type: 2H Sword Technique
Required Abilities: Moonsault
Description: A fantastic move consisting of tremendous sword slashes and acrobatics galore.
Also usable with: Hammer. Short-Range. Medium Damage.
93: Splashblade
Type: 2H Sword Technique
Required Abilities: Back-Roll, Back-Flip
Description: A slash. A jump. A spin. A kill... Also usable with: 2H Axe. Short-Range. Medium
Damage.
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94: Rain of Blood
Type: 2H Sword Technique
Required Abilities: Toss, Double-Jump
Description: A deep cut into a foe flung skyward. Short-Range. Medium Damage.
95: Bring It On
Type: 2H Sword Technique
Required Abilities: Retreat, Taunt
Description: A taunt from a distance and an attack, once the enemy gives chase.
Short-Range. Major Damage.
96: Marble Stream
Type: 2H Sword Technique
Required Abilities: Evade, Lunge
Description: An incredible move in which numerous images appear and then strike
simultaneously. Long-Range, Direct. Medium Damage.
97: Skullsplitter
Type: 2H Sword Technique
Required Abilities: Whirl, Jump
Description: A powerful jumping attack to the back of an enemy's head. Also usable with:
Hammer. Short-Range. Major Damage.
98: Beautiful Three
Type: 2H Sword Technique
Required Abilities: Tackle, Back-Flip, Lunge
Description: A series of strikes with the coldness of snow, the brilliance of the moon, and the
perfection of blossoms. Mid-Range. Major Damage.
99: Quakebringer
Type: 2H Sword Technique
Required Abilities: Cheer, Moonsault, Crouch
Description: A great leap, followed by a fantastic stab into the earth. Front Wide-Area Attack.
Major Damage.
100: Triple Offense
Type: 2H Sword Technique
Required Abilities: Evade, Somersault, High Jump
Description: A technique which strikes high, middle, and low simultaneously. Short-Range.
Major Damage.
101: Deep Swing
Type: 2H Sword Technique
Required Abilities: Crouch, Defend, Counterattack, Counterstrike
Description: A simple, but ultimately deadly, attack. Mid-Range, Direct. Extreme Damage!
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102: Raging Pain
Type: 2H Sword Technique
Required Abilities: Evade, Flip-Kick, Jump, Taunt
Description: A devastating combination of unimaginable terror. Mid-Range. Extreme Damage!
Two-Handed Axe Techniques
103: Sideswipe
Type: 2H Axe Technique
Required Abilities: Lunge
Description: A simple horizontal strike. Mid-Range. Medium Damage.
104: Rising Claw
Type: 2H Axe Technique
Required Abilities: Jump
Description: A rising swing and a jump. Short-Range. Medium Damage.
105: Flying Sawblades
Type: 2H Axe Technique
Required Abilities: Spin
Description: A spin which releases axes in six directions. Hits all enemies. Minor Damage.
106: Rolling Throw
Type: 2H Axe Technique
Required Abilities: Somersault
Description: A somersault followed by a powerful throw. Long-Range, Direct. Medium
Damage.
107: Blurred Axe
Type: 2H Axe Technique
Required Abilities: Back-Flip
Description: A move with a back-flip so fast that the image of the axe becomes blurred. Rear
Area Attack. Minor Damage.
108: Rising Crush
Type: 2H Axe Technique
Required Abilities: Crouch
Description: A rising cut into the opponent's throat. Also usable with: 2H Sword, Hammer.
Short-Range. Medium Damage.
109: Spiral Blade
Type: 2H Axe Technique
Required Abilities: Somersault
Description: A spinning move that releases a wave of unbelievable force. Also usable with: 2H
Sword. Mid-Range, Direct. Minor Damage.
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110: Impulse
Type: 2H Axe Technique
Required Abilities: High Jump
Description: A leap into the air is followed by a thundering stab into the earth that devastates
all caught in the blast radius. Also usable with: 2H Sword. Front Wide-Area Attack. Minor
Damage.
111: Divine Right
Type: 2H Axe Technique
Required Abilities: Push, Back-Roll
Description: A shove which pushes the enemy right into the arc of the falling axe.
Short-Range. Major Damage.
112: Snowfall
Type: 2H Axe Technique
Required Abilities: Toss, Spin
Description: A move which tosses the enemy up into the air to be shredded upon a spinning
axe. Short-Range. Major Damage.
113: Spinning Hawk
Type: 2H Axe Technique
Required Abilities: Back-Flip, Back-Kick
Description: A spectacular feat in which the axe is thrown spinning into the air, and an enemy
is catapulted into it. Short-Range. Medium Damage.
114: Tidal Wave
Type: 2H Axe Technique
Required Abilities: Evade, Defensive Lunge
Description: A overwhelming display of force, in which beams of raw power emanate in a wide
arc. Also usable with: Hammer. Front Wide-Area Attack. Minor Damage.
115: Splashblade
Type: 2H Axe Technique
Required Abilities: Back-Roll, Back-Flip
Description: A slash. A jump. A spin. A kill... Also usable with: 2H Sword. Short-Range.
Medium Damage.
116: Angelic Lumberjack
Type: 2H Axe Technique
Required Abilities: somersault, Moonsault, Back-Flip
Description: Three acrobatic stunts to increase the power of the final mighty blow. Front Small
Area Attack. Major Damage.
117: Buzzsaw of Doom
Type: 2H Axe Technique
Required Abilities: Double-Jump, Somersault, Lunge
Description: A light leap to the rear, followed by an uncanny rolling aerial attack. Mid-Range,
Direct. Major Damage.
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118: Spikestrike
Type: 2H Axe Technique
Required Abilities: Whirl, Slide, Moonsault
Description: A sweep of the opponent's legs, followed by an aerial slice from behind.
Short-Range. Major Damage.
119: Sparkling Rampage
Type: 2H Axe Technique
Required Abilities: Retreat, High Jump, Spin, Tackle
Description: This fantastic move utilizes Faerie magic to smite foes. Long-Range, Direct.
Extreme Damage!
Hammer Techniques
120: Super Slugger
Type: Hammer Technique
Required Abilities: Lunge
Description: A huge horizontal swing for scoring home runs. Mid-Range. Medium Damage.
121: Big Bang
Type: Hammer Technique
Required Abilities: Jump
Description: Hammer Technique. Death from above. Mid-Range. Medium Damage.
122: Blammo
Type: Hammer Technique
Required Abilities: Spin
Description: An explosion that results from a powerful spin. Hits all nearby foes. Minor
Damage.
123: Mole-Hunting
Type: Hammer Technique
Required Abilities: Somersault
Description: A slam into the ground that opens the earth in a straight line. Long-Range, Direct.
Minor Damage.
124: Ground Zero
Type: Hammer Technique
Required Abilities: High Jump
Description: A mid-air hammer-throw which engulfs all in its explosion. Frontal Area Attack.
Minor Damage.
125: Rising Crush
Type: Hammer Technique
Required Abilities: Crouch
Description: A rising strike into the opponent's throat. Also usable with: 2H Sword, 2H Axe.
Short-Range. Medium Damage.
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126: Windwalker
Type: Hammer Technique
Required Abilities: Moonsault
Description: A fantastic move consisting of tremendous hammer strikes and acrobatics galore.
Also usable with: 2H Sword. Short-Range. Medium Damage.
127: Retribution
Type: Hammer Technique
Required Abilities: Back-Roll
Description: Once the hammer is thrown skywards, a huge hammer falls from the clouds. Also
usable with: Axe. Frontal Area Attack. Minor Damage.
128: Blazing Hammer
Type: Hammer Technique
Required Abilities: Retreat, Tackle
Description: A technique in which built-up power is unleashed in a powerful strike.
Short-Range. Major Damage.
129: Double Impact
Type: Hammer Technique
Required Abilities: Somersault, Moonsault
Description: A strike so powerful that the enemy feels the pain twice. Short-Range. Medium
Damage.
130: Thor's Hammer
Type: Hammer Technique
Required Abilities: Toss, High Jump
Description: A move in which the opponent is tossed up into the air, only to be tragically struck
down. Short-Range. Medium Damage.
131: Skullsplitter
Type: Hammer Technique
Required Abilities: Whirl, Jump
Description: A powerful jumping attack to the back of an enemy's head. Also usable with: 2H
Sword. Short-Range. Medium Damage.
132: Tidal Wave
Type: Hammer Technique
Required Abilities: Evade, Defensive Lunge
Description: An overwhelming display of force, in which beams of raw power emanate in a
wide arc. Also usable with: 2H Axe. Frontal Wide-Area Attack. Minor Damage.
133: Ultra Slugger
Type: Hammer Technique
Required Abilities: Toss, Retreat, Lunge
Description: A huge horizontal swing for scoring out-of-the- park home runs. Short-Range.
Major Damage.
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134: Intervention
Type: Hammer Technique
Required Abilities: Douple-Jump, Spin, Somersault
Description: An incredible leap into the heavens to call forth a divine hammer, of course.
Frontal Wide-Area Attack. Major Damage.
135: Volcano
Type: Hammer Technique
Required Abilities: Crouch, Cheer, Jump
Description: The enemy, once tossed to an impressive height, is greeted by the force of one
mean hammer. Short-Range. Major Damage.
136: Pearly Gates
Type: Hammer Technique
Required Abilities: Toss, Retreat, Lunge, Spin
Description: A truly jaw-dropping move in which the enemy is hit all the way to the gates of
heaven and back. Short-Range. Extreme Damage!
Spear Techniques
137: Lancer
Type: Spear Technique
Required Abilities: Lunge
Description: A lunging strike from afar. Mid-Range. Medium Damage.
138: Mighty Javelin
Type: Spear Technique
Required Abilities: Jump
Description: A mid-air javelin throw. Frontal Area Attack. Minor Damage.
139: Twister
Type: Spear Technique
Required Abilities: Spin
Description: A spin so fast that it causes a tornado which carries enemies away. Hits all
nearby foes. Minor Damage.
140: Dragon's Bite
Type: Spear Technique
Required Abilities: Somersault
Description: A spear-throwing technique which strikes all in a straight line. Long-Range,
Direct. Medium Damage.
141: Furious Copter
Type: Spear Technique
Required Abilities: High Jump
Description: A jump while spinning the spear at great speeds that blasts all beneath in a
terrific backwash. Hits all enemies. Minor Damage.
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142: Nebulous Saucer
Type: Spear Technique
Required Abilities: Moonsault
Description: An incredible spear throw at the height of a moonsault's arc. Short-Range.
Medium Damage.
143: Lancenator
Type: Spear Technique
Required Abilities: Tackle, Crouch
Description: A slam with the shoulder into the opponent followed by a devastating impalement.
Mid-Range. Medium Damage.
144: Cyclone Racer
Type: Spear Technique
Required Abilities: Spin, Lunge
Description: A quick lunge while spinning the spear overhead, thwacking all opposition.
Mid-Range. Medium Damage.
145: Rewind
Type: Spear Technique
Required Abilities: Back-Roll, Moonsault
Description: A technique in which the spear is spun in place and then called back after its
owner executes a flashy moonsault. Short-Range. Medium Damage.
146: Fool's Play
Type: Spear Technique
Required Abilities: Toss, Evade
Description: A technique so fast that the enemy is thrown up into the air, only to be juggled
like a ball. Short-Range. Major Damage.
147: Holy Light
Type: Spear Technique
Required Abilities: High Jump, Somersault
Description: A terrific leap into the air, followed by a shower of divine light that smites foes
below. Frontal Small Area Attack. Medium Damage.
148: Triple Supremacy
Type: Spear Technique
Required Abilities: Lunge, Crouch, Spin
Description: A powerful thrust, a launch into the air, and a finishing blow. Mid-Range. Major
Damage.
149: Deadly Branding
Type: Spear Technique
Required Abilities: Bash, Taunt, Slide
Description: A crafty maneuver involving knocking the enemy right into the path of flying
spears. Short-Range. Major Damage.
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150: Chrome Ray
Type: Spear Technique
Required Abilities: Back-Roll, Defensive Lunge, Grapple
Description: A complex technique which required much planning to execute properly.
Short-Range. Major Damage.
151: Raging Fury
Type: Spear Technique
Required Abilities: Tackle, Evade, Lunge
Description: A furious rage which follows a dramatic lunge into the enemy. Mid-Range. Major
Damage.
152: Lo and Behold
Type: Spear Technique
Required Abilities: Crouch, Moonsault, Double Jump, Spin
Description: An attack combination in which an unfortunate soul is the recipient of
indescribable pain. Short-Range. Extreme Damage!
153: Blue Dragon
Type: Spear Technique
Required Abilities: Evade, Retreat, Spin, Defensive Lunge
Description: An earth-rendering display of power, not unlike that of a blue dragon.
Long-Range, Direct. Major Damage.
Staff Techniques
154: Gust
Type: Staff Technique
Required Abilities: Lunge
Description: Staff Technique. A lunge with a spinning staff. Mid-Range. Medium Damage.
155: Paint It Black
Type: Staff Technique
Required Abilities: Jump
Description: A move which brings forth a tiny black hole when the thrown staff makes impact
with the ground. Frontal Area Attack. Medium Damage.
156: Aftershock
Type: Staff Technique
Required Abilities: Spin
Description: A helicopter trip to dizzying heights, and a crashing return to earth. Hits adjacent
foes. Minor Damage.
157: Golden Pyres
Type: Staff Technique
Required Abilities: Crouch
Description: Staff Technique. Conjures up a ring of mighty golden columns. Hits all nearby
foes. Minor Damage.
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158: Bubbles
Type: Staff Technique
Required Abilities: High Jump
Description: A flying bubble launcher. Required Abilities: Frontal Area Attack. Medium
Damage.
159: Blaze
Type: Staff Technique
Required Abilities: Moonsault
Description: A fiery leap. Frontal Small-Area Attack. Medium Damage.
160: Halo
Type: Staff Technique
Required Abilities: Evade
Description: A technique which forms a ring of protection around the user. Hits all nearby foes.
Minor Damage.
161: Purgatory
Type: Staff Technique
Required Abilities: Tackle, Cheer
Description: A forceful bash covers enemies in a blanket of darkness and finishes them off in
an explosion of light. Mid-Range. Medium Damage.
162: Flower of Gold
Type: Staff Technique
Required Abilities: Evade, Retreat
Description: A move in which a golden flower blooms, one who pollen brings death to all who
smell its fragrance. Hits all nearby foes. Medium Damage.
163: Fire and Ice
Type: Staff Technique
Required Abilities: Somersault, Back-Flip
Description: A vertical strike with the powers of heat and cold together. Mid-Range. Medium
Damage.
164: Gales of the Fall
Type: Staff Technique
Required Abilities: Spin, Moonsault
Description: A double offensive consisting of a twirling tornado attack that deviously positions
to the enemy to plummet onto some really sharp rocks. Hits adjacent foes. Medium Damage.
165: Song of the Spirits
Type: Staff Technique
Required Abilities: Spin, Evade, Taunt
Description: A move which calls forth all of the Elemental Spirits to sing in unison. Hits all foes.
Major Damage.
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Glove Techniques
166: Bloody Knuckles
Type: Glove Technique
Required Abilities: Lunge
Description: A straight right to the opponent's face. Mid-Range. Medium Damage.
167: Lightning Kick
Type: Glove Technique
Required Abilities: Jump
Description: A jumping kick as fast as lightning. Mid-Range. Medium Damage.
168: Whirlwind Kick
Type: Glove Technique
Required Abilities: Spin
Description: A wild spinning kick. Hits all nearby foes. Minor Damage.
169: Jawbreaker
Type: Glove Technique
Required Abilities: Crouch
Description: A spectacular double-uppercut combo. Short-Range. Medium Damage.
170: Rolling Slam
Type: Glove Technique
Required Abilities: Somersault
Description: A flying slam into opponents. Short-Range. Medium Damage.
171: Flip Thrust
Type: Glove Technique
Required Abilities: Back-Roll
Description: A kick facing away from the opponent. Mid-Range. Medium Damage.
172: Moonsault Stomp
Type: Glove Technique
Required Abilities: Moonsault
Description: A stomp on the enemy's head with a graceful moonsault. Short-Range. Medium
Damage.
173: Giant Swing
Type: Glove Technique
Required Abilities: Grapple, Spin
Description: Throw the opponent by grabbing its ankles and swinging wildly. Short-Range.
Medium Damage.
174: Tiger Driver 91
Type: Glove Technique
Required Abilities: Grapple, Crouch
Description: The enemy is lifted high, and thrown straight into the ground. Short-Range. Major
Damage.
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175: Northern Lights
Type: Glove Technique
Required Abilities: Grapple, Jump
Description: A crushing head-first drive into the earth. Short-Range. Major Damage.
176: Mental Barrier
Type: Glove Technique
Required Abilities: Counterattack, Counterstrike
Description: An metaphysical manifestation of the will of the practitioner which gives protection
from all attacks, and knocks away all attackers. Hits adjacent foes. Medium Damage.
177: Sparkly Feet
Type: Glove Technique
Required Abilities: Toss, Evade, Douple-Jump
Description: A groovy mid-air kick combo. Short-Range. Major Damage.
178: Cough Drop
Type: Glove Technique
Required Abilities: Grapple, High-Jump, Bash
Description: A vicious grab to the throat followed by a skull crushing drop. Parental discretion
advised. Short-Range. Major Damage.
179: Fist of the Norse Star
Type: Glove Technique
Required Abilities: Lunge, Grapple, Evade
Description: A whirlwind of death and devastation. Mid-Range. Major Damage.
180: Flips of Thunder
Type: Glove Technique
Required Abilities: Back-Roll, Back-Flip, Flip-Kick
Description: A triple flipping assault, complete with flashy lightning effects. Short-Range. Major
Damage.
181: Power Combo
Type: Glove Technique
Required Abilities: Grapple, Bash, Retreat, Lunge
Description: A suplex followed by a clothesline. Too bad there's no scorpion-pin. Short-Range.
Major Damage.
182: Gravity Drop
Type: Glove Technique
Required Abilities: Toss, Crouch, High-Jump, Grapple
Description: The enemy is tossed with extreme prejudice, and then slammed head-first into
the ground. Short-Range. Major Damage.
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183: Earthquake
Type: Glove Technique
Required Abilities: Back-Roll, Back-Flip, Moonsault, Crouch
Description: The legendary technique causes the earth itself to tremor, dealing lethal damage
to enemies. Rear Area Attack. Extreme Damage!
Flail Techniques
184: Dragon Teeth
Type: Flail Technique
Required Abilities: Lunge
Description: A quick dash with flail swinging. Mid-Range. Medium Damage.
185: Setting sun
Type: Flail Technique
Required Abilities: Jump
Description: A strike that knocks the enemy into the air, and a flying thwack to knock it out.
Short-Range. Medium Damage.
186: Phoenix Wings
Type: Flail Technique
Required Abilities: Spin
Description: A spinning attack with the flail. Hits all nearby foes. Minor Damage.
187: Chinsplitter
Type: Flail Technique
Required Abilities: Crouch
Description: An uppercut which launches the enemy skywards. Short-Range. Medium
Damage.
188: Drunken Monkey
Type: Flail Technique
Required Abilities: Somersault
Description: Multiple somersaults followed by a furious attack. Mid-Range. Medium Damage.
189: Twilight
Type: Flail Technique
Required Abilities: High Jump
Description: A more powerful version of Setting Sun in which the enemy is launched into the
air and struck repeatedly. Short-Range. Medium Damage.
190: Psyclone
Type: Flail Technique
Required Abilities: Moonsault
Description: An impressive moonsault, followed by a series of furious circular attacks. Frontal
Area Attack. Minor Damage.
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191: Double Dragon
Type: Flail Technique
Required Abilities: Moonsault, Evade
Description: An attack from both sides with double the power. Short-Range. Major Damage.
192: Back Slasher
Type: Flail Technique
Required Abilities: Whirl, Lunge
Description: The first strike knocks the enemy back and exposes its blind side, the next deals
a crippling blow. Also usable with: Knife. Short-Range. Medium Damage.
193: Enter the Tiger
Type: Flail Technique
Required Abilities: Slide, Retreat
Description: A sweep of the enemy's legs, followed up by a vicious flailing. Mid-Range.
Medium Damage.
194: Avalanche
Type: Flail Technique
Required Abilities: Crouch, Back-Flip
Description: An uppercut which knocks the enemy backwards, and a flying back-flip which
really applies the hurt. Short-Range. Medium Damage.
195: Puppet
Type: Flail Technique
Required Abilities: Retreat, Cheer
Description: A retreat leaving a dummy, which fights in your place. Also usable with: Knife.
Short-Range. Medium Damage.
196: Challenger
Type: Flail Technique
Required Abilities: Tackle, Taunt, Counterattack
Description: A taunt, and an explosive counterattack. Mid-Range. Major Damage.
197: Demon's Howl
Type: Flail Technique
Required Abilities: Flip-Kick, High Jump, Lunge
Description: A fantastic maneuver in which an opponent is knocked into the air, smashed back
to the ground, and finished off in a strike of great furor. Short-Range. Major Damage.
198: Extreme Conditions
Type: Flail Technique
Required Abilities: Evade, Tackle, Double-Jump
Description: An attack from the front and the rear, topped off with fire and ice. Mid-Range.
Major Damage.
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199: Looking Glass
Type: Flail Technique
Required Abilities: Whirl, Bash, Taunt
Description: Traps an enemy into a dimensional mirror. The enemy is dealt great damage
once the mirror is broken. Also usable with: Knife. Short-Range. Major Damage.
200: Malevolence
Type: Flail Technique
Required Abilities: Crouch, Evade, Jump, High Jump
Description: An accumulation of incredible fighting spirit that immediately smites all enemies.
Hits all nearby foes. Major Damage.
201: White Tiger
Type: Flail Technique
Required Abilities: Defensive Lunge, Grapple, Evade, Spin
Description: A move that releases the power of the legendary white tiger, whose wrath none
can survive. Mid-Range. Extreme Damage!
Bow Techniques
202: Trueshot
Type: Bow Technique
Required Abilities: Lunge
Description: A lunging arrow shot so powerful that it penetrates just about everything.
Long-Range, Direct. Minor Damage.
203: Forward Artillery
Type: Bow Technique
Required Abilities: Jump
Description: An arrow launched in mid-air which damages all in its blast radius. Frontal Area
Attack. Minor Damage.
204: Spinshot
Type: Bow Technique
Required Abilities: Spin
Description: An attack that fires arrows in all directions. Hits all enemies, period. Minor
Damage.
205: Needle Shower
Type: Bow Technique
Required Abilities: Back-Roll
Description: A shot fired vertically during a backwards roll, which sends a rain of arrows over
enemies. Frontal Area Attack. Minor Damage.
206: Tri-Shot
Type: Bow Technique
Required Abilities: High Jump
Description: A triplet of arrows shot during a high jump, which hit all in a straight line.
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Mid-Range, Direct. Medium Damage.
207; Trickshot
Type: Bow Technique
Required Abilities: Moonsault
Description: Homing arrows are released into the sky, which inflict great damage. Frontal
Small-Area Attack. Major Damage.
208: Hypershot
Type: Bow Technique
Required Abilities: Toss
Description: An opponent is thrown into the air, and pincushioned with a multitude of arrows.
Short-Range. Medium Damage.
209: Change-Up
Type: Bow Technique
Required Abilities: Retreat
Description: A shot that flies through the air in slow-motion, inflicting great damage over a
large area. Mid-Range, Direct. Medium Damage.
210: Backshot
Type: Bow Technique
Required Abilities: Bash
Description: A shot in the enemy's back, after throwing it a great distance. Short-Range.
Medium Damage.
211: Flying Swallows
Type: Bow Technique
Required Abilities: Tackle, Double-Jump
Description: A two-shot attack while flying about in the air. Mid-Range. Medium Damage.
212: Rain of Death
Type: Bow Technique
Required Abilities: High Jump, Spin
Description: A jumping attack which sends arrows all over the screen. Hits all nearby foes.
Medium Damage.
213: Sureshot
Type: Bow Technique
Required Abilities: Flip-Kick, Back-Flip
Description: A kick to knock the opponent into the air, and a shot which never misses its
target. Short-Range. Major Damage.
214: Carpet Bomber
Type: Bow Technique
Required Abilities: Evade, High Jump
Description: A multitude of explosions dropped from above Hits all foes, period. Medium
Damage.
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215: Mastershot
Type: Bow Technique
Required Abilities: Whirl, Back-Flip, Spin
Description: Fires an infinite number of arrows that home-in on the target.Short-Range. Major
Damage.
216: Wildshot
Type: Bow Technique
Required Abilities: Grapple, Back-Roll, Double-Jump
Description: A devastating volley of arrows fired upon a prone opponent. Short-Range. Major
Damage.
217: Main Gun
Type: Bow Technique
Required Abilities: Evade, Retreat, Lunge, Counterattack
Description: Releases inner energy built-up prior to an ultimate counter-attack. Long-Range,
Direct. Extreme Damage!
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Quests
Legend of Mana is a game of grand adventures. You pick the quests you go on and what
weapons to master. You can pick how to play the game and in what order. You can also pick
the gender of your main hero! For the sake of this guide, I chose to use the female character
and named her Rane. In the game itself the default name is "You". You can also pick your
starting weapon. Choose anyone of them - I took the Bow since it is a good weapon that keeps
you out of harm's way. Make your choices and start the game!
Over the course of the game you'll receive various artifacts that allow you to build new areas for
you to explore. You'll receive your first one, the Mailbox, right away. Place it anywhere on the
map (do this with all the artifacts), but I suggest starting in the lower right corner of the map
(nestled in the mountains). Plant the Mailbox, and head into your house. Some quests can only
be activated if the lands are in the right places. You will want to keep an empty space next to
Domina until the end of the game. If you don't, you stand to lose three of the game's quests.
Leires Tower
Fieg Snowfield Geo
Bejeweled City
Polpota Harbour SS Buccaneer Lumina
Norn Peaks
Bone Fortress Junkyard
White Forest
Madora Beach Lake Kilma
Jungle
Mindas Ruins Ulkan Mines
Lucemia
Gato Grottoes Luon Highway Mekiv Caverns
Underworld
Duma Desert Mana Sanctuary Domina
Home
Here is a placement chart for the lands. The Home is in the bottom-right most corner of the map. Sorry
that it can't be a screenshot!
You will most likely find the artifacts in a specific order than I did. The artifacts that you get at
the end of a quest are based on the lands that you have already visited, and the artifacts in
your possession.
To maximize your quest potential, try to use the artifacts only when necessary. On a more
important note, it is important to say that the four main towns should be placed in a specific
order. You should do as many quests with the lands already in your possession as possible
before placing a new town on the map. Not doing this may result in some quests failing or not
appearing at all. If you don't get them in the same order, try shuffling them around, but try to
keep them within the boundaries created by the towns. The problem that I had was the lack of
going to Polpota Harbor until quite late in the game. Quests 34-36 could be played whenever
you want after Lumina, they are quite flexible. The four towns that form the boundaries are
Domina, Gato, Lumina and Geo and should be placed in that order. Notice that Geo and the
Mana Sanctuary have 17 quests associated with them. In short, by following the order of the
quests that I put here, you will have the least chance of failing at one or missing one.
One other thing to note about the quests. Each quest may require you to have already finished
a previous quest to be able to trigger it. There are other possible requirements. You also don't
need to have finished all the quests to finish the game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/1.html [9/14/2000 9:42:55 PM]
The Beginning
The upper floor of Rane's Home is an important
place to visit from time to time. Here you can save
your game and allow an NPC to be controlled by
the second player (search the bed). The cactus is
also important - talk to him after you have
completed an adventure to have him take notes
on it for you to read. He only does this right after
the adventure has been completed. Go down the
stairs (open the chest for 100 Lucre) and through
the door on the right to enter the study. You'll find
a bunch of books which chronicle the places seen
and people met over the course of the game, as
well as techniques. For now exit the house and
talk to the Sproutling to get the Colorblocks
artifact. Leave your Home and use the Colorblocks directly to the left of your Home to create
the town of Domina. Enter it.
As soon as you enter town, you'll meet Elazul. Follow him into the pub and stick up for Rachel.
He storms out. Now is a good time to explore the town. You can buy all sorts of weapons and
armor from Mark and Jennifer in the first town area. Buy some Menos Gauntlets and Boots for
Rane, and equip them and your special moves. Explore the rest of town to find the Equipment
Encyclopedia and the Produce Encyclopedia (from Mark and the priest in the upper right
church). You can access them from your study at Home. During your explorations, you'll meet
up with Niccolo and Elazul - ignore Niccolo for now and let Elazul into your party. Talk to
Rachel in the pub to get the Jade Egg and exit the town. Build the Mekiv Caverns right on top
of Domina and enter them to begin your first quest.
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Quest 1: The Lost Princess
Requirements: No requirements.
Required Places: Domina, Mekiv Caverns (placed here)
Failure: Enter the Tower of Leires before finishing the quest.
The Mekiv Caverns is a great place to learn how to fight. Take your time and explore the entire
place, building up your levels and learning how to fight. Ask the onion by the entrance for battle
instructions. To find Pearl, you'll have to leave the first area by the lower right passage and
again in the next area. Note: I am leaving out the locations of all the battles - it is up to you to
trigger them and win them. I will give pointers in hard battles, though. Sometimes.
Take a right in the next area and you'll be in a
new area with two other exits. The one in the
upper right leads to a being that will transport you
back to the entrance. If you just follow the path,
you'll end up back at the beginning. So take the
lower left exit at the three-way junction and then
another. You'll talk to a fairy who tells you that
Pearl is waiting in the room to the left - Elazul
charges after him and leaves you to follow him.
Pearl is guarded by a Yeti. The Yeti is a huge
creature that is really simple to kill. Just attack
with quick attacks and techniques to lay him low.
Sometimes he becomes invincible and will breath
blue fire at you - either stay away or hide behind him. The same goes for his stalactite attack!
Just stay away from these large moves and he should prove to be a push-over.
Once the Yeti is dead, you'll witness a squabble between Elazul and Pearl. Stick up for Pearl to
get the Stone Eye and Firefly Lamp artifacts. Return home and save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/3.html [9/14/2000 9:43:06 PM]
Quest 2: The Little Sorcerers
Requirements: Done with either (or both) The Lost Princess or Niccolo's Business Unusual.
Required Places: Domina
Failure: Can't fail.
As soon as you leave your home, Pelican the mailwoman tells you of a pair of sorcerers that
are causing havoc in Domina's pumpkin patch. Go to Domina and head to the westernmost part
of the town to find a new pumpkin patch. You'll meet Bud and Lisa, and hear about their plans
for taking over the world with the pumpkins. Seriously.
They'll attack you and it isn't an easy battle. They
keep using magic on you, so stay away from
them, except for when you are attacking them.
After a while, they will start summoning pumpkins
to attack you. These fall to the ground and
explode on impact, dealing a lot of damage! So
run when you see them! After both have been
knocked out, Bud begs for you to allow him to be
your apprentice. Tell him yes and head back
Home to save.
Quest 3: Monster Corral
Requirements: Must have finished The Little Sorcerers.
Required Places: Domina
Failure: Enter Tower of Leires before finishing the quest.
Return to where you fought Bud and Lisa to meet another onion-man. He gives you some fruit
and tells you how to catch Monster Eggs. Use the food as bait and capture the egg when it falls
asleep. Pelican comes and takes it home for you. The onion goes home with you and shows
you the Monster Corral facilities and gives you a few pointers. Save your game when you have
learned all there is to know about the pets. More info is available in the Pets section of the
guide.
Note: If you have a Final Fantasy VIII save game on your memory disk, you'll get a Chocobo
from the Monster Egg! The Chocobo is available later too, but you do need the save game on
your memory card to get it. It is only available in the outskirts of Domina.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/4.html [9/14/2000 9:43:08 PM]
Quest 4: Niccolo's Business Unusual
Requirements: No requirements.
Required Places: Domina, Luon Highway (you get it here)
Failure: Can't fail.
Return to Domina and talk to Niccolo in the marketplace. Tell him that you are not afraid of
bandits and he'll ask you to help him get through the Luon Highway. Say yes and bring him to
Mark's place (next to the item shop). He'll talk to Teapo and give you the Wheel artifact. Leave
town and put use the Wheel on the square to the left of the Mekiv Caverns.
Enter the Luon Highway and chat with Pearl. Go
right and then to the lower right. Continue in that
direction until you find Gaeus, a big rock guy. He'll
tell you about a special tree in your garden.
Return to the fork where you went to the lower
right and go to the upper right. Continue right until
you find Daena. Talk with her, then continue right
until you run into some bandits. Give them some
candy instead of gold, and they sick their boss,
the Mantis Ant, onto you!
The Mantis Ant attacks you with it's claws and a
shockwave attack. When it starts to flash - get out
of its way! The shockwave does major damage to
both you and Niccolo. As long as you keep away from it, you shouldn't have much problem
taking the thing out with your special attacks.
Niccolo rewards you with some mundane items and the Flame and Medallion artifacts. Return
Home and save your game.
Quest 5: Wisdom of Gaeus
Requirements: Must be done right after Niccolo's Business Unusual.
Required Places: Domina, Luon Highway
Failure: You start a quest while this one is in progress.
Go right into Domina and into the Inn. Go into the room on the right side of the ground floor and
talk to Daena. Tell her that souls are forever and offer to go along with her on her quest to see
Gaeus. Leave town and return to the Luon Highway.
Talk to the Boink (purple thing) to teleport to a fork in the canyon. Head down from there to find
the Chobin Hood caves. You can find plenty of treasure there, as well as plenty of experience.
When you're done, return to the fork and go right. Keep going right until you get to Gaeus
again. Talk to him and Daena gives you a Forbidden Ring as a reward. Return Home and save
the game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/5.html [9/14/2000 9:43:10 PM]
Quest 6: The Mana Orchards
Requirements: Must have finished Wisdom of Gaeus or talked to Gaeus.
Required Places: Luon Highway
Failure: Can't fail.
Leave the house and exit on the lower left side to
find the Backyard Orchard. Kill the four Lullabuds
and talk to the tree that appears. Give it some
seeds (you must have gotten some already!) and
give them time to grow. Go do the next quest or
do some fighting before returning and collecting
the harvest. Press the X button while in the black
shadows below the fruit to pick them. Put them
into the box near the entrance to complete the
quest. Save your game.
Quest 7: Diddle's Letter
Requirements: You need to have Luon Highway on the map.
Required Places: Domina, Luon Highway
Failure: Can't fail.
Go to Domina and talk to Diddle in the park. He'll walk off - follow him to find him gone. Go back
and talk to Capella. Follow him to the center of town and talk to the Sproutling. Then go into the
hotel and talk to Miss Yuka after their conversation. Head to the outskirts and watch the little
episode with the Pelican. Leave town altogether and return to the outskirts where you will find
the Pelican. She'll tell you to go to the Highway to find Diddle.
Take a look at the letter and tell Capella to read it. Then follow him down the path and tell
Diddle that Capella read it. Follow them into the caves and take the lower left passage at the
fork. Go left in the next area and you'll find a terror-stricken Capella in the next area. He thinks
that the Giga Rex in the next room has his friend cornered. Head left into the next room.
The Giga Rex is a little stumpy, but he almost killed me. He has a very small reach, making the
Staff, Spear and Bow wonderful weapons to attack him with. He can kill you very easily, if you
let him counter all your attacks. Just stay away and use special moves and combos on him to
win. The Retreat skill is extremely useful to evade the devastating attacks.
After the Giga Rex's defeat, Diddle and Capella make up and you get a Gator Skin. Wow. Keep
it for a later quest (you don't want to get there without it!). Save your game at home.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/6.html [9/14/2000 9:43:11 PM]
Quest 8: The Flame of Hope
Requirements: Must have finished The Lost Princess.
Required Places: Gato (placed here)
Failure: Can't fail.
Use the Flame artifact on the ground to the left of
the Luon Highway. Enter the Gato Grottoes. Enter
the area on the right and watch the Sproutling and
the nun. Do some shopping and then follow the
Sproutling to the northeast. Talk to the man,
Rubens, at the fork to find out where the thing ran
off to. Take the right path and you'll see another
nun with the Sproutling. It runs off. Return to the
fork and take the left path this time. Talk to the
thing in the Temple of Healing, then return to the
fork and go right again. Now return to the temple
and watch as the Inspector comes and goes in a
matter of seconds. Go back to the terrace and
watch as Rubens is killed by the nun.
The Inspector asks you to help him find the notorious criminal, Sandra. Offer to help him, then
return to the entrance of the town. Go left this time to get to the cliffs. Follow the trail of leaves
(they are pretty easy to follow) and then head around the waterfall to get to the nest. Sandra
will reveal herself and make good her escape. You'll get the Ancient Tablet for your troubles.
Head Home and save the game.
Quest 9: Niccolo's Business Unusual: Part 2
Requirements: Must have finished Niccolo's Business Unusual and Flames of Hope.
Required Places: Gato
Failure: Can't fail.
Return to Gato and go to the Item Shop. Talk to Niccolo there and agree to help him. Go back
to the caves section of Gato and go directly to the Waterfall. Watch Niccolo as he collects some
berries and leave on the right side. Return and stand on the log for about thirty seconds, until a
Faerie appears. Talk to it and Niccolo will tell you that he is done. He gives you some money, a
bun and the Broken Doll. Return Home and save your game.
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Quest 10: The Gorgon Eye
Requirements: No requirements.
Required Places: Lake Kilma (placed here)
Failure: Can't fail.
Use the Stone Eye on the area to the north of the
Luon Highway to create Lake Kilma. Enter it and
give the penguins the secret password of
"What?". Follow them to the bottom left, then left
and to the upper right at the junction with the
three statues. Head right and talk to the turtle in
the next area. Tell him that you can't see the
faeries and he'll cast a spell to make them visible.
Now head right twice and watch as the penguins
have an argument. Save your game and leave on
the upper right. Take two rights and two lefts to
get to the cliff. Watch as the pirates jump down
from the cliff and follow them. At the bottom you
fight the Gorgon's Eye.
The boss has a few attacks, some of which are devastating. He tries to poke you with his
spikes for a little damage when you are close to him. When he flashes he sometimes
disappears and reappears elsewhere. Then he either floats into the air and uses his eye beams
on a large area of the ground, or he fires a horizontal beam at you from the ground. Just avoid
these by constantly moving away from the thing. Rarely, he'll shut his eye and smash the edge
of the screen and start bouncing around, causing damage to those within reach. Use magic or
special attacks to win. Return home and save your game after the battle.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/8.html [9/14/2000 9:43:14 PM]
Quest 11: Hunting Du'Cate
Requirements: No requirements.
Required Places: Jungle (placed here)
Failure: Must be finished with this quest before going to the White Forest.
Use the Medallion on the space next to Lake
Kilma to create the Jungle. Talk to Sotherbee in
the first area and he'll tell you about the Du'Cate.
Exit on the right side, then return right away and
catch Sotherbee when he asks you to catch the
Lilipea. Then go right and talk to the Lilipea.
Follow it. Do it continuously until the thing leads
you to a secret passage. Talk to the person there
to have a spell cast on you to stop you from
getting lost (I didn't notice much of a difference).
Return to the entrance and go right, right, upper
right, right and to the upper right again to find a
save spot. Talk to Skippie and go through the
upper exit to get to the throne room. Talk to the thing sitting on the throne, then return to the
save room. Go to the lower right and then to the left to find Skippie. Tell him that you'll help him,
then head to the upper left and do the same thing with Hamson.
Now just keep heading to the right until you get to Du'Cate's Territory. Just keep heading right
until you get to the end of the road and find Du'Cate. He looks like the first boss you fought and
he hangs from the branches in the canopy above. When he falls to the ground, many fruits fall
to the ground, dealing plenty of damage to you. He also throws them at you and spits seeds.
Just stay beneath him and run when he starts to flash. Use attacks that strike high to hit him.
When he is dead, Sotherbee gives you 500 Lucre. Give it to Skippie and Hamson to get the
Sand Rose. Return Home and save the game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/9.html [9/14/2000 9:43:15 PM]
Quest 12: Murmuring Forest
Requirements: Must have finished Huntin' Du'Cate and Wisdom of Gaeus.
Required Places: Jungle
Failure: Can't fail.
Return to the Jungle and use the Psychic Service
to go to the Courtyard of Rain. Open the chest
and defeat the enemies to make Selkie appear.
She'll cast a spell on you. Return to the Jungle
Entrance and use the Psychic Service to go to the
Forest Ruins. Exit on the bottom left and have the
faeries teleport you to the Entrance. Use the
Service again to go back to the Ruins, but this
time exit on the top. Talk to Selkie there to have
the spell removed, but she'll ask for a favor first.
Go back to the save room and save your game,
then exit on the bottom left again. You'll see a
scene where the faeries are talking about finding
a new queen. Soon enough, Escad comes and "scares" the bunch off. Talk to him and follow
him to the left. Fight a few battles, and you'll come across the Punkmaster. Tell him that you
want top fight him.
The Punkmaster is a puny boss. When you get close to him, he spins and throws you around,
making you dizzy. When his throat puffs up, get ready for his beam attack - just dash up or
sown to get out of its attack range. Use special attacks to kill this guy. Return Home and save
your game.
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Quest 13: Two Torches
Requirements: Must be done with the Murmuring Forest.
Required Places: Gato
Failure: Can't fail.
Return to the Temple of Healing in Gato. Go
through the door on the left side and talk to Daena
in the top of hallway. She'll let you into the
Dreamweaving Room. You'll see a small scene
between Escad and Matilda, until he tells you to
leave. Leave the room and a nun walks in after
you. Re-enter the room and watch as Matilda is
kidnapped. Talk to Daena on the left side of the
room and she'll ask you for your help. Take her to
the Gato Cliffs and talk to Escad there. He'll leave
and Daena will offer to take you to the Sealed
Room. Take her up on the offer and you'll corner
the kidnapper. You recover Matilda, but have to
battle Spriggan first.
Spriggan is a weird-looking... something. When he flashes get as far away as you can from
him. He either makes ceiling tiles fall on you, or he extends his tongue and drains your hit
points. Towards the end of the fight he'll use the Evade ability alot - making it much harder for
you to hit him! Perseverance is your best friend here - just try and hit him with underhand
swings with a sword to take him out quickly. One other thing to watch put for is his carpet
attack. He makes waves with it and puts your party to sleep. It is very annoying and may just
cause your death! Area attack special moves are extremely useful here. After the battle, return
Home and save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/11.html [9/14/2000 9:43:20 PM]
Quest 14: In Search of Faeries
Requirements: Must have finished Two Torches, The Gorgon's Eye and without Escad in your
party.
Required Places: Gato, Lake Kilma
Failure: Can't fail.
Return to Gato and head to the Dreamweaver Room and talk to Matilda. She'll ask you to look
for Daena. Head to Lake Kilma, where you will have to talk to the turtle, Tote.
To find the turtle, head to the lower left at the entrance, and take a left on the next screen. At
the fork go to the upper right and take a lower left in the next area. At the next fork, go up to get
a Monster Egg, and then to the lower right. Take a upper right, lower right, upper right, and two
upper lefts to get to Tote. Talk to him and he'll tell you that he saw a young lady in the area.
Take two lower rights and talk to Daena. Follow her to the lower left and take the middle path
down. Take another left and watch as Daena attacks Irwin. Go to the lower left, then left to
watch as Daena jumps into a ring of faeries. They leave the Boreal Hound for you to play with.
The Boreal Hound is a rather tough boss. When
he flashes run away - he jumps into the air and
minor explosions are set off on the ground. When
electricity starts to cover him, run behind him, if at
all possible. Otherwise, run to the other end of the
screen and on the same level as he is. It doesn't
work all the time, but he should miss you a few
times. Use magic and special moves to kill him,
but watch out - he dodges them sometimes!
After the battle, watch the scene between Selva of
the Four Winds and Matilda, then return Home to
save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/12.html [9/14/2000 9:43:22 PM]
Quest 15: Teatime of Danger
Requirements: No requirements.
Required Places: Mindas Ruins (placed here)
Failure: Can't fail.
Place the Ancient Tablet to the right of the Jungle to create the Mindas Ruins. Go there and
talk to the onion to learn of Teapo's disappearance. In this area you will have to battle your way
through many monsters and use the Flowerlings to open the two sets of gates.
Go up and to the left to get to a junction. Head to the left and continue in that direction past the
save statue. Go up and into the first Flowerling Room. Talk to the Flowerling and two more fall
from the sky. Talking to the newcomers makes them change locations. Where they sit
correspond to where the gates are closed. You want the top one to be on the right side, and the
bottom one to be on the left side. Return to the junction and head to the bottom right this time.
Head left and go through the gates to the bottom
left. Talk to the Flowerling, and make sure that
both of the newcomers are on the right side. Go
back to the right and go through the top left edge
of the screen. Talk to the Flowerling and exit on
the left side. Go through the gates and exit on the
top left. Make sure both Flowerlings are on the
right side then return to the gates and exit on the
lower left. Exit on the upper left and talk to the
Flowerling. He is the Psychokinesis Guy and uses
his ability on you to activate the field. Go back to
the gates and exit on the top left. Move the bottom
Flowerling to the left side and go back down
through the gates. Talk to the Flowerling to have
her open the gate to the inside of the ruins. Head three screens to the left to find Teapo and
Count Dovula.
Count Dovula is annoyingly simple to defeat. Just pound on him with magic and special moves
until he dies. He likes to punch you, but won't do too much damage. Sometimes he'll flash and
send darkfyre in both directions, hitting everything on the same level as he is on. Kill him to get
the Bottled Spirit. Return Home and save your game.
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Quest 16: Mine Your Own Business
Requirements: No requirements.
Required Places: Ulkan Mines (placed here)
Failure: Can't fail.
Place the Bottled Spirit to the right of the Mindas Ruins. The Ulkan Mines will appear. Go to
them. Go right at the entrance and enter the room at the top of the next screen. You'll be in
Watt's Workshop. Talk to Pokiehl and start your search for Watts!
Leave the Workshop and go to the bottom right. Go down the stairs and into the next area. Go
through the bottom left corner and down the stairs in the next area. Save your game and exit at
the top left corner. Leave from the same corner in the next room. Do it again and go up the
stairs in the next area. Continue down that path to find your way to Watts and Labanne. Talk to
Watts three times and Labanne will attack you.
Labanne hangs from the ceiling and is not the
target of your wrath - his two arms are. When you
hit them, they fall from the ceiling. They attack you
from the ground them. When on the ground, they
will flash and use magic on the area around them.
When they do this, run for all you are worth. They
use much stronger magic when in the air though,
so use the same strategy to avoid it. As for killing
Labanne, there is only a single way to do it - you
have to kill the hands when they are on the
ground! Every one of them that you kill damages
the boss. It doesn't take much to kill the guy
either. Just use magic and special moves to
destroy the hands.
Watts will give you the Moon's Mirror as a reward. Return Home and save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/14.html [9/14/2000 9:43:47 PM]
Quest 17: Pokiehl: Dream Teller
Requirements: Must be done with In Search of Faeries and Mine Your Own Business.
Required Places: Ulkan Mines
Failure: You will fail this event, if you leave the mines during this event.
Return to the Ulkan Mines and talk to Pokiehl in
the entrance. You'll then meet Young Escad. Go
right twice to get to the stairs and talk to Pokiehl
there. Tell him that you are in a hurry and he'll
bring you into a dream, showing some of the
events that shaped Irwin and Matilda. Note:
Leaving the Ulkan Mines without finishing this
quest results in it being lost!
As soon as you enter the dream you will witness a
talk between Matilda and Irwin. Leave on the right
side and then on the lower right. Go down the
stairs and watch the final event between the two.
Then you will leave the dream and be confronted
by Escad. He'll ask you to choose sides. If you choose Daena's side, he'll attack you.
Escad is a wimp. He uses a few special abilities and special moves. When he flashes run away
from him. Otherwise, just continuously hack at him to kill him. It isn't the largest challenge in the
game. Return Home and save your game after the battle.
Quest 18: Watts Drops the Hammer
Requirements: Must be done with Pokiehl: Dream Teller.
Required Places: Ulkan Mines
Failure: Can't fail.
Talk to Watts in his Workshop to learn that he has lost his hammer. Return to the entrance of
the Ulkan Mines and look at the pole to have the Dudbear Express pick you up and drop you off
at the Digger's Hideout. The hammer is on the ground there. Pick it up and leave the Hideout.
Go down, left, and up the stairs to get to the save point. If you go into the room in the top right
corner, you will usually get a GigasGlove after a tough battle. Otherwise, go into the top left exit
and up the stairs. From here you should have no trouble finding you way back to the Workshop
to drop off the hammer. Return Home and save your game when the deed has been done.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/15.html [9/14/2000 9:43:48 PM]
Quest 19: The Path of the Blacksmith
Requirements: Must be done with Watts Drops the Hammer.
Required Places: Only your Home
Failure: Can't fail.
At Home, leave the house and go left to the Workshops. Go into it and you'll find Watts hard at
work building a smithy. He'll teach you the ropes. Ask him all the questions to learn all you can
and complete this quest. Save your game. More info on smithing is available elsewhere in the
guide.
Quest 20: Star-Crossed Lovers
Requirements: Must be done with Pokiehl: Dream Teller.
Required Places: Gato, Mindas Ruins
Failure: Can't fail.
Go to the Dreamweaving Room in Gato. Listen to
Matilda and Daena, and watch as Escad arrives
and attacks Daena. The whole bunch will be
teleported to the Mindas Ruins. From where you
begin go right three times. When above ground,
head left and go through the gates. Make sure
that both Flowerlings are on the right side, then
head right and through the opening on the bottom
right. Pay Niccolo what he asks (or walk back to
the Temple of Winds) and you'll appear at the
Temple of the Winds. Save your game and go up
the stairs. You'll be asked to pick sides again. If
you choose Daena, refer to the Pokiehl: Dream
Teller quest for information on how to beat Escad.
If you choose Escad's side, you'll have to fight Daena.
Daena fights much like Escad, but she charges at you when she flashes, whereas he used an
area attack. This attack is extremely fast, so watch out for it! She runs out one side and through
to the other. In many ways, the two are pretty equal in combat.
I chose Daena's side (Escad is a retard and I hate him!). After the battle you will hear of Irwin's
plans. Return Home and save you game.
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Quest 21: The Infernal Doll
Requirements: No requirements.
Required Places: Junkyard (placed here)
Failure: Can't fail.
Place the Broken Doll in the square on top of the Ulkan Mines. Go to the newly built Junkyard.
You'll meet the Infernal Doll right away, but it runs off. Talk to the Jack-in-the-Box to learn of the
path through the Junkyard and to the Doll's bastion. Put easily, go to the upper right, lower
right, upper right, right, upper left, and right twice to get to the Doll. The Infernal Doll summons
a quartet of enemies to deal with you. Kill them to get your reward - the Tome of Magic. Return
Home and save your game.
Quest 30 Part 1: The Seven Wisdoms
Requirements: Finished The Little Sorcerers.
Required Places: Luon Highway, Jungle, Lake Kilma
Talk to Bud at your Home and let him come with you. There is no way to finish this quest right
now, but it is necessary to start it, if you want to trigger a later quest. The three Wisdoms that
you have already seen would make a good start for this quest.
1) Take Bud to the Luon Highway and have the Boink teleport you to its tail. From there keep
going right until you find Gaeus. Talk to him.
2) The second can be found at Lake Kilma. Head to the lower left at the entrance, and take a
left on the next screen. At the fork go to the upper right and take a lower left in the next area. At
the next fork, go to the lower right. Take an upper right, lower right, upper right, and two upper
lefts to get to Tote. Talk to him with Bud.
3) The third can be found in the Jungle. Use the teleportation service to go to the Forest Ruins.
Go to the upper left and talk to Rosiotti on the throne. Now put this quest on hold until later.
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Quest 22: Professor Bomb's Lab
Requirements: Finished The Infernal Doll.
Required Places: Junkyard, Lake Kilma
Failure: Can't fail.
Return to the Junkyard and talk to the new guy in
the entrance to get teleported to Professor
Bomb's Lab. Talk to the Professor and tell him
that you will help him find his Golem. Go left,
lower left and left to get out of the Junkyard. Go to
Lake Kilma.
You'll see the Golem in the first area. Follow him
and get ready for a fight. Just attack it with your
weapons and the Counterstrike ability if you have
it. Magic isn't too useful - just use special moves
instead. Watch out for its beam attack - it is really
powerful and fast and hits everything in front of
the Golem. Return Home to save your game after
the battle.
Quest 23: Golem Go Make 'em
Requirements: Finished Professor Bomb's Lab.
Required Places: Only your Home
Failure: Can't fail.
Return to your Workshop to meet the Professor.
He has built you a golem-building facility and
explains to you how it works. Read the book her
gives you and take his test. The answers are a, b,
a, a, a, b, a, a, b, a. Return to your room and save
the game.
Note: More info on golem building is available in
its own section of the guide.
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Quest 24: Faerie's Light
Requirements: No requirements.
Required Places: Lumina (placed here)
Failure: Can't fail.
Place the Firefly Lamp on top of Lake Kilma to create the town of Lumina. Enter the town. The
town of Lumina has two sections - a tavern on the left and the shopping district to the north. For
now, your goal is the shopping district. Go through it and exit on the top right. In the next area
you will find Monique's Lamp Shop. Enter it and talk to her to learn of her troubles. Gilbert will
enter and promise to help her sell six lamps. Exit and talk to him. He buys three of the lamps
and asks you to deal with the other three. Nice guy. You can buy them yourself or sell them to
others. It is too expensive, so I suggest you find three buyers.
Go to the tavern on the west side of town and talk
to the barkeep to learn the language of the
Dudbears. Right it all down, or just answer the
way I tell you to, it doesn't matter to me. The
Dudbear right by the barkeep buys one of them,
but only when you become friends with it first.
Answer b, b, a, c to have it buy one of the lamps.
The second Dudbear buyer is in the same area. It
is on the bottom part of the screen, near Capella
and Diddle. Answer a, b, b, a, c to have it buy a
lamp. The third lamp can be sold to the Dudbear
wandering about in the shopping district. Answer
its questions with b, b, a, c to sell the last lamp.
Return to Monique's Lamp Shop and talk to Gilbert, who is standing just to the right of it. Follow
him into the shop and watch the scene. Leave the shop and talk to Monique after she leaves.
Go back into the shop after she breaks up with Gilbert to get the Trembling Spoon and to
finish the adventure. Return Home and save your game.
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Quest 25: Daddy's Broom
Requirements: Must be finished The Little
Sorcerers, The Infernal Doll, and started The
Seven Wisdoms
Required Places: Junkyard.
Failure: You finish the The Crimson Dragon,
Teardrop Stone, or Heaven's Gate. Finishing any
of the above will spell failure for this quest. (Not
tested)
Upon returning Home you will notice that your
cactus is gone. Go back to the main floor and talk
to Lisa. She starts crying that someone took her
daddy's broom. At that point, the cactus comes
home and goes upstairs. Talk to him and return
downstairs and talk to Bud. Take him to the Junkyard.
Go to the upper right, lower right, upper right,
right, upper left, and right twice to find the broom
and Lisa. Fight the Gremlin. The Gremlin is an
imp - nothing special. He likes to shoot bubbles
which can shrink you. For all the battles you have
fought, he shouldn't be too much of a challenge.
Just beat the crap out of him with your weapons
and special moves. Return Home and save your
game.
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Quest 26: Heaven's Gate
Requirements: Must be done after Star-Crossed Lovers.
Required Places: Gato, Lucemia (placed here)
Failure: Can't fail.
Note: This is the final quest featuring Escad,
Daena, Matilda and Irwin. Do not do this
adventure before finishing Daddy's Broom.
Return to the Dreamweaving Room in Gato's
Temple of Healing to witness a conversation
between Matilda and your ally from Star-Crossed
Lovers. If you helped Escad, he won't join you
here, but Daena will (if you helped her). After the
scene, talk to your ally (take Daena with you) and
Matilda to get the Brooch of Love. Place it to the
left of Gato. Go to Lucemia.
Lucemia is the 'corpse' of a giant snake. You have
to travel along its back and inside of it to get to the
head, where Irwin awaits you. Selva appears here - talk to him to and he'll give you the
opportunity to teleport away. Say "Of course!" to stay there. The enemies are hard here, so be
prepared for some difficult battles!
From the entrance go left twice and into the shell.
Go to the upper right and right twice to find a way
out of the shell. Go one screen to the left and
back into the shell. Go two screens right, two
screens up, and two screens left to find the way
out again (there are two ways out - skip the first
one). Talk to Selva and go to the right (but on the
top part of the shell). Go right again and into the
shell again. Go to the top left and take two lefts
after that. Go up to leave the shell again. Go to
the left twice and do battle with Irwin. Irwin is a
very fierce opponent. He has strong physical
attacks, and even more powerful special attacks.
The ones to look out for are his fireball and
lightning attacks. When he jumps into the air after flashing, he is ready to do his fireball attack.
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He flies into the distance and fires several fireballs
at you. Try to dodge them by running to the
opposite end of the screen from where the first
one hits. If he flashes and starts gathering
electricity, get ready to hide at the opposite end of
the screen, for he is summoning lightning from the
sky to strike everything around him. It does a lot
of damage, so watch out! Use the Counterstrike
ability on him and special moves to take him out
the easiest. Magic works, but isn't that useful in
this battle. With enough caution you should be
able to get through this battle without too much
difficulty.
Watch the long scene after the battle and save your game at Home. You are now done with
Escad and friends!
Quest 30 Part 2: The Seven Wisdoms
Requirements: Must be finished The Little Sorcerers.
Required Places: Lumina
4) Take Bud to Lumina and go to the shopping district and talk to Pokiehl. Sometimes he won't
be there. Just leave town and go somewhere else, have a few fights and return until he is there.
Quest 27: Niccolo's Business Unusual: Part 3
Requirements: Must be finished with Niccolo's Business Unusual: Part 2.
Required Places: Lumina, Mindas Ruins
Failure: Niccolo leaves your party.
Go to Lumina and talk to Niccolo in the Item Shop (shopping district). Agree to help him. Take
him to the Mindas Ruins. Go up, upper left, left, left and up to get to the Flowerling Room. Make
sure that there is a Flowerling in the top left and bottom right corners. Go down, down left, top
left, lower left, left and upper left to find the Psychokinesis Guy. Niccolo will chase it around
until it runs away. Now you have to find a way out of the place.
Go to the right, lower left and right to get to a Flowerling room. Make sure that there is a
Flowerling in the lower right. Go left, left, right and to the upper left to get to another Flowerling
room. The Flowerling should now be in the lower left corner. Go to the bottom right twice, right,
lower left and upper left to get to another Flowerling room. This time it should be in the upper
left corner.
Go to the right, right, upper right, lower left and right to get back to the entrance. The quest is
now at an end. Return Home and save our game.
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Quest 28: The Fallen Emperor
Requirements: No requirements.
Required Places: Underworld (placed here)
Failure: Can't fail.
Place the Trembling Spoon on the space to the left of Gato to create the Underworld. Enter it
and search the tombstone to get teleported to the inner fortress. Larc, a dragoon, will offer to
join your group at this point. Take him with you.
Go to the left, upper right, right, up, up, upper right, lower left and to the far right. Go through
the door here to get to Olbohn's study. Larc asks him for a favor. Talk to the Shadole and go to
the Baptismal Chamber. Talk to the Shadole in the upper left corner and have it do the Baptism
of Fire. Go to the lower left twice, and to the right and through the second door. Take three
upper rights to get to the boss' chamber.
Hitodama, the flame, is only vulnerable when on
the ground. Use water magic or special moves to
kill it. To attack, Hitodama rises into the air and
possesses one or more of the statues. If it
possesses one of the upper statues, a beam will
lance out from the sky to attack a single character
on the ground. If the eyes light up on the lower
statues, a small area attack is made. All
characters caught in its area of effect have their
special move gauges brought to zero.
Furthermore, when all four are possessed at
once, a giant trident falls from the ceiling and hits
the center of the battlefield. Watch out for it and
run to the lower left or right corner when it is about
to fall. You will get the Skull Lantern upon your victory. Return Home and save your game.
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Quest 29: The Guardian of Winds
Requirements: Must have finished The Fallen Emperor.
Required Places: Underworld, Norn Peaks (placed here)
Failure: Can't fail.
Place the Skull Lantern on top of the Jungle. Go back to the Underworld and talk to Larc in the
entrance. Take him with you. Go to the Norn Peaks.
Right at the start you will be ambushed by Sierra,
a good dragoon (I have a feeling that Larc is
being controlled by the Fallen Emperor). Go right
three times and into town. Watch the scene with
the Windcallers, then go to the upper right to start
your trek up the mountain. You have to fight the
three Windcallers to get to the dragon at the
summit. Go to the upper right twice to find the first
Windcaller.
The Windcallers use a lot of air magic. They can
use it in a line attack, cone attack, or area attack.
Watch out for the displayed region and stay away
from it! If you get caught in the cyclone (area
version) you'll be paralyzed! When not using magic, it attacks with its feathers; in a straight line
or in a circle around them. Use your special moves to take them out, and try to interrupt their
spellcasting as much as possible. The first one is not too difficult, and the other two are just as
powerful.
Head to the upper left and take three lefts to find
the second Windcaller. It is a copy of the last one.
Go to the right, lower right, right, upper right, right,
lower right and upper right to get to the last
Windcaller. Kill it and go to the lower left, left and
upper right through the statue. If you have killed
the three Windcallers, it'll disintegrate with your
touch. Walk the new path. Go to the right and
then upper right to come across some of
Akravator's servants. Then take two upper lefts to
get to Akravator himself.
Akravator is a very tough boss. When you get in
too close, he'll flash and use his wing buffet to
blow you back. He is invincible when he flaps his wings, so stay away from him when he does
this. Also, be on the lookout for the magical symbols when he is flashing - it means that he is
getting ready to use his dark area magic! This attack is devastating, so make sure you are gone
from its radius! Akravator also breaths fire. He does this in two ways. When he moves while
flashing he will breath fire in a wave before him. Just keep back. He also jumps into the air and
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flies above the battlefield, carpeting the area in fire. Your best bet here is to stay in one of the
corners of the screen. To top it off, he also attacks with his jaws, claws and tail. To beat him,
keep your distance when he uses his special moves, and rush him when he isn't. You'll have
your best chance of winning when being cautious. Special moves with long ranges are the best
for this fight, especially the Bow moves.
You will get the Dragonbone for your troubles. Return Home and save your game.
Quest 30 Part 3: The Seven Wisdoms
Requirements: Done with The Little Sorcerers.
Required Places: Underworld, Gato
Failure: You fail to find Pokiehl with Bud in your party.
Now is a good time to finish off this quest. Get Bud into your party. This assumes that you have
found Pokiehl earlier (Selva can only be found in Gato after you have talked to the other five).
Pokiehl can also be found at Home during Cage of Dreams and later in the Mana Sanctuary.
5) Return to the Underworld and touch the tombstone. Go to the left, upper right, right, up, up,
upper right, lower left and to the far right. Go through the door here to get to Olbohn's study.
Bud will talk to Olbohn. Talk to the Shadole and have it bring you to the entrance. The Shadole
at the destination will bring you to the surface.
6) Go to Gato and go to the fork right before the Temple of Healing. You'll find Selva here, but
only if you have already brought Bud to see the other five first. Talk to him and bring Bud back
Home to finish this quest. Save your game while you are there.
Quest 31: The Field Trip
Requirements: Must have finished Guardian of Winds.
Required Places: Bone Fortress (placed here)
Failure: Can't fail.
Place the Dragonbone to the left of the Junkyard. Enter the Bone Fortress and talk to the
student in the center of the screen to learn of the field trip. Go one screen to the right. Here
you'll see a lot of students and Flowerlings collecting reagents. To create the Triagran you will
need the Starsparkles, Spotted Silver Mushrooms and Faerie Scales. Every time that you get
three reagents, you will go back to the first student who will try to make the Triagran. If you fail,
return to the right screen.
The student in blue along the top has the Faerie Scales. The male Flowerling in the lower right
has the Starsparkles. A purple Flowerling near the center of the right side has the Silver
Spotted Mushrooms. The quest is complete once you have found the three reagents and have
mixed them. Return Home and save your game now.
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Quest 32: The Ghost of
Nemesis
Requirements: Must have finished The Field
Trip. You must have a pet with you to trigger this
quest.
Required Places: Underworld, Bone Fortress
Failure: Can't fail.
Make sure that you have a pet with you and go
and pick up Larc at the Underworld entrance. Go
to the Bone Fortress. Go to the right and do battle with the Skeletal Soldier. Just hammer him
with plain attacks to kill him. Just watch out for his
rocket punch attack. Search the skull and enter it.
Search one of the stools in the entrance to trigger
a trap. Your entire group will be separated. From
where you start, take two upper lefts and talk to
the skull. Go to the left and search the armor. Go
into the new door on your right to find your pet.
Go to the bottom left, bottom right, lower right and
down to get back into your original cell. Hit the left
switch and go up into the elevator. Go to the third
floor and battle Sierra.
You can only damage her after hitting her with a
special move. Afterwards you can beat her up.
She doesn't do anything special. Pick up the key
that she drops and go to the second floor. Go to
the left and talk to the armor. Go through the new
door on the left and talk to Larc within to get him
back into the group. Return to the elevator and go
to the first floor. Search the bottom left chair. After
the little scene go back to the third floor. Go left
and then up to get to Deathbringer.
Deathbringer is an easy boss. When he flashes
he does one of two things. He either sends rings of light at all three of your characters for
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minimal damage, or he summons stalagmites
from the ground to pierce everything in the near
vicinity of him. Just keep away and pummel him
with heavy special moves to lay him low the
easiest. Head right after the battle to fight Jabara.
Jabara is also not much of a problem. When he
starts to flash, run along side him to avoid his
powerful electricity attack. Otherwise, the only
other attacks that I saw from him were his
physical attacks. Heavy weapons like the
Two-Handed Sword are great when used against him. After your victory you have to fight an
even stronger Jabara.
The second Jabara is much more powerful. When
it flashes, he moves to the center of the screen
and the entire chamber starts to shake. Run to the
bottom left corner at this point to avoid all the
boulders that fall from the sky. He also uses his
tail to attack. Use the same kind of attacks to kill
the second Jabara as you used to kill the first.
Your reward is the Green Cane. Return Home
and save your game.
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Quest 33: The Dragon Princess
Requirements: Must have finished The Ghost of Nemesis.
Required Places: Underworld, White Forest (placed here)
Failure: Can't fail.
Place the Green Cane on top of Lucemia to
create the White Forest. Go to the Underworld
and pick up Larc. Go to the White Forest.
Larc tells you that he can use his nose to tell
which direction the dragon is hiding. Allow him to
use it. Larc should confirm the directions that I
give to you. Go to the bottom left twice, down, left,
left, bottom left, bottom right and right to get to the
dragon. Larc demands to see the Mana Stone
and Vadise lets him. He runs off, leaving you with
Sierra and Vadise. Agree to stay with them and
go through with their test.
Sierra attacks you in the same manner as the last
time. Vadise is the main problem here - he has a lethal fire attack that can put you to sleep!
Just run from him when he starts to flash. His other attack is an area spell. When symbols
appear around his head, watch out for the outline that appears on the ground! Get away from it,
or you risk dying a horrible death! Use the fact that he disappears when hit to your advantage.
Give him a nice strike, and when he is gone, go for Sierra. Once she is gone it is an easy
matter of taking Vadise out. Victory may get you the Torch of Coral. Return Home and save
your game.
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Quest 34: Summer Lovin'
Requirements: No requirements.
Required Places: Madora Beach (placed here)
Failure: Can't fail.
Place the Torch of Coral to the north of Gato. Go to Madora Beach. Watch the conversation
between the two penguins. Step on all the crabs after the fight. You need to step on at least
twenty of them for a later quest. Stomp on them whenever you see them.
Go to the right three times and then to the lower right. Go to the top right twice, top left, left, top
left, right and lower right to get to the boss, the Fullmetal Haggar.
This crab has very few attacks. It uses its pincers
a lot, so you'll want to stay away from him. The
one special move that I witnessed was his
shockwave attack. His eyes disappear and he
starts to flash. Then he jumps high into the air and
lands in the center of the battlefield. Heaven help
you if you were under him when he lands! To
make matters worse, the entire area around him
is also hit by a high velocity shockwave! Just hide
in a corner when he jumps. Hit him with special
moves to kill him the quickest. You'll get the
Rusty Anchor for your victory - just talk to the
penguin. Return Home and save your game.
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Quest 35: Drowned Dream
Requirements: Must have finished Flames of Hope and Summer Lovin'.
Required Places: Polpota Harbor (placed here)
Failure: Can't fail.
Place the Rusty Anchor on top of the White Forest to create Polpota Harbor. Enter the town
and get prepared for a lengthy scene with no fighting.
Head to the left and go into the mall. Here you
can buy new instruments and weapons. Talk to
the Flowerling and Mermaid. Head left and go to
the beach. Talk to Thoma. Return to the town's
entrance and go up to the hotel. Talk to the
manager to learn of the ghost. Agree to help him.
Go down the bottom right stairs and talk to
Inspector Boyd. Continue down the road to find
the restaurant. Talk to the patrons. Return to the
beach and talk to the soldier again. At the hotel's
entrance you will run into Basket Fish. Go to and
talk to Inspector Boyd. Ask him all the questions,
including the one after the first three. Go to the
restaurant to see Thoma again. Go to the hotel's
entrance to see Thoma and Boyd speak with each other. Go into the hotel and into the lounge
(room on the left). Talk to Thoma and watch the events unfold. The jewel is stolen and you get
the Pirate's Hook from the hotel manager as your reward. Return Home and save your game.
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Quest 36: A Siren's Song
Requirements: Must have finished Faerie's Light and Drowned Dream.
Required Places: Lumina, Polpota Harbor, Madora Beach
Failure: Can't fail.
Go to the tavern in Lumina. You might trigger the
"Diddle Had It!" quest, but ignore it for now. Go to
the shop on the left side and go into the alley
there. You'll see some soldiers there. Talk to them
and head to the Lamp Shop. Talk to the soldier
there. Head to Polpota Harbor. Go to the road
between the hotel and the restaurant and talk to
Monique there. Learn of her friend Elle. She gets
arrested and let go within seconds, and leaves the
area. Talk to the soldiers at the beach in town
(where you found Toma earlier), or you won't be
able to continue this quest! (thank Didier Voisin
for this one - he pointed it out to me)
Head to Madora Beach. Go left, upper left. upper
left and left again to get to the lighthouse. Both Monique and Elle are here. Listen to their
conversation and talk to the Mermaid at the door. Walk to the right edge of the screen and she'll
teleport away. Quickly run through the door to find the boss, Tropicallo.
Tropicallo fights the same way as Labanne. You have to kill both arms a bunch of times, after
you have knocked them off the body with a well-aimed strike. They both use magic while in the
air, but only the green one uses magic while on the ground. When it flashes get the hell away
from it! The magic it uses is so strong that it can kill you in only a strike or two! Use area attacks
to get both arms at once. Return Home and save your game after the battle.
Quest 37: The Cage of Dreams
Requirements: Must be finished with Teardrop Stone, The Crimson Dragon, or Heaven's
Gate.
Required Places: Only your Home
Failure: Can't fail.
Note: This quest always happens, but not necessarily at the same time. Just be patient.
Once you return Home, you'll see the cactus outside with a dead Sproutling. Go into the house
after it. When you leave, the quest will announce itself. Go to the Workshops and listen to the
conversation there. Leave and talk to Pokiehl who is standing outside. Follow him inside and
talk to the wheel after Pokiehl leaves. You'll be transported into the dream world. Just follow the
single path to rescue the Sproutling. You will get the Sword of Mana. Save your game at
Home.
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Quest 38: The Crimson Dragon
Requirements: Must be finished with The Dragon Princess.
Required Places: Underworld, The Flames (appears here)
Failure: Can't fail.
This is the final quest associated with Sierra and Larc. Go to the Underworld and touch the
tombstone. Sierra comes out to meet you and asks for your help. Agree to help her. Go into the
Underworld. I'm not sure of my directions, but I know that at least most of them are right. Go to
the upper left, upper right, right, up, up, upper right, lower left and into the second door on the
right. Go to the upper right twice, up, and to the upper right twice more to get to the Shrine of
Faces. The Shadoles will teleport you to the deepest level. Go up to battle Larc.
Larc has three special moves. When he simply
flashes, he rears and shoots large shells from his
fore hooves. These hit a mid-sized region in front
of him. Just stay back. When he shakes while
flashing, he does one of two things. Either his fists
detach and fly around, swatting everything in their
path, or his whole body comes apart and
electricity surges within, zapping anything close
enough to him. Both can be avoided by running to
the opposite side of the screen from him. After
you win, the Flames appears on the map in place
of the Underworld. Talk to Sierra in the entrance
to have her join you. When you enter the place,
there is no return until you defeat Drakonis. Enter
the castle.
Go up twice, left, and up twice again. Go into the room and you'll fall to the floor below. Save
your game, go to the lower left, down and to the upper right to fight the Sky Dragon, a glorified
regular monster. With your victory the green orb gets destroyed.
Go to the lower right, upper left, up and save your game again. Go through the door just to the
lower left of the save statue. Go down, down right, fall to the floor below, and go down to fight
Zenoa. He looks like Larc and fights exactly like him. Beat him in the same way. Watch as the
blue orb explodes.
Go to the upper left, up, upper left, upper right, up, and fall to the floor below. Save your game
and go into the door just to the lower right of the statue. Go down, lower right, and into the first
hall on the left. Go up, lower right, lower right, and left to get to the Land Dragon, another joke.
Kill it and watch as the red orb joins its brethren as dust.
Go right, lower right, up, lower left, down, upper left, left, upper left, upper right, and up twice to
get to the boss, Drakonis.
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The Crimson Dragon has some awesome
physical attacks, but it strength lies in its breath
attacks. When it flashes it is ready to use its
breath weapons. He uses his fire in two ways,
either in a single long breath that gets the whole
area in front of him, or as several short bursts that
can only hit a single person at a time. When he
jumps into the air, be prepared for his stomp
attack. He creates a large shockwave which is
deadly in its intensity. Stay on the edge of the
battlefield when possible to avoid the brunt of the
damage. Kill it with special moves and magic (all
but Salamander for obvious reasons!). Victory
gets you a long cutscene. Return Home and save
your game.
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Quest 39: Diddle Had It!
Requirements: Must have finished Diddle's Letter, The Fallen Emperor and not be playing
The Crimson Dragon.
Required Places: Lumina, Underworld
Failure: Talking to Pokiehl and asking him to take you out of the Underworld.
This quest may have already been started earlier,
but this is a good thing. It triggers in the bar area
of Lumina. Leave the place and come back when
four Shadoles swarm the place. It may take a pair
of quests or level-raising trips to make this
happen. Also, you must have completed the
Crimson Dragon quest before returning to Lumina
(or not have it triggered at all). When all this has
happened, return to Lumina's bar and talk to
Capella. He'll go off after Diddle. Leave the area
and watch as the four Shadoles take Diddle
hostage. Go to the Underworld and you'll be
teleported to the lowest level.
DON'T TALK TO POKIEHL, IF YOU WANT TO BE ABLE TO FINISH THE QUEST! Asking him
to let you leave ends the quest. As you chase after the two friends, you'll have to get through
groups of Shadoles. Just touching one will have it teleport you back to the first room. It is very
annoying. Go to the left and you'll have to go through two groups of the things. Then there are
two long rooms with nothing but enemies to kill. The next chamber is filled with Shadoles that
wink out of sight. Just because they are invisible, doesn't mean you can walk over them! Just
stay at the bottom and walk around them when they come into view. The next chamber also
holds Shadoles, but these turn invisible as soon as you enter the place. Not their locations and
walk between them. The next room holds the friends, as well as the Ape Mummy!
Just hack at the thing's torso to kill it. It isn't that hard to kill. It didn't even hit me at all! Do not
go to Domina after this quest! I will tell you when to return! If you do, you'll lose a quest.
Instead, return Home and save your game.
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Quest 40: Catchin' Lilipeas
Requirements: Must have finished Huntin' Du'Cate.
Required Places: White Forest
Failure: Can't fail.
Return to the White Forest and talk to Sotherbee
at the entrance. He'll tell you of the Lilipeas and
that he'd pay you 1000 Lucre for each that you
bring to him. Go to the lower right twice and talk to
Skippie. Go to the lower left, then to left, and talk
to Reverend Nouvelle. Go to the left, upper left
and search the shaking barrel to free the Lilipea
within. Take two upper rights and talk to Hamson.
Go to the upper left, then left, and search the
barrel to free a second Lilipea. Now return to
where you saw Reverend Nouvelle (down, lower
right, right) and watch the scene with Skippie and
Hamson. Ignore their quests and walk into town.
Chat with the Lilipeas until the Reverend starts
translating. When he does, start talking to the elder on the left side of the screen. Before you
know it, you are fighting the Hegs Ant for them! Once again, the trick to winning is to keep your
distance when the enemy uses his special attacks. The first one that you are likely to see is his
swarm attack. He jumps into the air and lets loose a swarm of bees that fly at you for about half
the screen. His second attack is a large lightning ball that he sets before himself. He both
flashes and courses with the energy before he attacks with it, so there is enough warning. Just
use special moves to claim victory. Return Home and save your game.
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Quest 41: The Quiet Sea
Requirements: Must have finished the Gorgon's Eye and Drowned Dream.
Required Places: SS Buccaneer (placed here)
Failure: Can't fail.
Use the Pirate's Hook on the water just to the north of Madora Beach. Board it. Go to the left,
down and into the door on the far left. The first door on the top wall leads to the Captain's
quarters. Ignore it and go into the second door from the end on the southern wall. Talk to
Ramtieger, the helmsman, and choose to go south, then twice to the east. The wind stops and
the quest begins.
Go to the top deck and talk to the penguin there.
Leave the deck and return there right away. The
penguin will have caught a bottle and a ghost
escapes when he opens it. Talk to him again and
he runs off. Talk to the Captain in his quarters.
Return to the Forecastle Deck and go down the
stairs there. Go into the leftmost door on the
upper wall. Go down the stairs and talk to the
barrel there. Tell him that there is a pretty girl
there. Talk to him until he gives you the bottle.
Return to the top deck and get ready to fight
Gova.
Gova has two special attacks, aside from his
twirling punch. The first is when he elongates his trunk and attacks a single character with it. All
health lost to this attack is added to his total, in effect, healing him. His other attack is one he
uses a drum for. When you see the drum, run along side him to avoid the thundering notes that
pour across the battlefield. The notes hit everyone before him. Use your special moves to make
sure that he returns to the bottle. Return Home and save your game when done with the quest.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/32.html [9/14/2000 9:44:20 PM]
Quest 42: Where's Putty?
Requirements: Must have finished Catchin' Lilipeas, The Quiet Sea and Diddle Had It.
Required Places: Ulkan Mines, SS Buccaneer, Polpota Harbor
Failure: Can't fail.
Go to the Ulkan Mines and use the Dudbear Express to get to the lowest level. You will hear of
Putty's disappearance. Leave the caves (down, left, upper left, up near the statue, upper right
twice, upper left, and left) and go to the SS Buccaneer. Go left, down, down the stairs, into the
door on the left, and down the next flight of stairs. Go into the door on the left and down the
stairs there. Talk to the moving barrel to free Putty. He runs off. Talk to the Captain and tell him
that you are bored on the ship, and he'll let you off. Go to the beach in Polpota Harbor to find
Putty. Return Home and save your game.
Quest 43: The Treasure Map
Requirements: Must have finished The Lost Princess and The Quiet Sea.
Required Places: SS Buccaneer, Mekiv Caverns
Failure: If you are too slow. Make sure that you have a backup save prior to this quest.
Make sure that you have a backup save game before starting this quest, seeing as to how it is
easy to fail! Go to the SS Buccaneer and have Ramtieger go to the north twice and east once.
Tell the Captain that you will help them get the treasure map. You are taken to the Mekiv
Caverns. Remember that time is of the essence in this quest, and getting caught by Roger
signifies a failure and the loss of two future quest. Load your last save game, if you fail!
Go to the upper right and right to see Roger and his Dudbears. Go to the upper right and right
to find the map. Eight Dudbears grab it and rip it apart. Now comes the frustrating part. Catch
the single Dudbear that is running around to get the first piece of the map. Run to the upper left,
left, lower right, and right to find the Dudbears with the second and third pieces. Go to the
upper left, left three times, and to the lower right to corner the Dudbears with the next three
pieces. Go to the lower right, and right twice to find the last two Dudbears with pieces of the
map. You have to be really hasty in the last part, since Roger comes pretty quickly to get the
map from you.
The quest ends once you have collected all eight pieces. Return Home and save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/33.html [9/14/2000 9:44:22 PM]
Quest 44: Diddle Kidnapped!?
Requirements: Must have finished Diddle Had It, The Dragon Princess and Catchin' Lilipeas.
Required Places: Domina, White Forest
Failure: Can't fail.
Go to the church in Domina and talk to Roger. Go
to the park and watch as Diddle is carried off by a
Dudbear. Go to the White Forest. Whenever
Dudbears are on the screen, you'll have to smack
them into the ground, or they won't let you leave
in the right direction. They'll carry you off in the
wrong direction. At the entrance there is only one
of them. Pound it and run to the lower left and go
left in the next screen. You'll have to pound two of
them before running to the upper left. Go left and
into the next Dudbear zone. You have to be really
quick to get all the Dudbears down here. There
are four of the things and you have to get them all
on the ground before running off the screen to the
left. You'll have to fight the Chimera Lord in the area.
The Chimera Lord likes using magic. Just watch out for the outlines and stay away from them
as the spells take effect. You should also try to interrupt the spells with a quick attack. He also
likes to use his eyebeam to turn any hit character to stone. It does a lot of damage, but doesn't
last long. Just pound him flat with special moves. Return Home and save your game after the
battle.
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Quest 45: Gilbert: Love is Blind
Requirements: Must have finished Faerie's Light and A Siren's Voice.
Required Places: Madora Beach, Polpota Harbor, SS Buccaneer
Failure: Can't fail.
Go to the lighthouse at Madora Beach and have
Elle join your group. Go to Polpota Harbor and
bring her to the restaurant. Talk to Gilbert and
she'll run off. Go to the lighthouse again and pick
her up. When you leave it, Gilbert is there and
takes her away. Go to the SS Buccaneer and
you'll see them on the top deck. Go to the
Captain's quarters and listen to his plan. Return to
the top deck and get ready for Elle's song and the
battle with the Orc.
When the thing flashes it sometimes tries to grab
a nearby character and shocks it with electricity. If
nobody is close enough, it spits out a lot of
treasure and trash. This attack damages everything standing within three quarters of a screen
from the Orc. Kill it with special moves, just like all the other bosses. Return Home and save
your game after the battle.
Quest 46: Reach for the Stars
Requirements: No requirements.
Required Places: Duma Desert (placed here)
Failure: Can't fail.
Place the Desert Rose just below Gato. Go into
the Duma Desert. Talk to the students and Miss
Kathinja at the entrance to learn of their plight.
Agree to help her. Go to the lower right, upper
right. right, lower right, and upper right. Talk to the
students and pick to go through them. Walk
around them and exit at the top. Go to the lower
left, left and through another bunch of students.
Take a pair of lefts to get to Mephianse. Tell
Kathinja that you are ready and eventually you'll
have to fight a pair of Axe Beaks.
The pair of Axe Beaks shouldn't cause you too many problems. Just kill them as quickly as
possible. Return Home and save your game after the fireworks.
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Quest 47: Enchanted Instruments 101
Requirements: Must have finished Reach For the Stars.
Required Places: Only your Home
Failure: Can't fail.
Go to Lumina and buy a Shine Flute (or Gato, I forget). Return Home and go to your
Workshops. A student there has built you an Instrument Workshop and wishes to show you
how to catch spirits and make coins. He'll take you to the west end of Domina, where you will
encounter two spirits. Play a soft melody with the Shine Flute. Do the main part and watch as
they come closer. When one is near to the instrument, stop playing and talk to it. You'll get
some coins and instructions on how to make instruments. Save your game.
Quest 48: The Looking-Glass Tower
Requirements: Must have finished Drowned Dreams.
Required Places: Leires Tower (placed here)
Failure: Can't fail.
Place the Moon's Mirror on top of the Lumina. Enter Leires Tower. Talk to Pearl and go with
her into the tower. Go into the tower. You'll have to climb up to the eleventh floor here. There
are stairs between each floor, but sometimes it is easier to just teleport up a few floors using
the Teleportation Crystals. You can also fall down a few floors by jumping through holes in
railings or walls.
Go to the right and take two lefts to get to the second floor. Go to the upper right, left, and
upper right to get to the third floor. Go into the top door and touch the crystal to warp to the
sixth floor. Go to the left, right and to the upper right to get to the seventh floor. Fall through the
upper left hole in the wall to find yourself on the fourth floor again.
Go to the bottom left corner and right to get to the
fifth floor. Go to the bottom right and to the left to
get to the sixth floor. Go to the left and up the
stairs to the seventh floor. Go to the right and to
the upper right to the eight floor. Go to the lower
right and into the room. Use the crystal to get to
the tenth floor. Head left twice to get to floor
eleven. Go to the bottom right and into the room
to fight the Iron Centaur.
When the Iron Centaur flashes and rears onto its
back legs, get ready for its jump attack. It goes
high into the air and circles the battlefield. Watch
its shadow to have an idea of where it's going to
land. When it does, it causes a minor earthquake and damages all those unfortunate to be
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within its area of effect. Every now and again it flashes and starts twirling its axe. All of a
sudden the axe comes down to the ground in a swift barrage of blows that was strong enough
to destroy my Chocobo. Watch out for these powerful attacks and return them with magic (it
has high armor and takes a long time to kill with plain physical attacks - special moves are still
great against him though. Elazul will join you after the battle and charge you with escorting
Pearl out of the tower.
Getting out of the tower is easier than getting up.
Use the hole in the railing on the eleventh floor to
fall to the fifth floor, and use the stairs to get down
to the first floor. You'll run into Sandra on the first
floor (read the note in the hall with the boss
music). She wants Pearl's core and tries to kill you
with here Jewel Beast.
Believe it or not, this beast's carapace doesn't
help it at all. It is still relatively weak against your
weapons. Most of its attacks are plain physical
ones. The one exception that I noticed was when
it formed a drill with its torso and started spewing
rocks around it. They hurt, but not too much. Kill
him the good old-fashioned way. Victory gets you the Frozen Heart. Go Home and save your
game.
Quest 49: Can't Look Back
Requirements: No requirements.
Required Places: Fieg Snowfield (placed here)
Failure: Can't fail.
Place the Frozen Heart to the right of the Leires
Tower. Go into the Fieg Snowfield. Talk to
Mephianse in the entrance to learn of the Snow
Witch and his brother (I think). Go to the lower
left, left, upper left, lower left, and upper left to get
to the Fields of Innocence. Save your game. Go
to the upper right and then right to get to
Mephianse's camp. Talk to him there and return to
the Fields of Innocence when he leaves. Take the
lower left path this time. Go to the lower right
twice and you'll meet the Snow Witch. Head to the
right, upper right, and upper left to get to
Du'Mere's playground.
Du'Mere is a very physical fighter. I had to wait around for a long time before he had the
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decency to show me his moves. One that she showed me was his tornado attack. He flashes
and then forms an iceball with his hands, then cold wind surrounds him in a tornado. It does a
lot of damage and turns its victims into snowmen. His second attack made snowmen pop out of
the ground in a line before him. As for what it does to you, I don't know - I didn't stick around to
see! Just get him with fire magic and special moves. Return Home and save your game after
the battle.
Quest 50: The Nordic Snowfields
Requirements: Must have succeeded at The Treasure Map.
Required Places: SS Buccaneer, Fieg Snowfield
Failure: Can't fail.
This quest is only available if you successfully completed the Treasure Map quest. Go to the
SS Buccaneer and have Ramtieger go to the south twice and then to the west. The Captain will
ask you to go to the Fieg Snowfields with his men to track down the faeries's treasure. Agree to
go. This quest is weird - you just have to talk to the faeries in the right order to win.
Go to the Fields of Innocence and talk to Fiorentina. She'll cast a spell on you to let you see
level 2 faeries. Now go to the upper left, lower left, down and right to find Malbarasta, who lets
you see level 3 faeries. Go to the lower right twice, right and then to the upper right to find
Tilda. Let her cast her spell so you can spot level 5 faeries. Go to the upper right, upper left and
lower left. Talk to Secret (the one who won't reveal her name) and you'll be able to see all the
faeries. Go twice to the right and save your game (this is important). Go to the lower right and
then to the right. There are three faeries here. You can speak to only one - if you speak to the
wrong one, you'll fail the quest and have to load from that last file. It is usually the left faerie that
is the one you want. If you get the right one, you will complete the quest. Return Home and
save your game.
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Quest 51: Buried Treasure
Requirements: Must have finished The Nordic Snowfields and stepped on twenty or more
crabs at Madora Beach.
Required Places: SS Buccaneer, Madora Beach
Failure: You fail if you don't bribe the Dudbears after finding the treasure. Also, don't leave
Madora Beach, or you will fail this quest.
There are two ways to fail this event. 1) You leave the area after it has started, or 2) you don't
pay the Dudbears at the end. Before you can start this event, you will need to have stepped on
twenty or more crabs at Madora Beach.
Go to the SS Buccaneer and have Ramtieger sail twice to the west and once to the north. Tell
the Captain that you will help him. You'll be brought to Madora Beach. Talk to the Captain to
get 15 Halo Coins. You have to use these to bribe the Dudbears. First, go to the right and talk
to the central (third from the top) Dudbear and give it a coin. The whole bunch will run off. Head
to the right until you get to the cave. Go into the cave and be prepared for more Dudbears. The
closest one to you has Li'l Bottles for trade. You need three of them. Give one of them to the
one blocking the lower right exit. Follow him. Go right until you find more Dudbears. The one in
the center has Pucashells for trade. He only accepts Li'l Bottles. Give him the two of them. Give
one of the shells to the Dudbear guarding the top left exit. Head left until you find more
Dudbears. Give the one blocking the top left exit a shell. Then leave to find the treasure. Roger
will come by and threaten you with his Dudbears. Offer them a Halo Coin to get rid of them and
finish the quest. Return Home and save your game.
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Quest 52: Gilbert: School Armor
Requirements: Must have finished Love is Blind.
Required Places: Geo (placed here)
Failure: Can't fail.
Place the Magic Tome to the right of the Fieg Snowfields to create the town of Geo. Enter the town and
head into the bar area on the left side of town. Talk to Gilbert there after his talk with Miss Kathinja.
Offer to help him get all the kids back into classes.
Start off with the three kids in the bar area. Talk to
them and tell them what the want to hear. Talk to them
again and they should say that they will be back in
school. If not, talk to them again and take the other
choice. After these three, go to the mall area on the
right side of the city. Talk to the two students in this
area, then leave on the north road to get to the Magic
University. Talk to the two students in the courtyard
and the one in the entrance hall. There are two more in
the library. Return to the mall area and go into the bar
to find two more students. Leave the bar and go to the
Item Shop. There are three students. One of them is
very difficult. He will only return to school after all the
other students have been convinced. when this is all
done, you will be able to watch Gilbert go through the process of instant petrification! Return Home and
save your game.
Quest 53: Li'l Cactus
Requirements: Must be done before Cosmo.
Required Places: Domina, Luon Highway, SS Buccaneer, Jungle, Geo
Failure: If you start Cosmo before finishing this quest.
Once you get down from your bedroom, you'll see Bud on the ground (it may not always happen at this
point - but it always does before it comes time to do Cosmo). Talk to him and Lisa. Go to Domina's
marketplace and talk to the fortune teller. Also talk to the woman near there to get the Item
Encyclopedia. Return Home and you'll find out that the cactus is gone. Search its pot to find a note. Go to
the Luon Highway and talk to Gaeus. Go to the Jungle and talk to Selkie (at the throne - go to the
Forested Ruins and exit on the upper left). Go to the Magic University in Geo and talk to the student in
the entrance hall. Go to the SS Buccaneer and talk to David (left, down, stairs, left door, stairs, and he is
right there). Go to the outskirts of Domina and talk to Pelican. Go Home and take the cactus out of the
mailbox. Save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/38.html [9/14/2000 9:44:31 PM]
Quest 54: Gilbert: Resume of Love
Requirements: Must be finished with Gilbert: School Armour.
Required Places: Geo, Madora Beach, Ulkan Mines
Failure: Gilbert explodes, if you take the third choice too often (jdude29 says it is so!)
Go to Kristie's place (the Palace of Arts) in Geo. Go to the storeroom (bottom right of her room) and
search the statue there. Go to the Ulkan Mines and use the Dudbear Express to get to the lowest level.
Read the book of poems and Roger will come and stop you. Talk to him and a cave in will start. Reenter
the mines and go back to the lowest level and read the book again. Talk to Roger and he'll tell you about
the new statue he bought. Go to the left, down, left, up, up near the save point, up, and up again. Search
the statue. Leave the mines and go to Monique's Lamp Shop in Lumina. Talk to her and follow her to
Madora Beach. Go to the Lighthouse and watch her scene with her friends. Flameshe gives her a spell to
undo the petrification. She leaves to cast the spell. Go to the Ulkan Mines and return to the statue. Help
her cast the spell and return Home to save your game once the quest is done.
The spell is: "Heavens bless the earth with life-giving showers of rain. The ancient memories of Mother
Earth fill our souls with bliss. Know the truth that is the ultimate tower of energy for all."
Quest 55: Niccolo's Business Unusual: Part 4
Requirements: Must be finished with Watts Drops the Hammer and Niccolo's Business Unusual: Part
3.
Required Places: Geo, Ulkan Mines, Domina
Failure: Can't fail.
Go to the bar area in Geo and pick up Niccolo. Take him to Watts' Workshop in the Ulkan Mines.
Niccolo will drop off some silver. Reenter the Workshop and Niccolo demands payment. Watts asks for
a Gator Skin. Go back in with a Gator Skin and offer it to him. If you don't have one, go to the Inn and
talk to Miss Yuka to get one. Reenter the Workshop again to finish the quest. Stupid quest. Go Home and
save your game.
file:///C|/WINDOWS/Profiles/LordHaart/My Documents/FAQs/Legend of Mana/pdf/39.html [9/14/2000 9:44:32 PM]
Quest 56: Niccolo Calls it Quits?
Requirements: Must be finished with Niccolo's Business Unusual: Part 4.
Required Places: Geo, Polpota Harbor, Gato
Failure: Can't fail.
Finally the last quest with Niccolo (other than the one you get to attack him!)! Go to Kristie's place in
Geo and talk to the two of them. Learn of their predicament. Go get Niccolo at the beach in Polpota
Harbor. Take him in your group and go back to see Kristie. Go to Gato next and go to the caves part, but
choose to go to the Waterfall instead. Go to the Cancun Bird's Nest, where Niccolo gathers some more
leaves. Bring them to Kristie and go back to the Nest. This time Niccolo falls down. Go back to the
beach in Polpota Harbor and pick up the now-back-to-normal-rabbit. You automatically end up at
Kristie's place and the quest comes to an end. Go Home and save your game.
Quest 57: Blessed Elixir
Requirements: Niccolo can't be in your party. No other quests can be active.
Required Places: Gato, Lumina, Geo, Duma Desert
Failure: You fail this quest if you trigger another quest while doing this one.
Talk to the barkeep in Geo to learn of the barrel in his
heart. Go to Gato and go to the Dungeons. Go in the
first door on the left. Go to the lower right, twice to the
upper right, upper left, left, upper right, right, left,
lower left, and to the upper right to get to the nuns who
talk of the Blessed Elixir. Apparently, a rabbit drank it
all. Exit the room to fight Niccolo. Just watch out for
his exploding treasure chest attack. Just get away from
him when he flashes.
Go back to Geo and talk to the barkeep again. Go to
Lumina and talk to the barkeep there to get a barrel in
your heart. Go to the Duma Desert and go to the Oasis.
Go to the lower right, twice to the upper right, lower
right, upper right, up, and to the upper left to get there. The barrel will emerge and will fill up with some
of the Oasis' water. Return Home and save your game.
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Quest 58: Rachel
Requirements: Must have finished Gilbert: School Armour.
Required Places: Domina, Geo
Failure: Can't fail.
Go to Mark's place in Domina and talk to Mark and Rachel. Leave town, walk around to change the days.
Return to Domina and talk to Jennifer in the Marketplace. Leave town, change the day and return to
Domina. Talk to Mark to find out that Rachel ran away. Talk to Teapo to learn that she went off to the
Academy of Magic in Geo. Go there and to the library on Salamander Day (you can sleep at the café to
change the days) to witness the 'experiment'.
Return to Domina and talk to Rachel and Mark. Leave town, change the day and return to Domina. Talk
to Jennifer in the Marketplace to learn of the problems at her home. Change the day, and talk to Mark
and Rachel to conclude this odd quest. Return Home and save your game.
Quest 59: The Lucky Clover
Requirements: Must be finished Looking-Glass Tower and Gilbert: School Armour.
Required Places: Domina, Geo
Failure: Can't fail.
Go to Domina and talk to Elazul in the bar. Offer to help him look for his friend. Just as you leave, you
will run into Pearl. Say that the bar is also dangerous and she'll go to your Home. Go to Geo and visit
Esmeralda in the Magic Academy. If you have already met her, you might see an event with her in the
streets of Geo. Now you will have some fun changing the days so you can talk to her in various places.
You can change the days by sleeping at the café. Make sure that it isn't a Gnome or Undine Day and go
talk to her in the Academy of Magic's classroom. Then return on one of those two days to talk to her in
the library. Then talk to her in the classroom on a different day and again in the library. Offer to become
her and help her find her sister's cores.
There are three cores for you to find, but first you have to talk to Alex at the Jewelry Shop. The first core
is in Mephianse's office in the Academy of Magic. Go there on Dryad Day to find it. Then go to Kristie's
place and into the basement. You'll get a core from Diana, the statue. Go to the café and talk to Teapo
from behind the counter and ask her about the core. Then leave town and return to the café to get it from
her. With all three in hand, Esmeralda gets kidnapped by Sandra. Go to the Jewelry Shop and get Elazul
to join your group. Go back to Kristie's place and talk to Diana again. Go one floor further down to the
Underground Battle Arena. Fight the Jewel Beast. It attacks the same way as the last one, so don't worry
about it. Return Home and save your game after the battle.
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Quest 60: Cosmo
Requirements: Must be finished with Lucky Clover.
Required Places: Mekiv Caverns
Failure: Can't fail.
Talk to Elazul, who should be in front of your house. Tell him that you haven't seen Pearl. Take him to
the Mekiv Caverns. Talk to the duck. Go to the upper right, right, upper right, lower right, right, and
finally upper right to find Pearl and Sandra. Pearl turns into Lady Blackpearl. Kill the Jewel Beast and
head Home to save your game.
Quest 61: Two Pearls
Requirements: Must have finished Cosmo.
Required Places: Tower of Leires
Failure: Can't fail.
Talk to Elazul (he is in your bed). Go downstairs and
return to talk to him again. Repeat this until he leaves
your place. Go to Leires Tower to find him. Offer him
your help. You'll have to get up to the Room of Fate
again. Damn. Go to the right, then take to lefts to get to
the second floor. Go to the right and up the stairs to get
to the third floor. Go to the left and go up the stairs to
get to the fourth floor. Go to the right and up the stairs
to get to the fifth floor. Go down, left and up the stairs
to get to the sixth floor. Go to the left and up the stairs
to get to the seventh floor. Go to the right and up the
stairs to get to the eighth floor. Go to the lower left and
into the large door in the middle of the corridor.
To1uch the crystal and leave the room. Go to the left
and up the stairs. Follow the hall until you find the Room of Fate. Enter it. Agree to help Elazul and fight
Lady Blackpearl.
Lady Blackpearl fights like any NPC. She has a little 'water jet' attack that strikes before her. Just attack
her to knock her out - it isn't too hard. Return Home and save your game after the battle.
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Quest 62: Alexandrite
Requirements: Must have finished Two Pearls.
Required Places: Domina, Geo
Failure: Can't fail.
Return to Domina's bar and talk to Elazul. Agree to accompany Pearl to Geo. Talk to Diana at Kristie's
place. Tell Pearl that everything is okay and talk to Kristie about it. You'll have to collect the three keys
to Diana's soul. The first one is in Mephianse's office in the Academy of Magic. The second is at the
city's gates, while the third is in the Instrument Shop. Return to Diana to find her gone. Go to the
Underground Battle Arena to find her. Watch the event and return Home to save your game when it is
done.
Quest 63: Fluorite
Requirements: Must have finished Alexandrite and Reach For the Stars.
Required Places: Geo, Duma Desert
Failure: Can't fail.
Go to the Jewelry Shop in Geo and you'll be transported to Pandora's Box. You'll meet Florina and will
enter her dream. There are two ways through the dream. You can pay Niccolo to bring you around, or
you can walk. Pay Niccolo when you first appear. You'll end up in area with a lot of fish. Go down from
here, then left, then to the upper right twice to watch an event with Elazul and Pearl. Then go to the upper
left and left again to see another event with them. Two more upper lefts brings you to the Sandra, Lady
Blackpearl and a Jewel Beast. Return Home and save your game.
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Quest 64: Teardrop Stone
Requirements: Must be finished with the Teardrop Stone quest.
Required Places: Domina, Geo, Bejeweled City (placed here)
Failure: Can't fail.
Go to the church in Domina and talk to Inspector Boyd. Agree to help him find Elazul and Pearl. He'll
take you to the Jewelry Shop in Geo. Enter it and leave right away. Elazul and Pearl will run into you.
Open the treasure chest and you will learn of Pearl and Lady Blackpearl's pasts. Talk to them and take
either of them with you. I took Pearl. Talk to the other to get a special sword (I haven't tried this with
Pearl, only with Elazul). Florina gives you the Jumi's Staff. Place it somewhere on the map to create the
Bejeweled City. Go there.
The Bejeweled City is a tiered city with locked doors
before every flight of stairs. There are Jewel Beasts
guarding each of these. The doors are opened by
placing the right combination of jewels on the
pedestals. I'm not sure if this is random. I'll list the ones
that I needed for each door. If they don't work, you'll
have to experiment with them yourself - after placing
them, go to the door and you'll hear a series of chimes,
telling you how many are right.
On the first floor you'll find the Topaz, Ruby, Emerald
and Sapphire. I needed the Ruby and Emerald to open
the door. Open the door and then return to the rooms to
collect all the gems that you used. Go to the second
floor and collect the Aquamarine and Amethyst. I needed the Topaz, Emerald and Amethyst to open the
second gate. Open the door and return to where you found the gems you used. Go to the third floor and
collect the Diamond. I needed the Topaz. Diamond. Amethyst and Aquamarine to open the last door.
Open the door and go up to the fourth floor. You'll meet the Lord of Jewels.
You have to fight the Lord of Jewels twice. The first
time he is called the Lord of Jewels 999. In this form
he has two special attacks. He sends out a trio of
crystals that start to flash with electricity. The lightning
then lances out at your characters for tremendous
damage. His 'searchlight' attack is similar in
magnitude. It is rather short range and is most easily
dodged by staying alongside the Lord of Jewels 999.
Special moves are your best weapons against this boss.
Use them when possible. Evade and Toss are useful
against this boss. Once he falls, you'll come face to
face with the Lord of Jewels 1000.
In his evolved form, he is much easier. He tends to
throw gems at you and fires a piercing laser. These are easily avoided. His most deadly attack is his
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special attack. He summons several large gems and sends them at you at high speeds. To avoid them,
stand still and run behind the ones that have already passed you, then stand still again. With enough
patience, you'll have no problem avoiding his attacks. Use weapons and special moves that attack
upwards to hit it best, or you might miss it altogether. When you have finished the battle, you'll see the
great ending to this series of adventures. Return Home and save your game.
Quest 65: Seeing Double
Requirements: The Mana Sanctuary must be next to Domina.
Required Places: Domina
Failure: Can't fail.
Place the Sword of Mana in the empty spot to the left
of Domina. This quest is only available if this step is
done. Don't go into the Mana Sanctuary yet! Avoid the
inn in town as well! Enter Domina and you'll see a
double of yourself picking on a Sproutling. Exit on the
right and head to the market from there. The same
thing will happen. Return to the center of town and talk
to Teapo at her place next to the item shop. A double
of Duelle is there. When you exit, you'll see your
double for a third time. Follow it to the outskirts of
town and it will reveal itself as Shadow Zero-One! It
also has plans for world domination - with pumpkins!
This thing likes to jump kick you. Just smack it around
with a good blade to put it down for the full count. It is not very offensive and should prove to be no
problem for your awesome skills. Return Home and save your game.
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Quest 66: Pee-wee Birdie
Requirements: The Mana Sanctuary must be next to Domina.
Required Places: Domina
Failure: The bird explodes.
Go to Domina's Inn and talk to Miss Yuka. She'll ask for a Flat Seed, Topple Cotton, Animal Hide,
Baobab Wood, Menos Bronze, Citrisquid, Rotten Meat and Sulfur. These you should have found over
the course of your travels. You can buy some of them from merchants in the various cities and from the
Mana Tree at Home. When you have given her everything, leave town and return to the inn and talk to
the Birdie. It will give you a ReviveRing. But beware - don't talk to it too much or it will explode and the
quest will result in failure! Return Home and save your game after the quest.
You can get Flat Seeds from Trent, or by killing Malboros in the Jungle or Ulkan Mines. You can get
Rotten Meat from the Ape Mummies in the Underworld and Mindas Ruins. You can buy MenosBronze
in Domina's Inn. You get Citrisquid from Trent. You can find Sulfur in the Underworld and in the Ulkan
Mines. You can get Baobab Wood from the Cursed Dolls in the Junkyard. Animal Hide can be gotten
from many different creatures throughout the game. I haven't found any Topple Cotton yet.
Quest 67: Wimpy Thugling
Requirements: The Mana Sanctuary must be next to the Duma Desert. Both Blessed Elixir and Reach
For the Stars must be done. You can't have any pets with you.
Required Places: Duma Desert
Failure: Can't fail.
Go to the Duma Desert without a pet. Go one screen to the right and talk to Tikkle. Agree to help him.
Go to the upper right twice, then to the right, lower right, upper right, right, and up twice to fight Kima. I
haven't actually fought this thing yet, and have only heard of it secondhand from a friend (sorry for
forgetting who it was!). I can't imagine him being too hard, so just use your special moves to finish him
off. Return Home and save your game after the battle. (Kima looks like a Malboro.)
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Quest 68: The Legend of Mana
Requirements: Must have completed The Cage of Dreams.
Required Places: Mana Sanctuary
Failure: Can't fail.
Go to the Mana Sanctuary and go up one screen to trigger the quest. Talk to Pokiehl. Climb up the tree.
You'll fight the strongest monsters in this area, so watch out for them. Take an upper right, right, two
upper lefts, right, up, right, three ups and finally an upper right to reach the final part of the level.
Here you'll have to fight four groups of really powerful monsters. Once you kill them, you'll come
face-to-face with the boss of the game. You'll see a Wooding right off the bat. Kill it and its friends and
proceed twice to the upper left. You'll fight the Tyranos and friends there. Two upper rights will bring
you to a group of dragons. Finally, two lower rights will bring you to the Gray Ox and pals. Once all four
groups are dead, you'll do battle with the Mana Goddess.
The Mana Goddess has many physical attacks. They
don't do much damage, but they tend to add up after a
while. But, more deadly are her special attacks, which
are in fact spells. All her spells are of the Dryad type
(but shouldn't be), so be prepared to defend against
them! To make matters worse, some of her spells are
hard to avoid, so come prepared with the Moonsault or
Evade abilities equipped to avoid them. Her most basic
spell is a whirlwind that surrounds her and deals lots of
damage (34% to my Rane), but it is easy to avoid.
When her robes start billowing in the wind, get behind
her, or far away from her, because she summons an
explosion before her feet. This explosion deals more
damage than the last attack (roughly 38% damage to
my Rane). Her last two attacks are based on the phase of the moon in the background. When it is gone,
she calls down two rays of light that sweep across the screen, causing major damage (around 53%)!
When the moon reappears, she turns into a ray of light and bounces off the edges of the screen, also
dealing too much damage. But yet, she is still a weak boss. Why? She can't stand up to many hits. I killed
her with a single Main Gun special attack. Two or three smaller special attacks will do her in too.
Attacking her with a second player makes this fight too simple to be a challenge. What a sad way to end
the game.
Once the battle is over, you'll get to watch the ending, as well as the credits. Then you'll have the chance
to make a final save game, allowing you to begin anew with all your stuff, Encyclopedias, pets, golems
and five quests done. This'll allow you to use all of your Home's facilities. You'll also have possession of
the Forbidden Tome. You can use it to modify the game's difficulty. The first question asks you if you
want peace. Say no, or the difficulty stays the same. The second question asks you if you would like a
nightmare. Say yes to double the levels of all enemies. Say no to get asked the final question. Then it'll
ask you if you want a future. Say no to have all enemies raised to level 99! (If you ask me, I'll say this is
still no challenge, but that is me!)
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Extra Features
This game contains many extra side things that you can do with your time. You can build
weapons, armour, instruments, golems, grow fruit, and even raise pets! I am not an expert in
any of these areas, so please correct me, if I happen to be wrong.
Raising Pets - Monster Corral
You need to have completed the Little Sorcerers quest and the Monster Corral quest before
you can begin raising pets. In the latter quest you will learn how to catch monsters. What you
need is fruit and meat. You can find this stuff during your travels. You can also grow the fruit at
the Mana Tree at Home. You then have to find a place where you'll find a monster egg. The
trick is to drop the right type of food for the egg. The egg will eat it and, if it likes it, it will take a
nap, allowing you to capture it. It is then brought to your Home.
At the corral you have the option to feed your pets, let them graze, or to take them with you.
Taking them with you is obviously a way to level them up. Kill creatures near them to have the
crystals appear next to them, or use a ForbiddenRing to give all your experience to them. They
can also gain levels by grazing. By using the Produce Encyclopedia, you can upgrade a pet's
skills by feeding it the right foodstuff. They only eat after gaining a level.
If you ever collect more than five monsters, you'll be prompted to discard the new egg or to sell
one of your pets. Some get rather high prices! The Chocobo is a good pet to have around at
the start of the game, but it loses its edge to the dragons that you find later at the Snowfields
and Bone Fortress.
You can find monster eggs at the following locations. There are more eggs available than
listed, but I have not found them all. I am sure that there is one in Duma Desert, but I guess
that my luck is simply not high enough to find the eggs. Sometimes pets will join your party.
Search for a Chobin Hood in the Jungle without a pet!
Domina: Western End (Rabite or Chocobo - see secrets section)
Mekiv Caverns: Du'Inke Area (Rattle Boa or Tonpole)
Luon Highway: GigaRex Cavern or Lorant Tableland (Lizardon, Rattle Boa, Tonpole,
Cockatrice, Bloodsucker, Needlebeak)
Lake Kilma: Eastern Beach or In the Woods (Mushboom, Shriknip, Lullabud, Malboro, Rabite,
Teedie, Howler, Gray Ox)
Jungle: Western Section, The Spring of Beasts, Boss Chamber (where you fought the
Punkmaster) (Chobin Hood, Imp, Fierce Face, Wooding)
Ulkan Mines: Labanne's Room (Eye Spy, Poto, Springball, Observers)
Junkyard: Heap of Junk (Polter Box, Cursed Doll)
Madora Beach: Eastern Beach (where the Queen Crab is) or the boss' cavern (Pincher Crab,
Seajack, Dendenm Silme)
Bone Fortress: Throne of Corpses (Boss Chamber) (Zombine, Specter, Ape Mummy)
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Norn Peaks: Windcaller Areas (Gloomoths)
Fieg Snowfields: Queen Altena's Hill (Land Dragon, Sky Dragon, Kid Dragon)
The Mana Orchard
After completing the Mana Orchard quest, you'll be able to give Trent some seeds and he'll
grow some fruit for you. You can give him up to two groups of two seeds. What grows depends
on the number of seeds you have given him, the Mana levels of your Home and the kinds of
seeds given him. I am not sure of the combination, but you can get a Golden Seed from him,
which allows you to grow a second Mana Orchard outside of your Home. This you should place
next to the Mana Sanctuary (I would have, had I not put it at the bottom of the map). With the
way I placed my lands, I put it next to Geo. Gathering fruit is essential to raising your pets to
higher levels of power. And it only takes seconds every once in a while!
Weaponsmithing
After Path of the Blacksmith you'll be able to build weapons and armour in your workshops. You
can also modify them with elemental coins and other stuff that you pick up on your travels.
When there, you'll be asked for the type of weapon or armour that is to be built and then for the
material. The more expensive the material the more powerful the final product. For the most
powerful weapons, stick to making 2H Swords, 2H Axes and Hammers, since you will lose a lot
of the attack power if you choose otherwise. Try making a Tuttle Rock/Aerolite (get from
Shadow Zero in Bone Fortress) Hammer for a weapon with a strength of 90! For armour, just
make what you need.
By adding stuff to your weapons, you can enhance their elemental properties and add special
effects to them, as well as increase the damage that they deal. Try using your strongest stuff on
them to do this. Armour is the same way, but you increase your resistance to various attacks by
altering them. Experimentation is the key. I could write down the effects of every material and
the results of any tempering, but I believe that trying it out for yourselves is the best thing to do.
And the funnest! You can buy Chaos Crystals and Glow Crystals in Geo. These are important
when tempering weapons!
Here are some weapons that were submitted. And a flail! Woohoo! Note: Each weapon uses a tactic for
boosting all the elemental values of the weapon. That is why the descriptions are so long!
Thunderstrike
Creator: [email protected]
Weapon Type: Flail. Strength 345. 6 in all elements.
Ingredients: Ishe Platinum, 30 Glow Crystals, 2 Gold Coins of each element (3 for Jinn and
Salamander), 4 Chaos Crystals, 3 Dragon Bloods (from any dragon), 2 Dragon Breaths (from any
dragon), 5 Holy Waters, and 1 Giant's Horn (from Chess Knight in Mindas Ruins, or Gray Ox near Lake
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Kilma).
Directions: Take an IshePlatinum Flail and add the following ingredients by tempering: 3 Glow
Crystals, 2 Dryad Gold Coins (you can substitute 2 Silver ones for a Gold one, but the Silvers have to be
used first), 3 Glow Crystals, 2 Aura Gold Coins, 3 Glow Crystals, 2 Shade Gold Coins, 3 Glow Crystals,
2 Wisp Gold Coins, 3 Glow Crystals, 2 Undine Gold Coins, 3 Glow Crystals, 2 Gnome Gold Coins, 3
Glow Crystals, 1 Chaos Crystal, 2 Salamander Gold Coins, 2 Glow Crystals, 1 Chaos Crystal, 1
Salamander Gold Coin, 3 Glow Crystals, 1 Chaos Crystal, 2 Jinn Gold Coins, 2 Glow Crystals, 1 Chaos
Crystal, and 1 Jinn Gold Coin. Now for the finishing touch. 2 more Glow Crystals, 2 Dragon's Bloods, 1
Dragon Breath, 1 Dragon Blood, 5 Holy Waters, 1 Dragon Breath, and finally a Giant's Horn.
Hairsplitter
Creator: Roger Hoang
Weapon Type: Two-Handed Axe. Strength 869. +1 to all Stats. +6 to all Elements.
Ingredients: Dior Wood (Woodings in Gato), 30 Glow Crystals, 2 Gold Coins of each element (3 for
Jinn and Salamander), 4 Chaos Crystals, 3 Ash (various chests), and 1 Scissor (Pincher Crabs - Madora
Beach).
Directions: Take a DiorWood 2H Axe and add the following ingredients by tempering: 3 Glow Crystals,
2 Dryad Gold Coins (you can substitute 2 Silver ones for a Gold one, but the Silvers have to be used
first), 3 Glow Crystals, 2 Aura Gold Coins, 3 Glow Crystals, 2 Shade Gold Coins, 3 Glow Crystals, 2
Wisp Gold Coins, 3 Glow Crystals, 2 Undine Gold Coins, 3 Glow Crystals, 2 Gnome Gold Coins, 3
Glow Crystals, 1 Chaos Crystal, 2 Salamander Gold Coins, 2 Glow Crystals, 1 Chaos Crystal, 1
Salamander Gold Coin, 3 Glow Crystals, 1 Chaos Crystal, 2 Jinn Gold Coins, 2 Glow Crystals, 1 Chaos
Crystal, and 1 Jinn Gold Coin. Now for the finishing touch. Add two Glow Crystals, the three Ashes and
the Scissor to finish the Axe!
Dragon
Creator: Gameguy256
Weapon Type: Two-Handed Sword. Strength 512 (with Silvers). 6 in all elements.
Ingredients: DragonScales (any dragon can drop these), 30 Glow Crystals, 2 Gold (Silver) Coins of each
element (3 for Jinn and Salamander), 4 Chaos Crystals, 1 Dragon Breaths, 5 Holy Waters, 1 Gold Clover,
and 1 Giant's Horn.
Directions: Take a DragonScale 2H Sword and add the following ingredients by tempering: 3 Glow
Crystals, 2 Dryad Gold Coins (you can substitute 2 Silver ones for a Gold one, but the Silvers have to be
used first), 3 Glow Crystals, 2 Aura Gold Coins, 3 Glow Crystals, 2 Shade Gold Coins, 3 Glow Crystals,
2 Wisp Gold Coins, 3 Glow Crystals, 2 Undine Gold Coins, 3 Glow Crystals, 2 Gnome Gold Coins, 3
Glow Crystals, 1 Chaos Crystal, 2 Salamander Gold Coins, 2 Glow Crystals, 1 Chaos Crystal, 1
Salamander Gold Coin, 3 Glow Crystals, 1 Chaos Crystal, 2 Jinn Gold Coins, 2 Glow Crystals, 1 Chaos
Crystal, and 1 Jinn Gold Coin. Now for the finishing touch. 2 more Glow Crystals, 5 Holy Waters, 1
Dragon Breath, 1 Giant's Horn and 1 Gold Clover..
Note: The original weapon was made using Silver Coins. To make it more powerful, use Gold Coins!
You can repeat the last four steps to boost the power even more!
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Golem Building
After finishing Golem Go Make'Em you'll have the opportunity to build golems in your
workshops. Golem building is very expensive, so make sure that you have found enough
weapons and armour before trying to assemble one. You need one weapon and one to three
pieces of armour. All of the things used to build your golem add to its stats and to the size of its
logic boards. The type of weapon used determines the golem type and its main manner of
attacking. The more pieces of armour, the better the chance of the golem successfully
attacking. So, always use the best quality weapon that you can spare, as well as full suits of
armour. Personally, I like to match the armour to the weapons. For example, I use Vizel,
Lorimar, or Lorant stuff to build a golem. The stronger the base stuff, the better the golem will
be.
You can paint your golem a variety of colors using any spare produce from your orchard. This
is just for fun.
Now it is time to give the golem its attacks, defenses and special attacks. Go to the urn and get
ready to build logic blocks. You build them by combining two things into a block. Most things
can combine into a lot of things, but Bows only combine with instruments. Experimentation is
the key to finding the best logic blocks. When you have enough logic blocks, it is time to input
them into your golem. Go back to it and pick the logic option. You'll see a grid (6 by 6 at the
largest) into which you can place the various logic blocks that you built. Normally, the more
powerful the block, the more space that it will need. Try putting as many as you can into the
logic circuit to make the best golem you can. And that is how to make golems.
Instrument Construction
Once you have completed Enchanted Instruments 101 you'll have an Instrument Workshop at
Home. When you try to construct one, you'll be asked to choose a type. Then you'll be asked to
choose a material and a coin to make the weapon. The material and the type of coin select the
power and elemental type of the instrument being created. In short, by knowing which material
works best as each instrument type and imbuing it with a gold coin, will result in the strongest
instruments and spells. As far as I can see, the actual spell and area of effect are totally
random, with the stronger spells having the cooler names. Another word about the area of
effects - when it is of the lock type, you have to wait for an enemy to wander into the area of
effect, and when it is of the fire type, you can let go of the trigger at any time.
Catching Elementals. Go to any place where you can find monster eggs and you have a
chance of finding elementals. The mana levels of the land have a say as to which elementals
will come around. A land with all the elements at three will be swarming with elementals. With
my placement, go to Luon Highway to find the best elementals. The higher the mana levels, the
better your chance of getting gold coins. You can always walk back into the area once you
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have gotten a coin or failed. You can play up to eight instruments at a time. Have four do the
harmony and four do the melody. This will maximize the chances of an elemental liking the
song. In the Mekiv Caverns, it is possible to catch them without playing any instruments! If you
want to make instruments and elemental weapons, you will need to do this quite often.
Each material is best used for a certain instrument type. The best materials are DiorWood
(Woodings - Gato) and DragonScales (any dragon - Bone Fortress). You can get spells with a
strength of over a hundred with a gold coin!
Harp: PedanStone
Marimba: FishScales
Flute: Adamantine, AnimalBone, AnkhRock, BaobabWood, Coral, DiorWood, DragonScales,
EbonyWood, Emerald, ForsenaIron, FullMetal, GatorSkin, GranzSteel, HalleyRock, HollyWood,
IshePlatinum, Ivory, JacobiniRock, LapisLazuli, LizardScales, LorantSilver, LorimarIron,
Marble, MenosBronze, Mistletoe, Oakwood, Orihalcon, Pearl, Shell, VinekRock, VizelGold,
WendelSilver
Drum: AnimalHide, JuddHemp, SultanSilk, Topple Cotton
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Secrets
There are many secrets available in the game. There are three activated by having saved files
from other games, as well as others. I will go through all of those that I have found during my
travels.
Renaming Items
By double-clicking on the name of a weapon or armour you can change its name to make it
more personalized!
The Fastest Wheel
Go to Domina and to the empty house in the center of town. Look through the saved files on
the memory card with the current information for your main character. Highlight a saved file
from Chocobo Racing and exit the screen. Go to Polpota Harbor to meet Skippie. He'll give you
this ring/bracelet. Note: You must have finished Catchin' Lilipeas.
Quick Cash
Some enemies drop valuable things. The dragons in the Bone Fortress drop Dragon Steaks
which sell for 1000 Lucre. Polter Boxes in the SS Buccaneer drop interesting stuff too. Try to
find out other places where you can get quick cash. This is very useful to know when it is time
to build golems.
Duels
You can invite another player to battle your character at the Underground Battle Arena in Geo.
It is under Kristie's Palace. It is a great way to find out who has the best character amongst a
group of friends! This can be fun...
Chocobo
Go to Domina and to the empty house in the center of town. Look through the saved files on
the memory card with the current information for your main character. Highlight a saved file
from Final Fantasy VIII. Now head to the outskirts of town to catch the monster egg. It'll be a
chocobo. Chocobos are much stronger than the rest of the monsters you can get.
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Really Strong Sword
Go to Domina and to the empty house in the center of town. Look through the saved files on
the memory card with the current information for your main character. Highlight a saved file
from SaGa Frontier II and go to the Bone Fortress and head to the Ribcage Hallway. Talk to the
skeletons to do battle with Deathbringer II. Kill him to get the strongest sword from SaGa
Frontier II.
Landbopper Mini-Game
Place nine lands so that the entire screen is full of them. Put them all into view and hold L1 for
about five seconds to start this mini-game. The game is like Whack-a-Mole. Have fun!
Shadow-Zero Mini-Game
After finishing The Teardrop Stone go to the bar in Domina on Salamander Day. Talk to the
Shadow-Zero there to start this game.
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