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------------------------------------------------------------------------------Children of Mana
Guide/Walkthrough by Kassidy (Kassidy (at) gmail (dot) com).
-------------------------------------------------------------------------------
-Children of Mana
--[VERSION] Version control
--[THANKS] Thanks
--[STORY-INTRO] Storyline (Intro sequence from the game text)
--[FAQ] Frequently Asked Questions
--[CONTROLS] Controls and Gameplay
--[RANKING] Let's see how good you are!
--[CHAR-MAIN] Characters
--[CHAR-2ND] Secondary characters
--[STORES] Stores at the Illusia Town Centre
--[ITEMS] Available Recovery Items
--[WEAPONS] Your arsenal for destruction
---[SWORDS] Swords
---[FLAILS] Flails
---[BOWS] Bow and Arrow
---[HAMMERS] Hammers
--[ARMOURS] Armours
--[ACCESSORIES] Accessories
--[ULT] The Ultimate Weaponry
--[MAGIC] The Eight Elementals
--[GEMS] Gems
---[RED] Red Gems
---[BLUE] Blue Gems
---[YELLOW] Yellow Gems
---[PURPLE] Purple Gems
---[GREEN] Green Gems
---[ORANGE] Orange Gems
---[IMPURE] Impure Gems
--[LEVELS] Level recommendations before starting a chapter
--[WALKTHROUGH] The Walkthrough
---[FLICK] The Determination of a Young Warrior
---[TUMBLE] The Kindness of a Young Maiden
---[POP] The Curiosity of a Young Boy
---[WANDERER] The Diligence of a Wandering Niccolo
---[CHAP0] The beginning of our tale
---[CHAP1] The Mana Tower
----[BOSS1] Boss Battle : Xangar
---[CHAP2] Star Lake, Topple
----[BOSS2] Boss Battle : Galem
---[CHAP3] The Fiery Sands of Jadd
----[BOSS3] Boss Battle : Thaydol
---[CHAP4] The Ice Citadel of Lorimar
----[BOSS4] Boss Battle : Landmund
---[CHAP5] The Brightwood forest in Wendal
----[BOSS5] Boss Battle : Mana Storm
---[CHAP6] The Ruins of Illusia Isle
----[BOSS6] Boss Battle : Revenants
---[CHAP7] The Path of Life
----[BOSS7] Boss Battle : The Mana Lord
---[CHAP8] The Cosmic Rift
----[BOSS8-1] Boss Battle : Doppelgangers
----[BOSS8-2] Boss Battle : The Scion of Mana
---[END] The Beginning of a New Legend
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--[SUBQUESTS] Subquests
--[BENEVODON] The Elemental Knowledge
--[OST] The Soundtrack - Breath of Mana
------------------------------------------------------------------------------[VERSION] Version Control
0.90 Expanded detail for Ultimate Weapon locations.
0.89 Completed weapons level requirements. Added approximate point requirements
to ranking.
0.88 Added detail for the Ultimate Flail location. Added last Yellow gem! Gems
complete! Added more info in armour and accessories. Added [LEVELS] section and
several more Frequently Asked Questions. At recommendation of Syl, added a note
at the end of each chapter to indicate exactly what subquests become
available). Weapon lists completed, though missing some names and descriptions.
Armours, robes and accessories next in line to be updated.
0.87 Added SEVERAL note on the importance of a better bow for the Jadd Boss.
Corrected information on 3 Skull in Fury Slots. Added all multiplayer obtained
gems, and completed Impure gems section. Only missing one Yellow gem now!
Started correcting typo and ortographical errors.
0.86 Specified exactly who gives the Tess' Whereabouts quest. Added notes on
breaking ice in Lorimar with charged hammer. Added two more ULT weapons and two
more Impure gems.
0.85 More items added, added a subquest that was missed during playthrough and
the information for the Fury Reels gem has been expanded. Completed Benevodons
Knowledge section. Added note on coloured spikes thanks to Syl. I have rewritten the Weapons section almost completely to better describe and layout the
effects of each weapon and their focused attacks, as well as provide an
introduction as to what gems can do to improve these weapons. Moved the Gems
section to before the Walkthrough.
0.84 Added Wanderer's unique subquest information, and relating items in the
walkthrough and gem list. Added Ranking information and started work on
Ultimate Weapon information.
0.83 Amended a note regarding the EXP gain after an e-mail received from a
fellow gamer. Added note to thanks section also. Added lots of LevelReq's for
Wanderer's weapons.
0.82 Moved note on accessing the Haunted House from Chapter 4 to end of Chapter
2. Thanks to KillerRoy70 for confirming this. Added information to the Gems
section on how to upgrade the Gem Frame (for quick reference, as it is already
in the main walkthrough). Expanded FAQ section. Added Boss Battles to the main
menu for easier access.
0.81 Added note on requirements to advance to Chapter 3.
0.80 Completed the walkthrough for the main storyline, as well as added the
details for the ending and some other bits and bobs here and there. Upgraded to
Complete Walkthrough on GameFAQs now that the main walkthrough section is
complete, and all that remains is to flesh out details such as weaponry, the
remaining subquest, gems and also character specific details.
0.75 Added more LevelReqs for Flick, thanks to Sheexy.
0.74 A couple of people have pointed out to me that the level requirements for
weapons/armour vary from character to character, and since I have only played
through so far with Tumble these are the stats I have. I've rearranged the
layout to accommodate the new details as I obtain them. Any contributions
welcome. :)
0.73 Corrected Flick losing his sister rather than brother. Thanks to
WarWizardRichardRahl for this correction.
0.72 Completed information on Tumble's unique subquest, updated gem lists.
Preparing for Chapter 8 to be completed.
0.71 Added more detail to the subquests after Chapter 7, amended information
about the elemental subquests with regards to their availability at the end of
each chapter, as some were available earlier than I had anticipated.
0.70 Completed the Path of Life, may need to revisit and clear up some minor
details. Weapons section mostly up to date (again, minor details missing).
Added three new subquests now available (need to complete details on these).
Added Game-Revolution to list of permitted sites. Refined some details on gems
and fusion. Added some details to Soundtrack section.
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0.61 Added FAQ section, since there are questions going around that have been
repeatedly answered. Amended availability of elemental subquests note. Added
SuperCheats, GamesRadar, SuperCheats, Cheat Code Central and CheatPlanet to
list of permitted sites.
0.60 Chapter 6 completed, preparing for next chapter started. Still need to
complete details on the subquests newly available and the level requirements
for new equipment. Also amended some minor notes to the Soundtrack.
0.53 6 Elemental subquests complete, missing Wisp and Shade. Appears one can
only do up to 6 at this point in the game. Completed missing details in
weapons.
0.52 Added section [BENEVODONS] with information provided by the Benevodons on
their subquests.
0.51 Completed Recovery Item details (oopsy). Weapons list requires some
tweaking, but is up to speed with game (missing required levels on some items).
Working on Elemental Subquests next.
0.5 Completed Brightwood and brought gem lists up to speed. Preparation for
next chapter pretty much ready.
0.44 Orange and Green Gems list now complete. Subquests now up to date with
game progress. Next step is to move on and do Brightwood.
0.43 Added details for each characters game introduction, up to meeting Tess,
where all stories converge and follow the same line.
0.42 Added details of the Soundtrack, added gems and fusions to list, added
detail for weapons. Need to clarify beginning of the game more. Added more
subquests and their respective item rewards' details.
0.41 Chapter 4 added, still working on post mission details. Expanded blue gem
list considerably, and brought weapons up to speed. Missing some level
requirements, but should have that shortly. More little niggly bits here and
there improved.
0.4 Improved detail on the game mechanics and controls. Clarified details in
Fiery Sands and added notes on the nature of quests after obtaining the Hammer.
Next update to include Chapter 3.
0.3 Chapter 3 added, expanded gem lists, weapons etc up to date, some blanks
filled. Added benevodos information to first quests.
0.2 Chapter 2 added, expanded other lists. Submitted to GameFaqs
0.1 Initial layout, chapters 0 and 1, and other lists started.
You may copy no part of this guide or the guide in its entirety without my
express permission, and currently this information is only to be hosted at the
following sites:
http://www.seikens.com
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.gamesradar.com
http://www.cheatplanet.com
http://www.cheatcc.com
http://www.supercheats.com
http://www.game-revolution.com
If you want to publish this guide, please contact me at the e-mail address
above. Sometimes I take a couple of days to reply, but I do get there. ;)
[THANKS]
A huge thank you to Clayton Brooks for some information regarding EXP gain from
enemies and also for providing almost all Wanderer's level requirements and the
details for Wanderer's unique subquest, unique items for Flick and Wanderer, a
subquest that I had missed, information on Fury Reels (since I'd completely
skipped putting this anywhere in the guide, soppy me).
A big thank you also to Ysne58 for information on all the multiplayer unique
gems.
Shadow00X: for pointing out some information regarding elemental subquest
availability times.
DavidV and Sheexy for providing some of Flick's levels for weapons.
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barrel in its path using the knock-back strike of the sword, the flail, etc.
Thirdly, you can use the flail diagonally to pull yourself across just above or
just below it. It takes some practice, but the block can't follow you quickly
enough when you're pulled by the flail, so you can normally get past it this
way.
Eric has also contributed the possibility of using a focused Fury Sword attack
in diagonal to get past them. So give that a go if you don't have a Flail yet
or aren't having any luck.
Q. How do I get past the fast-moving quick-sand in Fiery Sands?
A. You can either flail yourself across by diagonally aiming and latching on to
a wall, which will work pretty much every time in the subquests but won't get
you all the way in the main mission, or you can equip a Virtue of Balance gem
to walk on sand and ice normally (check the [GEMS] section with regards to how
to obtain said gem).
Q. Do you get penalized for dying on a level?
A. You are returned to the Mana Village but you do not lose (as far as I have
seen) any Lucre, EXP or items. You do lose your progress in the level, of
course. While this may not be a pain in the first levels, if you die on the
16th zone of a 17 zone level, you'll be kicking yourself.
Q. Do all enemies give the same EXP?
A. Enemies start out by giving you a certain amount of EXP, but as you gain
levels you will find that this will reduce down to the minimum of 2EXP per
monster. If you follow through this guide with the level suggestions, you'll
find that most monsters will indeed give you only 2 EXP. However, you
can increase the amount of EXP received using gems like Heart of Progress or
Courage to Learn.
Q. How do I defeat the boss in Jadd?
A. Use your bow. Now, you may say "but I AM using my bow and I only do 1
damage", which is quite possible. If you're using the default Bow that you
receive from Moti you will indeed only do 1 damage. Make sure you equip an Iron
Bow, and you'll find that you'll do around the 20 mark at least.
Q. Do the effects of experience gems stack?
A. The effects of EXP boosting gems (such as Heart of Progress and Courage to
Learn) accumulate side by side, so if you have two Heart of Progress, you
double your EXP, as opposed to them accumulating exponentially, which would
give you (100 * 1.5) * 1.5 = 225%
Q. What do the Benevodon sidequests do? How do I access them?
A. To access the benevodos sidequests, you must equip one of the elemental
spirits and then Chat to one of their instances in the town (ie. equip
Salamando then talk to the Salamando spirit in Moti's house next to the
fireplace). They will give you the sidequest and details. After completing all
the sidequests, you will be able to access a final area, after you have
completed the game, by touching the Mana Stone in the town. This mission takes
place in the Cosmic Rift. The reward at the end of this quest is Mystic
Blessing - Restores 6 HP and 6 MP every 3 seconds. Check the Subquest section
for information as to when these subquests become available throughout the
game.
Q. What are the sparkly items in my inventory?
A. These are new items since you last looked at your inventory.
Q.
A.
is
so
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will start off giving you 6 EXP, and dwindle down to 2 as you gain more
levels).
Your centre of operations for the game will be the Mana Village on the Illusia
Isle. You'll be given missions by Moti to progress along the game, and return
here after the mission is complete. You can also obtain subquests to gain items
and levels by visiting Dud Services, talking to villagers or talking to
elementals. The Dud Services subquests are randomly generated, and the villager
and elemental subquests are detailed in the [SUBQUESTS] section.
When you visit a site for a mission, you'll go straight in unless you've
already completed the main mission previously. If the latter is the case,
you'll be given the option to carry out the subquest that you have picked up
(you can only do one at a time), or to return to the site via a space-time
rupture to redo the level and pick up items you missed, improve your level,
beat your previous ranking, etc.
Missions are divided up into Zones, and to pass to the next zone you must find
the GleamDrop and take it to the GleamPool. This is explained in more detail
during your first mission. Also note that your HP is mostly restored between
zones, so no need to waste items recovering at the end of a zone before you
move on to the next. Each 4 zones, you will have a chance to re-arrange your
equipment, save and review your Status.
Another thing to note is that the number of enemies displayed on screen will be
limited as it was in previous Mana games, although this time it is not fixed at
three enemies. It will start out as such, but as you advance in the game and
improve your level things will start getting tougher. This can be used to your
advantage in some levels, as you can leave a harmless number of monsters alive
while you scout the rest of the level killing off the monsters one at a time,
then go back for the remaining swarm. A cowardly tactic, but when you're in a
pickle the rules of chivalry not only get thrown out of the window, but are
tied to a cannon and propelled out faster than the Black Hole ride at Alton
Towers.
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These are some approximate point requirements for Silver and Gold ranks
throughout the game (these are estimations based on scores achieved, so are by
no means exact... if you find out otherwise let me know).
1.
2.
3.
4.
5.
6.
7.
8.
-------------------------------------------------------------------------------
[CHAR-MAIN] Characters
-Flick (J) Ferrik (U)
A fifteen-year-old boy who lost his parents and sister in the great disaster.
Was saved by a knight and has since been training in the arts of sword
fighting. He's a good all-round character, being quite strong in all areas.
"Versatile in offence, defence, and magic. Effective at any distance."
Hair colours: Orange, green, blue and silver.
-Tumble (J) Tamber (U)
A sixteen-year-old girl who lost her parents and little brother Toby in the
great disaster. She is mature and seeks truth and justice. Her attack is weak,
but she's fast, and is skilled in the use of magic.
"A dancer with magical talents. Though not powerful, her attacks are swift."
Dress colours: Red, white, pink and blue.
-Pop (J) Poppen (U)
A fearless nine-year-old boy who lost his mother at birth and was left an
orphan during the great disaster after the death of his father. Not a great
fighter and weak when it comes to defence, he specializes in offensive magic.
"A mage specializing in attack spells. Low defence. Unskilled in close combat."
Style colours: Yellow, white, blue, red.
-Wanderer (J & U)
A travelling merchant and member of the Nikita tribe. A strong fighter,
especially at close range, but weak when it comes to magic.
"Strong attack and defence. Specializes in close combat. Unskilled in magic."
Hat colours: Green, blue, emerald and brown.
Note: Whatever colour you choose, the avatar of your character when you are
talking to people and in the Status screen will show the default colours
always. This only changes the colour of the attribute on the sprite itself.
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-Granny Hannah.
She took care of Tumble after her parents died. She was attacked by a beast
during the cataclysm ten years ago, and the wounds sometimes still hurt. She
will hang around next to Dud Services in the Silver Mermaid.
-Tess.
A member of the village who conducts research using plants. She offers prayers
to the Tree of Mana, giving thanks to the Mana Goddess for all she has done.
She can be found sitting in front of the Mana Stone, or in the Haunted House
after you have unlocked it.
-Grampa Tony.
An old man who you can find standing at the entrance of the village.
-Moti
Moti is the mayor of the town. He lead an expedition to the island, and when
the research was over the members of the expedition made the island their home.
They asked him to become their mayor. You'll find him in his house at the top
right hand corner of the village.
-Seamoon
Receptionist for the Silver Mermaid, the town's mall. She can fill you in on
anything you need to know about the game.
-Millionaire
Runs the Golden Goods Store on the island. He lost everything during the
catastrophe ten years ago. He'll buy and sell weapons, items and accessories.
-Watts
Known as the king of the mines.
-Bomb Brothers
Balbo, Belbo, Bulbo.
They've come from Ishe to do research on gems on the Island of Illusia. They
run the Bomb Bros. R&D store at the town that sells gems and will perform gem
Fusion for you.
-Pete and Nana
Two villagers who walk around inside the Silver Mermaid. Later in the game Nana
will also have the function of changing your accompanying spirit.
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millionaire, I guess).
-Dud Services
Run by the Dudbears, they collect job requests from all over the world and post
them here to find help. You can only take one quest at a time, and have to pay
a service fee when you take it. When the request is completed, come back to the
store to receive the reward.
The rewards will increase in value as you complete main quests in the game.
Also, from what I have observed, you won't be provided with a new set of 6 jobs
until you complete either one of the current jobs, or a main mission in the
game.
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Bow or Hammer). So any sword you equip, the spite of the sword itself will
still be the same. Another difference between this and Secret of Mana.
[SWORDS] Swords
The Sword is gained before your first mission to the Mana Tower. The basic
attack for the sword is to perform up to three consecutive slashes, the last
one of which will knock enemies over. This can cause damage to enemies behind
them and in turn knock them over, etc etc. The sword will also be greatly used
to mow down small obstacles such as pots, grass and bushes, to allow you to
advance in the level, reveal the Gleamdrop and open chests. Certain gems will
cause this last strike to send out a shock wave to increase its range, and also
allow for cutting down small obstacles at a distance.
A focused attack for the sword is called a parry, and by the nature of such
will deflect missiles and reduce the damage of physical attacks. The basic
parry will only last 5 hits before failing and requiring regeneration. Certain
gems will increase the number of hits the parry can take, or the damage reduced
on physical attacks, or both.
A focused attack during Fury will cause the character to launch forward with
the sword glowing in front of them, causing quite considerable damage. Enemies
that are stationary (like vortexes) will receive up to three hits. Certain gems
can increase the level of this attack, which increases the distance the charge
lasts and the damage caused.
1. Short Sword - ATK 32 - Free - A small sword used for practice
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Bronze Sword - ATK 38 - 150L - A common sword wrought of bronze
LevelReq - Flick:4 Tumble:5 Pop:5 Wanderer:4
3. Iron Sword - ATK 47 - 500L - A thin, versatile sword made of iron
LevelReq - Flick:8 Tumble:8 Pop:9 Wanderer:7
4. Broadsword - ATK 53 - 1000L - A sword with an unusually wide blade.
LevelReq - Flick:11 Tumble:11 Pop:12 Wanderer:10
5. Long Sword - ATK 59 - 1400L - A sword with an extremely long blade.
LevelReq - Flick:14 Tumble:14 Pop:15 Wanderer:13
6. Saber - ATK 66 - 1800L - A curved sword wielded in one hand.
LevelReq - Flick:17 Tumble:18 Pop:19 Wanderer:16
7. Steel Sword - ATK 72 - 2000L - A simple yet sturdy sword of steel
LevelReq - Flick:20 Tumble:21 Pop:22 Wanderer:19
8. Falchion - ATK 78 - 2300L - A sword able to split a foe in two
LevelReq - Flick:23 Tumble:24 Pop:25 Wanderer:22
9. Bastard Sword - ATK 83 - 2500L - A balanced blade with a long handle
LevelReq - Flick:25 Tumble:26 Pop:27 Wanderer:24
10. Estoc - ATK 89 - 3200L - A pointed blade chiefly for thrusting.
LevelReq - Flick:28 Tumble:29 Pop:30 Wanderer:27
11. Flamberge - ATK 95 - 4000L - A large sword with a curved blade.
LevelReq - Flick:31 Tumble:32 Pop:33 Wanderer:30
12. Muramasa Blade - ATK 100 - GoldRank at Brightwood - A steel sword forged by
a master. Only Flick can equip.
LevelReq - Flick:28 Tumble:N/A Pop:N/A Wanderer:N/A
13. Winged Sword - ATK 106 - 5000L - A light sword decorated with wings.
LevelReq - Flick:36 Tumble:38 Pop:39 Wanderer:34
14. Silver Blade - ATK 114 - 6000L - A sharp sword wrought of fine silver.
LevelReq - Flick:40 Tumble:42 Pop:43 Wanderer:38
15. Shamshir - ATK 125 - 7500L - A beautiful sword with a curved blade.
LevelReq - Flick:45 Tumble:47 Pop:48 Wanderer:43
16. Balmung - ATK 130 - Subquest - The favorite sword of a fallen hero.
LevelReq - Flick:40
17. Mythril Sword - ATK 133 - 8500L - A sword wrought of magical mythril.
LevelReq - Flick:49 Tumble:51 Pop:52 Wanderer:47
18. Diamond Sword - ATK 144 - 12500L - A sword made with a blade of diamond.
LevelReq - Flick:54 Tumble:56 Pop:57 Wanderer:52
19. Dragon Sword - ATK 153 - 25000L - A sword crafter from a dragon's scale.
LevelReq - Flick:58 Tumble:60 Pop:61 Wanderer:56
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20. Crystal Sword - ATK 164 - See [ULT] - A sword imbued with mystic power.
LevelReq - Flick:60 Tumble:62 Pop:63 Wanderer:58
21. Sigmund - ATK 170 - See [ULT] - A sword named for a tragic hero.
LevelReq - Flick:62
22. Excalibur - ATK 170 - See [ULT] - A fabled blade only the brave may bear.
LevelReq - Tumble:64
23. (COMPLETE) - ATK 170 - See [ULT] - ?Description?
LevelReq - Pop:65
24. Ragnarok - ATK 170 - See [ULT] - ?Description?
LevelReq - Wanderer:60
[FLAILS] Flails
The Flail is gained after completing your first mission. The basic attack for
the flail consist of twirling it in a circle around you, and knocking enemies
back with it, quite useful if you get surrounded. The number of times you can
twirl it round can be increased using certain gems.
The focused attack will throw the flail out in a straight line and allow you to
retrieve items that are out of reach, pull enemies toward you, pull you toward
walls or heavier enemies or obstacles, and to pull items and enemies out of
bushes that are hidden. Certain gems will allow this attack to pierce through
enemies, or steal items from them.
The focused attack during Fury causes the flail to be twirled in the same way
as a normal attack, but with greater range and a more powerful hit, the flail
glowing brightly as you do so. Certain gems increase the level of this, and by
doing so increase the number of times the flail is twirled during one attack.
1. Light Flail - ATK 49 - Free - A lightweight flail with a small head
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Wood Flail - ATK 60 - 1000L - A flail with a wooden head at the end.
LevelReq - Flick:10 Tumble:10 Pop:11 Wanderer:9
3. Spiked Flail - ATK 68 - 1400L - A flail dotted with many sharp thorns.
LevelReq - Flick:15 Tumble:15 Pop:16 Wanderer:14
4. Chain Flail - ATK 75 - 1800L - A flail of solid interlocking rings.
LevelReq - Flick:18 Tumble:19 Pop:20 Wanderer:17
5. Steel Flail - ATK 82 - 2000L - A flail with a steel head at the end.
LevelReq - Flick:21 Tumble:22 Pop:23 Wanderer:20
6. Ball and Chain - ATK 89 - 2300L - A flail with a metal ball at the end.
LevelReq - Flick:24 Tumble:25 Pop:26 Wanderer:23
7. Heavy Flail - ATK 94 - 2500L - A flail sporting a heavy metal head.
LevelReq - Flick:26 Tumble:27 Pop:28 Wanderer:25
8. Morning Star - ATK 101 - 3200L - A unique flail with a star-shaped head.
LevelReq - Flick:29 Tumble: Pop:31 Wanderer:28
9. Bonecrusher - ATK 110 - 4000L - Amighty flail able to penetrate armor.
LevelReq - Flick:32 Tumble:33 Pop:34 Wanderer:31
10. Scorpion - ATK 114 - GoldRank at Brightwood - A flail with a sharp wedged
head. - Only Pop can equip
LevelReq - Pop:31
11. Runic Flail - ATK 120 - 5000L - A flail engraved with strange glyphs.
LevelReq - Flick:37 Tumble:39 Pop:40 Wanderer:35
12. Silver Flail - ATK 130 - 6000L - A reliable flail made of finest silver.
LevelReq - Flick:41 Tumble:43 Pop:44 Wanderer:39
13. Holy Flail - ATK 142 - 7500L - A flail tempered in holy water.
LevelReq - Flick: Tumble:48 Pop:49 Wanderer:44
14. Meteor Flail - ATK 146 - Subquest - ?Description?
LevelReq - Pop:44
15. Mythril Flail - ATK 151 - 8500L - A flail made of magical mythril silver.
LevelReq - Flick:50 Tumble:52 Pop:53 Wanderer:48
16. Diamond Flail - ATK 163 - 12500 - A flail made of mardest diamonds.
LevelReq - Flick:55 Tumble:57 Pop:58 Wanderer:53
17. Dragon Flail - ATK 172 - 25000L - A flail formed from a dragon's scale.
LevelReq - Flick:59 Tumble:61 Pop:62 Wanderer:57
18. Crystal Flail - ATK 184 - See [ULT] - A flail imbued with mystic power.
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LevelReq - Flick:65
16. Runic Hammer - ATK 195 - See [ULT] - A hammer etched with illegible spells.
LevelReq - Tumble:67
17. (Complete) - ATK 195 - See [ULT] - ?Description?
LevelReq - Pop:67
18. Mjollnir - ATK 195 - See [ULT] - The cherished hammer of a great hero.
LevelReq - Wanderer:63
[ARMOURS] Armours and Robes
Armour, as the term implies, increases your physical defense. There are two
types of armour which are Robes (can be equipped by Tumble or Pop) and Armour
(can be equipped by Flick or Wanderer). There are also certain ones that are
character unique. As with weapons, each has a level requirement.
1. Cotton Kilt - DEF 29 - Free LevelReq - Tumble:1 Pop:1
2. Felt Robe - DEF 33 - 150L - A robe made of thickly layered felt.
LevelReq - Tumble:3 Pop:
3. Leather Armor - DEF 34 - 150L - Armor made of multilayered leather.
LevelReq - Flick:3 Wanderer:3
4. Hemp Robe - DEF 39 - 500L - A robe constructed of flax fibers.
LevelReq - Tumble:7 Pop:
5. Lamellar Armor - DEF 41 - 500L - Metal armor bound by leather laces.
LevelReq - Flick:7 Wanderer:7
6. Silk Robe - DEF 46 - 1000L - A robe sewn with magical silk thread.
LevelReq - Tumble:10 Pop:
7. Banded Armor - DEF 49 - 1000L - Armor reinforced by metal strips.
LevelReq - Flick:10 Wanderer:10
8. Spark Robe - DEF 53 - 1400L - A robe made of cloth as light as wind.
LevelReq - Tumble:13 Pop:
9. Chain Mail - DEF 56 - 1400L - Armor of interlocking metal hoops
LevelReq - Flick:13 Wanderer:13
10. Leather Robe - DEF 60 - 1800L - A robe made of many leather strips.
LevelReq - Tumble:16 Pop:
11. Scale Mail - DEF 63 - 1800L - Armor of small layered metal plates.
LevelReq - Flick:16 Wanderer:16
12. Shell Robe - DEF 66 - 2000L - A sturdy robe woven with shells.
LevelReq - Tumble:19 Pop:
13. Steel Armor - DEF 70 - 2000L - A simple yet sturdy suit of steel.
LevelReq - Flick:19 Wanderer:19
14. Scale Robe - DEF 73 - 2300L - A sturdy robe woven with scales.
LevelReq - Tumble:22 Pop:
15. Swordman's Vest - DEF 77 - 2300L - Body armor refined by an alchemist.
LevelReq - Flick:22 Wanderer:22
16. Ebony Robe - DEF 80 - 2500L - A robe made with ebony tree thread.
LevelReq - Tumble:25 Pop:
17. Quipao - DEF 83 - Subquest - A dress high-cut for greater mobility.
LevelReq - Tumble:26
18. Magic Plate - DEF 84 - 2500L - Plated armour strengthened by magic.
LevelReq - Flick:25 Wanderer:25
19. Ash Robe - DEF 86 - 3200L - A robe made with ash tree thread.
LevelReq - Tumble:28 Pop:
20. Knight's Armor - DEF 91 - 3200L - Armor worn only by brave knights.
LevelReq - Flick:28 Wanderer:28
21. Dion Robe - DEF 93 - 4000L - A robe made with dios tree thread.
LevelReq - Tumble:31 Pop:
22. Half-Plate Armor - DEF 95 - Subquest - Plate mail tempered by magical fire.
LevelReq - Flick:26
22. Cloaking Mantle - DEF 95 - Subquest - A mantle that obscures the wearer.
LevelReq - Wanderer:26
23. Dark Armor - DEF 98 - 4000L - Magic armor that emits a black aura.
LevelReq - Flick:31 Wanderer:31
24. Magical Robe - DEF 104 - 5000L - A robe enhanced by a protective spell.
LevelReq - Tumble: Pop:
25. Winged Armor - DEF 110 - 5000L - Armor adorned with winged shoulders.
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[ACCESSORIES] Accessories
Accessories will increase your Intelligence (your Magical Attack power). As
thus they are rather useless, since the magic system in the game is seldom
useful. However, if you are a magic user, you will want to keep these up to
date. Again, these have a level requirement, and there are some items that are
character specific.
1. Bead Ring - INT 32 - Free - A child's ring set with a glass bead
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Jeweled Ring - INT 39 - 150L - A ring with a jewel of limited power.
LevelReq - Flick: Tumble:4 Pop: Wanderer:5
3. Sensory Ring - INT 46 - 500L - A ring able to enhance the 5 senses.
LevelReq - Flick: Tumble:8 Pop: Wanderer:9
4. Knight's Medallion - INT 50 - Quest - A medal given by a king for bravery.
LevelReq - Flick:5
5. Moonstone Tiara - INT 50 - Subquest - A tiara colored by rays of moonlight.
LevelReq - Tumble:4
6. (COMPLETE) Pop's Reward for Tess Subquest
7. Mage's Gloves - INT 50 - Subquest - Gloves embroidered with magic spells.
LevelReq Wanderer:5
8. Ring of Memory - INT 54 - 1000L - A ring containing a mage's memories.
LevelReq - Flick: Tumble:11 Pop: Wanderer:12
9. Beholder Ring - INT 61 - 1400L - A ring set with a stone like an eye.
LevelReq - Flick: Tumble:14 Pop: Wanderer:15
10. Ring of Radiance - INT 68 - 1800L - A pearl ring that reflects pure light.
LevelReq - Flick: Tumble:17 Pop: Wanderer:19
11. Ring of Gloom - INT 75 - 2000L - A black pearl ring with shady patches.
LevelReq - Flick: Tumble:20 Pop: Wanderer:22
12. Giant's Ring - INT 82 - 2300L - A ring thought to hold a giant's power.
LevelReq - Flick: Tumble:23 Pop: Wanderer:25
13. Demon Ring - INT 89 - 2500L - A creepy ring with monster carvings.
LevelReq - Flick: Tumble:25 Pop: Wanderer:27
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14. Ring of the Tree - INT 96 - 3200L - A ring woven from ancient tree vines.
LevelReq - Flick: Tumble:28 Pop: Wanderer:30
15. Dryad's Ring - INT 103 - 4000L - A ring set with a seed from an old tree.
LevelReq - Flick: Tumble:31 Pop: Wanderer:33
16. Ancient Ring - INT 112 - 5000L - A ring engraved with forgotten spells.
LevelReq - Flick: Tumble:36 Pop: Wanderer:39
17. Hero's Medallion - INT 120 - Subquest - A medal worn by lauded heroes.
LevelReq - Flick:32
18. Ancient Tiara - INT 120 - Subquest - A tiara engraved with forgotten spells
LevelReq - Tumble:36
17. Shimmering Ring - INT 124 - 6000L - A gold ring that shines brilliantly.
LevelReq - Flick:42 Tumble:40 Pop: Wanderer:43
18. Soul Ring - INT 134 - 7500L - A ring that reveals its owner's soul.
LevelReq - Flick:47 Tumble:45 Pop: Wanderer:48
19. Mythril Ring - INT 145 - 8500L - A ring made of magical mythril silver.
LevelReq - Flick:51 Tumble:49 Pop: Wanderer:52
20. Elemental Ring - INT 159 - 12500L - A rind empowered by spirits' magic.
LevelReq - Flick:56 Tumble: Pop: Wanderer:57
21. Dragonfang Ring - INT 168 - 25000L - A ring honed from a dragon's tooth.
LevelReq - Flick:60 Tumble:58 Pop: Wanderer:61
22. Crystal Ring - INT 179 - Chests - A ring imbued with mystic powers.
LevelReq - Flick:65 Tumble:63 Pop: Wanderer:66
23. Conqueror's Medal - INT 185 -See [ULT]- A legendary medal promising victory
LevelReq - Flick:66
24. Princess' Tiara - ING 185 - See [ULT] - A tiara worn by one of high birth.
LevelReq - Tumble:65
[ULT] The Ultimate Weaponry
Note: Section heavily under construction.
There are a series of weapons, armours and items that
points during subquests to certain levels later on in
most powerful items in their class. They can be found
"Kill a certain enemy" for the Gleamdrop location and
-Sword
This can be found sometimes in Star Lake, in one of the chests in a small X
shaped room that requires you to defeat a furry slug-like creature to obtain
the Gleamdrop. The chests are behind some large vines, and can sometimes
contain this weapon. The room is the same as the 4th zone when playing through
Star Lake's main quest.
-Flail
This can be found in the Fiery Sands. The area is a large quicksand pit,
pulling sand toward the centre where a large beetle awaits. There are chests on
the outer edges of this area, and one of these may contain the weapon. Same as
4th zone of Fiery Sands mission.
-Bow
This can be found in Lorimar. The area is full of pots, so time to do some
"bull in a chine shop" work. There will be a walking armour in the top left
hand corner of the level. Same as 4th zone of Lorimar mission.
-Hammer
This can be found in Brightwood. The area is a small one with some enemies in
the centre. A bridge must be extended to reach them. One of the chests on the
outside area contains the weapon. Same as 4th zone of Brightwood.
-Armour
This can be found in the Ruins. There will be a lot of plants here to knock
down, and you should have some shells to do so with the hammer. The chest is
normally in the top left corner of the level. Same as 8th zone of Ruins
mission.
-Accessory
Found in a small room with 4 red dragons and some tomatomen in the centre in
the Path of Life. Further details need confirming, but I believe this is the
4th zone of the Path of Life mission.
There are also Crystal items, which are the highest non-rare items in their
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categories, and can be found during the Cosmic Rift levels, or as Dud Services
rewards for subquests that take place on this level. They are abundant after
completing the game and going back to do a subquest there, in particular under
the summoning circles (you can break them with a charged hammer attack). Also
note that the crystal armours and robes are actually BETTER than the character
unique items.
------------------------------------------------------------------------------[GEMS] Gems
Gems have the power to alter the escense of living things, and their power can
be harnessed by a Gem Frame that is given to you by Watts at the beginning of
the game.
This frame can be accessed via the "Gems" option in the characters menu. It
will show up as a grid in which stones can be placed to make their effects
active on your character. The effects of each stone vary, and can both increase
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33. Meteor Shock Wave - Hammer ground strikes stun nearby monsters. 1x2
Fusion (6000L, Great Tremor + Crystal of Strength)
34. Sword Training - ATK +10 when striking with a sword. - 1x2
Dud Services job reward
35. Flail Training - ATK +10 when striking with a flail. - 1x2
Dud Services job reward
36. Bow Training - ATK +10 when shooting a bow. - 1x2
Dud Services job reward
37. Hammer Training - ATK +10 when striking with a hammer. - 1x2
Dud Services job reward
38. Fountain of Life - Raises maximum HP by 50. 1x2
Dud Services reward.
39. Flawless Parry - Raises maximum no. of parries to 10. Nullifies all
damage.- 2x2
Fusion (8000L, Mighty Defense x2)
40. Wide Shock Wave - Hammer ground strikes gain range and stun nearby foes.
2x2 - Fusion (8000L, 2x Great Tremor)
41. Might of Gemmas - ATK + 20. 2x2
Fusion (8000L, Multiple Swings + Sonic Wave, other combinations of red gems)
42. Soul of the Gemma - ATK +25, DEF + 10. 3x2
Fusion (10000L, Multiple Seings + Mighty Defense, other combos of red gems)
43. Pride of Gemmas - ATK +10, DEF +25. 3x2
Fusion (10000L, Steal Hook + Mighty Defence, other red gems combos)
[BLUE] Blue Gems
01. Crystal of Lore - INT (spell damage) +4 - 1x1
Purchase 750L
02. Unusual Power - Higher max MP the more you complete areas in multiplayer.
1x1 - Talk to Moti after completing 20 multiplayer levels.
03. Unusual Lore - Higher INT the more you complete areas in multiplayer. 1x1
Talk to Moti after completing 30 multiplayer levels.
04. Light on a Child - Flail ATK +20, INT and MND +10. 1x1
Pop only subquest.
05. Salamander's Favor - Salamander's spells reach level 2. - 2x1
Purchase 5000L
06. Undine's Favor - Undine's spells reach level 2. - 2x1
Purchase 5000L
07. Gnome's Favor - Gnome's spells reach level 2. - 2x1
Purchase 4000L
08. Jinn's Favor - Jinn's spells reach level 2. - 2x1
Purchase 4000L
09. Pride of the Spirits - All elemental spells reach level 2. 2x1
Fusion (12000L, 2x 4000L Elemental favors)
10. Crystal of Power - Raises max MP by 30 - 1x2
Fusion (1000L, 2x Crystal of Lore
11. Dryad's Favor - Dryad's spells reach level 2. - 2x1
Purchase 5000L
12. Luna's Favor - Luna's spells reach level 2. - 2x1
Purchase 5000L
13. Wisp's Favor - Wisp's spells reach level 2. - 2x1
Purchase 4000L
14. Shade's Favor - Shade's spells reach level 2. - 2x1
Purchase 4000L
15. Might of the Spirits - All elemental spells reach level 2. 2x1
Fusion (12000L, 2x 5000L Elemental Favor)
16. Bond of Salamander - Salamander's spells reach level 3. 2x2
Fusion (11000L, 2x Salamander's Favor)
17. Zeal of Salamander - Salamander's spells consume 40% less MP. 2x2
Fusion (8000L, Salamander's Favor + Crystal of Lore)
18. Bond of Undine - Undine's spells reach level 3. 2x2
Fusion (11000L, 2x Undine's Favor)
19. Zeal of Undine - Undine's spells consume 40% less MP. 2x2
Fusion (8000L, Undine's Favor + Crystal of Lore)
20. Bond of Gnome - Gnome's spells reach level 3. 2x2
Fusion (11000L, 2x Gnome's Favor)
21. Zeal of Gnome - Gnome's spells consume 40% less MP. 2x2
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And, of course, the corresponding equipment for those levels is a bonus. You
may want to add a couple of levels to these recommendations if you are playing
as Pop, or tackle the levels earlier if you're using Wanderer. Your call.
------------------------------------------------------------------------------[WALKTHROUGH]
Now you know all there is to know about how the game work, it's probably time
you started.
Go to the character section for the character you have chosen to start. [FLICK]
[TUMBLE] [POP] [WANDERER]
Note: I use the Japanese names out of convenience. Flick, Tumble and Pop are
clearly onomatopeic and inter-related style-wise, and Ferrik, Tamber and Poppen
sounds like they are transliterations of how the aforementioned names would be
pronounced and written in Kanji (Feriku, Tamburu, Poppu).
[FLICK] The Determination of a Young Warrior
Flick stands before Moti, the leader of the Mana Village, in his home. They
have just finished training for the day, but Flick is eager to learn more soon.
The fire in his eyes and determination remind Moti of Flick's father, who was a
captain in the Holy Infantry of Wendel, and a fearless swordsman. Flik wants to
become just like him as soon as possible.
Moti goes on to explain that monsters swarmed the land ten years ago during the
cataclysm, but times have changed now, there's no rush to get stronger. Flick
gives up, and says he'll go visit Tess. Moti comments that she's about to offer
prayers, son he mustn't detain her or make her late. Flick doesn't appear to
understand just how important the ritual is. Flick agrees to not bother her,
but drops by to see her anyway quickly. Goto [CHAP0].
[TUMBLE] The Kindness of a Young Maiden
Tumble returns to the town and is greeted by Granny Hannah, who asked her to go
into the woods for her to collect some herbs to soothe her old wounds. Tumble
explains it is the least she can do for her, after the good care she always
receives from Granny.
Granny was attacked ten years ago by a beast during the great cataclysm, and
the pain still returns at times. Tumble asks Granny to let her know if the pain
comes back, as she wants her to live the long life her parents couldn't. Granny
offers Tumble to come to her place for tea, but she has to go see Tess.
Tess had asked you to collect some plants for her research. You take these to
her, sitting in front of the Mana Stone at the top of the village, who feels
bad for having you go out to get them. It is also nearly time for her to offer
her prayers to the Mana Goddess. Goto [CHAP0].
[POP] The Curiosity of a Young Boy
Pop stands before the famous haunted house of the Mana Village. No one is ever
seen going in or out of the house, and it is permanently locked. He wonders if
the tales really are true. As he approaches, Grampa Tony calls to him from
behind and asks him what he's doing. Doesn't he know that the place is haunted?
Pop reasons that if the ghosts are people who died in the cataclysm ten years
ago, he might be able to talk to his mother, who died in the war. It was so
long ago that Pop doesn't remember what she looks like. But Grampa Tony
reasures him that only bad ghosts live in the house, and gives him some candy
before telling him to run along and forget about the house.
Pop decides to go share his candy with Tess, but Grampa Tony warns him not to
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keep her from her duties of offering up prayers to the Mana Goddess, as it is
thanks to maidens like her that we can all live in peace. He goes running up to
Tess, who is sitting in front of the Mana Stone at the top of the town, and
tells her how Grampa Tony gave him candy and wants her to have some, and also
asks what she is researching in front of the Mana Stone. Goto [CHAP0].
[WANDERER] The Diligence of a Wandering Niccolo
Wanderer reports back to the Golden Goods store that everything has been taken
to the port storage. Millionaire commends him for his hard work, but tells him
not to take it lightly: no hard work, no eating. But Wanderer knows well that
he has to work, and he is grateful to Millionaire for taking care of him after
they both lost everything in the cataclysm ten years ago.
Millionaire wonders if maybe it's time for Wanderer to settle down on the
island. He likes it here, it makes sense, so he'll give it some thought.
Millionaire invites him round for dinner that night, but Wanderer declines, as
he has to go see Tess and give her a pretty seashell he found at the port.
Millionaire reminds him that Tess will be heading out for her prayers about
now, so best not to bother her more than giving her the shell. And don't be
late for work tomorrow!
Wanderer heads to the Mana Stone at the top of the town, where Tess is sitting
doing her research. He gives her the seashell, which she comments on being a
lovely gift. Wanderer then asks her about her research. Goto [CHAP0]
[CHAP0] The beginning of our tale
Lately Tess has noticed something strange happenning with the flora and fauna
of the area, as if they're afraid. After explaining this, she gives some Notes
to you to take to Moti which she can't take herself lest she be late for
prayers at the Mana Tower.
Tumble then goes to Moti in the town hall (top right house) and gives him the
notes, which relate to some abnormal growth in plants. As you are about to
leave, Watts enters the house (who incidently talks like a scot). After some
friendly chatter, Watts hands over a geode he's worried about, and is trying to
find answers about here in Illucia, where he thinks something strange may be
happenning. One of his lads found it. He explains they can alter the essence of
any living thing, according to Professor Bomb.
This worries Moti, who suspects that the evil spirits, the power of Mavolia,
have returned. Ten years ago they were contained when the Mana Goddess herself
sealed the gates to Mavolia.
An earthquake then strikes and Pete, a villager, runs in exclaiming something
has happenned to The Stone. The three rush out to the Mana Stone, a great lapid
at the back of the town with an engraving of the Mana Tree and the eight
elementals, which is currently glowing, and then cracks, leaving everyone
bafflingly philosophical.
A girl, Nana, then rushes in crying for help. The Mana Tower has been swallowed
by a white light! Nana escaped, but Tess is still inside. You offer to go
and rescue her, at which point Watts tell her to take Professor Bomb's latest
invention with her: the Gem Frame (see [GEMS] for details). Moti also provides
you with the Magic Rope, that will return you to the village should you see
yourself in trouble.
As you head out of the village, onward toward your first quest, a voice calls
to you urging you to stop. The eight elementals appear and offer their
services. You can only choose one to take with you, and since you're going to
be up against fire, either take Undine or Shade.
And now, young traveller, it is time to face the music and dance. Onward to...
[CHAP1] The Mana Tower
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-1st Zone
Gleamdrop: Hidden by a pot
Gleamwell: -------As you approach the Mana Tower you see that it has changed completely. As you
enter, the elemental will explain to you that the force engulfing the tower is
ripping it's fabric apart, and is bringing monster into the world.
You'll then receive an explination from your character that you use A to attack
and can perform up to a 3 hit combo. Take out the nearby Rabites and open the
chest in this first room to receive a Gumdrop. Break the small jars in the room
in case any have any items, and then move on to the next room.
Here you'll be confronted by some Chobin Hoods. Pause for another explanation.
This time you're reminded that Moti taught you to deflect arrows with your
sword by holding down the A button. Give the skill a try, and combine it with
your previous knowledge to take out the archers.
The next room will prompt another tutorial, this time about the Fury bar. Wen
you strike an enemy or are hit, the bar will fill up. When full, use SELECT to
release the power. This will make your attacks faster, and holding A will
unleash powerful attacks.
But that's not all. Now some Slimes will appear, and your elemental will step
up to the challenge. They'll explain that to summon them, you must hold and
release the B button, and they will blast everyone with magic that's nearby.
Alternatively you can touch them and receive their support power (see notes on
[MAGIC] for more details on these powers). Personally, I don't use magic much,
but I suggest practicing the skill so you have all your options open to you and
are well versed in them, so press down B until you hear the sound effect for
summon complete, run up to the slimes, and release next to them, then leg it
while they do the dirty work for you.
Moving on to the fourth room here sees our character startled at the lack of
stairs. Cue another tutorial. YOur elemental will explain that due to changes
in the fabric of space, stairs are no longer here (trekkies rejoice!). The
spirit will feel the Mana Goddess' power coming from nearby, where you will see
a glowing spot on the floor. This is the Gleampool, and you'll need to find the
Gleamdrop to amplify its power and transport you to the next level.
Fight off slimes and break pots until you find, in one pot just below the
Gleamwell, the Gleamdrop. Your elemental will explain this is a crystalized
form of the Mana Tree's power, and will amplify the light of the Gleamwell
enough to let us proceed. Use th A button to pick it up and carry it to the
Gleamwell. Press A once you hear asparkly sound effect to move on to the next
floor. But remember, while carrying the Gleamdrop you CANNOT attack and are
rather susceptible to getting slaughtered, so get all your bottom prodding out
of the way first.
-2nd Zone
Gleamdrop: Hidden by a pot
Gleamwell: -------Your instruction isn't over yet. Now you learn about using your items by
pressing the Y button. Since you have some Gumdrops, this will be the item in
question, which restores 30HP if you have received any damage. Once you have
more, you can switch between them using the L button. You can see which is
equipped in the top left hand corner of your screen. You'll also learn about
selecting Multiplayer from the menu screen when you're in the town if you want
to invite a friend to play.
That done with, let's get back to business. You're now going to receive a
rather swift lesson in recoil. There are barrels lying about the place just
before you enter each room and your enemies appear (which now include some nice
zombies, by the by). If you hit these with your third combo hit, they'll jump
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up in the air same way enemies do, and when they land on an enemy will do some
considerable damage. Of course, enemies have this property too, so if you're in
a narrow passage with lots of enemies, launching the first back toward the
others will weaken them for the kill afterwards. But beware, recoil can affect
you too, so watch out for falling enemies coming toward you.
Work your way through the stage until you reach the end, where are rather nasty
floating sword will greet you. He can pack a nasty jab, so don't take him
lightly. This is where the barrels will come in handy, as he can't attack
through them, so stand behind one and lob it at him a couple of times before
working your way round and finishing him off. Now do some bull in a china shop
work on those pots to find the Gleamdrop. Don't pick it up yet though, there's
a surprise waiting for you next to the Gleampool, and that's 3 more swords aslashing. You may want to consider using some magic on them if you have any MP
left. The reward lies behind them in the form of a Golden Cest, containing a
Crystal of Thought.
Now head back, and use that Gleamdrop to get to the next zone.
-3rd Zone
Gleamdrop: Hidden by a pot
Gleamwell: -------First thing you'll see is some treasure chests guarded by an almost
indestructable floating block. You can get past it by beating it senseless, but
don't bother trying, and least of all attack the barrel. You'll knock it back
in to the chests, they'll open, and their contents will disappear before you
can say "tie me kangaroo down, skip". So ignore them for now, and deal with the
enemies to the left of this room. You should be at level 3 by now, so they
shouldn't pose much of a threat.
Work your way round the back, dealing with more enemies on the way, and you'll
find another barrel, some pots, and the same chests from before. Watch out for
the blue ones, they have spiked underneath that will inflict damage on you if
you walk over them. Your reward should be two Crystals of Lore.
Work your way round to the bottom of the screen where the Gleampool is and
prepare for an ambush to the left, comprised of some swords and Chobins. This
means close and distance attacks, so you may want to lead the swords out of the
archers' reach. You'll be rewarded with both the Gleamdrop under one of the
nearby pots, and if you follow round to the left you'll see another chest you
couldn't reach before, containing a Bronze Sword. You should get to Level 4
defeating these enemies too, meaning that you'll actually be able to use that
sword when you gain your next level. Take the Drop to the Pool and advance to
the next zone.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------The enemies in the centre of this level, four flying swords, have the Drop
hidden upon their person, so head on in there and beat the snot out of them. Be
aware that on the rebound they tend to hit jars around them, so careful with
losing items here. The chest contains anoter Bronze Sword.
Once you have the drop, take it round to the Pool and drop it nearby, there is
more work to be done. The moving objects that block your path from reaching the
bottom of the level can be defeated, but they have 90 hit points, so prepare
for some button bashing. Alternatively you can sometimes block them with
barrels, but that'll take some practice.
Now you have added a Crystal of Strength and 100L to your loot, head back the
pool and use the drop on it.
-Save point
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You'll now have the option to save you progress and do some equiping, 'cause
it's not over yet (in spite of the really happy music). So Open the Main Menu
and get yourself ready, by putting some Crystals in your frame and equiping any
armour enemies may have dropped.
After this, continue on.
- [BOSS1] Boss Battle : Xangar You find Tess in a clearing, who explains she was praying when suddenly
everything lit up and she was transported here, away from the Tower. But
really, it IS the tower, but space has been changed.
At this point our fiery friend appears and Tess is told to run for cover,
leaving us to deal with the nasty little beastie. Don't touh him, he can set
you alight!
The beast will fly at your horizontally, or attack from the top of the screen,
launching small heat seeking flames that dissipate after a while, or if he
forms a tornado around him he'll launch a towering flame that circles the
centre of the screen a few times, before he then flies downward off the screen.
Watch out for these flames, as they set you on fire, and render you rather
useless, running around like a lost chicken. If you're feeling confident, use a
Parry on these, but remember, you can only deflect 5 times at the moment.
Any attacks at this point are utterly and absolutly useless. He has a shield
protecting him from harm. You may want to take the opportunity to break jars if
you have space for some Gumdrops.
You do have to land some blows to him though to continue, so once you've got an
idea of how he moves, land a few hits. After a while, your character will
realize the futility of this situation. Then suddenly, a sword falls from the
sky and sticks itself in the ground near the beast. A light emanates from it
and suddenly the protection the beast had is gone. Now the battle will start
again, but the odds are looking a bit more promising.
He now has some more attacks though, so you're back to square one. He can stay
at the top of the screen and launch two shurikens at you (these inflict
confusion as well as the damage), or just fly downward in the same way he did
horizontally before (which is anounced by a distant squawk). The only way
you'll avoid the shurikens is to go right to the bottom of the screen or to
deflect them back by parrying with your sword. They move faster than you can,
so you can't out-run them once they're launched.
Your best bet is going to be waiting 'til he flies by and trying to land a blow
then. Once you've weakened him a bit he'll start to fly much faster though, so
watch out. Else wait for his tornado attack and get behind him, that'll give
you a good chance at hitting him 6 or 9 times.
Once you've defeated him you'll receive your mission tally, and receive a
reward depending on your ranking. This can be in the form of items, armor,
accessories, etc. Once you've chosen your reward, you'll see the beast split in
to two essences (Fire and Wind) known as benevodons and vanish.
Tess and your character will now head over to the sword and be blinded by a new
light from the sword. Tess seems troubled, but says she's alright.
But we're not the only ones on the scene. A Man's Voice comes from a distance,
intrigued at a human defeating a malevodon. A dark clad man walks on, asking if
this sword is the Goddess' solution, and tells them they have no business with
it. But the sword will not let him take it.
"So, mother goddess, you have some power here. Still, it is of no consequence.
The Mana Tree is dormant and powerless to interfere. Now, no one can stand in
my way!"
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He claims a new force is rising, that the lost shall return as the world
withers, and will soon cease to exist. Then, as mysteriously as he arrived, he
vanishes. An earthquake then strikes, and the two look out over a scene whereby
three cities are engulfed by sky-scraping towers of light.
The two return to Moti's house, with the Holy Sword now in your posession. They
explain the appearance of the sword, the strange man, and how he reveled in all
the strange happennings of late. Moti fears the horrors of ten years ago
repeating themselves: the gates of Mavolia opening again!
It is decided that something has to be done. Watts heads back to Ishe to put
togehter an expedition, while Moti contacts other nations to seek aid. Our
task, meanwhile, as chosen ones of the sword, is to investigate the towers of
light that have appeared in Lorimar, Jadd and Topple. As the ones in Topple
seem to be causing the most grief right now, this will be our first stop. To
help is on our way, Moti gives us the Light Flail, and explains its various
uses to us, as well as now giving us the option to train in his back garden
should we want to.
When we're ready, he asks us to see him at the upstairs balcony of the Silver
Mermaid. Before that, I'd suggest taking a few subquests from the recently
opened Dud Services, as well as the subquest you receive from chatting to Tess
at the Mana Stone. You will also have available the elemental subquest for
Jinn. See the [SUBQUEST] section for details on how to access the elemental
subquests.
Also make sure you visit the Bomb Brothers to receive a Purple Gem and learn
about gem fusion.
Subquests available: A Maiden's Prayer (Tess), Benevodon of Wind (Jinn)
[CHAP2] Star Lake, Topple
When you're finished doing some subquests (I really can't recommend this
enough, 'cause not only will you gain levels, but gems, recovery items, armours
and weapons from enemies... you'll hardly need to shop, if at all, which at
this point is a really good thing because you're probably rather poor at the
moment) and stocking up on any material if necessary, head for the upstairs
balcony of the Silver Mermaid and talk to Moti there.
To get to your next mission, Moti will give you a Spin Drum, which was
entrusted to him by the spirits to call upon the guardian spirit Flammie. You
take this, go to the balcony, and spin it. One nice FMV sequence later, and
you'll be flying around over the Mana Village on top of Flammie. Click on the
More button at the bottom of your screen to leave Illusia Isle and head for
other lands, then go for the Star Lake on the Isle of Topple. Now we've landed
and taken a nice long look at the lovely waterfall, time to enter the cave.
-1st Zone
Gleamdrop: Hidden in a chest
Gleamwell: -------Now at this point I'm going to give you a heads up on some new things to do
within the level relating to item finding and general navigation. First off,
the bushes in Star Lake often hide items and bags of money in them. To reveal
them, charge up your flail as if to draw an object near, aim at the bush and
see what happens. If there is an item, it will be brought out to you and
pickedup. If there isn't, you'll be pulled toward the bush. Also be careful of
monsters hiding in the bushes.
The second thing is the small pink plants that appear to be substituting the
barrels. You can push these around, and they will come in handy for the next
type of plant, which is the grabbing grass. This grass will move in the wind,
and when you step on it, will tangle you up for a few seconds, making you
susceptible to attacks and stopping you from doing ANYTHING about it. You just
have to keep running until it lets go. But, they are weak to being cut down
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when in this state, and also trap enemies and pink plants... So, either lure an
enemy in, or push a pink plant on to them, then take one hack with your sword,
and you can clear a path through.
You will also see some large vines blocking your way often enough, same as the
big blue jars in the Mana Tower. These can be broken either by a falling enemy,
or you'll have to wait until you get a hammer later on.
That done and dusted, on with the level. You'll get to practice all of the
above here with little enemy hinderence, so try out your new skills and get
used to how this level works. You'll find the GleamDrop in the first chest you
encounter to the left of where you start the level, so pick it up after
defeating the nearby beasties and drop it further down the level as you go
along, and keep doing this, leaving it behind until you've cleared yourself a
path. This'll save you going all the way back afterwards.
-2nd Zone
Gleamdrop: Hidden in a chest
Gleamwell: -------Now the fun begins, we see the return of the Mad Mallard. He packs a punch, so
watch out. If you followed m advice on the subquests, you should AT LEAST be at
level 10 by now. The Drop is in a chest on the far right hand side of the zone,
but make sure you drop by the left hand side. There are three chests huddled
together across to pits of spikes. To get across, use the Flail to hook on to
the bushes in between and pull yourself along. There are also another two
chests near the drop, at the bottom of the level. To get to these, push the
nearest pick flower you find down and Sword Combo it into them to break them. A
gem and money are in store. Another gem is located just above these on an
island. Use your Flail to open the chest and pull the gem back.
This will be your first encounter with impure gems. If you've read the Gem
Guide you'll already know, but just in case, these gems grant powerful boosts
but are unstable, and so will reduce other stats. Careful using them.
Once you've done some more exploring, take the drop to the pool
-3rd Zone
Gleamdrop: Hidden in a chest
Gleamwell: -------As if Tonpoles weren't enough nostalgia for you, now you get Snap Dragons too.
An they'll gobble you up just like the old days, so proceed with caution. On
your left there will be a golden chest behind a pit of spikes, guarded by two
fake chests. Take these out with your flail to avoid any trouble from them.
At the top of this level there is a grouping of four, yes four, heavily guarded
golden chests with some nice rewards in them. To get to them, push one of the
pink plants up to the grabbing grass at the top right corner of the zone and
hack own the grass, then use the same plant to kill knock down the vines. Do
this twice, and prepare to kick some buttock to get at the golden booty.
You'll find other passages with the same properties. Same technique applies. If
you run out of pink flowers, you can always come back to the level again using
the space-time distortion.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------This one's pretty simple, take out the enemies, and the slithery one will give
you the drop. Make sure you check out everything in this room before moving on,
you'll be up for a challenge next..
- [BOSS2] Boss Battle : Galem -
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Now this one is an interesting boss battle, so get your equipment and gems up
to speed with what you've found on your way. The beast is a huge bush,
basically. You character will use the Holy Sword to strip away it's protective
aura.
The boss will launch his orbiting mini-bushes, and there is no way of hurting
him. To get around this, you have to use a charged flail to pull the bushes
away, defeat them, and once you've done them all attack the core. Careful when
he glows, he will send out vines that rise from the ground and knock you out
temporarily.
Once the mini bushes are defeated, start pummeling the centre, but watch out,
he'll regenerate the orbiters, and if you're standing right next to him you
will die almost imediatly from multiple hits.
Give him two or three rounds worth of beating and he should be yours.
The boss will again split in to two benevodons (Light and Wood) and disappear.
In his place, the face of a tree will float in the air. He will introduce
himself as Treant, patriarch of the trees. He explains that the power warping
the world is not that of Mavolia, but of Mana. He doesn't know why, but it's
surging out of control and may destroy the world. To avoid the world being torn
apart, he entrusts you the task of quelling the Mana collumns spurting over the
world.
To help you, he will give you one of his branches, which will open the way to
other places. You then make your way back to Moti's place and give him and Tess
the low-down. Moti will now give you a new weapon, the Short Bow. You can now
attack enemies at a distance, and charm those nearby by charging and plucking
the bowstring.
Now go and visit the Bomb Brothers. Balbo has just been given some ore which
he'll use to expand your gem frame. Now you have a 4x2 grid, meaning double the
gem capacity you had before.
Your next course of action will be to talk to the villagers and find out some
more details about recent incidents. But first, I'd suggest doing some more
subquests to prepare yourself for the upcoming stages, they only get harder.
I'd recommend at this point that you get your level up to 19 or 20, and equip
the weapons apropriate for said level. Gem-wise, taking in to account that I
don't use magic, I've decided to invest in a "Soul of the Gemma" and add that
to my "Sword Training" gem. Other combinations you can try are things such as
two "Berserking" with as much defense as you can fit in to compensate for the
defense loss (if you don't, you're a sitting duck, and I cannot stress this
enough, you WILL die VERY quickly). Also beore questing too much, get rid of
some of your duplicate items, and maybe even increase your knapsack to hold 12
of each, so you can stuff your bag full of even more goodies to sell later. You
can't sell things for much, but to be honest, this game really makes you save
up the pennies, so you might as well. Otherwise, you're going to find yourself
revealing items that you can't pick up because your inventory is full, which is
a waste. I was able to pull together an extra 20000L pretty much this way on
top of what I was getting from the quests themselves.
You'll also notice in Moti's place, right next to the fireplace, a shining
object. It's a Rusty Key. Take it over to Moti and he'll reveal that it is the
key to the haunted house, which is in fact where the village stores all its
records, studies of the tree. He had intented to give it to you or Tess, but he
misplaced it. He tells you to keep it. Now take it to the door of the haunted
house, below his, and open the door. You'll go in and have a rummage through
the books in there, finally finding what looks like a Journal. It is entitled
the Adventurer's Log I. It talks of the adventurers quest into the Star Lake at
Topple, and how he heard a dragon's roar. He went to investigate and indeed
found a dragon, which enquired whether he had come to be eaten. When he said he
came to slay the dragon, it laughed and attacked. The adventurer vanquished the
dragon with two slashes of his blade. Astonished you finish reading the tome,
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and Tess walks in. She reads the journal too, and asks if you're planning on
going to Topple. If you say yes you'll take this on as a subquest.
Now with this extra money, and seeing as we're going into Jadd, you may want to
invest in getting one of the Elemental Friend Gems and fusing it with a Crystal
of Thought. This will give you a gem, Virtue of Balance, that will allow you to
walk on quicksand as if it were normal ground, and you'll see as we go through
that it can prove tremendously useful to access certain chests in the desert.
You can of course always revist the level later with the gem if you don't want
to invest in it now and would rather hack your way through the first time
round. You'll get the low-down of what the chests have ahead, so judge if you
want the items or not.
Subquests available: A Valuable Watch (Millionaire), The Bomb Brother's
Discovery (Bomb Bros), The Dragon in the Journal (Tess, open Haunted House)
[CHAP3] The Fiery Sands of Jadd
Go round talking to the villagers, in particular make sure you talk to Nana in
the Silver Mermaid, as she will reveal Moti's worry for his homeland of Jadd.
(IMPORTANT NOTE: If you have NOT completed Tess' quest to rid the Mana Tower of
monsters as suggested at the end of the first chapter, this trigger will not
occur, so make sure you do this subquest.)
Next head over to Moti's and you'll find that Nana's suspicions are correct, he
is troubled by word reaching him that monsters are attacking the desert land of
Jadd. Which means that you now have a new mission to head out on: head to Jadd
and find out why monsters are inexplicably on the rise.
Get your armour, weapons (invest in a better bow if available!) and gems
equipped and ready, Save, and call Flammie. Ah that soothing music... Just as
before, a new location will show up on the map, the Fiery Sands of Jadd.
Your feet firmly on the ground, you'll find that the wind is making it
impossible to go any further. Good job we have that branch from Treant to use
as a wind-break. The wind will stop, and the level will now start, with some
rather funky racy music, I might add, that has my head bopping as I play.
Now, some quick notes on new game physics here. New land, new dangers to face.
First off, bushes. The red ones are safe as a sausage to cut down, but if you
hit a green one, you'll find yourself siled with paralysis, meaning your
character will hesitate every now and then and won't be able to move. Also, the
enemies are going to start getting really nasty. Bees are very versatile in
long and short distance combat, the rolling green armadillos can spin a rock
formation toward you causing you to not be able to attack, and the walking
skeletons will resist your hits while their shields glow. Aren't you glad you
levelled up?
Another quick note. This time, barrels are substituted for small round cacti
with pink flowers, and these can be used to knock down the rather large cacti.
However, unlike previous instances of these items, they will hurt you if you
touch them. But they also hurt enemies, which means that some monsters will die
simply by insisting to walk into a cactus over and over. Let one do it, 'tis
very funny indeed. So how do we move these small cacti ourselves? Have I not
taught you the wonders of the Flail? Stand where you want the cacti to be,
pretty much, the pull it towards you. Sometimes it will damage you, sometimes
it won't, but you stand a better chance of avoiding tooth-rot this way.
-1st Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------There's nothing particularily note worthy in this zone. It will get you used to
the enemies and dangers of this level, as well as reward you with an impure gem
or two along the way, so take your time to study how the enemies move, swarm,
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and attack. You'll also find that rushing in to things in this level won't get
you far, as the maximum number of enemies on screen has now increased, so
diving in head first could get you into a LOT of trouble.
-2nd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------A few new enemies here, but nothing that you can't handle by now. At the
topmost left hand corner and the bottom right hand corner of the level you will
find two unpassable chasms with a skeletal rat and a chest. Defeat the rat with
your Bow and then reap the rewards, including the Gleamdrop which you will get
from defeating the rat. You should also receive a Steel Sword and an Impure
Gem.
-3rd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Now first off, to the right of where you start you will find a chest guarded by
snakes (I hate snakes!). This should pose you any problem, so deal with them as
you normally would. Now, don't attack the snakes on the other side of the
chasms, you don't want one knocking that chest open. Instead, head back to
where you started, and go up and then right. They only have Lucre in them, so
nothing terribly exciting. Now the chests above, that's something different! To
get to these we need to have created a Gem called Virtue of Balance (as
mentioned before). The chests contain two impure gems, a yello, and some Lucre,
so nothing too special. There are also two trap chests, so watch out.
Other than that, this zone has little to offer, so make your way over to the
left and defeat the skeletal rat to get the Gleamdrop, right next to the
Gleampool.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Well now, almost a mini-boss, you could say. First off, get some distance, he
can't follow you out of the sandpit, so quite calmly collect the Lucre in the
chests and when you're ready hit him with a few arrows from outside the running
sand Then go in, collect the drop and get to your save point.
Now, if you happen to have collected any new items or gems that you're
interested in, and have the level to use them, equip as per normal, Save, and
get ready to move along.
-5th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Again, the rat has the Gleamdrop, and there's nothing terribly exciting in the
zone. Hack your way through, collect an impure gem in the golden chest at the
top middle, and move along to the next level. You may want to have bow equipped
for those bees, and get some practice in.
-6th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Same as before, I'm afraid. Lots of monsters, not many goodies, and the rat has
swalloed the key.
-7th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
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Same old same old, except we do have some more quick quicksand to deal with.
Now, if you have the gem, it's easy. If not, you can at least get two of the
chests. The chest on the left you can get by flailing yourself diagonally over
the first batch of quicksand, then flailing the chest. Only gets you a Crystal
of thought though. So head round to the other, which you can reach easily, for
a Saber. You CAN get across the first lot of sand with the Flail, but it'll
only get you far enough to set off the trapped chest. The other two remain out
of reach. One of them contains an impure gem, the other a piece of armour (this
can vary).
The drop is right over the far left, and again it seems the rats got to it.
-8th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------It's the same cockroach as before, except now there's no chests to keep us
happy. Same tactic as before really, and head for the exit.
Now, it's your last chance to save and equip before the boss, so make sure
you're up to scratch. If you used the gem to stabilize yourself over the
quicksand, you may want to switch to something more useful now, although it
could still be useful on the boss' quicksand, but personally I don't think
you'll need it.
IMPORTANT: EQUIP A BETTER BOW! I can't stress how important this is, as the
question has arisen countless times. If you use the default bow given to you by
Moti you will do 1 point worth of damage per arrow, so you'll defeat him but
your thumb will hate you.
- [BOSS3] Boss Battle : Thaydol Well your character knew what was coming, and I'm sure you did. Yep, it's
another big beastie with a barrier that needs some Holy Sword intervention. And
doesn't he remin you of something from Seiken Densetsu 3?
Anyway, on to the fight, you're on uneasy ground sliding toward the boss all
the time, but don't worry about falling into the pit, that's not going to
happen.
This is probably the easiest boss you'll face in the game! While in his back
position, he'll lunge at you with his claws and knock you back. Now, if you
stand right in the middle and pummel him with arrows, he doesn't do any damage
to you with this side swipe, just knock you back (or at least that's what
happenned to me, if you find out otherwise let me know and I shall ammend).
When he leans forward, that's a different story altogether. Run like hellfire
toward the far right or far left. He'll either set some blue flames ablazing at
different parts of the quicksand, or lunge at you with both paws straight down
the middle. Either way, if you keep far to either side, you'll miss those.
Then just run back and keep hitting him with arrows. I defeated him in around 2
minutes, and that's while writting this, so you can probably do it in much less
than that.
After your ranking and prize, we see the beast split into two spirits once more
(the benevodons of Moon and Shadow), and are now greeted by Gaia as the heir to
the holy sword of Mana. He is the face of the earth who has been sleeping for
ten years also (holy hibernation, Batman!). He explains that evil forces flowed
through the creature turning it into a malevodon, and the sword restored it to
its true form, through the rebirth as a benevodon, of which six are already
born (the ones corresponding to the beasts you've defeated... all starting to
make sense now, eh?). Your sword has the power to restore the world to its
proper state.
He also states that you must stop the man you saw before at any costs, even if
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he defies the will of the planet. Gaia then hands over a stone of his being
that should break his spell, together with the branch from Treant. With that,
he vanishes, leaving you to return and explain it all to Moti.
You show the stone to Moti, but he is equally puzzled about who the man is and
what his spell is. What Moti can do is to give you another weapon, that Watts
crafted himself and sent as a gift: the Mallet! You can knock enemies back with
these hammers, and send shock waves through the ground to knock them over or
hit pegs into the ground. And, quite importantly, break the big pots, cacti and
vines we've been having such a hard time doing so before! Now, this does have a
down side to it... Unfortunatly, this now means that in pretty much every quest
and zone, the Gleampool is going to be hidden by one of these large objects,
which means not only do we have to find the Gleamdrop, but the pool as well,
and with the recoil time the hammer has, that makes it a long task. So all I
can say is...
IT'S HAMMER TIME!
Well, not really, it's actually time to save, and do some more subquesting, as
well as checking out new stocks at the stores. You may want to revisit some of
the levels you've already done as well if there were things you couldn't get
before (like the chests guarded by quicksand). Also make sure that you Chat
with Balbo of Bomb Brothers to receive their subquest. You will now also have
available the elemental subquests for Salamando and Luna.
If you want some good levelling, I'd recommend Fiery Sands subquests that
mention eliminating all the monsters, specifically those stating "overgrown
insects". These large cockroaches award 14 EXP each (as opposed to the rather
meager 2 that most enemies are awarding), and when you've got a whole batch of
20 or so of these bugs, that means almost a level in itself. Or half, at least.
And if you REALLY want to get the best out of them, you may want to consider
investing in a Heart of Progress gem. It'll only increase the gain of EXP by
50%, and it takes up 2x2, but an EXP saved is an EXP earned.
Another suggestion is that you take the time at this point to revisit old
stages as their original missions, and try to better your ranking to Gold if
you didn't manage it first time through. This will give you some rare Purple
Gems to increase the level of your focused attacks during Fury, so they're
worth getting your grubby mits on.
My recommendation level wise is to get your character up to level 30, and kit
them out with the best available gear (because at level 30 you'll be able to).
Gem-wise you'll probably want to stick with what you know, or if you've aquired
some better gems switch them out, but you don't have any more space to put them
at the moment, so you can't add more on. You should probably, if you have the
money, upgrade your knapsack. I went straight to Jumbo at this point, but you
can just go for the next size up, it'll do just fine.
Once you feel you're ready, we'll move on to the next chapter.
Subquests available: Big Money! (Millionaire), On the Wings of Dreams (Tess),
Benevodon of Fire (Salamando).
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You arrive before the gates of the Citadel, surrounded by a purple barrier.
Without hesitation, your character will release the power of the Stone of Gaia
and the Branch of Treant, and the barrier will be broken. Time to find out
what's going on inside.
Before we go on ahead, a quick run-down of the game mechanics for this level.
You'll now be facing patches of ice (patches can be read as "huge ice-rink
sized stadiums worth" in some zones), which prevent you from turning quickly,
if at all, and will have you sliding all over the place. At certain parts, it's
important to start walking on these diagonally to catch on to the edge of your
turn, but we'll get to those. Note that if you have the Virtue of Balance
equipped, this will allow you to talk on ice with no hinderance, same as we did
before with the quicksand. Again, this will leave you without 2x2 of your gem
frame, so you judge. Personally, I find that I can get along without it just
fine.
Even better, there is a third way to deal with this ice! At the edge of the ice
you'll notice a series of cracks. Bring down a focused hammer attack on to
this, and watch the ice crack away!
Also you're going to be in danger of getting turned into a snowman on a regular
basis. Again, we could use gems to counteract, but hopefully by now you should
be used to avoiding danger like the plague, so we'll trust your acquired
skills. In any case, if you're having problems, there's always the 4th Zone
save-point to rearrange your tackle.
Terrain-wise, we now have small and large ice blocks that are destroyed with
sword and hammer respectively as in previous levels. Beware of the lighter
small icicles, as they will be the ones doing the freezing into a snowman on
you and the enemies (don't you just lng for those days in the Mana Tower where
all you'd get were spikes, eh?).
-1st Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by ice
This zone is designed to get you quickly used to your new dangers. There's
nothing special here, aside from large amounts of blue rabites, and a huge
patch of ice (yes, Sanka, ice!) over on the right. The Gleampool is hidden
under the top-right-most large block of ice.
-2nd Zone
Gleamdrop: Eliminate all monsters
Gleamwell: -------Now we're inside the castle itself, so we're back to pots, but still huge
quantities of ice on the floor. You'll also find that you can slow your advance
on the ice by pushing the crates that you find alone the way, but this will
slow your progress and open you to attack. Another good thing is that you can
use your hammer on these and on the enemies to place a nice game of billiards
with them, and get them out of the way. Remember though, chances are you'll pot
the cue-ball if you're not careful.
Take the route round to the left, defeating all your enemies, and move on.
-3rd Zone
Gleamdrop: Defeat a certain group of monster
Gleamwell: Hidden by ice
Back outside, the first thing we'll see is a chest just next to us. Careful,
it's a trap! Use the bow on him to try and knock him out. Now head on down and
toward the right, getting rid of Chobins and the flying pinyata enemies along
the way. The Chobins are the group to defeat in this zone.
Now, about half way across the stage you'll see a path leading upwards with a
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really blue ice-patch. This one is much more slippery than the standard white
ice, and as soon as you get into motion, you'll lose control of your character.
The way to tackle this is to run at it diagonally (up-right). Now your
character will use the wall for friction and stop a few paces to the right. Do
it again, and same thing, they'll stop a bit further to the right. A third time
will have you catching on the edge of the turn and walking up it. You'll be
rewarded with 6 chests, but beware, they are guarded by 6 rather mean
wearwolves, so get ready for some pain and gain. Incidentally, this is their
first appearance, which coincides nicely with Secret of Mana when you visit
Elinee's Castle. Ah, nostalgia how I love thee...
When you're done exploring and have the Gleam drop in your hands, go to the top
right corner of the stage, and the left block o ice will have the Gleampool.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Back in the... warm? We'll find ourselves surrounded by vase. Time to do as the
bull's do in a China shop. To make quick work of it, put your Flail on, and
then when you reach the crates, hammer them. If you nee to stock up on Candy,
this is the place to do it.
The Gleampool is in the bottom left corner of the room in clear view, so now
you just need to get the drop from the Walking Armour up at the top. He
shouldn't pose too much of a threat, and you can use the crates to your
advantage here. If you're at the suggested level and have the right weapons,
you should find he'll go down with 3 or 4 slashes of the sword.
Time to save. You shouldn't have anything of particular interest to go
equiping, so just move along.
-5th Zone
Gleamdrop: Defeat a certain group of monster
Gleamwell: Hidden by ice
A rather non-eventful zone this one, although we do get a glimpse of a new
monster, resembling an ant-eater of sorts. His rolling attack is quite nasty
(bit like the Mad Mallard's one) so watch out. And it's exactly these guys we
ned to defeat to get the Gleamdrop. So, have at them, cowboy, then take the
drop over to the far right. The Gleampool is hidden, quite obviously, under the
large ice block surrouded by spikes and more ice.
-6th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: -------And back inside again. This level sees the return of our good ol friend Shadow
Zero. Not quite as friendly as he used to be in days passed, he can inflict
blindness on us, which can be a bit of a pain if we're trying to navigate among
spikes. Go through the rooms one by one killing off 4 Shadow Zeros at a time,
and removing the anteaters from our path down the middle. Once we've gone
through the lot, take the drop to the visible pool at the far right, and on we
go.
-7th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden by ice
Now things are getting interesting... Good job we practiced with those
wearwolved before, eh? Anyway, you'll find yourself doing quite a bit of
switching between the Bow and the Hammer for this level, as some enemies like
to keep themselves out of reach. The lower-left section has nothing special.
The Gleam Pool is found in the iceblock below and just a bit to the left of the
gold chest in the top centre section of the zone. Careful, that gold chest is a
trap, while we're at it, as is the second silver one in from the left. The one
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call on the sword's power so well, but smirks at your threats to bring him to
the sword. As you raise the sword to him the sword leaps from your hands and
strikes you down instead.
The man explains that the Sword of Mana was created by the Mana Goddess, and
cannot be wielded by mortal hands, and answers only to him, the Mana Lord. He
then takes posession of the sword, and prepares to move in for the kill.
At that moment, Watts enters the scene with Tess by his side. While Tess tends
to you, Watts stands his ground firm in the path of the Mana Lord, who comments
on Tess' grace from the Mana Goddess. His amusement is short lived, as the
earth begins to shake. The time has come, and he smiles. The channeling orbs
are rising.
A terrible dark whirlpool raises skyward from the Citadel, piercing the clouds
with an evil aura. The Mana Lord then bids the children of Mana farewell, and
vanishes.
Watts and Tess take you back to Moti's. Tess watches over you as you sleep,
while Watts and Moti discuss these latest discoveries. Moti ponders the nature
of good becoming evil if the wrong hands attain its power, with Mana being no
exception. Watts doesn't seem to like all the sitting around philosophyzing,
and is eager to do something about this madness. But how?
Moti explains that the only thing that can counter Mana's force is the holy
sword the Mana Lord now has posession of. The room falls silent in quiet and
glum contemplation, until a voice comes claiming they can help.
The group turns to see the Stone of Gaia and the Branch of Treant reveal their
faces before everyone. Treant prophesies the tempest soon hitting the verdant
kingdom of Wendel, a Mana Storm that must be stopped. At the centre of that
storm, Gaia explains you must strike with the power of all eight elemental
spirits combined. At that moment, when calm sets in, they will suppress the
Mana surge.
Watts is all for it, but Moti reminds him of the danger of plunging in like
that. Danger? Excitement? Who else, but you could be up for the challenge. You
rise from bed, and walk over to the group, still wounded, and calim tha you'll
go and get things sorted. Tess worries still about your healing not being
complete, but the brave hero you are put it down to being a mere scratch...
there's work to be done!
(Author's Note: it always happens, the heroic music sets in, and suddenly I get
all wishy-washy and can't write without going all hell for leather with the
"let's save the world" style of writting.)
The village... nay, the WORLD is counting on you, and you're not about to let
them down. We must head for the storm, and when we're at the centre, call on
Gaia, Treant and the spirits to bring this evil scheme to an end! Let's get out
there and show them they can't mess with the children of Mana!
Our new mission awaits, we must now head to Wendel to subdue the Mana tempest.
Or so you think! No, now we've managed to get the heroic streak out of our
heads for two seconds, and are lulled into peace once again by the tunes of the
Mana Village, it's time to think straight and get our priorities right.
First off, we want to get some subquests done and bring our level up to a nice
healthy 40 (which shouldn't take long 'cause you're at 30... 'cause you ARE at
30, right?). Consider at this point a Heart of Progress if you haven't already
got one. Though remember, this takes up a considerable amount of your gem
frame, so make sure you're strong enough for the task (these enemies aren't
easy pickings either). You'll find that by doing a couple of the character
subquests, a couple of Dud services, and maybe go back and get a Gold Rank on a
level or two you'll make it to 40 in no time. You could pass off with just 35,
which will give you the capability for the latest weaponry, but at this point
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you may as well put in that little bit of extra effort, it'll make your life a
whole lot easier.
The subquest you receive from Watts is particularily good (I think I managed a
whole 3 levels). You will also have the elemental subquests for Gnome and
Undine available to access now.
When you're ready, and have the right level and kitted yourself out, head for
Brightwood in Wendal, down at the bottom of the map. It has a large cyclone of
darkness hanging over it, you can't miss it.
Subquests Available: Why He Disappeared (Watts), A Stone Sleeping for an Age
(Tess), Benevodons of Water (Undine), Earth (Gnome).
[CHAP5] The Brightwood forest of Wendal
A storm rages so violent you find it hard to keep your footing as you gaze over
the darkness that has engulfed Brightwood. Now speaking of footing, very
regularily in Brightwood you'll see circular pegs on the ground. These can be
hammered down using a focused Hammer attack, so keep that equipped most of the
time. Hitting them will make bridges appear over the water, so you can advance
in the level.
Small obstacles are now in the form of mushrooms. Watch out for the green ones,
they will inflict poison on you (we're talking 20HP drainage every 2 or 3
seconds, it is NOT nice). Large obstacles are in the form of tree stumps, and
you can use a small purple deeleewopper the same way we used barrels before.
Again, your hammer will be very useful, because the Gleampool has a hbit of
hiding itself under one of these stumps.
-1st Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump
We start off straight away dealing with our friends the Mushbooms, and already
we see an example of the bridge-revealing peg. Get your hammer ready, there's
more where this one came from. Again, this is another starter-level to get you
used to all the mechanics I've described above.
You'll find the Gleampool in the bottom-right corner of the zone, under a stump
next to a golden chest. The Gleamdrop is in the custody of the purple walking
flowers, so take them out (there's not too many of them.
-2nd Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump
You start
pool with
Gleampool
level, so
again.
-3rd Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump
You can either head to the right or up at the start of this level. My
suggestion is upward-bound. Make your way round toward the right, ad you'll
find 4 stumps near a bridge off to the right. The left-middle stump has the
Gleampool. Head over the bridge and you'll find a dark-whorl generating enemies
like no tomorrow. You can use this to gain some EXP, up to you, but I wouldn't
hang around right now. The whorl CAN be defeated by brute force, but it has a
rather high HP and you only inflict 1HP damage with each hit, so you could be
there a while. Head on round the top of the rock formation, defeating the
exploding pumpkins on the way. These guys have the Gleamdrop this time. Once
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you have it, race back round to the pool. You can only go via the top, as the
vortex will stop you from going the bottom route (unless you shut it down
through sheer barbarian frustration that is).
-4th Zone
Gleamdrop: Defeat a certain group
Gleamwell: -------Our friends the walking armour are back, hiding out on the island in the centre
of the screen. You have three pegs at the bottom, and each will activate a
bridge on either side of the island. I'd suggest activating just one and
heading in. The pegs, from left to right, activate the following bridges: top
and bottom, left, and right.
It is recommended that you weaken them a bit first with some nonaimed arrows from the bottom, and when going in make your first hit one with
the hammer to weaken them more. In such close proximity they are not easy to
charge head-on, and you could find yourself in for a nasty surprise if you're
not careful.
Save your game and move on to the next zone.
-5th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump
Something new for us to deal with from here onward are big Xs on the ground. If
you step on them, vines will rush out and knock the wind out of you quicker
than you can say "Rabites eat my baby". If you walk in between them, and I mean
dead-centre, you're fine. Enemies are also affected by these, so for example
when you head down from your starting point here, you can get yourself into a
heap of trouble because one enemy walks on them, gets knocked toward you,
knocks you in to the next lot behind you... Nasty stuff.
After you've had your first experience with them, head over to the right. The
Gleampool should be under the stump heading straight right from the bridge. The
Gleamdrop is held hostage by the pumpkins again.
-6th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump
More of the same now. Defeat all the purple flowers for the drop, and the pool
should be under the stump that is to the left of a small pond on the left hand
side of the zone. The chests here aren't too interesting, but they do help your
score at the end of the level.
-7th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a stump
Now, for a complex one. You'll find yourself switching back and forth between
bow and hammer, or combining the two, as the bees tend to kep their distance
over water. Head over the first two bridges, then move up between the Xs to
reach the peg you see at the top of the screen from the back (don't approach it
from the bottom). Hit that down to activate a bridge over on the right hand
side of the screen. Now, head up again, and careful with the golden chest, it's
a trap. The silver one is OK. Go down and right and you'll find another vortez
generating enemies. Go down via the bridge you just activated, defeat the
enemies here, and hit the peg to activate the bridge above the whorl. Move up
here and defeat the blue shell creatures to get the Gleamdrop. The Gleampool is
under a stump just to the left of the vortex. You can go for extra exploring by
defeating the vortex and heading over the bridge on the right if you feel like
it. All you'll find there though is a silver chest and three trapped golden
ones. You can also reach the chests on the far right island from the top island
using the flail.
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-8th Zone
Gleamdrop: Defeat a certain group
Gleamwell: -------There are two ways to do this level. FIrst you can head up, through the
mushrooms, get the two chests and hit the peg to open a small bridge to the
lower part of the level, or you can tiptoe through the Xs and go for them headon. There will be 4 Sabertooth Tiger Heads (yes, just the heads) bouncing
around and getting themselves hurt by vines. Go down and finish off the job for
them, then take the drop to the pool for another save point.
You reach the eye of the storm, a quiet place. ALmost too quiet. A glowing orb
of darkness (oxymoron?) swirls just above you. You call on Treant and Gaia, but
just as you do so, the Mana Lord appears before you. He expected you to get
this far. He taunts you with the Mana Sword, asking if it is what you were
looking for to save the world. He may have underestimated you, but he fears you
hindering him not.
You protest. If this keeps up, the world will... indeed, as he interrupts you,
cease to exist. Which is exactly what he wants, the destruction of the world
froma maelstrom of Mana. Did you think he was trying to take over the world or
settle a personal grudge? He then disappears to leave you to try and calm the
storm yourself.
The vortex speeds up, gaining strength, and prepares for your attacks.
- [BOSS5] Boss Battle : Mana Storm This is an interesting battle with not an awful lot of science to it. The storm
will not allow you to get near its core when the vortex is thick. Even arrows
can't get in. You can use the glowing orbs by knocking them toward the storm
with the Hammer, that'll do some damage. Magic is too slow to do anything
whatsoever (the storm will move by the time you've cast it, let alone have the
spell take effect). So when you see the storm weaken it's vortex, run toward
it, and hammer away at it with your sword. With your current level it should go
down with about three bursts of this sort of attack.
As you strike your last blow, the core explodes in a brilliant light. You'll be
taken to the ranking screen now. The gold ranking for this level will give you
the option to a weapon of each type and a purple gem. The weapons can only be
equipped one by each character (ie Tumble can only equip the bow).
Returning to the scene of events, the Mana Lord reappears after the storm has
disolved, and is rather impressed. But how do you attempt to vanquish the Mana
Tempest without the sword? He is interrupted by the appearance of Treant and
Gaia.
The conceed that, as the Mana Lord says, they are no match against Mana by
themselves. But they aren't alone. The spirits are with them. The Mana Lord is
enraged by their defiance, as he watches the spirits rise through the wood
toward the tempest above and dispel it with ease (in full motion video too!).
As you celebrate this victory, the Mana Lord summons his powers and strikes
down the spirits, Treant and Gaia, in a torment of lightning bolts. He then
casts you backward to the ground and approaches you with the Mana Sword to
finish you off.
Just as he raises his sword, a gem pops out of the ground and hovers in the air
near the Mana Lord. A dozen more join it and cling to the Mana Lord, who is
stunned and can't move. Using up a lot of his power he casts them away. He
can't understand everyone defying him, he is doing what the Mana Goddess wishes
and filling the world with Mana. As he regrets not finishing you off at
Lorimar, he has an epiphany regarding the Mana Tree's maiden and her powers. He
is of course refering to Tess! He then says something about the Seed of Mana,
and determined that this is the solution to his dilemma, retreats once more.
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You return to the Mana Village, with the words of the Mana Lord heavy on your
mind. Right now the game will tell you to go talk to Tess, but she is nowhere
to be found. At this point, before going any further, my advice is to get doing
some subquests from Dud Services and get up to level 45 before even thinking of
advancing anymore. Also it is important that you go talk to Balbo and the Bomb
Brothers, as they have just found a really pure ore and can make your gem frame
even bigger! The grid will now have the form of a cross, with 2, 4, 4, 2 slots.
This will make for even more power boosting possibilities you weren't open to
before. Take the time to plan out some new gem fusions if you have the money to
(you should have stacks of it at the moment... think of all the possibilities
about 50000L has to offer), work up a good gem configuration, and prepare for
some questing.
You will now be able to access the elemental subquest for Dryad. However,
seeing as Tess is nowhere to be found, you'd think we're stuck with whatever
elemental we already have equipped, right? Wrong! Go talk to Nana in the
Mermaid, and she will be able to change spirits for you.
Also, IMPORTANT, before checking out the glowing Mana Stone, talk to Granny
Hannah or Nana (Chat) to receive a subquest for the Mana Tower to try and find
Tess. If you touch the Mana Stone, you may not be able to do this subquest.
So my advice is to start out doing some subquests, get your level up
to 45, or if you're feeling up for it, 50, while keeping your weapons up to
date and gems in line, and then when you've done this move on to the next
chapter. You should have no problem doing subquests in a very short time by
this point.
Personally, my current gem combination contains Sword Expertise, Sword
Training, Soul of the Gemma, Glittering Crystal and Chivalry. Gets through them
like butter.
Subquests Available: Tess' Whereabouts (Nana, MUST BE DONE BEFORE TOUCHING MANA
STONE!!!), Benevodon of Wood (Dryad)
[CHAP6] The Ruins of Illusia Isle
Now that we're ready for the real deal, it's time to find out where Tess has
disappeared to. She's not searchign through the archives, so let's go check up
at the Mana Stone.
We'll find that there is energy glowing all round the Mana Stone. If you touch
it, gems will spring from the ground, surround you, and transport you to a
desolate place: the Ruins (this will also appear on the main Flammie map, so if
you cancel the mission, you can go back via this route).
As you gaze around the surrounding, you get the feeling of having been here
before, and that Tess has to be here. So let's set out to find her.
There's no really new mechanics for this level, rather it takes everything
we've seen up until now, puts a nice calming soundtrack over it, and throws it
at us thick and fast. Gleampools are generally hidden by large brown plants.
-1st Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a plant
Case in point. Doesn't this remind you of Snow Country from Secret of Mana, and
I don't mean just because of the enemies either. Anyway, gleampool is under one
of the top plants, normally next to the bridge on the left, and the drop is
held custody by the wooly bulls. Also you can access the middle chest by
hitting the peg in the top right corner of the level and activating the bridge.
-2nd Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by a plant
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The pegs will activate the two bridges. Careful, there are 5 or 6 bulls at the
end of each bridge waiting for you to charge in. You can knock the stone toward
them if you want. The pool will be in the top right corner, next to the golden
chest. You must go down to though to eliminate all monsters, so I suggest you
do the bottom half of the zone first, then move to the top.
-3rd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: Hidden by a plant
The bronze chests on this left side of the main bridge are traps, so don't
bother with them. You'll need to push enemies into the grabbing plants at the
bottom if you want to get the two chests there. The drop is held by the blue
eye in the centre of the bridge. As for the pool, take the drop over to the
left side of the bridge, and break down the plant at the top. Also note, the
grabby plants will reduce your HP while you're stuck.
-4th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: -------Get the chests, hack down any of the plants surrounding the skeleton in the
centre and have at him, he'll go down in a few strikes of your sword if you're
following my advice. Save, and continue onward young warrior.
-5th Zone
Gleamdrop: Hidden by a flower
Gleamwell: Hidden by a plant
The drop will be hidden pretty near the bottom right. Careful with the two
fountains, as when you hit them, they will generate a field that knocks you
backwards. Make your way round the right hand side of the screen, and hit down
the two pegs at the top. These will reveal the bridge up the centre of the two
fountains, which leads to the plant underwhich the pool is hidden.
-6th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden by a plant
First hit the peg on the right to extend the central brige to the island with
the Gleampool and the one above that. Won't need to go there yet, so hit the
peg to the left to reveal the long bridge up that side of the zone. This will
lead you to the chest with the GleamDrop. You can also then hit the peg on this
island to head across to the right and then down to the island with the
Gleampool.
-7th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a plant
You'll find here that by going up and round to the bottom right, you'll kill
off all the pink snake-tails you need to get the drop, and will end up right
next to the Gleampool under the last plant in the bottom corner. If you're
looking to get some chests, head over the left through the grabby plants ad
take the gold chests and the top and bottom-most silver ones. The rest are all
traps.
-8th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------You'll find yourself surrounded by plants to be knocked down. Best bet is to
get to where one of the stones is and play a game of billiards. Make your way
to the top right for the pool. If you're interested, there's a golden chest at
the top left, but nothing too interesting in there. The pool is guarded by the
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skeleton with the drop and three mer-men. Another save point, which I suggest
you take advantage of.
-9th Zone
Gleamdrop: Hidden by flowers
Gleamwell: Hidden by a plant
This level is longer that previous ones, so we'll be heading
figures soon. Anyway, the pool shoul be under the plant next
point, and the drop is to the right of the fountain near the
Aside from that, nothing to report other than a rather large
werewolves.
in to double
to your starting
top of the level.
number of
-10th Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by a plant
Beat your way through everyone, take the chests although there's nothing really
interesting in them, find the pool under a plant around the middle left of the
zone.
-11th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden under a plant
First off, take down some plants in the bottom left corner, and hit the peg to
activate the bridge at the top right of the zone. Head up there, across the
bridge, and hit that peg to reveal another bridge over the top left. That will
lead to 4 chests with items in. There is another peg behind the flowers next to
the first bridge we revealed. Cut these down and activate this peg to reveal
the final bridge at the bottom right, which will lead the chest with the
gleamdrop in it. Two other gold chests surround it which are traps. The pool is
under one of the plants in the centre, surrounding the fountain.
-12th Zone
Gleamdrop: Defeat a certain group
Gleamwell: -------Knock down the bushes and hammer the enemies on either side of you with arrows.
You can't get on to the islands with them. You can also speed things up a bit
with some magic while you deal with the opposite set. Retrieve the drop with
your flail and head for the pool. Note, if you knock the enemy back and the
drop ends up on the other side of the island, you'll have to go up and round
the other side to retrieve it with your flail, so judge your attack pattern
carefully. Save and get ready for our next challenge.
The Mana Lord looms over Tess, demanding her she lend him her powers. She
doesn't appear to understand what he means, until he asks her o call forth the
Seed of Mana. If he uses the powers within the seen, the surge will egulf the
world beyond all control. Tess can't believe that he actually wants to destroy
the world. He explais that he only wishes to fill it with Mana, and doesn't
care what happens to the people.
Tess however refuses to call forth the seed, and demands the Mana Lord return
the sword and stop this nonsense. As he prepares to take her life into his
hands with the sword, you enter the scene and once again, we get a taste of
that heroic melody from before. Tess hides behind you. She doesn't know where
we are, but has that same feeling that she's been here before.
The Mana Lord then explains that this is the Sanctuary of Mana on Illusia in
several thousand years to come. Your character doesn't understand, neither does
Tess. He explains that in the current chaotic state, Mana distorts time and
space, drawing Illusia's future to the present. He then rants on about how
destruction is what is to become of everything... although some things return.
Darkness surrounds you, and everything disappears. A light appears before you,
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and shadows with a familiar voice stand ahead. You stand in disbelief as the
shadows explain that the surge has brought them back to you... your lost
family, who died in the cataclysm. But before you fall completely into the
trap, Tess' voice calls you back to your senses.
The Mana Lord asks if you heard the voices, and then indicates around you. You
see several shadows all around. He explains they are those lost that have
returned. He is the collection of them, and the bridge between this world and
the afterlife. The shadows then collect together into one form, a hideous beast
of darkness covered in eyes and hands and mouths all over the place. In the
words of my wife: Eww.
- [BOSS6] Boss Battle : Revenants There are two ways to damage this boss. The first is to shoot it while standing
near the central pillar in an attempt to make it jump toward you and land on
the pillar, causing it some rather nasty damage. Once it has fallen on the
pillar once, the gem at the top will have crumbled and you can move it around
and hammer it into the beast. The pillar can also crumble from the beast eating
away at it.
The other is to look for the spirit that has red eyes when it splits in to
several entities, and hammer that with arrows when you can. The other small
revenants won't be hurt.
Don't let the shadow that appears on the floor catch up with you when he
plunges a hand into the ground, as the hand will come out of that shadow and
attack you.
Once you have dealt it enough damage, it will disappear in a blinding light.
Three shadows will remain once you've obtained your ranking, and will call your
name once more, leaving you an item (Tumble's is a Hairpin, Flick's a Toy
Horse, Wanderer's is a Harmonica) before vanishing for the last time. As the
Mana Lord comments on the futility of it all, you charge and are knocked back.
Before the Mana Lor can finish you off, Tess asks him what the sword means to
him. He considers itto be a tool to slay those who oppose him. Tess tries to
explain it is not just a weapon, but it is useless.
The geodes appear to defend you once more, which he disipates in disgust before
launching a highly charged energy bolt at the two of you. It doesn't impact
though, and instead the Seed of Mana materializes beween you. The Mana Lord
takes it for his own and makes off with it. There's no time to lose, you must
return to the village and plan your next move.
You explain your findings to the others, and Moti reasons that something will
cause the Mana Tree to wither and Illusia to fall. Although the Mana Tree
looked dead, there was still new life underground waiting for the time to
sprout. The Seed must have been that.
You all stand wondering where he could have taken the seed, but no answer comes
to mind. Tess reasons that the goddess isn't absent as Watts thinks, she surely
had a plan when she sent the sword.
At that moment Treant and Gaia appear, and tell you that the Mana Lord is at
the heart of the Mana surge, where the source of Mana lies. If the Mana Seed
were taken there, it could absorb all Mana there and grow out of control. THey
then explain that the Mana Lord was born of the goddess, but never understood
her will, and only thinks of filling the world with Mana by destroying
everything we know and replacing it with Mana. The surge is deep under the
roots of the Mana Tree. Which means you now have a new mission: go to the Mana
Tree's roots and stop the Mana seed's release.
Before we do that though, we'll be saving, checking out new weapons and gems,
and doing some more subquests. Namely do the Wisp's elemental subquest
and one from Seamoon which will now appear when you Chat to her. Tess has a new
one for you too, so make sure you check up on her.
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one will keep the floating block from hitting you. Otherwise you're in for a
long beating session. Note that this block has spikes on it too! The GleamPool
is heading straight up the middle of the zone, under the plant at the end.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------The tomatomen in the centre of the level are capable of launching those seeds
we saw before, so take them out first thing with your bow. Then head over to
the right hand side of the screen where we'll see a red walking armour. He can
pack one helluva punch, so take extreme caution. If possible, weaken him either
with magic or sonic waves before knocking the bush down, as his hits will
sending you flying. He'll give you the gleamdrop for the pool just below.
Now you've seen what the level has to offer, you may want to consider rearranging your gems to suit the situation, and save, by all means save.
-5th Zone
Gleamdrop: Hidden under a plant
Gleamwell: Hidden under a plant
Now we have some stone heads to deal with that spurt out random status ailments
at us. They only do so in one direction and at regular intervals, so they are
easy to avoid. You can even spin the head a new direction with the hammer if
you want. The Gleamdrop will be under a small plant on the left hand side of
things, around the middle of the level (there will be a small peninsula, as it
were, with plants round all sides and a shell in the middle), and you'll want
to take it to the top right peninsula with a plant in the middle and a few red
rats and a pumpkin on it. The enemies appear few and far-between on this level,
as it appears the stone heads take up one of the max-enemy slots.
-6th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden under a plant
My suggestion for this level is to first head round the bottom of the level, up
the left and centre, then lastly head back round the centre to the right, and
up the second path from the right. The gleampool should be under the plant
there, and the leaving these monsters 'til last (in particular the anteaters
who have the drop) will mean the Gleamdrop will be right next to the pool for
you. If this pool is in a different location due to random selection, let me
know as I'll have to ammend this. I will be playing through this level again
soon, but the more I know the better I can inform. ;)
-7th Zone
Gleamdrop: Hidden by a chest
Gleamwell: Hidden under a plant
This level is curious in that it forces you to deal with the spiked floating
blocks. Make your way down the path on the left, then up the second to find the
plant with the gleampool under it. Then head over the centre bridge toward the
third path, where there will be a cluster of chests and two spiked blocks
guarding them from either entrance. You can get the gleamdop one by using the
focused flail in diagonal from below on the bottom silver chest. The rest you
can try and get by flailing from the other path on the far right.
-8th Zone
Gleamdrop: Defeat a certain group
Gleamwell: -------Head for the top of the zone and bash down the plants to get at the red
armours. Again, if you can weaken them befre charging in to make your life
easier. I was lucky in that I had Wisp equipped, so I was able to send them
into
a bit of confusion which helped me with my final charge. Again, save your
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purpose in this world, and that the imposition of humans is meaningless, that
your importance is just an illusion. But now it is time for the show, and he's
glad you're here to witness it.
As he cracks the seed open with the Mana Sword, the Geodes appear once more and
halt the new surge of Mana that was about to be unleashed. He can't understand
how the geodes managed this... could they be crystals of living memory, thus
giving them a will of their own. Could they have come from the future
sanctuary? Ludicrous, they can't stop him, he claims. He strikes the seed once
again, but it has become immune to the Sword of Mana.
A beautiful FMV sequence plays, with Tess standing at the foot of the Mana
Tree.
"The Sword of Mana is not a mere weapon. Don't you hear the voices of the gems?
Life must go on, than that is where one finds true meaning."
The Mana Lord now angers, his rage bringing forth the power of thunder around
you to announce your imminent demise! Your time has come to face him.
- [BOSS7] Boss Battle : The Mana Lord How on earth did they make this battle this easy... I lost a total of 30HP! His
attacks consist of lightning strikes, then he will move in your direction and
try to use a sonicwave on you. First off, I found that if I run in his general
direction, I'll avoid the lightning strike, get a hit or two with your sword in
before he uses his sonicwave, which instead makes him just throw me back in any
direction. Lather, rinse and repeat. I defeated him within 30 seconds. Note
that if you get hit by lightning once, he'll most likely manage to get another
hit in, as it paralyzes you and allows him to aim with another easily.
He will admit that you have power, but you are a mere worm against him. You
haven't defeated him yet!
This time his attacks become more vicious. He will launch lightning balls at
you, rush at you landing three or four hit combos, added to the previous
attacks he had. But again, the same strategy as before applies, though this
time you'll take a bit more damage. But this time he actually went down in 10
seconds flat, and I took 40HP damage.
The game registered a total of 38 seconds for this battle. I've since been able
to defeat him in 20.
Now the battle is over and you have received your ranking, time to see how he
reacts to this defeat.
He explain the goddes has just descended into this world, and her powers spun
out of control as she doesn't know herself yet. This produced an entity that is
deliriously intoxicated with its own powers, roaming the planet like an
innocent newborn... the force behind the surges is a child: the Scion of Mana.
He tells you to give the seed of Mana to the maiden, for she will know what to
do with it. He then gives you back the Sword of Mana. When the columns first
sprouted, the goddess sent you the sword, she must have wanted you to stop the
chaos she could not. She could do no more than that as the Tree was already
shackled by the columns. After giving birth to the Lord and the Scion, she
struggled to stop them. The Mana Lord knew the will of the goddess to want to
stop the columns, but he continued on because that is what he is. That was the
reason he was born: to fill the world with Mana. But he now sees that the gems
are a fusion of the powers of Mana and the will of the creatures to live, and
wonders how far you will get fighting against the Mana that he longed to free.
With that he says "I am the Mana Lord! Dear planet, witness my end! Take my
life, my child!" and plunges himself into the flows of Mana under the Path of
Life. The earth begins to shake, and the powers of Mana grow uncontrollably.
You run for it, now in posession of the Sword and Seed of Mana.
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Mana begins to surge from the foot of the Mana tree and accumulates above the
tree to form a portal, revealing the path to another world. The Benevodons then
circle the tree and the island, witnessing the rift above the Mana Tree.
Back in the village, Moti makes the claim that the Scion of Mana, the source of
the chaos, must be on the otherside of the rift. It looks like there's no other
option other than to face off against Mana itself. You're not so sure that the
Sword will even help, as when you show it to the others, it is covered in black
vines... has it forsaken the people? Watts cares not a tait, this is where the
real fight begins, when all hope is lost and you can't fall any farther.
Moti still has his doubts with the sword in such a state, but Tess assures him
that it is blessed with the power to set things right, so as long as our
purpose is to set the world right it will lend us its power. Thus, our mission
is to enter the rift and stop the chaos, and restore everything to normal...
Good game, good game...
But before that, it is time to do some maintenance.
First off, we want to expand our Gem Frame to the max so time to activate the
subquest that will finally allow us to do just that. Chat with the Dudbear at
Dud Services. One of their team went to Lorimar to gather info and hasn't come
back. He asks if we can go find out what has happenned to him, as he may have
had an accident. This will give us the subquest which leads to obtaining an
even bigger gem-frame, so you REALLY want to do this!
You should also at this point complete the last elemental subquest for Shade
which will now be available. You will also be able to access a subquest for
each individual character. If you are playing with Tumble, talk to Seamoon to
access her subquest. For Flick, talk to Watts to access the subquest. For
Wanderer, Chat to Millionaire.
So use these to get your level up above 65, recommended 70. Kit out with the
latest gear, and get your gems arranged as you feel fit. The final showdown is
ahead.
Suquests Available: Friendship Beyond Words (Dudbear), Benevodon of Shadow
(Shade), Character Specific Subquests (see Subquests section for more info on
who to talk to).
[CHAP8] The Cosmic Rift
The final showdown is ahead. We summon Flammie with the drum and fly high above
the Mana Tree. He drops us off on what looks like the entrance to a church
floating in the sky, and we waste no time in moving forward.
Game mechanic-wise, we now have crystals substituting the normal obstacles,
large blue orbs substituting the barrels (there are also shinier ones with
orbiting smaller orbs that act more like the floating clouds we saw on the Path
of Life as they can move over pits). You'll find that purple small crystals
will inflict a random status ailment and have spikes underneath so watch out.
Also spikes are multi-coloured here. Syl tells me that if you hammer down the
spikes for one colour, the holes next to them of the same colour will sprout
spikes, meaning you can open paths through them.
After a certain point you will see summoning circles on the floor. These will
sprout an enemy when you walk over them in some cases. You can also break them
with a charged hammer attack, sometimes producing an item.
Another new one is multi-coloured giant dice. ou can use them like barrels, but
when they stop moving after th first hit, depending what they land on the
result will be different. A Green means a mosnter will hatch from it, a Yellow
produces an item and Purple makes it explode.
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The Gold Rank requirement for this level is 12000. I know this because I got
11979 on one play through and got Silver, but 12174 got me Gold.
-1st Zone
Gleamdrop: Eliminate all monsters
Gleamwell: Hidden by a crystal
An easy introductory level, hack your way through the monsters and then reveal
the Gleampool under the large crystal in the centre of the level. Don't think
the level is going to be this easy all the way through though.
-2nd Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden by a crystal
Use the blue orbs to the best possible effect to clear a path through the
crystals, or you'll be here a long time! There are two silver chests in the top
right and bottom left corners. The top right one should have the GleamDrop. The
GleamPool should be under a crystal at the middle bottom of the level. Watch
out for the flying swords, they're nastier than they used to be.
-3rd Zone
Gleamdrop: Hidden by a crystal
Gleamwell: Hidden by a crystal
In my case the GleamPool was under the crystal right next to the starting
point, so make sure you uncover that before you go any farther, as this will
save you the job of knocking down every other crystal in the level. As for the
Gleamdrop it is under the only batch of small crystals I came across around the
middle of the level. We also see the return of another old friend, the Chess
Knight. If you want extra brownie points, make sure you head up and left from
the Gleamdrop, as you'll find a vortex spewing out swords like no tomorrow.
Take this down, and head up to receive 3 golden chests. You'll also come across
two trapped bronze chests. Defeat these with an arrow.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Now this guy is what I call a monster. Head along the level right until the
end, where you'll see the Gleampool guarded by a rather nasty looking armoured
man, with a monstruous head on each arm. Shame that he didn't have the time to
attack me, he went down in three sowrd strikes. If you're not feeling
confident, use the blue orbs to weaken him a bit first, then charge in and
finish him off.
Take advantage of this save point to check if you've received any beefier
weaponry from the monsters in the level, as well as checking that you're happy
with the way your gems are arranged now you know the terrain a bit better.
-5th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: Hidden by a crystal
The enemy to defeat here is the red dragon at the top of the level. Also watch
out for sudden appearances of other red dragons when you step on the summoning
circles on the ground. For example, just next to where the visible one is. The
Gleampool is over to the far top right. We will also see now that there are
purple small crystals. These will inflict a random status ailment, as well as
reveal spikes. Also if you want to get the far chests, use the floating orbs
with the hammer to knock down the crystals (the flying eyes work pretty well
too), then flail back the contents.
-6th Zone
Gleamdrop: Defeat a certain group
Gleamwell: Hidden by a crystal
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The enemies to defeat here are the red Shadow Zero's. The Gleampool is in the
top left corner. There is also a golden chest via a passage way full of
crystals. To make quick work of this, push the blue orb to the entrance of the
passage way and hammer it down there. Otherwise you're going to be in for a
long ailment filled hack and slash until you get there.
-7th Zone
Gleamdrop: Hidden by a crystal
Gleamwell: Hidden by a crystal
The Gleamdrop is under a puple crystal just to the right of where you start,
above a silver chest. As for the pool, it should be under the top right
corner's crystal, though there are another 4 or 5 along the top that it may
vary to. You'll want to get the chests on the isolated islands, as these will
increase your chance of a Gold Rank, even though they don't hold anything of
great interest to us. Keep the Gleamdrop with you, it's a large level and it is
easy to take far too long roaming around afterwards to get the drop to the
pool.
-8th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------Again our ugly friend is back. We can use the orbs to bash his brains around a
bit, or just charge in there, he's a push-over. Take the drop he drops over to
the pool on the right and have another well-deserved rest.
We'll arrive at a clearing with a pit in the middle, and we'll see three
shadows appear around it. They will form into dark clones of the other game
characters (so if you're playing as Tumble, they'll form into Flick, Pop and
Wanderer). And we get to fight them! By the way, the time you spend looking at
them now counts against you, so hit A and have at them.
- [BOSS8-1] Boss Battle : Dopplegangers Each of the characters will adopt a
knock you down, and run away again.
hammer and Pop... well, he just ran
can give you one for defeating this
Best bet is to head for Flick first, as he seems to be the most vicious, then
take down Wanderer, and lastly Pop. Wanderer will probably knock you from your
feet once, but if you go for him first, you'll find yourself running after
Flick once he's hit you once. Time-wise, I had these guys down in under 10
seconds, but the counter on the game counts from the moment you enter the room,
so you'll end up with a 1x Bonus no matter what you do.
Note, on replay I defeated them in 17 seconds clocked, and still only 1x bonus,
so I get the feeling you just can't get more than that.
We'll now see an FMV with Tess praying amongst the trees, who will call out our
name. Then, as quickly as it started, we're back into the thick of it.
-10th Zone
Gleamdrop: Hidden in a chest
Gleamwell: Hidden by a crystal
The pool will be under a crystal near the top middle of the level. As for the
drop, there are 4 possible locations, and those are the silver chests guarded
by Chess Knights along the passageways in each corner of the level. The most
likely is the bottom left, but you want to do all four anyway for the chest
bonus.
-11th Zone
Gleamdrop: Defeat a certain monster
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to the right of the level. There are two vortexes producing enemies, which is
why you won't encounter many enemies or they'll appear slowly throughout the
rest of the level. Behind these are some one or two golden chests. On the far
left, there are two chests guarded by large crystals. Use the tomatomen to
knock these down by hammering them across. As for the drop, follow a bit
further up from these lasts chests and you'll find a whole field of crystals.
Again, use enemies to billiard down the crystals and find the drop as quickly
as possible, then take it up to the top.
-17th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: -------You're going to have to walk over some spikes on the left I'm afraid, then use
the floating orb to mow down some of the flowers and make a path over to the
red dragons and the walking armour holding the drop. Once you've done that,
take the drop to the left again, drop it upon hitting the spikes, then flail it
back across. Painful, I know, but necessary. This is the quickest method.
Otherwise, you could mow down the flowers from this side of the pit, wait for
them to approach and use arrows, but this takes far too long.
Another save point, use it well.
We run out into a clearing, and from beneath the ground plants of all colours
begin to sprout, and among them, one last plant with the face of a child that
screams out at you. This is the scion of Mana. Another FMV will show us Tess at
the foot of the tree once more.
"Whose soul wields it decides out fate..."
We take up the Mana Sword in hand and ask it to show the weight of our soul,
the future of this world. Not that we're going to use it as a weapon itself,
but the dramatic gesture had to be there. Thus begins the final battle.
- [BOSS8-2] Boss Battle : The Scion of Mana The beastie has two types of attacks. The first is to make impenetrable bushes
sprout in a formation on the ground, leaving us few paths to follow, then it
will descend at the top of the level, and try to grab us with vines that come
down from above. If these get hold of us, we're paralyzed, and then released
with a bang. Not too damaging though.
The second attack type is to make mowable flowers sprout, then appear at a
certain part of the arena surrounded by various attacking plants, and then
disappear shortly afterwards.
There is also a third attack which isn't seen quite so often, unless you
inflict damage on the surrounding plants in the second attack and not inflict
much on the Scion itself. The Scion will appear in the centre of the level and
fill the rest with flowers, then sprout palm leaves from his head and cause
seeds to drop from the sky. Now these hurt, but not as much as when they
sprout. They form vine clusters that then emit explosions and send you flying
all over the place.
The strategy? You'll be using your radar a lot. Once the point shows, head for
it. If it is at the top, prepare your bow and pummle it with arrows, or use the
sword if you get directly beneath it.
When the point appears elsewhere, again run toward it, then hack away with your
sword as fast as you can before it disappears again. The pattern will generally
be 1 2 1 2, so it is easy to follow, just look out for the point on the radar.
The beastie went down in 3 minutes on my first attempt while writing this, so
you be the judge as to how difficult it is. And now sit back, and relax,
watching the ending of the game.
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-------------------------------------------------------------------------------
[SUBQUESTS] Subquests
Subquests are mainly obtained from Dud Services. You will be provided
chose from, and these will rotate once you have completed one of them
6 will appear). A small fee must be paid to obtain the information on
request, and you may only hold one Dud Services request at a time (if
choose to do another instead of the one you have, you will not regain
money for the previous request).
with 6 to
(so a new
a
you
your
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subquest running, you can't have more than one character subquests running
either. If you have one already and are offered another, turn it down, you can
always talk to them after you've completed the first and they will offer you
the quest again.
With regards to elemental subquests, you will find these available after
certain chapters. To obtain them, equip the elemental in question, and
talk to one of the elemental spirits of that type in the town. So, for example,
to visit the Benevodon of Fire, talk to Tess or Nana, equip Salamando, then go
to Moti's house and talk to Salamando there.
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Keep this Traveller's Charm for after completing the Ruins quest. Once this is
completed, the Charm will be given back to Tess and exchanged for an Accessory.
In Flick's case this is the Hero's Medallion, Tumble's its the Ancient Tiara.
- A Checkered Past Client: Seamoon (After Chapter 6)
Area: Star Lake of Topple
Zones: 9
Reward: Level 44 Character Unique Armour or Robe
Details: Seamoon wants you to take a coral earring from her and cast it into
the lake deep in Topple. As for why she wants you to do this, she merely says
she has a checkered past. After completing the zones you stand before a lake
deep in the cave and throw the earring in. A voice says "Farewell". Confused
you head back to see Seamoon, who offers to explain her chekered past, but you
don't want to pry. You mention the voice saying farewell, which seems to
startle Seamoon slightly. After you leave, Seamoon says "Goodbye, love..."
- The Rainbow Garden Client: Tess (After Chapter 6)
Area: Fiery Sands of Jadd
Zones: 10
Reward: Weapon - Balmung (Flick)/Elven Bow (Tumble)/Meteor Flail(Pop)
Details: Tess hasn't found anything useful about the current issue at hand but
she has found a new and interesting journal by the same person who wrote the
one about the Dragon at Topple. The Journal explains that he was returning to
Jadd to tend unfinished business, and saw some multicoloured flowers that only
grow on the far side of Jadd after a long jounrey through the desert. You offer
to go and pick some for Tess, as they may still be in bloom. You head for Jadd,
fight your way through the desert, but find no flowers at the end of it all.
Just as you are about to give up, you see something shining on the ground. They
are seeds! You go back and explain to Tess you didn't find anything, and she
hands over another Journal she found just after you left. The traveller
returned to look for the flowers, but none remained after the cataclysm. He
made it his quest to form an investigative team to head for Illusia and
research the Mana Tree, and his friend from Ishe supports the idea. After
reading it you suspect that the journal's author is Mayor Moti, so go and Chat
to him. He says that the flowers sparkled with all the hues of the rainbow. You
give him the seeds you found, and he exclaims that these must be the seeds for
those flowers, and that if these take root the desert could bear the flowers
once more, so he'll keep them and have Professor Bomb overlook their growth. As
a reward you receive a weapon from Moti for your efforts.
- Friendship Beyond Words Client: Dudbear of Dud Services (After Chapter 7)
Area: Ice Citadel of Lorimar
Zones: 10
Reward: Shiney Rock, Duddish Dictionary
Details: A dudbear has gone missing in Lorimar, at the Ice Citadel, and they
are worried that he's had an accident. Time to go find him. After 10
painstaking levels in the Ice Citadel, you arrive at a room with a shovel in
the middle. It must belong to a dudbear. You decide to take the Shovel back to
Dud Services and report your findings. It turns out the clumsy dudbear has
already returned by himself. The Formerly Missing Dudbear apologizes for making
you worry and the trouble you had to go to, and mentiones he lost his shovel,
which you return, much to his delight. He gives you a Shiny Rock and a Duddish
Dictionary. If you now take the Shiny Rock to the Bomb Brothers, they'll
recognize it as the legendary Smelting Rock, with which they can increase your
gem frame to 4x4! As if you weren't unstoppable already, now you get to be even
more so!
-- Character Specific Subquests -- Flick says goodbye Client: Watts (after the Path of Life, Flick only)
Area: Brightwood of Wendal
Zones: 10
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happenning to the world. You have three choices as to what to ask him about.
These are detailed in the [BENEVODON] section.
After the explanation, he will leave you Flammalex and fly off again.
- The Benevodon of Water Client: Undine (nearest the Mana Stone after Chapter 4)
Area: Star Lake
Zones: 7
Reward: Aqualex
Details: Undine thinks that Fiegmund the Great, the benevodon of water, could
help you clear up some details on what's going on with the world. Again, the
7th zone is guarded this time by a cyclops. Fiegmund will then appear and you
will enquire again about a subject detailed in [BENEVODON].
After the explanation, you will be left with Aqualex, and return to the Mana
Village.
- The Benevodon of Earth Client: Gnome (near town entrance after Chapter 4)
Area: Ice Citadel of Lorimar
Zones: 7
Reward: Terralex
Details: Gnome suggests asking Land Umber the Unyielding for information.
You'll find him at Lorimar, after another 6 painstaking zones and a cyclops.
Land Umber will appear in what is so far the most stately room in the citadel
to give us another tidbit of information. He will then leave behind Terralex
for you to take back to the Mana Village.
- The Benevodon of Wind Client: Jinn (Silver Mermaid balcony after Chapter 1)
Area: Ice Citadel of Lorimar
Zones: 4
Reward: Ventilex
Details: Jinn recommends you talk to Dangaard the Lofty, benevodon of wind, who
dwells inside the Mana Tower. This subquest is shorter than other ones, and you
encounter the cyclops on the 4th zone. You reach the top of the Mana Tower and
Dangaard appears to you. After some chitchat, Ventilex is yours.
- The Benevodon of Wood Client: Dryad (to the right of Moti's door after Chapter 5)
Area: Brightwood of Wendel.
Zones: 7
Reward: Arborelex
Details: Dryad thinks Mispolm the Ageless, the benevodon of wood, could help
you on your quest. You'll find him in Brightwood, after 6 zones of sheer
frustration (I hate Brightwood for subquests), 4 walking trees and a cyclops.
Learn some more and add Arborelex to your collection.
- The Benevodon of Moon Client: Luna (in Moti's house after Chapter 3)
Area: Mana Tower
Zones: 7
Reward: Lunalex
Details: Luna suggests talking to Dolan the Celestial in the Mana Tower for
some advice on how to stop the surges. 7 zones later, and you'll know, and
you'll receive Lunalex.
- The Benevodon of Light Client: Wisp (to the left of the Mana Stone after Chapter 6)
Area: Ruins
Zones: 10
Reward: Lustrilex
Details: Wisp suggests talking to Lightgazer the Luminous at the Ruins of
Illusia. After 9 painful levels, you reach another ogre who's asking for a
beating. Then you will meet Lightgazer, a big floating eye. After learning more
from him, you will receive Lustrilex and return to the village.
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- The Benevodon of Shadow Client: Shade (to the right of the Mana Stone after Chapter 7)
Area: Path of Life
Zones: 10
Reward: Umbralex
Details: As the final battle is at hand, Shade reflects that maybe Zable Fahr
the Nebulous. And after 10 REALLY painful zones through the Path of Life you
finally reach him. And I thought that the subquests in Brightwood were a
pain... You are rewarded with Umbralex, and return to the village.
- Final Elemental Subquest Client: Mana Stone (after completing the game's main storyline)
Area: Cosmic Rift
Zones: 17
Reward: Yellow Gem - Mystic Blessing
Details: You approach the Mana Stone and notice a light emanating from it. You
decide to have a look and check whether it is another anomaly, and are
immediately transported to the Cosmic Rift. Now, if you thought that fighting
one ogre at the end of a level was nifty, wait 'til you see this. The five last
zones are literally FILLED with DOZENS of cyclops! And they all give you lots
of EXP, so if you have the chance to put in a Heart of Progress, by all means
do so!
You'll reach an inner chamber within the cosmic rift, where all the Benevodos
are united and flying around. They say you have come far, and you wield power
unlike any other. And so they shall reward you. With that they hand you a
Yellow Gem. They bid you farewell, and will remember you. With that you are
transported back to the Mana Village.
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the benevodons are the wardens of the world. You may be closer to finding the
answer.
"Space-Time Distortion"
The surging mana has torn time from space bringing forth the future. A thousand
years from now the tree will wither and the sanctuary will fall. But the future
is not yet set. You may yet escape by changing your path.
"The Family's Shadows"
The dead return to Mana, but the surge stirred them from their sleep. The
restless dead lost their home and wandered aimlessly, and the Mana Lord devised
a way to control them. But it was not him who found your family, the dead are
drawn toward those who long for them.
"The Scion of Mana"
Born of the will of the goddess, he is imbued with the essence of Mana. But
being young he cannot control his powers, and as thus is dangerous. He doesn't
even know who he is. Should waves of his power break upon the world all will
fall. But the goddess does not wish this, and you can restore the Scion to the
right path with the Sword of Mana.
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Children of Mana: FAQ/Walkthrough by kassidynet
Version: 0.90 | Last Updated: 2007-01-29 | View/Download Original File
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