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Available on: PS1

Dew Prism Cheats, Codes & Guides

Dew Prism Cheats

  • FAQ

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    W A L K T H R O U G H & F A Q
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    R U E
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    b y J. T. K a u f f m a n


    Dewprism Walkthrough & FAQ: through the eyes of Rue.
    writtten by J.T.Kauffman
    version 0.96
    October the Twenty-Fourth, Nineteen Hundred and Ninety-Nine.

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    Section 0. Table of Contents.

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    0. Table of Contents.
    1. Intro.
    2. The Walkthrough.
    0. The Beginning.
    I. Karona Forest.
    II. The Underground Palace of Illusion.
    III. Atorie Mell.
    IV. The Ghost Temple.
    V. The Angry Mountain.
    VI. The Lake Shore.
    VII. Maya's Tower.
    VIII. Valin's Holy Limits.
    IX. Endgame.
    3. Beastiary.
    Enemies.
    Bosses.
    4. Items.
    Weapons.
    Armor.
    Other Buyable Items.
    Findable Items.
    5. Systems.
    Levelling Up.
    Weapons & Armor.
    6. Translations.
    Selected Dialogue Box.
    Japanese Name Chart. [!!contains Japanese characters!!]
    7. Characters.
    Major Characters.
    Townspeople.
    8. Misc.
    Merchandising.
    Demos.
    Advertising.
    Release Info.
    9. Outro.
    Versions.
    Sources.
    Notes.
    Legal.
    Contact.

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    Section 1. Intro.

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    Dewprism is an action-RPG by Squaresoft for the Sony Playstation. Inspired by
    Brave Fencer Musashiden and from the team that did The Secret of Mana/Seiken
    Densetsu II for the SNES/SFC, Dewprism features lots of action and adventure
    elements, blended nicely with a superb story.

    The game tells of the search for a legendary item named the Dewprism. You can
    play as one of two different characters, both searching for the Dewprism for
    their own reasons. Rue, the character that this Walkthrough will focus on,
    searches for the Dewprism to bring his beloved sister back to life from her
    murder by a dark, mysterious man three years ago. Mint, the other playable
    character, searches for the Dewprism so that she can take the rule of her
    country away from her sister.

    This document details Rue's quest for the Dewprism. Story elements are kept to a
    minimum, both to eliminate major plot points being spoiled, and due to the
    author's Japanese knowledge. Do beware that although I tried to be vague in
    sectinos, there are still some unmarked minor spoilers scattered throughout,
    with any major spoilers being well marked. If you haven't played the game, read
    at your own risk.

    Also, this a single sub-section in this document (the final sub-section in
    Section 6) contains Japanese characters, which, without the proper
    programs/plugins, will appear a seemingly random characters: this is normal. If
    you do not have Japanese-character enabled softwarde, simply skip this sub-
    section - it is merely a Japanese to English translation chart. More info on how
    to view the sub-section is contained within said sub-section.

    Finally, although this walkthrough is written for Rue, some of the content may
    be useful for somAione playing as Mint as well. Many of the action areas are
    done by both characters, so some of the puzzles may be solved in the same way.
    However, do be aware that as far as I know (I have yet to play as Mint, so this
    may not be totally correct), the two storylines do differ, so if you have not
    played as Rue, some minor story elements may be spoiled.


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    Aim.

    The aim of this document is to provide a complete, yet simple, walkthrough for
    the character of Rue, and will achieve full release (version 1.00) when that
    pre-requisite is met. Any other info, such as Enemy and Item info, is considered
    extra, and will be added at the author's leisure. Also, extras such as Secret
    Items/Side Quests/etc will be added upon discovery, but will not necessarily be
    present in the full release.


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    Section 2. The Walkthrough.

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    0. The Beginning.


    **Area: Before the Game.

    When you boot up Dewprism, you will first see normal Playstation boot-up logos.
    After this, the title music will begin to play over a field of black, which will
    turn white, and then display the Squaresoft logo. The logo will fade, and the
    Dewprism logo will move onto the screen, as well as a Copyright 1999 Square
    line, and a blinking Push Start button line. If you'd like to see a realtime
    intro of the major characters, press the R1 or L1 button. If not, simply do as
    the game asks...

    You'll then see Mint and Rue standing back to back in a spotlighted area with
    two selections over top of them:

    Start New Game
    Continue Game (default)

    Obviously, if you are just starting, choose the former by pressing up, as the
    continue option is the default choice. After selecting New Game, two more
    choices will appear:

    No Vibration (default)
    Vibration

    Select the bottom if you're using a Dual Shock pad and would like to use the
    vibration feature - don't worry, it is changable through the menu later on, so
    if you change your mind you can turn it on/off at your leisure...

    After selecting the vibration mode, you'll be able to choose which character you
    want to play. Since this walkthrough covers Rue's quest, I'd suggest chosing
    him... He's the male in green and orange, with white hair. He's holding a large
    axe-like weapon called the Arc Edge, which allows him to turn into enemies that
    he's defeated in battle. Anyway, press the square button to choose your player,
    and go on to the prologue...


    **Area: Prologue.

    The game will begin with a mother Otama and her three baby Otamas out in the
    woods in the winter. All is quiet and well until a dark, ominous shadow appears
    overhead. The Otamas hide, with one baby Otama going the wrong way at first,
    which is quickly corrected by the mother.

    The shadow will navigate its way through the forest, possibly hunting for
    something, somAione...

    The scene will then change to Rue, who is standing in his house looking out the
    window. He'll begin to chat some with his sister, Claire. After talking, you'll
    gain control of Rue for the first time. Look around the house for a bit - you
    can see Rue's weapon, the Arc Edge, sitting in the corner. After a few moments,
    dinner will be ready, and Rue and Claire sit down to enjoy a good homecooked
    meal... As they eat, they'll talk some, but their dinner will be interrupted by
    some noises outside. Rue will grab his Arc Edge and go to investigate.

    Things will be quiet outside... at first. Rue begins to look around,
    cautiously... Suddenly, he's knocked back by a dark figure with a... large...
    right hand... Rue prepares his weapon...

    Hearing the additional commotion outside draws Claire out of the house. She
    comes out to see Rue and the mysterious figure fighting. Rue is knocked to the
    ground, and the mysterious figure draws near to him. Claire won't have this, and
    attacks the man with a pickaxe. Possibly not the best move...

    Rue gets back to his feet, trying to defend his sister from possible harm, but
    Mr. Right Hand won't have that, and picks Rue up, throwing him to the side. The
    mysterious man then raises his right hand, and as Rue reaches out to stop him,
    the hand comes crashing down on Claire...


    **Area: The Ship and the Docks.

    The scene then changes to a ship, sailing the high seas. From an arial shot we
    zoom in on Rue, who is looking out at the ocean, remembering the events that are
    now 3 years past. Mint, the game's other main character, stands in the
    background looking out at the ocean as well. After a bit, she walks off...

    Rue then notices two men, Blood and Smorky talking on the other side of the
    deck, apparently planning something not-so-good. Rue continues to listen, but
    before he can do anything, they dock rather abruptly.

    After landing, one of the sailors, named Davis, will come over and talk to Rue.
    They'll both look over to Blood and Smorky, who are no-doubtedly planning more
    mischief. The two run off, and, Rue after a bit more conversation, follows them.

    Although there aren't any items in this area, it may be a good place to practice
    your jumping skills for a small bit. After you're ready, head up the ramp, and
    into the town...


    **Area:Karona Town

    Items: Bronze Coin [1], Silver Coin [1]

    Rue will then find himself in Karona Town. Like any RPG-style town, there are a
    fair share of people roaming around, as well as shops and a church to visit.
    Here's a quick, rough map of the town to help you find the various locations:


    ^
    /|\
    |
    ___________Exit to Docks (under church)____________
    | |
    | Church |
    |_____|____|_______________________________________ |
    | |____| locked door |
    | |____| |
    |_ _|
    |_ _| Kraus'
    / | | House
    Hotel - | |
    \ |_ ______ |_
    |_ / \ _ Rod
    | / \ |
    _| | Fountain | |
    Bar _ | | |
    | \ / _|
    | \______/ _|
    | | \
    Weapon & |_ | - Inn
    Armor |_ _| /
    Shop | _|
    | |
    | |
    | |
    |_____________________|______|______________________|
    Gate


    You can obviously chat with the townspeople if you wish. A visit to the Weapon
    and Armor Shop, the Hotel, or the Church will provide option that cannot be
    taken due to lack of money -the W&A Shop and Church start at 1000G, the Hotel at
    500G - all over your current 200G. You can still always visit the church if you
    just want to pray, and not make a donation... Note that you can rotate the
    camera in the places that have a small arrow icon in the upper right hand corner
    of the screen - rotate the carmer with the L1 and R1 buttons.

    A visit to the Inn will provide two options upon examining the desk:

    Cancel
    Save Game

    Selecting Save Game will bring up the Save Game menu, and the game will check
    your memory card. If you have a free space, you can select it with Square, and
    by answering yes (the left option), you can save. Same kind of thing if you're
    overwriting another Dewprism save - yes, the left option, will overwrite and
    save...

    You can also find a couple of coins laying about the town. The first is a Silver
    Coin, found in the alley leading to, well, the alley. The second, a Bronze Coin,
    is in the corridor that leads to the docks. Grab them, and move on...

    Once you're done in the town, head to the gate. Examining the gate will produce
    two options:

    Cancel
    Karona Forest

    Select the second, and two more options will appear:

    Cancel
    Depart

    Select the second, and continue on to the first action level, Karona Forest!


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    I. Karona Forest.


    **Area: Karona Forest

    Items: Bronze Coin [3]
    New Enemies: Otama, Mandora, Tigre

    You will start with all of your monster slots empty, a full 60/60 HP, and 0/60
    MP - the latter can be filled up by defeating enemies. Head to the right,
    jumping over the tree stumps that are in the way by pressing the X button. After
    the stumps, you'll see an Otama or two - kill them using either the Square or
    Triangle button and grab anything that it leaves behind, including the monster
    coin. Continue to the right and you will come across a small pond. You need to
    turn into an Otama to cross it - hold the Circle button and press left or right
    until the Otama icon is highlighted. Release Circle and you'll transform. You
    can still attack in this mode, which will allow you to kill the Mandora that is
    in the middle of the pond and get another monster coin. Once across the pond,
    change back to Rue. You can now also get the first treasure chest (although it's
    not quite a chest... it's just easiest to call it that...) - inside will be 3
    Bronze Coins. Notice that if Rue is standing more towards the south of the
    screen, he'll actually look at the treasure chest before you open it - a nice
    little effect...

    The next screen is a good place to fill up your MP, as well as any HP that you
    might have lost - pick up the potions that the enemies occasionally drop to do
    the latter, the small jars to fill the former. There's also one new enemy: Tigre
    (spelled that way intentionally - it's said 'tai gu reh'). Continue moving to
    the left here - no big obsticles...


    **Area: The Statue in the Forest
    --Boss--

    New Enemies: Blood (70 HP), Smorky (70 HP)

    While it's not a hard fight, I suppose that this area contains your first real
    boss fight. Anyway, you enter a clearing that has a nice statue/idol in it only
    to find Blood and Smorky holding a girl captive. Eavesdrop on their dialogue,
    and then go to rescue the girl. Unfortunately, you need to surprise them so that
    they don't harm her - luckily, you can turn into enemies... Change into an Otama
    (the Mandoras are immobile and a Tigre won't work...) and go up to them. They'll
    both see you, but go back to what they were doing. Go up and hit one of them.
    They'll toss the girl aside and come after you... After a short, easy fight (no
    real strategy, just hack and slash), they will both run away.

    After the fight, Rue will go up and help the girl to her feet, who introduces
    herself as Elena. She'll bounce up happily, and the two will chat. After that,
    she runs off, and Rue follows.

    If you check your monster coins, you'll find that Blood has been added, but is
    not selectable. This is the same for all boss characters.

    The next screen is very straightfoward - just head right.

    Upon moving on to the next screen, you'll meet two new characters. The first is
    Kraus, who is a professorish looking character that reminds me of Citan from
    Xenogears. Notice the slight limp when he walks... The other character is a
    female named Mira, who appears to be a second-hand woman kind of character.
    Converse with the group (enjoying the well done clouds and the music), and
    eventually Kraus will take you to a cliff (which is named Atorie, I believe).
    After a bit more conversation, Rue will jump in...


    **Area: Atorie Cliffs

    New Enemies: Harry, Gargoyle
    Additional Enemies: Mandora
    Items: ??

    This is a pretty easy section. Kill a Harry right off, grabbing it's coin. Then
    navigate your way down, killing the Harrys and Mandoras on your way. About a
    third of the way down, you'll see a small cliff to the far right of the screen -
    to get there, turn into a Tigre and make the jump. You'll find an item here, but
    I've managed to miss the jump three consectutive games (you only get one
    try...), so I'm not yet sure what it is. Anyway, just continue to make your way
    down... You can actually just avoid the enemies pretty easily... Once you're all
    the way down, jump down into the trees.

    You'll be in another clearing, with more statues. Head to the north and examine
    the large stone slab with the red, blue, and green crystals in it - upon doing
    so, two Gargoyles will appear. Kill them both, grab items/coins, and turn into
    one. Perch yourself across from the inanimate gargoyle in the middle of the
    screen. Steps will appear. Head up them.


    **Area: On the Hill...
    --Boss--

    New Enemies: Nightmare (100 HP)

    You'll now be on the top of a hill, with a sort of structure in the middle. When
    Rue goes to examine the structure, he'll be surprised by a large monster jumping
    down in front of him (with a nicely animated little scene, I might add...). It's
    the first real boss, Nightmare.

    This boss, a large horse/unicorn-type monster, isn't that difficult. Wait until
    he jumps high into the air, and then begin running. If you keep moving, he'll
    land somewhere behind you. You'll see some red shockwaves when he lands - just
    wait a few seconds until these dissapate (they do damage you for around 10 HP if
    you run into them), and just start hacking away. Give him a good three whacks
    with your Arc Edge, and then give him some distance. He'll run around some more
    - it's possible to get another hit or two in as he's doing so, but be careful
    not to get hit, as he will charge you occasionally, and sometimes try to throw
    you with his horn. Eventually, he'll jump again. Repeat the above process until
    he falls over, rather abruptly, dead.

    After his death, your new companions will show up. Speak with them a bit, then
    head into...


    **Area: The Library on the Hill...

    Items: Silver Coin [1], Moon Stone [2].

    Kraus will be halfway up the stairs by the time that you get in the Library.
    Speak with him a bit, then do a bit of exploring. In the rear of the library's
    first floor you'll find one of the two Moon Stones in the area. The right side
    of the second floor will produce a Silver Coin. Exit through the second floor
    door to the outside balcony to find the other Moon Stone.

    After getting the treasure, go back inside. Return to the first floor and
    examine the door-like structure at the rear of the first floor. You'll be
    presented with two options - select the bottom one. Kraus will come over and
    examine it, finding the switch that Rue couldn't. The door will open, and Kraus
    will start examining the contents. As he's doing so, you'll hear Elena calling
    'Rue-chaaaaan!'. Head back outside and speak with her.

    Elena will point out a Otama (the ball-shaped, floating enemies) that is on the
    hill now. I'm not sure if it has any significance - I chased it around for a
    while, but wasn't able to trigger any events. After a bit, I returned inside.

    Once back inside, Kraus will have finished examining what's inside the door.
    After a bit more conversation, you will look up to see Mint, the other playable
    character, standing on the second floor banister. A three way conversation will
    occur, and Mint will show off a bit of her stuff. After that, she will procede
    to fall flat on her face... Following that wonderous display, you'll be back in
    Karona.


    **Area: Karona Town

    Items: Dream Stone [1]
    New Items Available: Bronze Brace & Beruto (+4, 1000G @), Silver Brace & Berutoi
    (+8, 3000G)

    You'll be outside of the Inn speaking with Mira and the proprietor of the inn,
    Kaasa. After a bit of chatting, you'll regain control of Rue. Head inside the
    inn to save - as you do, you'll find that your options have changed a bit:

    Cancel
    Restore HP/MP
    Save
    Stay at the Inn (puts you in the upstairs room)

    There's nothing to do in the upstairs room, as far as I could tell, so you might
    as well just restore your life and save. Following that, do some more looking
    around the town.

    The one shop that you were unable to buy anything in is now shoppable. It just
    happens to be the Weapon Shop. Stop inside and speak with the owner - you'll get
    two options:

    Cancel
    Shop

    After that, you'll be at a menu screen that allows you to do three things:

    Purchase Braces (Weapons) or Beruto (Armor)
    Sell the Enemy Coins that you've acquired
    Sell Items

    I'm not sure what the effects of selling the enemy coins are, and the only
    sellable items right now are the two Moon Stones (1000G each). You do have the
    first two levels of Braces and Beruto, Silver and Bronze, to choose from... As
    it shows in the instruction book, the Bronze is 1000G and will raise the stat 4
    points, and the Silver is 3000G and will raise it 8 points.

    The nice Hotel, previously too expensive to stay at, is now finacially
    accessable. Staying there will allow you to explore the room as well, which will
    net you a Dream Stone, which is worth 2000G at the Weapon Store, and will
    totally cover your expense of staying at the Hotel.

    You are also now able to donate at the Shrine. Donating 1000G will net you 10
    Bronze Coins. You can also meet Rod and his dog, and fight the former for 100G
    (you recieve 1000G if you win), or visit the Bar for some drinks:

    Cancel
    Milk 50G
    Showaa 120G
    Tropical X 220G

    There is another, very pricy shop in the same alley as the Bar - more on that,
    later, though, since you can't afford any of the wares...

    Once you're done shopping, head to Kraus' house, which is in the upper right
    hand corner of the town, and was previously unvisitable. Head inside, and speak
    with Mira, who is in the first room. Notice that Kraus is a bit odd with his
    decorations, as there is a very large stone fish in one corner... After chatting
    with Mira, head downstairs and talk to Kraus. He'll speak to you for a while,
    and at one point tries to get up and walk over to you, but continuously falls
    for some odd reason. After you're done talking with him, head back upstairs, and
    ignoring the back door, which is currently un-openable, talk to Mira one last
    time before leaving. As you walk out of the residence, you'll run into Elena.
    Chat with her a while, and eventually she runs off in a happy, Elena style. If
    you're not going to shop any more, make sure that you're full on life, and save
    one last time if you need, because it's off to the second action area...


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    II. The Underground Palace of Illusion.


    **Area: The Transporter.

    When you're ready to go, head to the gate and choose the third option, followed
    by the second. Rue should exit Karona and head to a sort of transporter that it
    in the middle of the forest. He'll look at the transporter a bit, and then be
    met by Mint. The two will chat for a bit, and there will be two separate times
    that you can choose two different ways to reply - I chose the first one both
    times, and everything was fine, but feel free to choose whichever you like.

    After chatting, Mint will step into the middle of the transporter, and will be
    whisked away. After a moment, Rue will follow...


    **Area: Tunnels and Waterfalls.

    New Enemies: Gudon, King Ant
    Additional Enemies: Otama

    This is where things get semi-tough. After a very easy first action area, the
    second is quite a bit more advanced. First off, I wouldn't even attempt mapping
    this section - I did, and the results weren't pretty. There do seem to be a
    limited number of screens, but the all interconnect and loop in very
    incomprehensible ways. I wish that I could write more about how to get where,
    but it's really quite confusing for me as well... Anyway, I'll do what I can...

    First off, kill a Gudon, then hunt down a spiderish Kinkuato, change into a
    Gudon, and press Triangle to use your fire-breath (which uses 4 MP) on the
    Kinkuato, which should kill it quite dead, quite fast. Otherwise, you'll only
    take off 1 HP at a time, and since they have between 30 and 60, it'll take a
    while...

    Next, listen for the sound of waterfalls. There are two screens that have
    waterfalls on them, and in any adjacent screens you will hear the roar of the
    falls. One of the waterfalls screens is a multi-level screen, and contains the
    lone Otama in the area. Kill it, which will put it back on your monster-change
    list (you can only change into the last four types of enemies that you've
    killed, so chances are, it's not on there...). The other waterfall screen, which
    is only a single screen wide, should lead to your target in this area - a hole
    that you need to jump down. When you find it, do jump down it - there isn't
    really anything else that you need to do in the area...

    There is a chance that you may stumble upon Mint - I did... You can talk with
    her a little bit, but nothing really happens other than that... I don't believe
    that you need to talk to her for any real reason (ie. you don't need to find her
    to go on...)...

    Something that you may want to do here, before you jump down the hole, is make
    sure that you have at least 40 MP. You'll need them for the next area, and the
    Gudons are easier to kill in this section.


    **Area: Poison Tunnels.

    Enemies: Gudon, Kinkuato

    You'll now find yourself at the beginning of some more tunnels. These are easier
    to navigate. First, check your MP - if you don't have at least 40 MP, you'll
    need to kill some Gudons before continuing too far. Head into the next room, and
    follow the junction until you reach a long hall with five blocks in it. There
    will be a Gudon on two of the blocks and a Kinkuato at the end of the hall. Kill
    the Gudons if need be, avoiding the green poison that runs nearly the length of
    the tunnels' floor. If you have enough MP, turn yourself into an Otama and
    float over the poison. This makes things soooo much easier. At the end of the
    tunnel, just avoid the Kinkuato and head straight into the next room. Grab the
    round platform that is in the middle of the room, and go back the way that you
    came.

    Continue on to the room on the side, and go straight through it. You'll come out
    in a tunnel similar to the one with the Gudons and Kinkuato. Do the same thing
    here - Otama over the poison, avoid the Kinkuato, go straight, grab the stone,
    etc. Continue doing this until the scenery changes, and there is a T-junction
    after one of the poison tunnels. There should be four stones altogether before
    you hit the T-junction...

    At the T-junction go north instead of continuing to the right. Grab the fifth
    stone piece, and then backtrack and continue to the right. You should be in an
    icy tunnel with a large iceblock in front of you. Change into a Gudon and
    continually use your fire breath - you should totally Mellt the block after
    doing about 10 fire breaths in a row (hence the 40 MP) - you do need to do it
    rapidly, though, as the block will come back... After the block is gone, grab
    the sixth and final stone, and head back to where you fell (unless you have
    enough MP to Mellt the additional blocks - of course, when you leave the room,
    the blocks come back, so you'd need at least 120 MP to do so... Needless to say,
    I didn't have that much...)

    When you're back to the first room (the one that you landed in when you jumped
    down the hole), you should see the six stones floating above you. Jump on the
    red one, which should be at a 3 o'clock position, and jump around the rest of
    the stones in a clockwise manner without touching the ground. After you land on
    every one, you should hear a 'ding'. After landing on the last one, they should
    all move upwards, allowing you to access the next section.


    **Area: Boudlers and Water.

    Items: Knife

    You will emerge in a long corridor. To the left is a large stone blocking your
    way, so head right. After climbing quite a bit, you'll come to Mint, who is next
    to a large boulder, trying to figure out what to do with it. Talk to her a few
    times, and eventually you won't need to figure out how to move it - it will
    begin to move on it's own.

    Similar to the end of the first level in Brave Fencer Musashi(den), you now have
    to outrun the boulder, and avoid obsticles at the same time. It's not that hard,
    but if the boulder touches you, to you get run over and lose 10HP. There are 6
    obsticles to avoid, all chunks of the ceiling that will fall. They will
    (probably) fall in this order:

    Right
    Left
    -pause-
    Left
    Left
    -pause-
    Both Right and Left (same time - jump to avoid)

    There may be some variation, though - I've gotten R, L, L, R, B before...
    Anyway, just make sure that you avoid the falling rocks, and don't get run
    over... After the two chunks fall at the same time, head towards the left of the
    screen, and duck into the alcove that is approaching. The boulder will rumble
    past you and smash the stone that was blocking your way.

    Before continuing on past where the stone was, head back up to where the boulder
    started and talk to Mint, who was run over... After that, if you need, there is
    a HP-filler at the top of this hill, just past where the boulder was. Visit it
    if need be, then head back the other way. After the stone fragments there should
    be a door. Enter it.

    Upon entering the door, you'll see a large cavern with a small underground lake
    at the floor. Mint will come in as your looking at it, and will attempt to kick
    you into the water. Rue, of course, ducks, and Mint falls into the lake... Once
    this small cutscene is finished, it's on to the puzzle in this room...

    You'll see eight platforms (just like the ones that you were collecting before)
    rotating around the center of the room in two circles. The inner circle contains
    Purple, Brown, Silver, and Green stones, while the outer circle contains Yellow,
    Blue, Black, and Red ones. Look for the flashing stone and jump on it. An
    incorrect stone will reset your progress, while falling into the water will
    deduct 5 HP. The order of the stones to jump to are:

    Red (Outer ring)
    Brown (Inner ring)
    Green (Inner)
    Blue (Outer)
    Purple (Inner)
    Yellow (Outer)
    Silver (Inner)

    note: you don't jump on the Black platform...

    After you jump on the last platform, it will raise up to the next level...


    **Area: Skull Beast's Lair.
    --Boss--

    New Enemies: Skull Beast (90 HP)

    This is my idea of a good time... Upon arriving in this room, jump across the
    platforms to the right. Eventually, you'll come across the Skull Beast, a large
    skeleton dragon. The screen that you fight it on will have four platforms that
    you have to jump between, avoiding the Skull Beast in the process...

    The Skull Beast will jump up and down and from platform to platform. All that
    you need to do here is avoid him - jumping around the screen in a clockwise or
    counterclockwise fashion will cause him to follow you, which makes him pretty
    easy to avoid. Make sure that he doesn't touch you - when I was fighting him, he
    kept hitting me, which knocks you back, and usually knocks you down into the pit
    below, deducting 5 HP on top of whatever the Beast took off... Keep an eye out
    for when the Beast pauses - it's then that you need to hit him. He will
    noticably begin to pant and bend over a bit... He's only usually good for one
    whack at a time, so be cautious, and patient. After jumping some, he'll breathe
    fire a bit, and in one of two ways. First, he'll to a blanket of fire - jump
    over this - it's not that hard to avoid. The other type of fire is a single line
    of fire that is again, easy to avoid - just move to the side or jump to a
    different platform. Just keep an eye out for the pauses - after fire breathings
    is a pretty good time... Once you know how to handle him, he's not that tough...
    The first few times he was hideously hard, but now, after a few times, I've
    almost (within one hit) beaten him starting with only 30 HP...

    While this all may sound easy, it's not. It took me a few tries to kill the
    bloody thing, due to getting hit in midair, and falling as a result. Anyway,
    once you've taken off all 90 HP, continue to the right, and take the platform to
    the next area.


    **Area: Indoor Structures.

    Items: Bronze Coin [3], Gold Coin [1], Cube, Tiara

    After defeating the Skull Beast and riding up the platform, you'll see a large
    inverted pyramid-type structure. Head towards the middle of the platform that
    you are on to activate the rising platform that will take you to it.

    Once inside the structure, there are three rooms - one contains a HP/MP refill
    spot and your first Gold Coin, which is hidden in between the two large, black
    pillars. Another room has a Bronze Coin (on the tool rack towards the right hand
    side of the room) and a Cube, and the final room sports two Bronze Coins (one is
    on the floor, the other near the lefthand wall) and the Tiara.

    Once you've gathered these items, head back down using the platform... It's time
    for more fun...


    **Area: The Platform.
    --Boss--

    New Enemies: Duke

    When you arrive at the bottom, you'll find two new characters. One is a male
    named Duke, the other, a female named Bell. You'll talk a bit, and then Duke
    will attack.

    At the beginning of the fight, Duke will triplicate himself and surround you.
    The three Dukes will rotate around you once, or thereabouts, and then will
    reform and attack. Once they go around once, just be ready to jump to avoid
    Duke's magic attack, which hugs the ground. As you land, use the Arc Edge to hit
    him a few times, then get ready to avoid more...

    After his life is about 1/2 gone, Duke stops playing and becomes more
    aggressive. This basically means less triplicating and more flat out attacks.
    Your methods don't really need to change more - just be on your feet and ready
    to dodge or jump over his attacks - they take off about 15 HP each time they
    hit.

    After Duke is defeated, Bell will steal the recently-acquired Tiara from Rue.
    Before he can retrieve the item, though, Duke comes back to life, and the two of
    them leave. Rue follows...


    **Area: Skull Beast's Lair Revisited
    and the Spiral Staircase.

    Upon arriving back down, head towards the left, following the duo of Duke and
    Bell. Once you come to the area that you fought the Skull Beast, though, you're
    in for a bit of a surprise - it's back. It attacks with the same tactics, but
    you might notice that there is not life bar for it... You'll find that after you
    hit it once, the screen will unlock. You know what that means, don't you? Run!

    Continue left and head for the platform that you came up on. It will take you up
    again, which puts you at a large spiral staircase. As Rue steps off of the
    platform, the Skull Beast will hop up onto the end of the staircase. Once again,
    same tactics - run.

    Another sort of minigame like the earlier boulder section, you need to outrun
    the Skull Beast while avoiding large spiked balls that will bounce down the
    stairs. This, however, is really easy if you know how. Just stick to the inside
    of the stairs - you go up a lot faster, you can't fall off, and you will avoid
    the balls as well.

    After reaching the top, the Skull Beast will catch up. Rue takes care of it,
    however, albeit in an unconventional fashion... Once the Beast is gone for good,
    jump onto the grey platform in the middle.

    You'll now be back at the large cavern where Mint fell. Rue, not seeing her,
    looks for a bit, then leaves to head back to Karona Town. Right after he leaves,
    though, Mint pulls herself up...


    **Area: Karona Town.

    Well, after all of that, you will probably want to head to the inn for some
    rejuevenation, as well as a quick save...

    If you weren't able to beat Rod before, you should be strong enough to now. If
    you haven't cashed in your enemies and upgraded your weapons and armor, now is a
    good time to do so...

    For some additional information, albeit all in Japanese, visit Graham near the
    fountain. You can pick from about four different things to hear about. You must
    do this before going to Kraus' house...

    When you're done doing the above, head to Kraus'. Elena will be in the first
    room - chat with her, then head downstairs to visit Kraus. Rue and Kraus will
    talk a bit, then Rue can head back upstairs. An automatic conversation will
    occur with Elena, and then you can go on to one of two new destinations... Head
    for the gate...


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    III. Mell's Atorie.


    **Area: The Star Fields.

    If you select the third option down (skipping the top 'cancel' option, so I
    suppose it's really the fourth...), you'll head off to the Mell's Atorie. Before
    leaving the town, both Mint and Elena will come up and chat with you. After
    that, though you're off to the extreMelly... colorful... Mell's Atorie.

    As you head off through the forest, the landscape will suddenly change. Yes,
    pastels folks. Gotta love them... A slightly confused Rue continues on, only to
    find a dead end with a fallen star. Hop on the star to continue on...

    The star will take you to a mushroom-shaped house on a small floating island.
    The island is deserted, so the only thing for Rue to do is go up and ring the
    doorbell, which he does. As he does, though, a bunch of small oddly shaped and
    colored men come up behind him. Chatting with any of the three of them will give
    you an option, and upon selecting the bottom one (the top one, as usual, is
    cancel), you'll be whisked away on a star to one of three side-scrolling,
    pastel-ly, and incredibly annoying mini-stages, each of which is followed by a
    mini-game.


    **Area: The Star Games.

    New Enemies: Kinokobooya, Imp, Mokedore
    Items: Bronze Coins, Silver Coins

    Although not incredibly long, these three mini-stages are quite possibly the
    most annoying section of any video game that I've even played in my entire life.
    Period. Everything about them is annoying - the enemies, the game play, the
    graphics, and, on the top of the list, the music. Mute here, folks. For the love
    of God, press Mute...

    The first of the stages that you encounter (starting at the door and going
    around counterclockwise) is quite possibly the most annoying. It's not really
    that hard, but many of the things, like the fact that falling off is
    _incredibly_easy, will quickly begin to try your patience. The only real tip for
    this stage is for the big jump near the end - you have to get on the ball that
    the Kinokobooya is riding to sucessfully make the jump - and be careful - after
    killing the Kinokobooya, the ball will soon pop. The mini-game at the end
    involves killing as many Kinokobooyas as possible - each one nets you 20 points
    (although if they aren't fully grown yet and you hit them, they will attack...).
    A score over 500 will net you something special, naMelly, a Silver Coin. My
    score was only 460, so I only got a Bronze Coin (and I am NOT playing that stage
    again...). This scoring is the same for all of the mini-games (over 500 gets you
    a Silver Coin).

    The second mini-stage is probably the easiest, and boasts no hard spots. The end
    mini-game is a simple one as well - when the balls are shot out of the horn,
    grab as many non-black ones as possible. Each ball is worth 10 points, although
    the black ones aren't worth any, and only slow you down.

    The third stage is pretty easy (compared to the first) as well - there are two
    problem spots, though - the second and third teeter-totters. The second is easy
    to operate; just stand on the very right-hand edge, and it should shift over,
    making the jump easier. The third one requires you to jump on each end
    alternatively, each jump moving it a little bit. The end game is the most odd,
    though (as if the rest of the area _wasn't_ odd...) - you have to jump on the
    circles when the Mokedore come close to the horn...

    There is one nice thing about these stages - easy money. The enemies are all
    very easy to defeat, and they are worth a decent amount as well... Although I
    don't know the specific amount per, after defeating about 130 each of the Imps
    and Kinokobooyas and 30 of the Mokedore, I got almost 6000G in return...

    After you're done pulling your hair out from the music in the last few mini-
    stages, have Rue go up and ring the doorbell one more time. This time, the
    inhabitant of the house, whose name happens to be Mell, comes and Rue 'says' one
    of the most classic lines in the game... After that, the two of you will talk,
    and you'll show her the Cube. Once you're done there, get back on the star, and
    head back down to the ground...


    **Area: The Star Fields, Part 2.
    --Boss--

    Boss: Duke in Star-Suit (140 HP)

    Once back on the ground, you'll notice an odd star towards the top of the
    screen. Upon trying to talk to it twice (and having it fall over twice, then
    having to pick the second option to help it back up), you'll see that the star
    is actually Duke in a star-suit. Odd. After chatting for a bit, he'll attack.

    This shouldn't be that hard of a fight. You have to wait until Duke falls over,
    and then hit him once (he'll get up right after that...). Just run around and
    avoid his various attacks - it shouldn't be that tough. Be careful to avoid the
    edges of the field and any vegetation - it's kind of easy to get trapped when
    you're around the above... After 140 HP of damage, Duke will become a shooting
    star, and you can head back to Karona.


    **Area: Karona Forest Revisited.
    --Boss--

    Bosses: Blood, Smorky
    Enemies: Otama, Tigre, Mandora

    Speaking with a Karona resident near the fountain reveals that a trip back to
    the forest is required, so head back to the gate and choose the second option.
    This will put you in the second Karona forest screen (bypassing the first 'mini-
    tutorial' section of the forest). Hack through this screen quickly (all of the
    enemies should only take one hit now) and head on to the clearing with the
    statue. There, you'll find your old friends Blood and Smorky, this time
    tormenting a small Popleplul. After a bit of conversation, battle will begin.

    As with last time, there's not much in the way of strategy here. Just hack and
    slash. They do pack a much bigger whallop, though, and are much more aggressive.
    After a about 120 points of damage to Blood or 110 to Smorky, they will run off,
    tail betweenst legs. After a bit of conversation with the Popleplul, you'll
    return to Karona Town.


    **Area: Karona Town.

    Upon returning to the town, you'll find that it's dark. The Hotel is closed, as
    is the Weapon Shop. The Inn is open, as is the Church. Kraus and friends have
    appeared to have retired for the night as well. If you head to Rod's little neck
    of the woods you can enjoy a short, quiet sequence with him. Heading down the
    alley reveals little new - the Bar is open, but still empty, and the Item shop
    is still really expensive...

    Since the Gate is closed for the night and you can't explore any more, go to the
    Inn and select the fourth option to call it a night. While sleeping, Rue will
    have a nicely disturbing dream about his sister and the mysterious man from
    three years ago... He wakes up in a cold sweat, but ready to start a new day...

    A visit to Kraus reveals little new, so unless you need to shop, head back to
    the gate, and select the fourth option to return to the stars...


    **Area: The Star Fields Revisited.

    Head to the fallen star and go back up to the floating house of Meru. Ring the
    doorbell, and enter. There you'll find the Popleplul that you rescued, as well
    as Mell. Speak some with Mell, and you'll recieve Mell's Report and Kyuupu in
    return. After that, Rue has more to say, and reveal. Much more about his
    character is revealed here, as well as more of what happened that day three long
    years ago...

    After the flashback sequences, Mint will ring. When Rue goes outside he finds
    not only Mint, but also Elena. Rue and Mint talk for a while, then Mint enter's
    Mell's house, leaving Elena and Rue to talk. After a bit of a chat, you'll find
    them back down on ground level after a bit more chatting, the scene will change
    entirely...


    **Interlude: ???

    You'll now get to see a short scene between a new character named PsychoMaster,
    and another unnamed one who looks decidedly evil. The scene presumably takes
    place in a hallway in the castle or fortress of the unnamed man, but the scene
    is short, and one cannot really tell. What you can tell, though, is that
    neither the unnamed man nor PsychoMaster are one of the good guys...


    **Area: Karona Town.

    After the short PsychoMaster/mystery man sequence, you'll find Rue back in
    Karona Town. Save if desired, then head to Kraus' residence. Heading downstairs,
    Rue and Kraus will begin to talk. Rue speaks of the two items that Mell gave
    him, and Kraus eventually turns their attention to the Cube, which he has been
    examining. While they are standing there, the Cube begins glowing, and in a
    burst of light, a large diamond of energy holding a small child appears! After a
    moment, the energy diamond gives out, and the child falls to the floor,
    unconscious. Right after this happens, Mint walks in the room.

    After a bit of conversation, the child is moved to Kraus' bed, and the three of
    them sit down to talk. Eventually, Mint runs off, and you regain control of Rue.
    Speak with Kraus if you wish, then head out. Elena will be in the first room -
    speak with her, then go outside.

    Save if you want, then head to the gate. As a side note, I was at three hours of
    playtime exactly when I saved before heading out, and had 101 HP and 71 MP, so
    if you want a rough idea of how you're doing.... (with the timer, keep in mind
    that I'm writing this walkthrough as I play, and pausing doesn't stop the
    timer... anyway...)

    While you have been able to select the Lake Shore for quite a while, a trip
    there will not really reveal anything at all, and will end up being quite
    short...

    The next area that you need to visit is the Ghost Temple, the fifth choice from
    the top, and the fourth visitable area (the top choice, as always, is cancel).
    Select it, and continue on...


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    IV. The Ghost Temple.


    **Area: The Temple Entrance.

    Rue approaches the Ghost Temple cautiously, and looks around at the entrance. A
    large door towers in front of him, apparently the only way in. Rue, unsure of
    what else to do, simply walks up and knocks on the door. Nothing happens. He
    turns around, pondering other options, and the door mysteriously swings open.
    Rue slowly turns back around, and cautiously enters...

    Once inside the Temple, the door mysteriously swings shut behind him, locking
    him in. Rue looks around the large entrance hall a bit, then you gain control.
    If you walk up the the left hand door and try to open it, Rue will again knock,
    but the door on the right hand side will open (if you walk up to the right hand
    door, it will open when you try it...). Rue enters it...


    **Area: The Right Corridor, Part 1.

    New Enemies: Papetto, Spectre
    Additional Enemies: Tigre, Gudon

    Upon entering the right door, Rue will find himself in a long corridor. The door
    will swing behind him, shutting him in. He begins to explore the corridor, but
    sees three mysterious figures in the distance. He carefully follows them, and
    sees them enter a door at the far right of one of the halls. Before the final
    one enters, it turns around, apparently hearing Rue's advance. After a moment,
    it continues in, and the door swings shut. When Rue explores the rest of the
    halls, he finds two doors in the bottom hall (the one on the left being the one
    that you entered), both locked. The top hall has one locked door on the left,
    and the final door being the one that the figures entered. Rue heads to that
    one, finding it open.

    Upon entering the room, the door will again shut behind him, and then two of the
    figures, called Papettos, will appear. Upon defeating them, the door will re-
    open, and Rue can exit to the hall that he first came into.

    You will now find that the door on the top left is now open, and thus, Rue
    continues to explore in that direction. Entering that door will put you in
    another small room, and introduce another Papetto and your first Spectre. Upon
    killing them, they will both shortly reappear, so head north into the next
    corridor.

    The next corridor will go straight for a short distance, and then veer right.
    Beware of large spiked balls that fall from the ceiling occasionally... After
    the first jump, you'll find a door on either side of you, with two Papettos to
    fight on the platform connecting the two. Enter the left door to fight a Tigre
    and two Papettos (grab the monster coin that the Tigre leaves, as well a a
    Papetto one if you don't have it yet). Enter the right door to fight a Gudon and
    two more Papettos. After that, head back to the main corridor.

    You'll now be faced with a large jump - change into a Tigre to make it. After
    that, you should be at the far end of the corridor, where you'll find a locked
    door and a couple of Papettos on pedestals. Kill the Papettos on the right, then
    take it's place and turn Rue into a Papetto. After a moment, the other Papetto
    should turn to the side (you might have to wiggle around a bit for it to do so),
    and the door will open. Before Rue gets a chance to enter, though, a large blade
    flies out of the room, then boomerangs back. Rue, always brave, enters, albeit
    cautiously.


    **Area: Ashurakimaira, Take 1.
    --Boss--

    Boss: Ashurakimaira (250 HP)
    Items: Left Seraretto

    While it looks pretty mean, the fight with Ashurakimaira is one of the easiest
    ones that you'll have when facing a boss. A simple, aggressive hack and slash
    technique should work fine. Ashurakimaira will only attack about once every six
    hits, and even when it does, it shouldn't do much damage.

    After defeating Ashurakimaira, you'll recieve the Left Seraretto. Grab it, and
    move on...


    **Area: The Right Corridor, Part 2.

    New Enemies: Skeleton, Uutan
    Additional Enemies:Otama, Spectre, Papetto
    Items: Bronze Coin [3], Silver Coin [1]

    Upon entering the next corridor, you'll find a glowing platform at the end of
    the corridor. Jump on it, and you'll be greeted by four skeletons, two from each
    side (are they dancing?). Hack them to little skeleton bits, and head into the
    right room for a quick HP refill. After that, head left...

    The room to the left of the glowing platform is a small one that leads you
    north. Head north to find another corridor. It'll turn to the right, and then
    you will find a door on the left a bit before a larger, open area that has some
    poison gas on the ground. Head into the left room before continuing on. You'll
    find two Papettos and 1 Uutan. Kill them and head back out, continuing to the
    north. You'll want to try to hang on to the Uutan transform ability for a while,
    too...

    Jumping to the first platform, you'll find a Skeleton and an Otama. Make sure to
    kill the Otama and grab it's coin, as it will make it easier if you fall to the
    poison gas below (Otamas, since they float, aren't affected by the gas). If you
    head left into the first room in the larger area, you'll find two Skeletons and
    one Tigre. The next room, on the right-hand side, contains two Skeletons and one
    Spectre, while the final room, on the left and to the north, sports a chest
    containing 3 Bronze Coins and a single Silver Coin. Again, be careful of what
    you kill, as you need the Uutan ability later on (you can always backtrack,
    though...). Anyway, grab the treasure and jump to the northmost platform, which
    should have two skeletons on it. Kill the right-hand skeleton and jump onto the
    pedestal, transforming Rue into a skeleton. The door should open. Inside is...


    **Area: Ashurakimaira, Take 2.
    --Boss--

    Boss: Ashurakimaira (250 HP)
    Item: Right Seraretto

    The second encounter with the still-mean looking Ashurakimaira is almost as easy
    as the first. Again, assume a simple hack and slash style here, but watch out
    for when the camera pans out - it means that Ashurakimaira is about to unleash a
    lightning attack. The good news is that only that last blast should (key word:
    should) hit you, so get in a few more chops before starting to run. After it's
    defeat, the Right Seraretto should be dropped, and Rue can gather it up and head
    north.



    **Area: The Right Corridor, Part 3.

    Enemies: Skeleton, Spectre

    You'll find a much shorter section here than in the previous two sections... A
    nice change. Anyway, this is where you'll need the Uudan transformation ability.
    Kill the two Spectres that you find, then change into the Uudan to make the high
    jump that you'll face. Make it, and continue north, where you'll find another
    pair of pedestals, this time with collasped Skeletons. Again, kill the Skeleton
    on the right and assume it's position. Turn into a Skeleton and press the
    Triangle button to collapse yourself. The door should open, and you'll get to
    face, once again...


    **Area: Ashurakimaira, Take 3.
    --Boss--

    Boss: Ashurakimaira (250 HP)
    Item: Left Gauntlet

    This time Ashurakimaira has decided to up the ante a bit, and make things a bit
    tougher for Rue. You'll still have to do a lot of hacking and slashing, but
    you'll also need to keep an eye out for more attacks. Again, when the camera
    pans out, look for a lightning attack (again, only the last bolt should hit).
    Also, when special effects such as motion blur begin to happen, a special attack
    should be happening shortly, so beware. When Ashurakimaira begins to breathe
    fire, head around to his back (if possible) and hack him from there. Aside from
    that, just get in some swipes with the Arc Edge whenever possible, and once 250
    points of damage have been afflicted, death will result. Rue will grab the Left
    Gauntlet and head north.


    **Area: The Right Corridor, Final Section.

    Rue will encounter a short corridor here with four lit torches at the end. Turn
    into a Spectre and use it's ice attacks to extinguish them (you'll need a few
    magic points as well...). Upon extinguishment, the door to Rue's left will open,
    and a large spiked ball will fall from the ceiling. Watch out. Head to the left.

    You'll find yourself in the first hallway that you entered (remember the locked
    door in the bottom right?). Head back to the left and go out the first door that
    you entered. It should be open now. You'll find yourself back at the main
    entrance hall to the Ghost Temple. The right-hand door should shut behind you.
    Head over to the door on the left, and enter it.


    **Area: The Left Corridor, Part 1.

    Enemies: Skeleton, Papetto, Harry
    Items: Moon Stone [1], Night Stone [1]

    You'll now be in yet another corridor. Head left, and you'll see an odd-looking
    section of the wall, one that is a bit more inset than the rest. Examine it. As
    you do, Rue will head a noise over his shoulder. He turns around and begins
    investigating. Hiding behind the corner, he readies the Arc Edge, turns around
    to attack, and finds... Elena? The two talk for a while, and then the hear the
    faint noise of a door locking. Rue runs back to the entrance of the hall to find
    that (once again), they are locked in. Unfazed, he continues on.

    From the locked entrance door, head back left, thrn up, then right, then down.
    You should see a lever. Strike it with the Arc Edge, and the door to the north-
    west of the screen should open. Enter it, and Elena will follow.

    You'll now be in a corridor with a door to the north, west, and east.
    Unfortunately, they are all locked. There is also a small hole on the left side
    of the corridor towards the top. Examine it if you like. Eventually, the two
    doors on the left and right will open, producing a Skeleton and Papetto, which
    come out onto the platform that Elena is now standing on. Ever the defender, Rue
    now needs to kill the two enemies. Do so, and you'll be greeted by another two
    Skeletons and another Papetto. Once defeated, you'll chat with Elena a bit, only
    to hear the two doors begin to knock and shake.

    The door on the left has three Skeletons to defeat, while the door on the right
    sports three Papettos and another door. Kill the Papettos, then strike the door
    with your Arc Edge to demolish it, then enter the next room. You'll find a Harry
    that you'll need to kill and take the mosnter coin from, and a chest that
    contains a Moon Stone.

    Once the Harry is dead and the Moon Stone in your possession, head back to the
    main corridor. Go to the small hole on towards the top left (which just happens
    to be about the size of a Harry...), change to said Harry, and enter. You'll
    have to wait a bit for Elena to come up and wait by the entrance of the hole...
    Once you get her there, enter the hole as a Harry.

    In the hole you have to stay in Harry form, due to the lack of space. Use your
    Triangle attack combined with the D-pad/left analog stick to rid the world of
    the other Harrys that inhabit the hole. Grab the Night Stone that is in the
    chest, and continue to head north, then turn right to exit the hole.

    Once outside of the hole, change back to Rue and hit the lever with the Arc
    Edge. Both the top and bottom doors will open, and Elena will run in. Head
    north, and Elena will follow.


    **Area: The Left Corridor, Part 2.

    Enemies: Papetto, Spectre, Tigre, Skeleton
    Item: Silver Coin [1]

    Head down the next passageway until you encounter yet another lever, which you
    will again need to hit with the Arc Edge. Upon trying to enter the newly opened
    door, you'll once again need to wait for Elena (which can get a bit tiring...).
    Once you get her there, head through the door. Unfortunately, Elena isn't the
    fastest person in the world, so she doesn't make it through before the door
    shuts. Luckily, she figures out how to open the door after a moment, and
    continues through, right before the door shuts on them again.

    You'll be in another small room with a glowing platform and another lever, with
    yet another shut (and somewhat clawed at) door. Standing on the platform will
    invoke a short sequence, but nothing really happens. Hit the lever with the Arc
    Edge, and to Rue's dismay, the lever will fly off. Luckily, the door opens. Rue
    and Elena head through, but once again Elena is cut off, this time without a
    lever to open the door with. Rue heads off to find another solution.

    You'll be in another long corridor with three doors (one to the north, and one
    each to the west and east, besides the one that you just walked through to the
    south). The one to the north is accessable by jumping in a couple of stationary
    floating platforms, although the door will be locked. Head into the right-hand
    door to fight two Skeletons and one Tigre. The left-hand door contains another
    glowing platform, as well as two Papettos and a single Spectre. Make sure that
    you obtain the ability to change into a Papetto (I didn't the first time, so you
    may need to exit and re-enter the door a few times). Change into a Papetto and
    jump onto the glowing platform, which turns out to be a teleporter.

    You'll now find yourself back a few screens. Head back to where you left Elena,
    which should be a single screen to the north. You'll need to open another door
    via lever to get there. When you enter the door, you'll find Elena being held
    captive by a couple of Papettos. Before Rue can save her, they step onto the
    transporter and are whisked away. Rue follows. You should now find yourself in
    the Tigre/Skeleton room, across the hall from the first transporter that you
    used. Run over there and jump on the Transporter once more.

    Now, backtrack (all the doors should be unlocked at this point) until you come
    to the corridor that had the shaking doors. One door, the right one, will be
    shaking again. Enter it and defeat the three Papettos that are inside. Upon
    their defeat, three Skeletons will enter the room, bursting through the wooden
    door. Kill them, then enter the door.

    Elena will be there, cowering in a corner. Go up and speak with her for a bit,
    then head back outside. Go into the next room. Once inside, talk to Elena - she
    should give you a Silver Coin. Continue back to where Elena was kidnapped, in
    the room with the broken lever. Examine the door, which is still locked. Elena
    will offer to help, and manages to get the door open, albeit in possibly not the
    best way... Enter the next corridor with Elena following.

    The two stationary platforms will now be spinning. Jump onto them, and then to
    the platform to the far north of the screen. Examine the door, which is now
    open. Of course, Elena still needs to be brought over to the platform, so press
    the Triangle button after examining the door to speak with her. Choose the top
    option, and then press Triangle to have Elena jump onto the platforms
    (obviously, having the timing correct). Once you've manuevered her to the
    platform with you, head into the next room, proceding down the following
    corridor and into yet another room.


    **Area: Ashurakimaira, Take 4 (kind of).
    --Boss--

    Boss: Duke (210 HP)

    Upon entering the next room, you'll see your old friend Ashurakimaira again, but
    this time, Duke is there as well. He defeats the beast, who in turn drops the
    Right Gauntlet. Duke retrieves the item, then speaks with Rue a bit. After a
    small amount of chatting, the two begin to fight.

    This is the hardest boss in the whole of the Ghost Temple. Duke has numerous
    attacks, some of which he is invincible during. There are two similar attacks
    where Duke will pause and glow, then unleash a band of energy - one attack is
    long range, but has a small area of coverage, while the other is short range,
    but radiates in all eight major directions. Both of these are fairly easily
    dodged, although Duke seems to be immune to damage during these. Duke also has a
    sort of machinegun punch which can be easily cancelled by striking him, and a
    jumping uppercut that he can also be hit while doing. You'll also find that Duke
    will chase you around the room a bit, trying to get a good hit in. This is a
    good time to use the various items that are laying around to your advantage -
    one hit with the Arc Edge will make them blow up a few seconds later, which will
    damage Duke (as well as yourself), if in the vicinity of the explosion.

    There are two things that you need to watch out for in this battle - the first
    is the exploding items. It is very easy to mistakenly target one of them (due to
    the semi-auto targeting system used by Dewprism), so watch out - if you get two
    hits in on one of these, it will more than likely explode in your face, damaging
    you. It might be a good idea to detonate all of these at the beginning of the
    fight so that you don't get into any trouble. The other thing to watch out for
    is swinging the Arc Edge too much - if you do so, there is a good chance that
    Duke will catch you in mid swing and do some damage. Remember that if you press
    the Square button three times in a row, Rue swing his weapon three times, which
    cannot be cancelled. This may result in you trying to more Rue out of the way of
    an attack, but Rue continuing to sit there and swing at an enemy that is no
    longer there.

    Once Duke is defeated, some more dialogue will be exchanged between Rue and
    Duke, followed by Elena and Duke. After a bit, though, all three of the
    characters hear a low rumbling noise... the walls! Duke will buy Rue some time,
    so start hitting the door on the right with your arc Edge repeatedly. Eventually
    (after 15 or 20 hits), the door will collapse, and everyone will escape.

    You will now find the three characters outside. Rue and Elena will talk a bit,
    while Duke will be silent. After a bit, Rue and Elena go to leave, which is when
    Duke speaks up. After a bit of conversation, the Rue and Elena do leave, and
    Duke stands there a while longer, thinking...


    **Interlude: ???

    The scene will now change to a small room where Duke is being scolded by Bell.
    The two will quarrel for a while, then talk for a bit, then begin to quarrel
    some more. After a bit the scene will change again.


    **Area: Karona Town.

    New Items Available: Gold Brace & Beruto (+12, 3500G @)

    Rue and Elena will enter the town and talk a bit, but after a moment Rue sees a
    familiar face disappear into the alley. He follows, but can't find the person
    again... Searching the bar and the item shop reveals nothing...

    Looking around the rest of the town, Rue will discover that the Gold Bracer and
    Beruto are now available in the Weapon and Armor Shop for the price of 3500G
    each. Each item will boost the respective stat +12.
    Again, if you'd like to track your progress compared to mine, my timer was at
    5:00 upon arrival back in Karona Town, with HP at 133, MP at 76, Attack at 40
    and Defense at 24 (both of the last two without the Gold items).

    Another visit to Rod will reveal that he has acquired more powerful weapons,
    although he's still fairly easy to defeat...

    You should now be in the range of beginning to be able to afford the shop in the
    alley, so let's take a look at what they have to offer. Selecting the second
    option will bring you to a screen where you can buy...

    Power Up (Raises Power by one point) 30000G
    Guard Up (Raises Guard by one point) 30000G
    Life Up (Raises HP by ten points) 30000G
    Magic Up (Raises MP by ten points) 30000G

    You can also exchange defeated enemies for gold here, as well as selling all of
    your items, including your Coins (which are not sellable at the other shop)

    Once you're done doing any of the above, head to Kraus' place. Going downstairs,
    you'll find Kraus and Mint there, and the three of you will strike up a
    conversation. Rue now has the two Gauntlets (Duke apparently handed his over at
    some point) and two Serarettos that are needed for the mysterious child, so they
    are outfitted, and the child wakes up immediately. It is quickly learned that
    the child's name is PrimaDoll, and the four characters talk for a while
    (although Mint isn't always the happiest camper...). PrimaDoll is apparently a
    pretty smart little cookie, as his speech uses nearly all kanji (if you don't
    understand that, simply look at the complexity of the characters in his dialogue
    versus the other characters, who all speak in much simpler characters...). After
    a bit, PrimaDoll gets up and tries to walk, but falls over rather quickly. He is
    put back onto the bed to rest, and the three remaining characters continue to
    talk. Mint eventually leaves, rather happily, and Rue and Kraus finish up their
    conversation. Afterwards, you regain control of Rue... Speaking with PrimaDoll
    reveals something regarding the Tiara that you had stolen by Bell, as well as an
    Amulet. After another short chat with Kraus, you can head upstairs to talk to
    Elena, and then it's back outside.

    Heading to the gate, you'll find that another area has opened up: The Angry
    Mountain (the sixth choice down, and the fifth area)


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    V. The Angry Mountain.


    **Area: Outside the Angry Mountain.

    New Enemies: MaguMagu, Dadango
    Additional Enemies: UUtan

    When you first get to the Angry Mountain, you'll find that you're put right into
    the action. On the first screen you'll have to choices - up or down. Going up
    will result in your first MaguMagu as well as a falling platform (it's smaller
    than the rest). If you head down, you'll be greeted by a large boulder. The
    solution? Head to where the falling platform was and jump down, holding right.
    Instead of falling to your doom (albeit a temporary one) you'll land on a
    platform that has a large hammer-wielding enemy called a Dadango. Kill it and
    grab it's coin, then head back to the left, turn into a Dadango, and smash the
    boulder. Head back up, and continue into the cave on the right.


    **Area: Inside the Angry Mountain.

    New Enemies: Otama (Blackened)
    Additional Enemies: Otama, Dadango, Gudan
    Items: Silver Coin [1]

    Inside the cave you'll again have two choices - right or left. Going right
    (towards the bottom of the screen) you'll find a couple of Otama-generating
    pools as well as another boulder. Going left (towards the top of the screen)
    you'll find a boulder, followed by a chest containing a silver coin. So, head
    left first to retrieve the Coin (and killing the Spectre that appears once
    you've smashed the boulder), then head back and to the bottom of the screen,
    smashing that boulder (and killing a few Otamas in the process) before
    continuing right. You will then find a larger area that has a bunch of steam
    vents to avoid, and more Otamas and Dadangos to kill. Continue to the right, and
    through into the next cave.

    The next room in the series of cave sports a beautiful blanket of lava (which
    happens to take off about 17 HP if you fall in, so watch out). You'll find
    Gudans on floating platforms (which move slightly), as well as some new
    Blackened Otamas that sport many more HP than normal ones (although they are
    still classified as Otamas; no additional monsters are added to your monster
    list that is available by pressing start). If you head north on the second
    floating platform, you can access a HP refill point that is being guarded by two
    Dadango, as well as a boulder. Smash the boulder, as well as your Dadango
    brethern, fill your HP, and head back down and to the right. Note that Dadangos
    can't jump onto the floating platforms (they tip over) and Otamas (regular white
    ones) can't float over lava (they fall in).


    **Area: Back outside the Angry Mountain.
    --Boss--

    Bosses: Bell (& Hexegon), Duke
    Additional Enemies: Otama (Blackened), MaguMagu

    Headinging into the next cave will take you back outside, where a strong wind is
    blowing. Continue up the mountain, killing MaguMagu and Blackened Otama as you
    go, and being careful not to be blown into a pit. Note that the wind is stronger
    some times than others - don't try to make the jump if dust is appearing...

    Upon reaching the next screen you'll see your old friends Duke and Bell. The two
    of them will talk to you for a while, with Bell eventually taking over the
    conversation. After a bit, she decides that she is through talking, and attacks
    (with a little help)

    While Duke appears to be the target, he's not. He is, however, defeatable, and I
    would recommend a bit of the old hack and slash to get rid him. I wouldn't even
    go after Bell until he's done for. Once he is gone, concentrate on Bell.

    Wait until Bell comes close and tries to grab for you, then jump to avoid the
    hands. After you land, jump again and slash her in the air. She'll retreat, and
    then you can repeat the process all over again. Note that sometimes she will
    fire projectiles before she grabs for you, so be careful. She's not that tough
    this time around, and each hit does a good 25 or so damage.

    After taking down the entire life bar, she'll retreat, then come at you on foot.
    Watch out for the same things that you watched out for while fighting Duke at
    the end of the last section. She has two kinds of magic - fire, and light. The
    fire is fairly easy to avoid, but the light will circle around her, and
    eventually shoot out - this is a little tougher, but still shouldn't pose a big
    threat. Just keep your cool, and avoid getting near to the edges (a Blackened
    Otama will come out if you do), and she should be toast in no time. After that,
    they will both retreat, and you're back to climbing the mountain.


    **Area: Climbing the Moutain.
    --Boss--


    Boss: Wealaugh
    Additional Enemies: Dadango, MaguMagu, Otama (Blackened)
    Items: Pan

    After defeating Bell and Duke, you'll find yourself on another normal action
    screen. To the far right of the first level is a HP refill point - it is past a
    Dadango. There is a Pan on the second level to the far right (over some
    platforms with MaguMagu on them). You'll probably find that it is easiest to
    just run in this part. Plus, you'll want to conserve HP for the battle ahead.
    Continue upwards, jumping over and otherwise avoiding enemies, and finally, past
    some Blackened Otama, you'll find the top of the mountain.

    The top of the mountain is a field of lava and burning rock. You'll speak with a
    dragon named Wealaugh for a while, but eventually it will attack. Get ready for
    one tough fight.

    Wealaugh, being a creature of flight, will spend most of the fight in the air,
    well out of Rue's reach. While it's in the air, you'll find that firebreathing
    seems to be an enjoyed pasttime. It's not that hard to avoid, luckily - the
    playfield is large and easy to maneuver, and the fire should be easily dodged.
    Eventually, Wealaugh will begin to divebomb you - when it does, jump and swing
    your Arc Edge it it's general direction. With luck, you'll hit it, and it will
    head back to the skies. If you miss, however, you're probably about to get hit.
    After it hits, it will probably fly back up. There are times that he will stay
    on the ground for a while, whacking away at you with his head or tail. Same
    strategy here - jump-shots work wonders, and will avoid his attacks at the same
    time that you hit him.

    Other things to watch out for in this stage include bursts of flame that appear
    on the battleground where Wealaugh's fire-breath intially hit(they are
    stationary and not hard to avoid) - these will be around for quite a while after
    the breath hits, but will eventually disappear. Another obsticle is the
    whirlwinds of dirt and debris that Wealaugh will occasionally create - if you
    run into one of these, you'll be shot heavenward, and will probably take some
    damage in the process. With the latter, it's generally pretty safe around the
    edges of the playfield. Another thing that makes this stage tough, but is
    impossible to avoid, is the camera. Due to the circular nature of the field, it
    will swing around wildly (although not randomly, mind you - it's a very
    controlled wild...) - this only adds to the difficulty of the battle, and was no
    doubt done on purpose....

    After over half of his life is gone, Wealaugh will stop fighting and sit down to
    talk with you. You'll regain control of Rue for a bit, and can rotate around the
    dragon, looking at Square's mastery with polygons. You can also get in a few
    more whacks if you really want, but that's not as recommended. Eventually,
    Wealaugh will speak some more, and give you a small present. After a few more
    words, he'll fly away...


    **Interlude: Karona Bar.

    The scene now cuts to Bell and Duke, who have taken up residence in the Karona
    Bar, and, as usual, are bickering and fighting. Bell, in particular, is not
    happy. After a bit, Mint shows up. The three of them talk , and then the scene
    fades.


    **Area: Karona Town.

    New Items Available: Platina Brace & Beruto (+16, 4500G @)

    After the interlude with Bell, Duke, and Mint, Rue will find himself back in
    Karona Town. He will hear some shouts in the distance, and Blood and Smorky will
    come running up to him. After a bit of conversation, and a choice of which of
    two things to say (I picked the first), they will run off, and you can head
    around town.

    A visit to the Weapon & Armor shop will reveal that the two Platina items are
    now available for 4500G each, with a value of 16 point added to the existing
    base value.

    After shopping and saving, head to Kraus' residence and go downstairs to speak
    with him. After a little conversation, Rue will show Kraus what the dragon
    Wealaugh gave him. While they are looking at it, the child, Primadoora, wakes
    up, and right after that, Mint shows up with the Tiara, previously stolen by
    Bell. They walk over to Primadoora, and after a bit more transpires, Mint runs
    off once more, and you regain control of Rue. After speaking with PrimaDoll and
    Kraus again, if desired, head upstairs, where you can chat with Elena before
    heading out.

    Once outside, you'll find a few more people to talk to, including Graham, who is
    right outside of Kraus' house. After talking to your heart's content, it would
    be recommended that you head for the town gate, and thenceforth to Mell's
    Atorie.


    **Area: Mell's Atorie.

    Boss: Gorotan (320 HP)

    Head for Mell's house, and speak with her for a while. After you're done talking
    to her, head outside and talk with the small men that are walking around -
    instead of the previous three, there are now four - one is Popleplul (he's the
    only one whose name shows up), the one that you rescued from Blood and Smorky.
    Speak with him, and select the second option.

    You'll be transported to a black Star Field that has a small bird in the center.
    Speak with the bird, and it will split into four, and disappear. After that, a
    large cat named Gorotan will appear, and a boss battle will ensue.

    Gorotan is a pretty easy boss. You can damage him a lot quicker than he can
    damage you, so just get in front of him and start hacking away. You should do
    about 25-30 damage with each strike. He has a couple of attacks, noteably a
    lightning strike, but again, you can hurt him quicker than he can hurt you...
    After 320 points of damage, he should be history, and you should find yourself
    back in Karona Town.


    **Area: Karona, Mell's, Karona.

    Items: 50G

    When you get back to town, head for the residence of Kraus. Once inside, head
    downstairs. At first, it appears that Gorotan is in the basement attacking
    Primadoora with the lightning attack, although after a moment, Gorotan changes
    to Rue, and we see that it was not quite so. Kraus is there as well, and the
    three characters talk for a while. After a short talk, you regain control of
    Rue, and can speak with either of them before heading back upstairs. Head back
    to the gate - you need to visit Mell's Atorie real quick again...

    Once at Mell's, go inside and speak with her real fast, then head back to
    Karona.

    When you're back in town, go back to Kraus', and head back downstairs. You'll
    talk with Kraus and Primadoora, and afterwards, you'll find that you have a
    follower - Prima, has he has been nicknamed, is now on your tail, following
    wherever you go... Go around town and talk to the various people to get some
    different reactions, and to have Primadoora talk with them... Talking to Macom,
    who's standing near the fountain, will net you a whopping 50G. After you're
    done, head for the gate. For once, you'll only have a single selection aside
    from cancel... the Lake Shore.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    VI. The Lake Shore.


    **Area: The Lake Shore.

    Once you arrive at the lake shore, Prima will jump around a bit excitedly, and
    the two of you will chat. Eventually, unable to contain himself, he sprints up
    the hill so the lake shore. Rue follows. Unfortunately, Prima doesn't like what
    he sees. After a bit more talking, he begins to cry. Rue comforts him, and the
    two head back to town.


    **Area: Karona Town.

    Boss: Rod*

    Head directly for Kraus' basement. Upon arriving there, a conversation will
    automatically start. Kraus bestows Prima with the Amulet that was spoken of
    earlier. Prima gets a bit stronger, and the characters chat some more, Kraus
    tries to get up to approach Prima, but falls again. Concerned, the characters
    help him to his bed as the scene fades.

    The scene will brighten again and you'll see that Elena has now joined the group
    from her previous station upstairs. Kraus is safely on the bed, so more talk is
    talked. Prima begins to cry once more, and after some more talk, Rue leaves to
    find another solution to their problem.

    Speaking with Elena before heading out will bring you a familiar name: Rod. Head
    over to his little beach and speak with him. He has a ship, and you need one to
    reach the island in the middle of the lake. He agrees to take you if you can
    defeat him one more time. This time, however, he is armed with a very large
    hammer. While it looks dangerous (and is if you let him hit you too many times),
    a simple hack and slash should take care of him. Just jump out of the way of the
    hammer when it comes crashing down.

    After the defeat of Rod, head back to the basement of Kraus' place and speak
    with him. Select the top option to continue on to the next section. You'll now
    find yourself back at Rod, but with Prima at your side. Rod will introduce you
    to his boat, the Scarlet Typhoon Excellent Gamma. Pure gets all excited at the
    prospects of riding in such a sleek beast. Eventually, the three of you will
    pile into the Typhoon and head for the island in the lake.

    Upon leaving, Mint will show up at the beach along with Bell and Duke. The scen
    pauses a bit, then fades.

    You'll now get to see the three characters riding in the Typhoon for a short
    while. Rue looks nervous, while Prima is still having a blast. Eventually, after
    a bit of talk and a bit of windblown sailing action, you'll arrive at the

    island. Getting off of the boat, Rod has a few more words to say before he puts
    the Typhoon into high gear and splits. Rue and Prima will then head for the
    center of the man-made island.


    **Area: The Island in the Lake.

    It should be noted that the majority of this section is, plain and simply, a
    major spoiler. While I have tried to keep a lot of the plot information to a
    minimum, upon the completion of the notes of this section I realised that it
    was, in fact, one big spoiler. You have been warned.

    Once again, a major (and long) spoiler is coming up, and will continue to the
    end of the section (until the next Area: header), so if you don't want to know
    what happens, skip down to the end. Filler such as this has been added there as
    well, so if you happen to read the last sentence or so, you won't be discovering
    anything spoiling...

    This is the final warning for the spoiler that follows, starting in the next
    paragraph. Anyone wanting to not know what happens should skip down to the next
    section.

    Rue and Prima will approach the middle of the man-made island, which is a large,
    square indented section. Prima will head to the center of the indent and, upon
    standing on a small raised section in the middle, start glowing. Suddenly, to
    Rue's dismay, three more characters will appear. One, PsychoMaster, we have
    already met by name, and another, a character named PuppetMaster, we know only
    by face (as he was the unnamed character who was talking to PsychoMaster in the
    earlier sequence). The third happens to be Maya, who is Mint's sister, and a
    Queen. All of the characters will talk some, and then Maya, being the same
    little magician that her sister is, attempts to blow Rue away, literally. Rue
    puts up a good fight, but in the process loses his hat in a very Mario-esque
    fashion. This, of course, reveals his secret.

    The camera will now cut to the edge of the indentation where you will find Bell
    and Mint watching the goings-on below. After a bit of spying, they will turn
    around to talk with Duke, who stands at the edge of the island below. After a
    bit of conversation, the scene will cut once more to the inner section of the
    island.

    Back down in the indentation, Rue begins to power-up. Maya isn't too find of the
    idea of this, and says so. In response, PuppetMaster walks over to Rue and puts
    a stop to it, then walks over to Rue and encompasses him in a sort of spell,
    imprisoning him in a small force-field. PuppetMaster then captures Prima, who
    after a bit of a struggle appears to break free. PuppetMaster then re-focuses
    his attention on Rue, and begins advancing on him. At this point Bell decides
    that it's time to enter the picture, and save Rue from harm. After another
    moment, Duke jumps into the fray as well, and begins scrapping. His abilities
    prove to be not as effective as they could be, and after a few moments we see
    Duke exit the picture via an arial route. At this point, Bell will remove the
    trapped Rue from the equasion, leaving PsychoMaster, PuppetMaster, and Maya
    behind with Prima, who is actually frozen in place. At this point, Maya will
    begin to cast a rather large spel...

    After getting back to town with Mint, Rue will be beckoned by the former down
    the alley. Head down there (you can't save or anything yet), and enter the Bar.
    Duke and Bell are there already, and the four characters talk. After a few quick
    mood swings from Mint, she will head off, and the scene will fade.

    This is the end of the said spoiler, and the following section will revert back
    to a more spoiler-sensitive format. It should also be noted that any future
    major spoilers in this document will be noted with similar filler at the top and
    bottom. This is done merely for the reader's sake, as a simple sentence stating
    'A spoiler follows' is not usually enough (in my opinion) to effectively buffer
    the spoiling section from the rest of the document.


    **Area: Karona Town.

    After the long plot-laden sequence, it is best to head to the Inn to save.
    Since it's dark out, most of the town has shut down for the night (the Inn, Bar,
    Church, and Item Shop being the exceptions). Head out to Rod's camp to trigger a
    short sequence with him, then head to the Inn and select the final choice to
    head to your room. Jumping onto or approaching the edge of the bed and hitting
    Square, then the second option will have Rue go to bed for the evening.

    In the morning, you can head to Kraus', although nothing major happens there,
    just a bit of normal dialogue. Head to the gate and, select bottom option to
    continue with your quest.


    **Area: Lake Shore.

    Upon arriving at the Lake Shore, you'll notice that it has... well, changed...
    Rue surveys the situation, and upon careful examination, decides upon a single
    solution. Head back to town. He turns, and the scene cuts to...


    **Interlude: Inside the Tower.

    You'll find Maya and PuppetMaster having a rather heated converation in a large
    room. PsychoMaster, as well as two new characters - one a red- (and rather
    pointy-) haired male, and a dressed-to-kill female. After a bit more talk, Maya
    heads one way, and the other characters head the other. Upon exiting, Psycho and
    Doll have a short conversation, then the scene fades to black.


    **Area: Karona Town.

    Upon arriving back in town, you'll find that it's dark again (boy, that was
    fast). Head to Rod's camp and speak with him to trigger a conversation between
    him and the other character that is there with him. After a while, said
    character will run off, and Rod and Rue will talk some more before the scene
    fades. Afterwards, Rue will find himself back in the main town square. Head to
    the Inn, repeat the process above to call it a night.

    During the night Rue will have a dream that causes him to awake. Going to the
    window, he is drawn into a sort of wild goose chase. Without revealing anything
    major, you will need to visit the sections of the town in this order: first,
    head for the alley. After that go to the docks and talk to the person there.
    From there, head to Rod's camp and speak with him. Following that, you'll need
    to go to the church.


    **Area: Karona Church
    --Boss--

    Boss: PsychoMaster (150 HP)

    After finding the subject of your wild goose chase in the church and attempting
    to reach them, you'll be confronted by PyschoMaster. After a short bit of
    dialogue, Rue will whip out his Arc Edge in a cool gunslinger kind of way, and
    the game will switch to battle mode.

    PsychoMaster isn't very hard at all... if you know the trick to actually hurting
    him. If you try attacking him straight-on, he will use his psychic powers to
    lift, and then throw you. This does a fair amount of damage, and after getting
    thrown this way few times, you'll be hurting. He also will attack you using a
    ring of fire that spreads along the ground (a simple well-timed jump will avoid
    this), and will also occasionally float around the room, and if he catches you,
    we will do the aforementioned psychic grab-and-throw. So how can you deal damage
    of your own? Merely run around to the back of him and strike. Most times, after
    reappearing, PsychoMaster will just stand there, making him an easy target for
    at least one, and occasionally two swipes with the Arc Edge. The few times that
    he does move, he will do the aforementioned floating-around-the-room-chasing-you
    technique, so just be careful, and look out for floating & fire appearing on the
    ground, and you should be fine.

    After taking off 150 points of damage, he will fly up to the subject of your
    chase, who is floating, out of Rue's reach, at the ceiling. After a bit more
    dialogue, they will disappear, leaving Rue is dismay on the floor. Soon after,
    the scene will fade, and Rue will find himself at the door of the church, dawn
    newly broken.


    **Area: Karona Town.

    New Items Available: Mythril Brace & Beruto (+20, 5500G @)

    After the fight with PsychoMaster, you'll probably want to head back to the Inn
    to save. Stopping by the Weapon & Armor Shop reveal new Mythril items, so grab
    those for 5500G each to boost your add 20 to your stats. After that, a quick
    trip to Rod and Kraus reveal nothing new, so head to the gate. You'll find that
    the Lake Shore option is no longer available, and has been replaced by a new
    one: Maya's Tower (it's still the final one). Prepare yourself, and select it to
    continue...



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    VII. Maya's Tower.

    **Area: Ascending the Tower, Part 1.

    New Enemies: Fabbit, Pumpkin
    Items: Gold Coins [2]

    As you approach the tower, you'll be greeted with a few short sequences, one as
    Rue approaches the tower, and another as he enters it. Upon entering, the door
    slams shut, and a figure who you first met on the island appears.

    After a bit of conversation, it is revealed that his name is TrapMaster. Rue and
    TrapMaster talk for a while, and eventually the scene switches to a battle mode.
    If you try to hit TrapMaster, though, a small explosion will appear, and Rue
    will get hurt. Instead of trying to damage him, head up the stairs. After a bit,
    he will call out to Rue, and then disappear in a flash of light.

    Continue up the tower stairs, fighting the Fabbit (birds) and Pumpkins that you
    meet along the way. Neither are very hard, and the Fabbit in particular are
    worth quite a bit in gold (150 apiece), so you may want to kill quite a few...

    Once you've reached the top of the stairs, the scene will switch to a balcony.
    You'll find a few more Fabbit to kill, and, upon heading halfway around the
    balcony, four pumpkins to axe as well. Instead of heading into the door that the
    pumpkins came out of, continue around the balcony. At the far left, and just out
    of eyesight of the door, you'll find a chest. Inside, you'll find two gold coins
    awaiting you. Grab the coins, then enter the door.



    **Area: Ascending the Tower, Part 2.

    New Enemies: Witch
    Additional Enemies: Fabbit, Pumpkin
    Items: Star Stone, Gold Coins [2]

    Upon entering the door Rue will find himself in a large room with a door on the
    far side, across a large gap. Floating over said gap are eight large green
    pumpkins. While it appears to be a simple jumping game, in reality, it's a bit
    more. If you simply jump across the pumpkins at random, you're bound to be
    attacked by one. Upon getting attacked, you're bound to fall to the level below.
    Upon falling to the level below, some of the pumpkins will quickly ripen, and
    then turn bad and start attacking. If this happens, trying to get back to the
    beginning of the room will result in a small shock, and about 5 points of
    damage. Simply kill the three pumpkins, then climb back up to start again.

    The key here is to watch the pumpkins when they first appear. Five of the
    pumpkins will appears in a billow of smoke, and the final three will apparently
    drop from the ceiling. These latter three pumpkins are the ones that will ripen
    and turn into monsters, and thus are also the ones that you need to avoid. In
    case you didn't catch this small difference in pumpkin birth, I've made a simple
    diagram below to roughly tell you which ones have gone bad (O is safe, X is
    unsafe).


    finish

    ------------
    O

    O X X

    O

    X O
    O

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

    start


    [note that the some of the pumpkins do move, so the positions above may not
    match exactly what you see on screen... but really, what do you expect - it's
    ascii art...]


    Of course a simple jump across the pumpkins would be too easy, so Square has
    added a new enemy, a Witch, at the other end. She just happens to shoot
    projectile pumpkins across the gap at you. These, however, aren't that hard to
    dodge - when you see one coming, simply jump, and, with a well-timed jump, you
    should sail right over it. Of course, if you're on a moving pumpkin, be careful
    that you land on it... Once you've made it across the gap, kill the witch and
    grab it's monster coin (if desired), then use the HP refill point if you need to
    and grab the Star Stone that resides in the chest near the door. After you're
    finished with the above, head into the door, and on to the next section.

    Rue will now find himself in another room similar to the first one with the
    spiral staircase. This room, however, sports a large circular platform that you
    need to jump onto (note that simply walking onto it will cause you to fall into
    a hard-to-see gap) to advance. And once again, Square throws a few things at you
    to make your journey an exciting one - more pumpkins. Yes, once the platform
    begins to rotate it's way up, it will begin to rain pumpkins. This is not hard
    to take care of, as you can simply continuously swing the Arc Edge, and due to
    the games semi-auto-target feature, you should keep rotating around, killing all
    of the pumpkins. One the pumpkins are deceased and the platform is still, head
    onto the next screen.

    You will once again find another balcony, and will also find that this one is
    exactly the same as the first. Kill the two birds, then the four pumpkins that
    will appear, and before entering the door, grab two more gold coins from the
    chest to the far left. Once finished, head through the door and onto the next
    section.



    **Area: Ascending the Tower, Part 3.

    Enemies: Fabbit, Pumpkin, Witch
    Items: Gold Coins [3]

    The next room will look somewhat similar to the last pumpkin-jumping room, but
    instead of pumpkins, Rue is faced with platforms and birds (Fabbit). And also
    like the last room, some of the platforms contain traps. In order to procede,
    you'll need to jump from platform to platform in the following manner (start by
    jumping onto 1, then 2, etc.):

    finish

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



    4(~) 3(~) 2[~]

    X - 1()

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

    start

    In the diagram, () represent safe platforms, and ~ represent birds (Fabbit) that
    may reside on them. [] is the single stationary platform, and X is the single
    explosive one. The platform marked - , while generally safe, will fling you
    against the ceiling after a bit, so watch out. It also happens to be lower than
    the rest, so if you fall, you'll need to use it to get back up. Once you make it
    to 4, the platform will deliver you to the far side of the room safely. Fill up
    using the HP refill spot, and grab another Legendary item - this time, the
    Legendary Helmet, which strongly resembles an ordinary kitchen pot. After that,
    head into the door, and onto another spiral staircase.

    Upon arriving in the next spiral staircase room, don't head upstairs just yet.
    Instead, head around the room until you reach the bit of the stairs that would
    have been just over Rue's head as he walked in the door. There you'll find a
    chest, and after opening it Rue will be blessed with three more gold coins.
    After the treasure is yours, head up the stairs.

    Heading up this set of stairs shouldn't prove all that difficult. You'll
    encounter Pumpkins and Witches on the way up, but if you merely run all the way
    you should be fine. The main thing here is to keep moving; if you stop to kill
    too many enemies, they will merely continue to pile up on either side of you, so
    the only real solution is to run. Once you hit the top of the stairs, you'll be
    back on another balcony.

    This balcony, like the other two, sports some Fabbit and door-exiting pumpkins.
    Once they're history, head to the far left to find not a chest, but another HP
    refill spot. Use it if need be, then enter the next double doors.




    **Area: At the Top of the Tower.
    --Boss--

    Boss: PuppetMaster

    Please note that the following section was written very carefully, with great
    deal going into the words that were chosen. As you may be able to tell from this
    prologue, there are possible spoilers afoot. I do say 'possible', however,
    because I have tried to reveal as much of what's going on without being
    specific. I haven't lied, but I've been vague in certain parts to keep the
    tension high. If you don't want to have any more of the storyline revealed, you
    may want to skip down to the next Area, as this section is mainly plot-related.

    When you enter the room following the final balcony, you'll find that it is not
    another trap-filled one, but a room decorated in a grand, royal style. There is
    intricate ceiling-work, and a plush velvet carpet covering the floor. And
    standing on this carpet is a person with a very, very familiar face. After a
    moment's disbelief, and then some forced conversation, the charade is lifted;
    the person that Rue first saw is replaced in appearance by another, more
    sinister person. A small amount of dialogue reveals that you are face to face
    with ModeMaster. Furious at the disguise that she had assumed, Rue charges her,
    Arc Edge raised, but before he can strike, she changes once more, and he is
    frozen in place, unable to strike such a face.

    At this point the music changes, and PuppetMaster decides to make an appearance.
    He traps Rue, and then in a short sequence that I will not describe, reveals a
    secret regarding his past. Upon this secret's revelation, Rue becomes extremely
    upset, and before we know it, another sort of secret is revealed. With this, he
    looks at PuppetMaster, and the attacks.

    PuppetMaster is ferocious in battle. His attacks can be avoided by jumping, but,
    due to the area that he covers, this is easier said than done. Well timed hits
    are the key here, as is keeping Rue moving. However, although you are sure to
    put up a marvelous fight, Rue will lose, as PuppetMaster's strength is just too
    much. Rue, exhausted and defeated, will be hoisted up by PuppetMaster, who
    poises for the final kill. Then, as he prepares to strike, another player enters
    the fray.

    Maya begins talking with PuppetMaster, and after a short while it becomes
    obvious that something is amiss. Maya tries to leave, but is stopped rather
    abruptly by Rue's old friend PyschoMaster. PuppetMaster, who has dropped the
    near-death Rue to the ground during the conversation, walks over to him and
    confines him in a familiar way. Rue, however, draws power from deep within, and
    defies PuppetMaster's spell to get to his feet and walk to the center of the
    room. He holds up his hand, and through sheer thought, he forces an item that
    Maya has been holding to fly through the air and land in his grasp. He then
    begins to rise into the air, and the room fills with a bright white light.



    **Area: The Book of Cosmos.
    --Boss--

    Boss: Athanasius (600HP)

    The light fades, and Rue wakes up on a floating platform in space. Maya is
    there, and the two begin to talk. She explains that they are in the Book of
    Cosmos, and after more talk, including talk of Aion, she heals him. Soon after
    this, the scene begins to shake, and a large face on an even larger stone tablet
    appear. It is revealed that his name is Athanasius, and he is rather upset.
    After a bit of talk, he can no longer take it, and attacks.

    Although he sports a whopping 600 hit points, Athanasius isn't actually that
    hard, as Rue can inflict massive amounts of damage with each hit. The playfield
    during this battle will consist of three major sections, each of which will
    definately come into play. The first and third, located at opposite ends of the
    screen, and large rectangular platforms, one of which Rue will start out on.
    Connecting the two platforms, and serving as the other major section, are four
    smaller platforms. Athanasius will fly from section to section, and you will
    have chances to attack in each. During this battle keep in mind the fact that
    Athanasius is fairly tall, and will require a jump-attack to damage him. When he
    jumps to the far edge of the field, keep in mind that you can go straight down
    the center, using the two smaller platforms nearest to the large ones.
    Occasionally, however, potions will appear on the left and right small
    platforms, so keep an eye out for those. The only real attack that you have to
    look out for is when the camera rotates upwards - like most major camera changes
    in this game, it signals a special attack. In Athanasius's case, he will grab
    you with his beard and moustache and slam you against the ground. Simply getting
    as far back from him as possible will avoid this attack. Past that, simply keep
    jumping and attacking, and after a while, he will be history, his stone tablet
    crumbling away and becoming part thereof.

    After his defeat, there is more talk, and just when everything seemed calm,
    Athanasius's head re-appears with no stone block behind it. Having the element
    of surprise on his hands, he attacks Rue, who is knocked to the ground. Just as
    things are looking bleak once more for our hero, PuppetMaster appears and
    strikes the monster dead, saving Rue. After that, there is more talk between the
    three...

    During the conversation, a series of revealing flashbacks, as well as revealing
    events in the present, occur. There is talk of light, a return and dismissal of
    Athanasius, and more regarding the origins of Rue. After the revelation of
    certain facts, Rue tries once more to attack PuppetMaster, but it is to no
    avail. After the attack, PuppetMaster disappears, and our hero awakens back in
    the top room of Maya's Tower.



    **Area: The Aftermath, and
    Return to Karona.


    After Rue picks himself up from the floor, he sees that Maya is there as well,
    and after a bit of conversation where Maya apologises for her actions, the
    entire tower begins to shake. The scene cuts to the outside, where we see some
    sort of structure being formed from crystals, floating in the air.

    The scene then quickly cuts to the center of the island, where we see
    PuppetMaster and PsychoMaster talking, with ModeMaster and TrapMaster in the
    background. After a while, we cut back to Rue and Maya, who have arrived back in
    Karona.

    Rue talks with Maya for a bit as the sky deepens in an ominous red. Eventually,
    the two characters look off into the distance, where they too see the formation
    of the crystalline structure. After the structure is finished, the sky returns
    to normal, and the player can once again control Rue.


    **Area: Karona Town.

    After such a long and revealing set of happenings, it is recommended that you
    head to the Inn to save. Heading to see Rod reveals yet another weapon that he's
    gotten his hands on. Past that, there isn't much to do, except head back out to
    the fray. Head to the gate, and select the next to the last option: The Angry
    Mountain.



    **Area: The Angry Mountain Revisted, Part 1.
    --Boss--

    Boss: TrapMaster (220HP)
    Enemies: Uutan, MaguMagu, Spectre, Dadango, Otama

    Heading back to The Angry Mountain to speak with Wealaugh, Rue will quickly
    encounter TrapMaster, who is waiting halfway through the second area. After a
    bit of conversation, TrapMaster will transport them to a cyber-looking area, and
    the two will commence fighting...

    TrapMaster is one of the easiest bosses in the game if you know how to deal with
    him. Obviously, being the Master of Traps, TrapMaster does not attack you
    directly, but uses a series of traps to doso. The most common trap that you will
    encounter is a flashing panel. This is usually set when TrapMaster lands on one
    of the panels in the 3x3 grid that comprises this area. If Rue jumps on a
    flashing panel, an explosion will be set off, doing damage, and occasionally
    knocking him inbetween the panels, which is the same as falling off a cliff (ie.
    expect some additional damage). Also, TrapMaster will occasionally set multiple
    panels flashing, this time a more orange color. When this happens, get off one
    of the panels, because they will all explode in a matter of moments.
    TrapMaster's final attack is a large spiked ball that will drop on Rue's head -
    this one is easy to spot due to the large shadow that the ball casts. Basically,
    you should stay in pretty good health if you just keep your eyes open and be
    aware of what's happening on-screen.

    So how do you deal damage to TrapMaster? Well, although it looks like you have
    to be on the same panel as him, you don't. The Arc Edge has a long enough reach
    to hit him not only on an adjacent panel, but also on a panel that is diagonal
    from Rue. There are times that you can't hurt him, there are many others that
    you can; when he lands, just start hacking at him (carefully, though - you don't
    want a spiked ball dropping on your head as you hack away at thin air...). You
    can usually only get one hit in, but sometimes he will just stand there rather
    stupidly, not doing much of anything - wail away, Rue, wail away. Also, when he
    sets the multiple panel trap, he should stay fairly stationary for a decent
    amount of time - when this happens, get off any of the flashing panels onto a
    safe one, and start chopping. Within a short amount of time, he should retreat,
    albeit temporarily...

    After giving up, TrapMaster will talk to you some more, and then allow Rue to
    continue on. When you leave the room that you fought him in, you'll be in the
    lava area. Remember that there is a HP refill spot at the north of the area -
    grab it if you need it, and then continue on to the next room.



    **Area: The Angry Mountain Revisted, Part 2.
    --Boss--

    Boss: ModeMaster (340HP)
    Enemies: MaguMagu, Dadango, Otama (Blackened)

    As if one Master wasn't enough, upon entering the room, you'll see another
    familiar face. Unphased by her disguises, Rue immediately spots her for who she
    truly is: ModeMaster. After a small amount of dialogue, ModeMaster will assume
    the guise of Rue, and then, the two will begin to fight.

    This is another rather easy fight. The key here is to stay away from ModeMaster
    when she is in the form of Rue. As you might be able to tell, Rue is overall one
    of the strongest characters in the game, and of all of the different shapes that
    she assumes, he packs the biggest whallop. When she is Rue, simply run away from
    her, circling the playing field. After a while, she will turn into another
    monster (just as Rue can). It seems that she favors monsters that Rue has run
    into lately, but she can take just about any form. A favorite monster to assume
    the guise of is the large hammer-wielding Dadango - when she does this, simply
    begin hacking away at her as fast as you can. You should get a good half-dozen
    hits on her before she changes. Otherwise, just use the same strategy that you
    would with the enemy normally. As a side note, I have seen her turn into and
    enemy that I don't believe to have seen before, but it was brief (I died
    immediately afterwards), so I'm not positive. After 340 point of damage,
    ModeMaster will give in. As Rue is going for the kill, she stops him in a way
    that we've seen once before. Frustrated, Rue continues out of the room, and up
    the mountain.

    Continue through the next two screen, both of which should be old news, and head
    up to the peak of the mountain for a chat with Wealaugh. During the
    conversation, Wealaugh will give Rue an item which we cannot see, but can see
    the sparkles coming off of. After a few more words, the screen will fade, and
    Rue will be back in Karona Town.



    **Area: Karona Town.

    New Items Available: Brave Brace & Black Beruto (+24, 6500G @)

    Heading back to Karona Town, save if need be, then visit the Weapon & Armor shop
    to pick up the new, and final, weapons - the Brave Brace and the Black Beruto,
    each of which raise the respective stat 24 points, and cost 6500G. If you're a
    bit low on cash, as I was, head back to the Angry Mountain and kill a bunch of
    Dadangos. Once you've killed enough to afford the items, head to where you spoke
    with Wealaugh (he's not there right now) and examine the plant in the middle of
    screen. Select the top option to return to Karona Town.

    After you've spent your money, head to Kraus' home, and enter the basement.
    You'll start a short, dialogue-filled sequence. After you're done with that,
    head to the gate, and select the final option: Valin's Holy Limits.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    VIII. Valin's Holy Limits.


    **Area: The Entrance to the Limits.

    Rue will head to the cliff that you first met Kraus on, and before heading to
    the floating Limits, will have a short chat wil Elena. After a while, Mint will
    show up, and eventually, Rue will head off to the Limits.

    Upon arriving there, you'll find Prima, who's sitting outside of the entrance.
    Rue will talk with him, and then, after a bit, goes on, and for good reasons
    that I won't mention. Rue will head to the middle of the entrance, and to the
    first of many teleporters contained within the Limits.

    [note: the walkthrough for the next three areas contains simple ascii maps -
    they may look somewhat confusing, but hopefully they will make sense to you once
    you play the areas a little bit...]



    **Area: The Second World

    New Enemies: Behemoth, Shaoron
    Additional Enemies: Gargoyle
    Item: Silver Coin

    Rue will start out on a round platform (1), with only a single way to head - up.
    Upon going up, you'll meet your first Behemoth face-to-face, as well as a few
    Shaorons that are almost off screen and unreachable. Kill the Behemoth with a
    good few hits, and continue up. You'll see another platform like the one that
    you arrived on. Head for the circle in the center, which is the transporter.
    Upon stepping on it, three Gargolyes will appear, and you'll have to defeat them
    to move on. Once they're history, step on the transporter again, and head to the
    next level.

    O < G, 2 (1 O < 4 (2
    | /
    O < Start O < 3
    /
    O < 1
    G=Gargoyles

    Heading onto the next level (2), you'll find yourself on a diagonal pathway this
    time. Head to the northeast, and step on the panel to teleport to another
    platform (3) that contains another three Gargoyles and a refill spot (available
    upon defeat of said Gargoyles). Fill your life up, then backtrack. Continue
    northeast, killing anything that's in your way, then step on the next
    transporter.

    O < 2 (3 O < 6 (4
    \ |
    O < G, HP O < 5
    |
    O < 3
    HP=HP Refill Point

    You'll now be on yet another platform (4). Skip the middle transporter, as it
    just lead to 3 Gargoyles (5). Continue to the top transporter.

    O < G, 4 (5 O < HP*, SC*, III (6
    |
    floating platforms
    |
    O < 4

    SC=Silver Coin
    *if within time limit
    III=The Third Gateway


    You'll now be in a similar looking area (6), but with floating platforms to
    travel across instead of the simple walkway to go across. You'll also see a time
    meter at the bottom, which will tell you if you get a bonus or not. Before you
    can cross the platforms, you'll have to hit the blue plate that is at the top of
    the platform you're currently on - doing so will deactivate the forcefield,
    allowing you access to the floating platforms. About the only tip that I can
    give for these platforms is to use the Gargoyle - it's double jump ability will
    give you a bit of extra distance. Cross the gap within the time limit, and
    you'll get a Silver Coin and a HP refill spot (you have to be in Rue form to get
    them, though). After that, step on the transporter and head for the next
    section.



    **Area: The Third Gateway.

    New Enemies: Hellhound
    Additional Enemies: Shaoron, MaguMagu
    Item: Silver Coin

    You'll now arrive in the area named the Third Gateway. Right off the bat, you'll
    get to face the tough-skinned dinos named Shaorons. To make short work of them,
    change into Dadango (if you've got him, which you better...) and use his hammer
    - it should do about 50 damage, which should cause immediate extinction. Kill
    them, and continue to the next transporter, and take it.

    O < 3 (1 O-O (2
    / ^ ^
    O < 2 B 1
    / 3
    O < II

    II=The Second World
    B=Block, breakable with Dadango

    You'll now be in section (2), and all the way to the left, you'll find a large
    Block. Hopefully you've kept Dadango to this point, as you'll need him to break
    it. Do so, and move on. You'll arrive back at the start of (1). Head all the way
    to the top, and step on the transporter.

    You'll now be on (3). All the way to the right is a large block of ice covering
    the transporter. Change into a MaguMagu and use it's fire-sprouting ability to
    melt it. Once liquidized, step onto the transporter, and on to the next
    platform.

    O-O (3 O <5 (4
    ^ ^ /
    1 I O < 3
    4 /
    O < 6

    I=Ice, meltable with MaguMagu

    Upon stepping on the newly unfrozen transporter, you'll be on platform (4). You
    now have the choice of going up or down, as you start in the middle. First head
    up, and step on the transporter.

    You'll now be in (5), which has a single transporter other than the one that you
    came in on. Melt the Ice that covers the transporter by turning into a MaguMagu,
    then step on it. A new enemy, a Hellhound, will appear. Kill it, and grab it's
    monster coin - you'll need it for the next section. Backtrack to (4) again.

    O-O (5 O-O (6
    ^ ^ ^ ^
    I 4 4 F
    H 7

    H=3 Hellhounds
    F=fire, use Hellhound to put out.

    Now, head all the way down to the bottom-right most transporter. Step on it, and
    head to (6). You'll find that there is a transporter covered in flames on the
    right hand side of the platform. Change into the newly acquired Hellhound and
    douse the fire using the the Hellhound's water ability. Step onto the
    transporter and head to the next platform, (7).

    O < HP*, SC*, IV (7
    |
    floating platforms
    |
    O < 6

    IV=the Fourth Arena

    You'll be faced with another timer and more floating platforms. This time,
    though, you'll also have a fire-spouting platform to deal with. Just be patient
    and don't worry about the time - if you rush through it, you're bound to fall.
    If you make it in time, you'll get your HP refilled, as well as recieve a silver
    coin. After that, get on the transporter and head to the next area.


    **Area: The Fourth Arena

    New Enemies: Djinn
    Additional Enemies: Shaoron
    Items: Silver Coin

    You'll find yourself on yet another platform. If you need a HP refill, head
    down, step on the transporter to summon 3 Shaorons, and upon defeat, a HP refill
    point will appear. To make quick work of the three dinos, use the Hellhound's
    attack (either one) - two blasts will take care of them. If you're doing alright
    on HP, go up, and onto the next platform.


    O < 2 (1 O < 3 (2
    / \
    O < III O < 1
    / \
    O < S, HP O < S

    S=3 Shaorons

    Upon reaching platform (2), you'll meet a new enemy - a Djinn. After acquiring
    the monster coin, head upwards (if you're not doing so already...) - going down
    results in 3 more Shaorons, but no HP point. Step on the transporter...

    This platform (3) sports 2 more Djinns, and not much else. Make a beeline to the
    transporter.

    O < 4 (3 O < S (4
    / Pc
    O < 2 O < 3
    \
    O < 5

    On (4) you'll be faced with another up/down decision. Unfortunatly, I didn't try
    up, although I'm guessing that more Shaorons will appear. Head down, and to the
    next platform, (5), which is another simple and straight one. Head up and step
    on the transporter to go to the next platform.

    O < 6 (5 O < S (6
    / \
    O < 4 O < 5
    \
    O < 7

    You'll now be on platform (6). Going up produces more Shaorons, so unless you're
    in the mood for more fighting, go down. Stepping on the transporter will result
    in you going to platform (7). There, avoid the middle transporter (more
    Shaorons) and head for the top transporter. Step on it to continue...

    O < 8 (7 O < HP*, SC*, V (8
    / |
    O < S floating platforms
    / |
    O < 6 O < 7

    V=The Fifth Beast

    Platform (8) is another timed floating platform one, but this time with more
    fire. Just keep an eye out for the flashing, which means that a flame is about
    to be emitted, and jump carefully. At the other side, like normal, you will
    recieve an HP refill and a Silver Coin if you get across in the set time. Step
    on the platform to go onto the next area.


    **Area: The Fifth Beast.

    Enemies: Behemoth
    Items: Silver Coin


    You'll start out the fifth area of the last dungeon on yet another platform,
    with another left or right selection to make. Head either way (I went to the
    right first, and my maps will reflect that) and step on the platform.

    O-O-O (1 O < B (2
    ^ ^ ^ |
    3 | 2 O < 1
    \ |
    -IV, B, 4 O < B

    B=Behemoth

    You'll now find yourself on an up/down platform. Again, head either way and step
    on the transporter. Instead of being transported, a Behemoth will appear. Kill
    it, and then head the direction that you didn't go before. Stepping on the
    transporter will again reveal a Behemoth. Kill it, and then return to the center
    of the platform, and go back to (1).

    Now, go the opposite direction that you went before and step on the platform
    (ie. if you went to (2), go to (3)). Now repeat the process abot to kill two
    more Behemoths. After they are dead, head back to the center of (1) and step on
    that platform. A fifth and final Behemoth should appear. After it has met it's
    demise, step on the transporter again to continue on.

    O < B (3 O < HP*, SC*, VI (4
    | |
    O < 1 floating platforms
    | |
    O < B O < 3

    VI=The Sixth Circle of Hell.

    You will be at (4), which is another timed floating platform level. Again, use
    the Gargoyle, and make one jump at a time when the platforms converge (don't try
    to go across two platforms during one convergence - you won't make it). There
    are more flame-spurting platforms near the end, so watch for the tell-tale
    flashing. Once on the other side, change back into Rue and step on the
    transporter to recieve your prizes. Then, it's on to the next area.



    **Area: The Sixth Circle of Hell.


    Enemies: Hellhound, Djinn

    Before you hit that actual next area, you'll be on a small platform that
    contains your first save point (it slightly to the northwest of where you
    start). Walk over it and press the Square button to bring up the save menu. Once
    saved and ready, continue on by heading up.

    You'll eventually find yourself in a room with four torches that leads to an
    outside balcony on either side. Continuing on will reveal a total of four
    different rooms, all with four torches in various states of flame. You'll also
    see that the first room that you started in has some strange markings on the
    ground that the other rooms don't. An obvious thing that is missing is a working
    transporter to the next area. As you might have guessed, the solution lies on
    the flames.

    In order to solve the puzzle before you, you first kill and have the ability to
    change into a Djinn and a Hellhound, both of which lurk on the balconies. If you
    want, keep killing Hellhounds to build up your HP and MP a bit - after a half
    dozen to a dozen of the puppies, you should gain a HP or two. After you're ready
    to head on, go back to the room that you started in.

    S,4
    O
    / \
    3 O O 1
    \ /
    O
    2

    From the first room, head out to the right and continue to the next room (marked
    1 on the map). There should be none of the torches lit. Turn into a Hellhound
    and use it's firebreathing ability to light the two middle torches. Upon being
    lit, a small pink rock should fall into the middle of the floor. Walk over to it
    and examine it, and it should float overtop of your head. Head back to the first
    room, and upon reacing the middle of the room, the rock will float to the
    ground.

    Once the first rock has been deposited, head back to the right and go on to the
    second room from the start, marked (2) on the map. In this room, the leftmost
    torch will be lit, and the middle right torch will be sputtering. Extinguish the
    left torch and light the middle left torch using the Hellhounds fire and ice
    abilities. Next, change into a Djinn and use it's sonar ability (Traingle) to
    un-clog the middle right torch. After that, another stone, this time green, will
    drop. Head back to the first room to deposit it.

    After placing the stone in the first room, head to the left, and to the room
    marked (3) on the map. This room should have all of the torches lit. Simply
    extinguish the two on the outside, leaving only the middle torches lit, and
    you'll recieve a blue rock. Head back to the first room and deposit.

    Now, you'll find that you are one rock short of a complete collection. Turn into
    a Hellhound and extinguish the two torches in the initial room (also marked (4)
    on the map). Now, again using the Hellhound, re-light the torches to make the
    final rock fall to the ground. Change back to Rue, and go to the middle of the
    rocks to continue onto the next area, and the first of many bosses in this last
    action area.



    **Area: PsychoMaster, 2nd Encounter.
    --Boss--


    Bosses: PsychoMaster (240 HP)

    Rue will now find himself in a large room, and will quickly be greated by a
    familiar face: PsychoMaster. After a polite bow and some brief conversation,
    PsychoMaster will erect some psychic barriers around the room, and the two will
    enter into mortal combat.

    Many of the tactics that you used in the earlier battle with PsychoMaster will
    still apply here. Psycho does a lot of the normal disappearing/reappearing that
    he did earlier, and als does a lot of standing still. Again, this is when you
    need to strike (two hits are possible each time). Striking from the front will
    result in Rue getting thrown. PsychoMaster's attacks, aside from the psychic
    throw, are fairly easy to deal with. The circle of flames that he emits can be
    jumped over, and the floating cubes that he sends after you are better to simply
    let hit you, as they only do a single point of damage apiece.

    After PsychoMaster has been defeated, the two will converse a bit more, and
    after another brief event, Rue will head back to the transporter, and on to the
    next area.


    **Area: Past Battles Refought.
    --Bosses--

    Enemies: Otama, Tigre, Mandora, Gudon, MaguMagu, Dadango, Skeleton,
    Papetto, Spectre, Pumpkin, Fabbit, Witch
    Bosses: Nightmare, Ashurakimaira, Skull Beast
    Special: Save Point

    You will now find yourself on a large 3x3 platform (on the point marked (S) on
    the map). You'll soon find that each of the available transporters (1-6 and 8)
    will transport you to a fight with a different Boss or set of three enemies. You
    must defeat the three bosses (2, 4, and 5) to move on, and you can tackle them
    in any order. Below is the map of the area, aloong with contents of each room,
    and note that the only ones that you have to go to are marked Boss.

    1 2 3
    O-O-O
    | | |
    4O-S-O5
    | | |
    O-O-O
    6 7 8

    1 = Otama, Tigre, Mandora
    2 = Nightmare (Boss)
    3 = Gudon, MaguMagu, Dadango
    4 = Ashurakimaira (Boss)
    5 = Skull Beast (Boss)
    6 = Skeleton, Papetto, Spectre.
    8 = Pumpkin, Fabbit, Witch

    The regular enemy rooms can be visited as many times as you want, althought the
    Boss rooms will close off after you defeat them. This area will also give you
    the chance to pretty much select which monsters you want the ability to turn
    into. As for the bosses, they are all pretty easy now, as they all sport the
    same number of HP that they did when you last fought them. Of course, your Power
    rating should be much higher now, which will make for some short battles. After
    visiting and defeating the three bosses, you'll find that a save point has
    appeared near the center of the area - use it, and head down to the bottom
    middle section, use the HP refill spot, and step onto the transporter to
    continue to the next area, and the final bosses of the game.


    **Area: The Right Arm of Death.
    --Boss--

    Boss: The Right Arm of Death (420 HP).

    Upon arriving in the next area, you'll be greeted by PuppetMaster. He and Rue
    will have a conversation while a large gear turns on the background. After a
    while, PuppetMaster will be gone, replaced by the Right Arm of Death. Rue gladly
    plunges into battle.

    Although having 420 HP, this isn't that all hard of a fight (it may take a few
    tries, though). The most deadly attack is the grab-throw that the Right Arm will
    do. This attack is preceded by the Right Arm's right arm sparkling, which will
    be followed by a charge - when you see the sparkling, run a bit away from him,
    and you should be fine. After he does charge, though, you can get a good couple
    of hits in on him in safety, as he won't immediately attack. Other attacks
    include a simple swipe with his right arm (which is pretty safe to just absorb -
    the only real time that it should hit you is if you're up close pummelling him,
    in which case you should easily get two hits in to his one hit. He will also do
    an attack that features some yellow swirling spheres - this one will only do
    minimal damage, so it's alright to absorb as well. He will also send out an
    antimatter sphere that is easily outrunnable. Pretty much just stay close to him
    and keep hitting him with your Arc Edge, retreating when you see the sparkles
    coming from his arm. Another strategy is to stay away from him and wait for the
    charge to come, then close in and get three hits on him before retreating again
    (this is a good strategy to switch to at the end of the fight, when you're low
    on HP).

    After dealing 420 points of damage, the Right Arm of Death will be on his knees.
    The two of you will talk some, and after another small event, Rue will head to
    the final transporter - the one that will take him to what he has searched
    for...


    **Area: The Dewprism.
    --Bosses--

    Bosses: Valin, DewRedMoon/DewTwilight

    Rue will arrive in the holy-looking area that houses what he has searced high
    and low for: the Dewprism. Almost immediately after getting there, though,
    another person will appear from under the Dewprism. This is Valin, the person
    that this final action area is named after. After quite a bit of dialogue and
    events that I will not spoil, Valin changes one of his servents into the mighty
    DewTwilight, encloses his body in a protective crystal, and attacks.

    In this battle you will have not one, but two targets. Valin's large monster,
    named either the DewTwilight or the DewRedMoon, will attack you and protect
    Valin. Valin himself, however, simply floats around, avoiding you. To make
    things easier on you, first take care of the large Dew monster. Hack and slash
    is the way to take care of him - he will have a few attacks that will get in the
    way, but the monster is easily take care of with pure, simple aggression. Things
    to watch out for include the small earthquakes that the monster will cause by
    jumping - well timed jumps of your own will help you avoid the damage that these
    cause (have Rue in the air as the monster lands). Very rarely will the monster
    change into a speeding shuriken-styled lawnmower and chase you around the arena
    - this, again, should be able to be taken care of with well-timed jumps. Past
    that, attack the monster aggressively, and make sure that it doesn't heal Valin.

    Once the monster is dead, hunt down Valin. A single hit from the Arc Edge should
    do a good deal of damage, but it will also cause Valin to head to another part
    of the arena. Follow him and repeat as often as necessary to defeat him. Note
    that Valin may resurrect the monster occasionally - simply defeat it again, then
    re-concentrate on Valin.

    After the protective shell has been broken, Valin and Rue will converse some
    more. More extremely spoiling events will happen (which I will not list here),
    and eventually Valin will transport the two to the final battle...


    **Area: The Top of Valin's Holy Limits
    --Boss--

    Boss: Valin (transformed)

    Again, if you know the tricks, this boss is not difficult. The key is the fact
    that you can only damage him at certain times, as well as the fact that Rue is
    now slightly different - he now has a Guard move instead of his horizontal slash
    (use Triangle to activate). Valin has many attacks in this form. He will often
    take a sort of spiderish pose that simply needs to be avoided by running your
    little heart out - this pose also includes a lot of jumping - when he starts
    this, just jump right before he lands on you, and you should be fine. This
    second type of attack will be proceeded by him taking a pose that includes his
    wings rotating around him - just run around him in a circle while he emits the
    balls of energy, and then run away from him when he begins to try to suck you
    in. He has two other attacks, both airborne, and both of which appear similar.
    The first type, and rarer, is easily identified by moving wings - if his wings
    are fluttering madly, he will use attack that will chase you and then throw you.
    Running away is the easy way to avoid it. The second airborne attack will happen
    when his wings are still - he will simply begin firing shots at you. When this
    happens, press Triangle to raise your guard, and just block the shots. After he
    is done firing at you, he will briefly flash pink. This is when you need to
    attack. A single shot is all that you can get in, but it should do a huge amount
    of damage. Simply avoid his attacks the best you can, and when he begins to
    approach you from the air with his wings still, guard until he flashes, then
    attack. Repeat this until he is done for. The screen will fill with white light,
    and Valin will explode...


    **Area: After Valin.

    Rue will be back at the Dewprism's chamber after this fight. What follows is
    very easy to understand, as it is all mainly graphical and not dialogue based,
    and is extremely full of spoilers, so it will not be described here. After the
    chain of events happens, the screen will fade, and the Epilogue will continue...



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    IX. Endgame.


    **Area: Karona Town.

    Rue will slowly awaken to find himself back in Karona Town, in the bed that he
    has been using in the Inn, with Mell by his side.. After a short conversation
    with her, you will regain control of Rue, and be able to search the town to have
    some final conversations with characters before the true end of the game. While
    I won't describe all of the encounters, I will give an outline of where to go,
    and in the order that I did. You can also head speak with the owner of the inn
    and select the bottom option to save the game.

    - Kraus' Residence.
    - The Alley.
    - The Pub.
    - The Hotel's upstairs room.
    - The Church.
    - Rod's Camp.
    - The Docks, the various shops (optional).

    After visiting the various places, go to Kraus' for the second time. Upon
    exiting, the game will enter another final cinema mode, and you can sit back and
    enjoy the end of the story, as well as the entertaining credits sequence.
    Congrats!


    End of Rue's Story.




    [following the end of Rue's story, you will be given the option to save (top
    option) or not to save (bottom option). Saiving will result in a Mint 0:00 save,
    and will put you to another screen with three options: the top is to start
    Mint's story, the middle will exit you to the title screen, and the final will
    allow you to save once more.]


    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 3. Beastiary.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    The following is a list of all of the enemies, both normal and boss, that are
    found in Dewprism, in the order that you should meet them. Enemy Name, and HP
    should be pretty self explaniory. Gold is the amount of gold that you get not
    when you kill them, but when you go and trade in your enemy kill stats at the
    Weapon&Armor or Item shop. Area refers to which action area the enemy is found
    in (and corresponds with the Roman-numeral numbered sections in this
    walkthrough, see below for reference). In the Enemy section, Rue is whether or
    not Rue can change into that particular monster (signified by a Y or N), and
    Attacks are the names of the attacks that they use. In the Boss section, Attacks
    are the names of the attacks that they use.

    Areas:
    1. Karona Forest.
    2. The Underground Palace of Illusion.
    3. Atorie Mell.
    4. The Ghost Temple.
    5. The Angry Mountain.
    6. The Lake Shore.
    7. Maya's Tower.
    8. Valin's Holy Limits.

    [note that the Areas section is not necessarily complete yet, but does feature
    the enemy's first appearance]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Enemies.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    |Enemy Name |HP |Gold |Areas |Rue |Attacks |
    | Notes | | | | | |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    |Otama |10 |10 |1, 2, |Y |Kamitsugi |
    | | | | | |Shippo |
    |Mandora |30 |15 |1 |Y |Tane |
    | | | | | | |
    |Tigre |20 |30 |1, 4 |Y |Kamitski |
    | | | | | |Dobikakari |
    |Harry |3 |20 |1, 4 |Y |Dogedashi |
    | | | | | |Dogekorogari|
    |Gargoyle |30 |50 |1 |Y |Kick |
    | | | | | |Chouonpa |
    |Gudon |30 |40 |2, 5 |Y |Shippo |
    | | | | | |Kaen |
    |King Ant |40 |50 |2 |N |Tama |
    | | | | | | |
    |Kinokobooya |1 |20 |3 |Y |Zutsuki |
    | | | | | |Houshi |
    |Imp |1 |20 |3 |Y |Naguru |
    | | | | | |Hoshi |
    |Mokedori |1 |20 |3 |Y |Tsutsuku |
    | | | | | | |
    |Papetto |30 |20 |4 |Y |Kakudou |
    | | | | | |Dosshin |
    |Spectre |40 |70 |4 |Y |Reiki |
    | | | | | |Mitehaki |
    |Skeleton |36 |50 |4 |Y |Ken |
    | | | | | | |
    |Uutan |3 |40 |4 |Y |Douseki |
    | | | | | |Hikkaki |
    |MaguMagu |32 |50 |5 |Y |Tetsuki |
    | | | | | |Hinoku |
    |Dadango |62 |90 |5 |Y |Tetsuki |
    | | | | | |Hammer |
    | | | | | |Final Streak|
    |Otama (Blackened) |22 |10 |5 |N |Ksmitsuki |
    | | | | | | |
    |Fabbit |34 |100 |7 |Y |HaniNaguri |
    | | | | | | |
    |Pumpkin |25 |20 |7 |Y |Taiatahi |
    | | | | | |Jibaku |
    |Witch |10 |150 |7 |Y |KabochaHon |
    | | | | | |Kaiten |
    |Behemoth |64 |250 |8 |N |Tsuno |
    | | | | | |Ikuduchi |
    |Shaoron |40 |150 |8 |Y |Dosshin |
    | | | | | |Kaminari |
    |Hellhound |45 |150 |8 |Y |Kaun |
    | | | | | |Reiki |
    |Djinn |50 |200 |8 |Y |Shippo |
    | | | | | |Tatsumaki |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Bosses.

    [obviously, the Attacks section is nowhere near done, as I have a lot more
    translation to do before I can complete it]


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    |Enemy Name |HP |Gold |Areas |Attacks |
    | Notes | | | | |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    |Blood |70 |200 |1 | |
    | Encounter #1 | | | | |
    |Smorky |70 |100 |1 | |
    | Encounter #1 | | | | |
    |Nightmare |140 |1000 |1 |Crazy Horn |
    | Encounter #1 | | | |Horn Upper |
    | | | | |Meteor Impact |
    |Skull Beast |90 |2000 |2 |Hellfire |
    | Encounter #1 | | | |HellFlame |
    | | | | |HellDiver |
    |Duke |110 |-- |2 |
    | Encounter #1 | | | |
    |Skull Beast |??? |??? |2 |
    | Encounter #2, see note| | | |
    |Duke (in Star Suit) |140 |-- |3 |
    | Encounter #2 | | | |
    |Blood |120 |200 |3 | |
    | Encounter #2 | | | | |
    |Smorky |110 |100 |3 | |
    | Encounter #2 | | | | |
    |Ashurakimaira |250 |2000 |4 |
    | Encounter #1 | | | |
    |Ashurakimaira |250 |2000 |4 |
    | Encounter #2 | | | |
    |Ashurakimaira |250 |2000 |4 |
    | Encounter #3 | | | |
    |Duke |210 |-- |4 |SunriseUpper |
    | Encounter #3 | | | |Mad Rush |
    | | | | |Energy Burst |
    |Duke |210 |-- |5 |Sunrise Upper |
    | Encounter #4 | | | |Mad Rush |
    | | | | |Energy Burst |
    |Bell (and Hexagon) |80 |-- |5 |Napalm |
    | Encounter #1 | | | |Barrier Ball |
    | | | | |KurukuruDoi |
    |Bell |80 |-- |5 |
    | Encounter #2 | | | |
    |Wealaugh |380 |-- |5 |Dragon Fang |
    | | | | |Dragon Whip |
    | | | | |Dragon Hammer |
    | | | | |Dragon Lance |
    | | | | |Dragon Storm |
    | | | | |Dragon Breeze |
    |Gorotan |320 |5000 |5 |
    | | | | |
    |Rod |320~ |1000 |6 |
    | see Note. | | | |
    |PsychoMaster |150 |-- |6 |
    | Encounter #1 | | | |
    |PuppetMaster |??? |-- |6 |
    | | | | |
    |Athanasius |600 |-- |7 |
    | | | | |
    |TrapMaster |220 |-- |7 |
    | | | | |
    |ModeMaster |340 |-- |7 |
    | | | | |
    |Skull Beast |90 |2000 |8 |
    | Encounter #3 | | | |
    |Ashurakimaira |250 |2000 |8 |
    | Encounter #4 | | | |
    |Nightmare |140 |1000 |8 |
    | Encounter #2 | | | |
    |PsychoMaster |240 |-- |8 |
    | Encounter #2 | | | |
    |The Right Arm of Death |420 |-- |8 |
    | | | | |
    |Valin |??? |-- |8 |
    | Encounter #1 | | | |
    |DewRedMoon/DewTwilight |200- |-- |8 |
    | | 500 | | |
    |Valin (transformed) |??? |-- |8 |
    | Encounter #2 | | | |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    Notes:
    Skull Beast (Encounter #2): no life bar appears, and the recommended
    action is to run (this will trigger another event). More than likely
    has 90 HP again, though... Unknown.
    Rod: you can encounter and fight him many times previously, but this is
    the first time that you _have_ to fight. This is also one of the few,
    if not the only, times that you will recieve the Gold directly from
    the enemy.
    Blood & Smorky: neither character has named attacks, just generic
    physical ones.


    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 4. Items.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    A normal feature for a FAQ/walkthrough such as this one, the following section
    details the available items in Dewprism. In my eyes, there are four major type
    of items. The first I have classified as 'Weapons', although in reality neither
    Rue nor Mint change their weapon throughout the game, and these items, all
    called 'Braces', merely boost their Power ratings. The same goes for the second
    classification, called 'Armor' - these all merely boost the character's Guard
    rating, and thus provide the same function that armor usually does. Next is the
    first of two miscellany categories, this one titled 'Other Buyable Items.' It
    groups together all of the other items that are purchasable at the merchants
    around Karona Town. The final section is 'Findable Items', and details the items
    that you can find in the pink chests scattered throughout the game.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    Weapons.

    Weapon: Price: Effect:
    Bronze Brace 1000G Adds 4 points to your Power rating
    Silver Brace 3000G Adds 8 points to your Power rating
    Gold Brace 3500G Adds 12 points to your Power rating
    Platina Brace 4500G Adds 16 points to your Power rating
    Mythril Brace 5500G Adds 20 points to your Power rating
    Brave Brace 6500G Adds 24 points to your Power rating


    [note that the prices in the instruction book for the latter 4 items are
    incorrect, as is the price for the last item as listed in the Official Guide
    Book. correct prices are listed.]


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Armor.

    Armor: Price: Effect:
    Bronze Beruto 1000G Adds 4 points to your Guard rating
    Silver Beruto 3000G Adds 8 points to your Guard rating
    Gold Beruto 3500G Adds 12 points to your Guard rating
    Platina Beruto 4500G Adds 16 points to your Guard rating
    Mythril Beruto 5500G Adds 20 points to your Guard rating
    Black Beruto 6500G Adds 24 points to your Guard rating


    [note that the prices in the instruction book for the latter 4 items are
    incorrect, as is the price for the last item as listed in the Official Guide
    Book. correct prices are listed.]


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Other Buyable Items.

    Item: Price: Notes:
    Power Up 30000G increases Power rating by 1
    Guard Up 30000G increases Guard rating by 1
    Life Up 30000G increases HP by 10
    Magic Up 30000G increases MP by 10
    Milk 50G refills 10% of your MP
    Shower 120G refills 25% of your MP
    Tropical X 220G refills 50% of your MP
    Bronze Coin 10/1000G Continue with all HP & 1/4 MP.
    Silver Coin 5/5000G Continue with all HP & 1/2 MP.
    Gold Coin 2/10000G Continue with all HP & all MP.
    Platina Coin 1/30000G Continue with all HP & all MP, get +1
    Guard and Power

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Findable Items.

    Item: Resale: Notes:
    Bronze Coin 50G Continue w/all HP & 1/4 MP.
    Silver Coin 500G Continue w/all HP & 1/2 MP.
    Gold Coin 2500G Continue w/all HP & all MP.
    Platina Coin 15000G Continue w/all HP & all MP, get +1
    Guard and Power
    Night Stone 500G --
    Moon Stone 1000G --
    Star Stone 3000G --
    Legendary Sword 500G appears to be a... knife?
    Legendary Helmet 500G appears to be a... pot?
    Legendary Shield 500G appears to be a... pan?
    Dream Stone 2000G --
    Hideo's End 500G --
    Dream Alcohol 800G --
    Strange Stone 1000G --
    Statue

    [note that the coins are only resellable at the Items shop in the alley, and not
    at the Weapon & Armor shop.]

    [for the final seven items, there is much that I still need to explore regarding
    them. All of these items are connected to secrets, or so I believe, and I
    haven't really played around with them much. I believe that the Legendary items
    are connected to the bartender in the pub, the Alcohol to Hobbes, while the
    other times are still a mystery to me]


    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 5. Systems.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Levelling Up.

    Levelling up works quite differently in Dewprism than it does in normal RPG or
    action-RPG titles. Experience points, per se, are a thing of the past, as are
    levels. Rue increases his HP and MP through the defeat of enemies, but instead
    of a grand 'Level Up' screen, and HP or MP boosts of 10 or more, he will
    gradually, and with no fanfare, gain 1 point at a time.

    The way that he actually gains the HP or MP is somewhat unknown, but I can say
    that it has to do with the enemies that you defeat. If you continuously fight
    weak enemies, then your HP will not increase with any speed whatsoever. Fighting
    hard enemies, such as bosses, will find your HP and MP increasing two or three
    points within the span of a single battle.

    Another way that Rue can gain additional HP or MP is through the items Life Up
    and Magic Up, both of which are available in the Item store in the alley for the
    prices of 30,000G. Both of these items will boost the respective stat by 10.

    The only way for Rue to boost his base Power and Guard ratings is through the
    use of Power Up and Guard Up. Again, these items are available in the alley Item
    Store, and are a costly 30,000G each. However, these items will only boost the
    stat by a single point, unlike the ten points that the Life and Magic Up will
    boost.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Weapons & Armor.

    Again, 'weapons' and 'armor' are a bit different in this title, although nothing
    that you have not seen before. Rue will keep the same weapon, the Arc Edge,
    throughout the game. He can, however, buy Braces which will increase the amount
    of damage that the weapon deals. Instead of having a set attack power, these
    Braces will boost the base stat by a set amount - for instance, the Gold Brace
    will boost Rue's base Power stat value by 12.

    Berutos, the Guard-boosting items, work in the same way. The base Guard value
    that Rue possesses will be boosted by a set amount depending on the Beruto that
    is used - for instance, the Black Beruto will add 24 to Rue's base Guard stat
    value.



    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 6. Translations.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    This section has not a storyline translation, but translations of the various
    menu screens, as well as enemy, character, & item names. The first section is
    all in English, and sports no Japanese characters. The second section contains
    numerous Japanese characters (more info on that in the section).



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Selected Dialogue Boxes.

    Currently all of the translated dialogue boxes are contained within Karona town.
    As stated above, the translations below are all in English, and are arranged in
    the same order that they are on the screen. For Japanese -> English charts for
    some of the names and such, see the section sub-section of this Translation
    section, inventively titled 'Japanese Name Charts.'


    **Area: The Gate.

    Note that the Lake Shore is introduced at the same time as Atorie Mell, but
    since it is not visited until later in the game, it moves down as more
    destinations are added.

    Cancel
    Karona Forest
    The Underground Palace of Illusion
    Atorie Mell
    The Ghost Temple
    The Angry Mountain
    The Lake Shore (later Maya's Tower)

    Once a destination has been selected, the following will appear:

    Cancel
    Depart


    **Area: Karona Bar.

    Cancel
    Milk 50G Refills 10% of your MP
    Shower 120G Refills 25% of your MP
    Tropical X 220G Refills 50% of your MP



    **Area: Karona Church.

    Cancel
    Pray (the literal translation is 'to fold', but this makes more
    sense)

    Upon selecting the second, you'll see...

    Don't Donate Recieve nothing
    1000G Recieve 10 Bronze Coins
    5000G Recieve 5 Silver Coins
    10000G Recieve 2 Gold Coins
    30000G Recieve 1 Platina Coin



    **Area: Following the End Credits.

    After finishing the game and allowing the end credits to run, you will be faced
    with two more options:

    Save
    Don't Save

    Saving will create a Mint file with the time 0:00, and with the Rue head filled
    in (previously black). After saving you'll be presented with three more options:

    Start Mint's Story
    Return to Title Screen
    Save

    The top option will simply start the save that you've just created, the middle
    will exit to the title screen (obviously), and the third will simply allow you
    to save the game once more.



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Japanese Name Charts.

    This section has the only Japanese characters in the entire document, and
    focuses on names (places, characters, items, etc.) although other often-used
    words are included as well. In order to view the Japanese characters that are in
    this section, you will need a Japanese word processor (I use, and wrote this
    section of the FAQ, in NJStar, which is available at www.njstar.com) or in a
    browser with Japanese character viewing enabled (for Japanese broswing I use
    NeoPlanet [www.neoplanet.com] which happens to require IE, and for Japanese
    characters a download is required from microsoft.com). If you aren't using one
    of the above, you will see a bunch of random-looking characters. This is normal.
    I have also made a separate document that has the exact same contents as this
    chart for easy reference (for instance, have both open at once and switch
    between the two...) - this document, which should be available at the same place
    that you found this one, contains nothing special or additional that is not in
    this document, so it's not a necessary download, just a bonus one.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Major Character Names.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒ‹ƒE | Rue |
    | ƒ~ƒ"ƒg | Mint |
    | ƒNƒŒƒA | Claire |
    | ƒuƒ‰ƒbƒh | Blood |
    | ƒXƒ‚?[ƒL?[ | Smorky |
    | ƒGƒŠƒi | Elena |
    | ƒNƒ‰ƒEƒX | Kraus |
    | ƒ~ƒi | Mina |
    | ƒ?ƒbƒh | Rod |
    | ƒfƒ…?[ƒN | Duke |
    | ƒxƒ‹ | Bell |
    | ƒ?ƒ‹ | Mell |
    | ƒ|ƒvƒ‹ƒvƒ‹ƒ‹?l | Popleplul |
    | ƒvƒŠƒ}ƒh?[ƒ‹ | Prima Doll |
    | ƒ}ƒ„ | Maya |
    | ƒEƒB?[ƒ‰?[ƒt | Wealaugh |
    | ƒTƒCƒRƒ}ƒXƒ^?[ | PsychoMaster |
    | ƒgƒ‰ƒbƒvƒ}ƒXƒ^?[ | TrapMaster |
    | ƒ‚?[ƒhƒ}ƒXƒ^?[ | ModeMaster |
    | ƒh?[ƒ‹ƒ}ƒXƒ^?[ | PuppetMaster* |
    | Ž€‚̉E˜r | Right Arm of Death |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    *note: literal (and official Roman) translation is DollMaster, but I believe
    that this is a mistranslation, as PuppetMaster seems to fit much better. See my
    longer walkthrough/FAQ for more information on this.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Townsperson Names.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒJ?[ƒT | Casa |
    | ƒgƒjƒI | Tonio |
    | ƒŠ?[ƒ\ƒ" | Leeson |
    | ƒ\?[ƒŠƒ" | Soren |
    | ƒhƒCƒ‹ | Doyle |
    | ƒWƒƒ?[ƒQƒ" | Jourgen |
    | ƒAƒŠ?[ƒl | Arlene |
    | ƒzƒbƒuƒX | Hobbes |
    | ƒOƒŒƒAƒ€ | Graham |
    | ƒ}?[ƒJƒ€ | Malcolm |
    | ƒ}ƒ‹ƒR | Marco |
    | ƒ_?[ƒrƒX | Davis |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Enemy Names.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ‚¨‚½‚Ü | Otama |
    | ƒ}ƒ"ƒhƒ‰ | Mandora |
    | ƒ`ƒBƒOƒŒ | Tigre |
    | ƒnƒŠ?[ | Harry |
    | ƒK?[ƒSƒCƒ‹ | Gargoyle |
    | ƒOƒhƒ" | Gudon |
    | ƒLƒ"ƒNƒAƒ"ƒg | Kinkuanto |
    | ƒLƒmƒRƒ{?[ƒ„ | Kinokobooya |
    | ƒCƒ"ƒv | Imp |
    | ƒ‚ƒPƒhƒŠ | Mokedore |
    | ƒpƒyƒbƒg | Papetto |
    | ƒXƒyƒNƒ^?[ | Spectre |
    | ƒXƒPƒ‹ƒgƒ" | Skeleton |
    | ƒE?[ƒ^ƒ" | Uutan |
    | ƒ}ƒOƒ}ƒO | MaguMagu |
    | ƒ_ƒ_ƒ"ƒS | Dadango |
    | ‚¨‚½‚Ü (‚­‚ë) | Otama (Blackened) |
    | ƒtƒ@ƒrƒbƒg | Fabbit |
    | ƒpƒ"ƒvƒLƒ" | Pumpkin |
    | ƒEƒBƒbƒ`?[ | Witch |
    | ƒxƒq?[ƒ‚ƒX | Behemoth |
    | ƒVƒƒƒIƒ?ƒ" | Shaoron |
    | ƒwƒ‹ƒzƒEƒ"ƒh | Hellhound |
    | ƒWƒ" | Djinn |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Boss Names.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒuƒ‹ƒbƒh | Blood |
    | ƒXƒ‚?[ƒL?[ | Smorky |
    | ƒiƒCƒgƒ}ƒA | Nightmare |
    | ƒXƒJƒ‹ƒr?[ƒXƒg | Skull Beast |
    | ƒfƒ…?[ƒN | Duke |
    | ƒxƒ‹ | Bell |
    | ƒAƒVƒ…ƒ^ƒLƒ}ƒCƒ‰ | Ashurakimaira |
    | ƒxƒ‹ (&ƒwƒNƒXƒSƒ") | Bell (and Hexagon) |
    | ƒEƒB?[ƒ‰?[ƒt | Wealaugh |
    | ƒSƒgƒ^ƒ" | Gorotan |
    | ƒ?ƒbƒh | Rod |
    | ƒTƒCƒRƒ}ƒXƒ^?[ | PsychoMaster |
    | ƒgƒ‰ƒbƒvƒ}ƒXƒ^?[ | TrapMaster |
    | ƒ‚?[ƒhƒ}ƒXƒ^?[ | ModeMaster |
    | ƒhƒ‹ƒ}ƒEƒ^?[ | PuppetMaster |
    | ƒAƒ^ƒiƒVƒEƒX | Athanasius |
    | Ž€‚̉E˜r | Right Arm of Death |
    | ‚ ‚©‚‚«‚̘I | DewRedMoon |
    | ‚½‚»‚ª‚ê‚̘I | DewTwilight |
    | ƒ"ƒ@ƒŠƒ" | Valin |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Weapons.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒuƒ?ƒ"ƒYƒuƒŒƒX | Bronze Brace |
    | ƒVƒ‹ƒo?[ƒuƒŒƒX | Silver Brace |
    | ƒS?[ƒ‹ƒhƒuƒŒƒX | Gold Brace |
    | ƒvƒ‰ƒ`ƒiƒuƒŒƒX | Platina Brace |
    | ƒ~ƒXƒŠƒ‹ƒuƒŒƒX | Mythril Brace |
    | ƒuƒŒƒCƒuƒuƒŒƒX | Brave Brace |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Armor.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒuƒ?ƒ"ƒYƒxƒ‹ƒg | Bronze Beruto |
    | ƒVƒ‹ƒo?[ƒxƒ‹ƒg | Silver Beruto |
    | ƒS?[ƒ‹ƒhƒxƒ‹ƒg | Gold Beruto |
    | ƒvƒ‰ƒ`ƒiƒxƒ‹ƒg | Platina Beruto |
    | ƒ~ƒXƒŠƒ‹ƒxƒ‹ƒg | Mythril Beruto |
    | ƒuƒ‰ƒbƒNƒxƒ‹ƒg | Black Beruto |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Other Buyable Items.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒpƒ??[ƒAƒbƒv | Power Up |
    | ƒK?[ƒhƒAƒbƒv | Guard Up |
    | ƒ‰ƒCƒtƒAƒbƒv | Life Up |
    | ƒ}ƒWƒbƒNƒAƒbƒv | Magic Up |
    | ƒ~ƒ‹ƒN | Milk |
    | ƒVƒ‡ƒ??[ | Shower |
    | ƒgƒ?ƒsƒJƒ‹X | Tropical X |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Found Items.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ƒuƒ?ƒ"ƒYƒRƒCƒ" | Bronze Coin |
    | ƒVƒ‹ƒo?[ƒRƒCƒ" | Silver Coin |
    | ƒS?[ƒ‹ƒhƒRƒCƒ" | Gold Coin |
    | ƒvƒ‰ƒ`ƒiƒRƒCƒ" | Platina Coin
    | ‚æ‚é‚Ì‚¢‚µ | Night Stone |
    | ‚‚«‚Ì‚¢‚µ | Moon Stone |
    | ‚Ù‚µ‚Ì‚¢‚µ | Star Stone |
    | ‚Å‚ñ‚¹‚‚̂¯‚ñ | Legendary Sword |
    | ‚Å‚ñ‚¹‚‚̂©‚Ô‚Æ | Legendary Helmet |
    | ‚Å‚ñ‚¹‚‚̂½‚Ä | Legendary Shield |
    | ‚ä‚ß‚Ý‚¢‚µ | Dream Stone |
    | ‚³‚¢‚²‚̂Ђł¨ | Hideo's End |*
    | ‚܂ڂ낵‚Ì‚³‚¯ | Dream Alcohol |*
    | ‚Ó‚µ‚¬‚È‚¢‚µ‚¼‚¤ | Strange Stone Statue |*
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    [note: items marked * may not be correct, as I've not yet acquired them]


    Found Items (Kanji Versions).

    [note that if an item does not have a kanji version (such as the coins) it's not
    listed here]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | -é‚Ì?Î | Night Stone |
    | ŒŽ‚Ì?Î | Moon Stone |
    | ?¯‚Ì?Î | Star Stone |
    | "`?à‚ÌŒ | Legendary Sword |
    | "`?à‚Ì‚©‚Ô‚Æ | Legendary Helmet |
    | "`?à‚Ì?‚ | Legendary Shield |
    | -²Œ©?Î | Dream Stone |
    | ?Ōã‚̉p-Y | Hideo's End |*
    | Œ¶‚ÌŽð | Dream Alcohol |*
    | ‚Ó‚µ‚¬‚È?Î'œ | Strange Stone Statue |*
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    [note: items marked * may not be correct, as I've not yet acquired them]


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Destination Translations.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ‚à‚¤?­‚µŠX‚É | --cancel-- |
    | ƒJƒ??[ƒi‚Ì?X | Karona Forest |
    | 'n‰º-À‹{ | The Underground |
    | | Palace of Illusion |
    | ƒ?ƒ‹‚̃AƒgƒŠƒG | Atorie Mell |
    | ƒS?[ƒXƒgƒeƒ"ƒvƒ‹ | The Ghost Temple |
    | "{‚è‚ÌŽR | The Angry Mountain |
    | ŒÎ | The Lake Shore. |
    | ƒ}ƒ„‚Ì"ƒ | Maya's Tower |
    | ƒ"ƒ@ƒŠƒ"‚Ì?¹ˆæ | Valin's Holy Limits |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Misc. Translations.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | Japanese Name | English Name |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    | ‚Í‚¢ | Yes |
    | ‚¢‚¢‚¦ | No |
    | ‚â‚ß‚Å‚¨‚­ | Quit (Cancel) |
    | ‚â‚ß‚é | To Quit (Cancel) |
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 7. Characters.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    As with all games, characters are an important factor in Dewprism. While this is
    not an extremely thourough guide to the characters within the game, it should
    help you get an initial feeling for the characters, as well as help to identify
    who is who (helpful for those of you who cannot read katakana). As with all of
    the lists in the below Japanese Translation Charts (as well as the separate
    Japanese Translation Charts document), the characters are in the same order in
    this list as the Translation Charts, making for easy reference.



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    Major Characters.

    Rue - the game's main hero, he seeks to Dewprism to revive his sister
    Mint - the game's main heroine, she seeks the Dewprism to become queen
    Claire - Rue's sister who was murdered three years ago
    Blood - a mischievious villian, he is the brother of Smorky
    Smorky - also mischievious villian, he is the brother of Blood
    Elena - a peppy character that occasionally gets herself into trouble
    Kraus - a very intelligent character that helps the heroes out
    Mina - Kraus' wife, and Elena's mother
    Rod - a wanderer who is currently camping outside of Karona Town
    Johny Wolf - Rod's dog, who is by his side at all times
    Duke - a well-trained fighter that's looking for the Dewprism with Bell
    Bell - looking for the Dewprism with Duke, and the leader of the pair
    Maya - the current Queen, and Mint's sister
    PsychoMaster - a henchman of PuppetMaster, he is a psychic master
    TrapMaster - a henchman of PuppetMaster, he is the master of traps
    ModeMaster - a henchwoman of PuppetMaster and a master of disguises
    PuppetMaster - the game's major villian, he is strong in many aspects



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Townspeople.

    Casa - runs the Inn.
    Tonio - runs the Weapon & Armor shop.
    Leeson - runs the Hotel.
    Soren - works at the Hotel.
    Doyle - the clergyman at the church.
    Jourgen - the bartender.
    Arlene - the waitress at the bar.
    Hobbes - runs the Item shop.
    Graham - one of the two men walking around town.
    Malcolm - the man who enjoys standing near the fountain.
    Marco - the young boy walking around town.
    Davis - one of the sailors on the ship that you came in on.



    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 8. Misc.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    Merchandising.

    Strategy Guides:

    Title: Dewprism Official Stratgy Guide
    Publisher: Digicube
    Price: JY 1000
    Pages: 160
    ISBN: 4-925075-67-5
    Release Date: October 14th, 1999
    Ratings: Scenario-4.5, Creation Data-4, Map Data-5,
    System Explanation-5 (all out of 5)


    Audio CDs:

    Title: Dewprism Original Soundtrack
    Publisher: Digicube
    Format: 2 CDs
    Price: JY 2718
    Songs: unknown
    Product ID: SSCX-10036
    Release Date: November 20th, 1999


    Traditional Merchandising:

    Item Name: Price: Notes:
    Stuffed Otama Set JY2000 Includes one large and one small Otama
    Telephone Card Set JY3000 Includes 2 cards
    T-Shirt JY2500 Black with white type, Free-Size

    For pictures and more information (in Japanese) on the three above items, visit
    the official Squaresoft Dewprism Goods page at:
    http://www.square.co.jp/goods/dp_goods.html


    Other Merchandising:

    Item Name: Price: Notes:
    Limited Edition Free Free with purchase at certain retail
    Slipcover stores, including Laox



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Demos.


    As with many games today, Dewprism sported a number of demos that were available
    through certain sources. Details are outlined below, and the demos are in order
    of release.


    Square's Previews 4 (Seiken Densetsu: Legend of Mana) demo: The first demo of
    Dewprism was included in the highly anticipated Legend of Mana package. While I
    have never played this demo (I'm not even positive of the title), I believe that
    it is the same demo that was released later through magazines, and thus would
    encompass the first action area (section I of the walkthrough, minus the Karona
    Town sections). It probably goes without saying that both Rue and Mint are
    playable. Other demos on the disc included Chrono Cross, Front Mission 3, and a
    movie demo of Vagrant Story.


    Famitsu Wave demo: Famitsu, the most popular series of game magazines in Japan
    (most famous for their weekly multi-platform magazine Weekly Famitsu), included
    a demo in the October 1999 issue of Famitsu Wave (their monthly, PSX-focused
    game + demo disk magazine). Being the only demo that I own, I can confirm that
    this demo encompasses the first action area, minus the town areas, and both Rue
    and Mint are playable. After reaching the library and defeating Nightmare, the
    screen fades to black and you get to see the same intro that you can see in the
    full game by pressing L1 or R1 on the title screen. After that, you will find
    yourself on the transporter, dialogue with Mint, and then, instead of stepping
    on the transporter and entering the second action area, you'll see a screen with
    Rue and Mint, with English writing stating 'Prism will begin to sparkle in
    autumn/1999', with some Japanese beneath it. Pressing a button will dump you
    back to the title screen.

    Differences between this and the full version include a short 'Game Start' or
    'Controls' menu on the title screen, a different background (all blue) for the
    character select screen, and opening stories being shortened and told all on the
    blue character select screen. In the actual gameplay, there is no menu (it is
    replaced by a simple Vibration On/Off selection), all of the enemies drop
    monster coins (as opposed to the first one only), a slightly different font on
    the HP and MP bars, and a few altered names such as SabreTigre (instead of
    Tigre), Rafureshia (instead of Mandora), and Harikozumi (instead of Harry) -
    Otamas are still Otamas, and Nightmare isn't checkable. Also, Blood and Smorky
    seem less agressive, and your HP and MP are set at 100 and 50 respectively. You
    also seem to have an unlimited amount of coins (although the MP you continue
    with does seem to differ...).

    As a side note, in the game selection screen, the game's title is mispelled as
    'Dewprisum', which seems odd since the logo is makes the Romanization fairly
    obvious. Demos, movies, and memory card downloads for many other games are on
    the disc as well (notable ones including demos for Front Mission 3, Zeus II,
    Robbit Mon Dieu, BishiBashi Special 2, & Winning Eleven 4, movies for Biohazard
    3, Tokimeki Memorial 2, The Silver Incident, & Memories Off, and memory card
    saves for Guitar Freaks, Fatal Fury Wild Ambition, Mystic Dragoons, Syphon
    Filter, and 70's Robot GepPy-X).


    Tokyo Game Show demo: While not a demo released to the public, it is still
    worth mentioning. Square had a playable version of Dewprism available at it's
    booth at the Tokyo Game Show Autumn '99 (October 13, 14, and 15 at Makuhari
    Masse, just outside of Tokyo). There were approximately 24-36 machines set up
    with the demo, half with each character, lined up against two walls (one wall
    per character). While I cannot say exactly what all these demos encompassed, I
    can say that the Rue demo that I played probably took place on The Angry
    Mountain (section V in the walkthrough). However, as I played only for a short
    time, I cannot be certain. I do know that the two characters' demos had
    different levels available, and there may have been two separate demos for each
    character.



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Advertising.

    Like any game, Dewprism has had it's fair share of advertising done for it. The
    following is a short description of the official Square and Digicube ads.

    [this section is not yet complete, but almost.]


    Square Press - Like many companies in Japan, Square occasionally publishes a
    free 'Square Press' newsletter. The 3rd issue of this newsletter, the September
    1999 issue, focuses solely on Dewprism. The four page newsletter sports an
    illustration of each main character on the front, and gameplay shots and system
    overviews inside and on the back cover.


    Square Magazine Ad #2 (2 page) - This ad featured the two characters, one on
    each page, each done in a different style. Rue's page featured an illustration
    of him on a bookmark, with a written page in the background. The Mint page has
    her on a bright yellow background in a comic-style. Both pages contain the
    Dewprism logo. The Squaresoft logo appears on the Rue (left-hand) page, while
    the Digicube logo is on the Mint (right-hand) page. A small band of text at the
    bottom advertises other Square/Digicube products such as the Legend of Mana
    Ultimania Guide. This ad ran around this time of the game's release.


    Square Magazine Ad #3 (1 page) - This ad has only run for a single week to date.
    It is a single page ad with the game's cover artwork taking up a large section.
    The logo appears near the bottom in between gameplay versions of both
    characters. It is also worth noting that this ad ran on the back of Weekly
    Famitsu during the week of the game's release.


    Famitsu Poster (4 page gatefold) - Contained in the 10/15/99 (issue 565) Weekly
    Famitsu, this poster was at the very middle of the book and features large,
    beautiful artwork of Rue, PuppetMaster, and Mint, in that order. As it does
    feature three characters, it is roughly divided into three sections; behind Rue
    is a blue box, PuppetMaster sports a red box, and Mint a yellow one (note that
    the word box is somewhat deceptive, as they are actually monotone images that
    have been treated in Photoshop, so they are not solid boxes of color, but very
    light ones...) It is a vertical poster, with the game's logo at the very bottom
    left. The reverse side of the poster is a chart giving the names and info about
    the monsters that Rue can turn into and the magic that Mint can use.

    Tokyo Game Show Catalogue Ad - As with many companies at the Tokyo Game Show,
    Square had a catalogue featuring its products available at the show. The
    Dewprism portion of the book spanned pages 2 and 3, and was a variation of the
    above Magazine Ad #3. The cover illustration was featured on the left-hand page
    (page 2) and the in-game characters, along with the logo and some screenshots,
    graced the right-hand page (page 3). Page 2 also declared (in English) '14.Oct
    on Sale!' Also included in the Catalogue was a sheet of memory card stickers, of
    which there were three large stickers for the top of the memory card (one of
    Rue, one of Mint, and one of just the logo), one sticker (with the name in
    katakana) for the spine of the memory card, and one sticker (again with the name
    in katakana) for a memory card case.



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Release Info.

    Title: Dewprism
    Developer: Squaresoft
    Released by: Squaresoft
    System: Sony Playstation
    Territory: Japan (North American release - 2000)
    Genre: 3D Action RPG
    Format: 1 Playstation CD-ROM
    # of Players: 1
    Memory Card: 1 Block (6 saves)
    Dual Shock?: Yes
    Analog?: Yes
    Release Date: October 14, 1999 (Japan), 2000 (North America)
    Suggested Price: JY 5,800
    Product ID: SLPS 02330
    UPC: 4 961012 997053
    Gameplay Hours: Approx. 10 hours per character
    Playable Chars.: 2 (Rue & Mint)
    Inst. Book: 28 pages (including cover)
    Includes: 1 Dewprism CD-ROM, 1 instruction book, 1 spine card, 1
    Dewprism merch./FFVIII Desktop Accessories insert
    (ad), 1 tray liner, 1 (normal) CD case with clear
    tray.



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Japanese.


    Although it should go without saying, this game is much more enjoyable, as well
    as easier to play, when you have a small amount of knowledge of the Japanese
    language. While I am in no way fluent (or even partially fluent, for that
    matter), my knowledge of Japanese proved invaluable while playing through the
    game. I would strongly recommend that you use a search engine (such as
    www.yahoo.com or www.metacrawler.com) and search the web for a Japanese primer
    or tutorial. At the least, printing out, or otherwise having available for
    reference, a kana chart will help you throughout the game. For the uninitiated,
    kana are the two basic Japanese character sets that are similar to our English
    alphabet; katakana (the more angular of the two) is used for imported, and
    usually English, words, while hiragana (a more rounded set of characters) is
    used for native Japanese words.

    Obviously, the above applies not only to Dewprism, but to all Japanese import
    games. Learning katakana will allow you to read many Japanese menus, while
    learning hiragana & simple kanji, as well as some basic words, will help you be
    able to read more names and also give you an idea of what is going on. Buying a
    kanji dictionary or using the radical (kanji) lookup feature of NJStar will help
    you to identify specific kanji (such as those in the menu at the gate of this
    game). As with any subject, the more that you know, the better off you are.

    Japanese Resources:
    www.yahoo.com \
    www.metacrawler.com - use to find other online sources
    www.altavista.digital.com /
    www.njstar.com - download NJStar Japanese Word Processor



    ____________________________________________________________
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Section 9. Outro.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Versions.

    version 0.96 - Oct. 24, 1999
    first public release. walkthrough completed, Enemy list completed,
    Item lists completed, translation charts completed, two systems
    sections completed, many Misc. sections completed, Boss list almost
    complete, Ad section almost complete.
    prerelease version - Oct. 16, 1999
    everything added.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Future Revisions.

    Although I feel that this document is already fairly complete, there are still
    some minor things that I would like to work on in the near future. The first is
    playing through Rue's story one more time so that I can double-check all of the
    data contained in this document. As I've detail below, much of this walkthrough
    was written by taking notes as I played, and then sitting down and writing it
    once I had arrived back in Karona and saved. Thus, some minor details may be
    wrong (all of the major information, such as how to get past puzzles/obsticals
    and boss tips, should be correct). Once I have done this, the document will
    reach it's full version 1.00 release.

    Past that, I would like to add any secrets/side quests/etc. that may be found.
    There are some things that I know that I don't have information on, as there are
    items listed in the Official Strategy Guide that I haven't found, but more
    research will have to be done on these before adding. I may also increase the
    enemies section to include elemental information, although this is somewhat
    doubtful.

    I need to add information regarding three items: Hideo's End, the Dream Alcohol,
    and the Strange Stone Statue, as well as what to do with the Legendary Items and
    the Dream Stone. I would also like to add section for the game's controls, as
    well as a bit on Rue's systems.

    The final addition that I may chose to tackle is a Mint walkthrough (which would
    be a separate document). I can say that this walkthrough took quite a bit out of
    me (although it was done in just under a week, which is one of the major reasons
    that it was so draining), so I can't promise that I will write an equally
    thourough walkthrough for Mint as well. Keep your eyes peeled for future
    releases via www.gamefaqs.com, as all faqs/walkthroughs will be posted there
    first. And although I do openly welcome all mail, please do not bug me about
    writing a Mint walkthrough - if it is to come, it will come in time.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


    Sources.

    Dewprism Official Guide Book, Digicube/Squaresoft.

    Dewprism Instruction Book, Squaresoft.

    Weekly Famitsu magazine, ASCII/Susumu Matsushita Co.:
    -Issue 567, 10/29/99
    -Issue 566, 10/22/99
    -Issue 565, 10/15/99

    Square Co. Ltd. Homepage, http://www.square.co.jp

    The Gaming Intelligence Agency (GIA), http://www.thegia.com

    Random House Japanese Dictionary, Random House.

    NJStar Japanese Word Processor, NJStar.
    -Radical (kanji) lookup.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Notes.

    Regarding the methods that I used to write this, I would go through an action
    section taking rough notes on how I did things, and then upon arriving back in
    Karona Town and saving, I would translate these notes into a more flowing
    dialogue. Occasionally, I would then replay tha action section, correcting any
    mistakes... I did not always do this, though, so there may be slight errors in
    minor things (puzzles should always be fairly correct, though...). If you do
    find an error, please tell me...

    Regarding Romanization of the Japanese names, I have used the official names
    when available (from either Square literature or from the Square Homepage), with
    the one major exception being DollMaster/PuppetMaster, who is detailed below.
    All other times I have either made my best guess at the Romanization, or left
    the word in Romaji. Many of the names that fall in the latter category are enemy
    names; most of the character names are in official.

    Regarding names on a different level, I'd like to mention PuppetMaster in
    particular. Although I've tried to use the official translations whenever
    available, I believe that this is a mistranslation on Square's part. His
    official Roman (English) name is DollMaster, which is derived from the romaji
    (presented in katakana) spelling of his name being 'Doorumasutaa'. As most
    native English speakers will probably agree, this is a pretty stupid name for a
    major character in a serious game. However, a few moments with a Japanese
    dictionary will reveal another side to our friend DollMaster; the Japanese word
    for doll is 'ningyo', and the Japanese word for puppet is either
    'ayatsuriningyo' (for stringed puppets) or 'yubiningyou' (for hand puppets). As
    you can see, both of the words for puppet contain the word for doll, and I'm
    guessing that due to the similarity of the subjects (dolls and puppets) they
    will appear together in larger dictionaries (one being a sub-meaning or more
    specified meaning of the other). Thus, more than likely someone who had the job
    of translating the original Japanese versions of the names to English (which
    were then changed back into Japanese in the form of Katakana English) got mixed
    up, and called him DollMaster instead of the more menacing PuppetMaster. Of
    course, this is just my theory... (although the fact that I just couldn't stand
    the fact that one of the villians had the name DollMaster does have something to
    do with it as well... I mean, ModeMaster is bad enough, but DollMaster?
    c'mon...). I apologise to all of you purists (who, if you're really a purist,
    shouldn't even be Romanizing the name...). One other thing to mention, in the
    favor of Doll versus Puppet, is the fact that there is also a character named
    Prima Doll. Whether his name is related to DollMaster's, I don't know, as the
    intricicies of the story are over my non-Japanese speaking head.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Legal.

    Dewprism, Rue, Mint, Arc Edge, and all other related names contained within are
    copyright Square Co. Ltd. Playstation is copyright Sony. All other copyrights
    are copyright their respective holders.

    This document is copyright J.T.Kauffman 1999 and cannot be reproduced for profit
    in any form. It can be freely distributed over the internet as long as it is
    unaltered and is only distributed on free (i.e. non-subscription) sites. If you
    do choose to post this document on your site, please email me to let me know.

    The author of this document can not and will not be held responsible for any
    damage that you may do to your game, system, or accessories through the use of
    'patch code' or 'cheat code' devices (such as Game Shark or ProActionReplay)
    using codes that are found in this document. Such codes are provided for use AT
    YOUR OWN RISK, and are labeled as such. The author will also not be responsible
    for any damage caused by the use of any unlicensed perhipherals that may be
    mentioned in this article. All information is provided at your own risk.



    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Contact.

    J.T.Kauffman
    stormwalker@hotmail.com


    from October the Sixteeth, Nineteen-Hundred and Nintety Nine.
    jtk.
    Shibata, Miyagi, Japan.

    Submitted by J.T.Kauffman

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