******************************************* SEIKEN DENSETSU: LEGEND OF MANA WALKTHROUGH Translated and Compiled by Matt Mitchell Email: kronosalpha97@worldnet.att.net Document Version 0.1 (lomwalk01.txt) ******************************************* Latest updates to this FAQ are available at GameFAQs. (www.gamefaqs.com) NOTES: This walkthrough is not a traditional walkthrough, mainly because Legend of Mana isn't a traditional RPG. It uses an Event System, which is much like SaGa Frontier's Free Scenario System (but much more refined). After you trigger an Event, you can keep working on it until you finish it. Finishing an Event will usually yield an Artifact or two, which you can use to make new areas where you can finish old Events or find new ones. Anyway, this list of Events is organized in the order they appear in Saboten-kun's Diary (in the main character's bedroom at My Home). It is probably the best order to complete them in, so you don't try the harder ones first. I have only written up these few, but I have many more still waiting to be put in this walkthrough. Check back often to see what I have added. Thanks for reading, and let the Mana begin! The Pet Meadow ************** Trigger Events: Find Duel in Domina Town Required Artifacts: Wooden Town To start this Event, you need to go to Domina. Keep heading to the west side of town. When you see the Pelican Mailman, you are in the right area. Head west one more screen and you will come into a clearing with Duel and a monster chick in sight. The little guy says that it is a beast chick, and that it is unusual for them to be in a place like this. Duel is also quick to note that you are very lucky, and a chance like this only comes along once. Before you try and catch the chick, there are a few things that Duel wants you to know. I have summarized these points, so take a look before you try to catch the chick in your game. o Monster chicks are not ready to fight right when you get them. You have to wait until they are grown to take them out on the quests with you. o There are many different types of monster species; the species it will grow into depends on the type of chick it is. The Beast chick in front of you will grow into a Beast type; there are at least 10 different species of monsters that can be found. Also, you can tell somewhat what kind of species the chick will grow into by looking at it as a chick. o To catch the baby, there are a few steps you have to follow. You have to be careful to not let it see you. Arrows will flash above its head to let you know which way it is turning next. Try to stay behind it. Then press Square to open the Bait Menu. Choose the bait you are going to lure the chick with. (All of the items you have collect so far, except weapons and armor, are bait.) Confirm the bait you chose with Circle and you will place it. Move out of the way, and wait to see what happens. o You want to use the type of bait that will attract the type of chick you are catching. For example, use meats for Beast types, and plants for Plant types. If the chick likes the bait, it will start eating and a heart will appear above its head. Wait until it is done eating and the chick will fall asleep. Run up and press Circle to catch the chick. The Pelican Mailman will take the chick to the meadow. At this point, Duel will pop in and say that you also need to go to the meadow. You will teleport there and he will explain a few more things. o The meadow is where full-grown monsters are placed. Once they go here, they are ready to join your party. However, before all this, they go into the cabin. o Inside the cabin, you can feed your chicks and watch them grow. Once they are grown, you can release them into the meadow to graze. Remember, though, that you can only have 5 monsters at any one time. If you get more than that, you must sell one to make room for the new chick. o Once a chick is fully grown, put it out to pasture. Then you can take it with you when you want. Monsters rapidly gain levels once you get them out to fight, and they make very good and reliable partners. That should cover the basics of monster catching. For a more detailed look at it, check out my other FAQ. Event complete. The Missing Princess ******************** Trigger Events: Enter Mekibu's Cave Required Artifacts: Wooden Town & Green Kingfisher Egg After talking with the Plantman at My Home, you will receive the Full Wooden Town. Exit to the world map and use it to create Domina Town. Enter Domina Town, where you will see a scene taking place between Duel the Onion Swordsman and a mysterious person. Duel will ask the person his name, to which he replies Ruri (Ruri means "Lapis Lazuli", but I will just call him Ruri). Follow Ruri into the building; Nikita will come out just as you go in. Let him get through and go into the house. Inside, Ruri will be interrogating Amanda; he wants to know where his friend has gone. She doesn't talk, but you want to know some things. Keep choosing the bottom options (they allow you to listen about his friend, and finally to go help him find his friend.) He joins your party, and Amanda gives you the "Green Kingfisher Egg" Artifact. Exit to the world map and use it to creat Mekibu's Cave. Head to Mekibu's Cave next. Once inside, Ruri will tell you to hurry up and find Princess Pearl (his friend). Be sure to set all of the Abilities and Deathblows that you want to use. Make your way downwards in the cave, fighting the enemies as you go. Whenever you see one of the purple hippo/dragon things, called a Bunya, you can talk to it to create a shortcut (refer to my other FAQs for more details on this). Anyway, you will eventually reach an area with a chest and a girl walking around. If you talk to her, she suprisingly knows Princess Pearl's name. Ruri is suspicious, but he has no time to question her more, as Pearl screams in fear. You both enter a large room, and have to fight your first boss, Du-Inc. <<>> Like any first boss of any game, Du-Inc isn't too hard. You can keep beating on him with your regular attacks and Deathblows when the meter is full, but watch out when he charges up. Stay out of the way when he begins his charging process. Just be careful, and you should have no problem beating him. After the boss is killed, Pearl will come out and get severely a severe scolding from Ruri. He seems a bit overbearing for a princess' body- guard (then again, Pearl seems a bit timid). Anyway, when you get to choose an option, choose the first to stick up for the Princess. Ruri will tell you to shut up and tells Pearl it's time to leave. Pearl thanks you for your gratitude with the Artifacts "Stone Eyeball" and the "Firefly Bag Lamp". She leaves as well. Event complete. The Little Wizards ****************** Trigger Events: Finish "The Missing Princess" Event Required Artifacts: Post and Wooden Town To begin this Event, simply finish "The Missing Princess" Event and go back to My Home. Enter and exit, and the Pelican Mailman will be outside to deliver you a message. He informs you that a pumpkin patch has sprung up west of Domina, and that it is being guarded by some evil, evil wizards. Pelican is scared and his heart is thumping, and he doesn't want to go there again. He also doesn't feel too reassured delivering this message. He will leave, and you need to go to Domina Town. Once there, keep heading to the left and you will come upon the pumpkin patch. Two children are there, and they are busy with the pumpkins. The boy thinks that the pumpkins will rule the world, and his sister thinks that he is an idiot. When you walk in, they will see you and tell you to leave. The boy teases you, and his sister tells him to stop. The battle then starts. <<>> This duo can be somewhat difficult to deal with, simply because there are two of them and they both use magic. The easiest way to win is to keep them both on one side of you, and hit them when they charge up to cast magic. It should be another easy victory. After your win, they both can't believe that you defeated them. They want you to take them in as apprentices. You will be given two choices; the top one takes them as apprentices, the second doesn't. Go ahead and take them; they will make good party members later on. Event complete. THE STONE FISH ************** Trigger Events: Talk with the Penguins and Kashira at Lake Kilma; finish "The Missing Princess" Event Required Artifacts: Firefly Bag Lamp After fnishing "The Missing Princess" Event, you will receive two new Artifacts, one of which is the "Firefly Bag Lamp". Use this Artifact on the world map to create Lake Kilma. Head on in, and look around. Right as you step in, you will hear voices; these are the Penguins. They are with Kashira, who says that the Faeries couldn't just disappear. Walk up to them, and they are all startled by the appearance of a stranger. They ask you what you think about the Faeries (the top response is a confirmation, the bottom is kind of a negative; choose the top one). The Penguins are happy about this, and they inform Kashira that a new friend has arrived. Kashira says that you aren't a friend, and that they are being too noisy. He pushes the group on, leaving you alone. Make your way through the forest, and make sure that you are keeping your Deathblows and Abilities optimized. The enemies in this area can be difficult if you aren't at a relatively high level; around 10-12 should be alright. As you walk along the path, you will see that some of the Penguins have been turned to stone. It's odd, but keep going on. You will eventually come upon an overturned turtle; he asks you to help him, which you do. He explains that he was walking along the lakeside path when he too started finding the Penguins like this. He then accidentally rolled over while trying to climb down. Before he fell, he heard Kashira and the Penguins talking about the Faeries' treasure while he was eating. Turtle then asks you if you have been able to see the Faeries (top is yes, bottom is no; choose no). Turtle says that that is because the Faeries can conceal themselves to stay out of danger, and that must mean that they don't trust you. He then casts an incantation on you that will let you see what the Faeries look like. You will be able to see the Faeries now, and you can talk to them if you like (but I don't, as they are a rather unfriendly group towards humans). Keep forging on, and you will come to Kashira and a smaller group of Penguins. Kashira is trying to keep their spirits up, and telling them that the last laugh will be theirs this time. He wants to settle this now, but the Penguins are starting to have second thoughts. Kashira keeps insisting that they try to kill the Faeries for what they did to his mother, but the Penguins won't listen. They leave, and Kashira follows them. You should follow them too, and you will come to a ledge. The penguins have jumped off, and a Faerie has Kashira cornered. She tells him that his presence at the lake is unacceptable, and she blasts him after he makes a few protests. Turtle comes and tells you that you need to help him, to finally bring about a resolution. You both jump down. At the bottom of the cliff, Kashira is turned into stone. Turtle speaks about how life and death for the Faeries is much different, and how it would be foolish to try to kill them. Turtle kicks Kashira into the water, and the Penguins promptly follow him in. All this activity lures a boss for you to fight. <<>> Gazer is pretty huge, but he's not as tough as he looks. He has a few patterns of attack that are easy to avoid. The first is when he hops back into the water; he will hop back out and fire a beam from his eye. Keep moving to avoid it. Also, he will swing back and forth in the air, hoping to get ahold of you. Once again, keep your distance. Watch out for these and just keep beating on him. After all of this, Kashira and the other Penguins revert back to normal. Kashira realizes how foolish he had been, and decides to leave the Faeries in peace. He is also very thankful towards you for helping him, and he rewards you with the Artifact "Beast King's Medal". Event complete.