• Walking - Use the LEFT ANALOG STICK to move. Tilting it slightly will let you
¯¯¯¯¯¯¯ walk, whereas tilting it further will let you run.
• Talking - Whenever a SPEECH BUBBLE appears, press the CROSS button to speak.
¯¯¯¯¯¯¯
• Points of View - Use the RIGHT ANALOG STICK to adjust your viewpoint. You can
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ also press the R3 button to switch to a first person
perspective.
• Mini Map - On the top right corner of the screen is your mini map. It shows
¯¯¯¯¯¯¯¯ the area in your immediate vicinity. Press the SELECT button to
hide it if you like.
• Local Map - Press the R1 button in the field to show your local map, which
¯¯¯¯¯¯¯¯¯ shows a bird's eye view of the wider area around you.
For either map, your next destination is usually marked with a
YELLOW STAR.
• Save Yourself - When you are in towns, or traveling the field (read: World
¯¯¯¯¯¯¯¯¯¯¯¯¯ Map,) you can save your game by accessing the Main Menu and
pressing START.
• Way of the Waystone - Waystones are the mysterious stones you will come
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ across in your journey that will restore all your HP
and MP. These monoliths will also allow you to save
your game.
• Meeting Monsters - You'll encounter many monsters in the field. When they
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ become aware of your presence, a (!) will appear above
their heads, and they will give chase. Battle will commence when they close
to within touching distance. Be aware that you can get the first strike in
battle by approaching them from behind and they don't notice. This works both
ways, for you and the monsters. In other words, if monsters approach your
back, they will have the upper hand in battle.
• Taking Hearts - Should someone prove willing to share a particular virtue
¯¯¯¯¯¯¯¯¯¯¯¯¯ with you, you may pocket a piece of heart with the Take Heart
spell, which will be stored in the Locket.
• Giving Hearts - The only way to cure the brokenhearted is to share a piece of
¯¯¯¯¯¯¯¯¯¯¯¯¯ heart from one who has an abundance of a particular virtue.
Once you have a piece of heart, you must use the Give Heart spell to cure the
brokenhearted.
• When the Locket glows - As your journey progresses, the Locket will glow upon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ occasion. It responds to those who have an abundance
of a virtue; their souls will be highlighted on the Mini Map, so be sure
collect their pieces of heart.
• About the Main Menu - Pressing TRIANGLE will access the Main Menu. From
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ there, just use the D-Pad and the CROSS button to make
your choices, and CIRCLE to exit altogether.
• The Bottomless Bag - This bag contains the full array of items you've
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ acquired. Items are divided into different categories,
and you can use L1 and R1 to switch between them. Consumable items can be
used there and then by pressing CROSS--ideal for restoring HP and MP.
• Your Party's Abilities - In the Main Menu, select Friends & Familiars to
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ access your party's information. HP (Health Points)
represents health, while MP (Magic Points) represents magical power
available. Movement Speed and Attack Speed are self-explanatory; the more
STARS you have, the faster you are. Attack determines how strong your
physical attacks are, while Defense influences the amount of physical damage
taken. Magical Attack and Magical Defense act the same way, but with magical
damage. Evasion indicates the chances of avoiding an attack, while Accuracy
determines how likely your attacks will succeed. Exp. indicates your
experience level; it will increase as you gain experience, as shown by the
Exp. to Next Level field.
• Tricks and Commands - Skills learned by creatures are known as tricks; you
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ can see them by selecting Friends & Familiars in the
Main Menu. Tricks take up a single command slot, and regardless of how many
are learned, they can only use a set few in battle; set them by using the
TRIANGLE button. As for tricks themselves, each familiar can only learn a
maximum of EIGHT. After that, it must forget old tricks to learn new ones.
• "Perfect" Game save - Unique Items - If you are interested in maximizing
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the entire inventory in Ni no Kuni, you
will want to consult the small section [ITM-1] to see which items are
permanently missable and what you must watch out for to keep the potential
for a "perfect save file. Regular players may skip this section.
• Treasure hunting (towns/dungeons) - As to be expected from an RPG, Ni no Kuni
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ has a lot of treasures for you to find.
Many of them are hidden in chests, others in pots with sparkling glitter.
This walkthrough covers all treasure in the game and includes complete item
lists. Note that some chests are sealed with magic. Later in the game you'll
be able to open blue chests, and still later, purple and green chests as
well. This sometimes requires you to backtrack to previous areas. Also note
that twinkling treasure (such as the ones in pots) will recover their
contents over time, allowing you to collect treasure from them over and over
again. It does take about 15 minutes for them to restore the contents, so
make yourself useful in the meantime.
• Colored treasure chests - As mentioned above, some chests cannot be opened.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These are different in color from the regular, red
treasure chests. Blue chests require you to have and cast the 'Spring Lock'
spell, which is acquired early in the game. Purple chests also require the
Mornstar wand (gotten later in the game). Green chests require you to have
progressed far enough to have Swaine in your party.
• Old Father Oak - Be sure to visit Old Father Oak every once in a while to
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ tell him of your adventures and he'll often reward you with
precious items. This walkthrough tells you exactly when you can expect Mr.
Oak to hand out new precious treasures.
• Socializing - It doesn't have to become your hobby, but in Ni no Kuni it's
¯¯¯¯¯¯¯¯¯¯¯ smart to talk to NPC's, visit stores, and rest at each inn.
The latter will even grant you missing pages from the Wizard's Companion,
and NPC's sometimes have important information to tell.
• Approaching Enemies - Ni no Kuni features semi-random battles, and you'll be
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ able to spot creatures from far away, especially on the
World Map, which gives you the opportunity to approach them from behind or
avoid them altogether. If you manage to sneak up on your enemy, you'll have
the upper hand in battle, essentially giving you a free round of attacks.
But if an enemy ambushes you (approaches you from behind), then they will be
the ones with a free round of attacks. If this happens, run around in battle
like a headless chicken until you're good to go. If you notice a fast
creature that you can't outrun is chasing you, it's best to turn around and
face it like a man; that way you won't have to deal with ambushes.
• Stunning Enemies - There are times when you'll want to avoid enemies on the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ World Map, especially when you're exploring an island
that you aren't really supposed to explore to get collect some really nice
treasures. In such cases it's good to know that there's a little trick that
might just save your hide once or twice. Whenever you pick up a (hidden)
treasure on the World Map, including the ones from forage points, enemies
are briefly stunned. This is to grant you time to pick up the item. However,
the stun lasts slightly longer than the instant Oliver himself is immobile.
Don't cancel the text box; simply run away in the direction you want to
move, giving you a small head start.
This trick can also be performed by talking to Drippy on the World Map, but
that requires a little more skill. Nonetheless, since Drippy is almost always
available, there's plenty enough room for practice!
• Elementary Elements - In Ni no Kuni there are six categories in which damage
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ can be place: five elemental affinities, and Physical
damage. The elements are Fire, Water, Storm, Light and Darkness. If you
manage to exploit an enemy's elemental weakness, you'll do roughly +50%
damage, indicated by orange numbers. If an enemy resists the element you're
using, blue figures will mark this. Be sure to consult this walkthrough for
tips on when to exploit creature's elemental weaknesses. You can use skills
that are element-laden, but there are also weapons with this feature.
You'll also want to defend yourself against enemies' elemental tricks
whenever possible. Some familiars have elemental weaknesses and resistances,
so keep track of those; especially right before boss battles.
• Status Ailments - Enemies - especially strong foes - sometimes have the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ability to inflict status ailments upon you and your
familiars. Below is a table with their effects, duration and cure. All status
ailments are automatically lifted after battle.
• Stamina in battles - While your main characters can be used as long as you'd
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ like, familiars have a stamina bar (displayed round
their icon in battle) that will sooner or later be depleted. When this
happens, their stats will be impaired and it takes longer for the stamina
bar to fill up than normal, so it's usually for the better to call your
familiar back when it's about to run out of energy, swapping it for another.
• Defend, Evade & Psyche-Up - While each main character always has the Defend
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ command at their disposal (which lasts for
several seconds and halves damage) some familiars have this replaced with
either the Evade or Psyche-Up commands. Evade is similar in execution to
Defend, except it lasts much shorter so you'll need to time it rather
precisely. If successfully done, you'll evade the attack without taking any
damage whatsoever. The Psycho-Up command works differently. Using this will
cause the familiar to charge up their energy; after this, their regular
attack command changes into the 'Go Wild' command, which allows them to
attack more frequently and more forcefully. While these familiars lack the
Defend skill, they can (sometimes) nonetheless cancel enemy attacks when
they're ravaging them during their frenzy. This isn't guaranteed, however,
so it's always a bit of a risk you're taking.
• Cancelling enemy attacks - When an enemy is performing a trick, repeatedly
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ bashing it with attacks of your own may stagger
your foe, cancelling their attack. The chance that this happens isn't very
high, although you can increase this by using the Go Wild command (if
available to you). Cancelling enemy attacks basically falls under the
category, 'offense is the best defense'. While sometimes true, it's
certainly not always the case, since some enemy tricks can't be cancelled
at all.
• Counterattacking - It's possible to perform a counterattack on foes by
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ waiting with entering the attack command until you notice
your enemy is going to attack you. At that time, your attack command should
flash blue for an instant; quickly press it to counter your enemy's attack,
leaving them stunned, cancelling their own attack. It's especially hard to
counterattack swift enemies' attacks, but it's certainly not essential to
attempt this anyway.
• Glims on the battlefield - As you're fighting off enemies, green and blue
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ glims will occasionally appear. The green ones
heal a small portion of your HP while the blue ones heal some of your
MP. It's a good idea to grab these whenever possible so you can save your
precious healing items.
• Golden Glims & Miracle Moves - When you've performed reasonably well in a
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ battle - usually longer boss battles - you
might find a golden glim on the battlefield. Be sure to immediately collect
these, since they don't hang around forever. It'll complete restore your
health and grants access to your character's or familiar's Miracle Move,
a limit break-like attack that usually does massive damage, although some
inflict status effects or provide a splendid healing of your party. The best
way to generate a gold glim is to stun an enemy/boss by exploiting their
weak spot, although defending against tricks also tends to work well. See
the table below for more information on generating glims.
• Post-battle fun: Health & Magic Glims - It's a good idea in general to snatch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the green health and blue magic glims
from the battlefield, but it doesn't have to end when all foes have been
defeated. If there are any glims nearby, you'll still have a second or so
left to grab these, granting you free HP and MP.
• Keeping 'em imprisoned - Once you get your second team member it becomes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ possible to catch familiars. Be sure to do so
whenever the opportunity arises! You never know when the beasties may come
in handy, during the various errands of the game for example.
• Losing isn't fun - But it's not the end of the (another) world either.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Instead, it'll cost you 10% of your Guilders to revive
your party. Obviously the best remedy is not to lose, and if you've recently
saved your game, reloading is an option. But if you'd otherwise lose too much
progress, definitely consider paying the price to cheat death, unless you're
attempting some kind of challenge run or perfect game.
• Battle Spoils & Thievery - Most enemies in the game have a common and a rare
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ drop, which roughly vary between 10-25% and 2-5%
respectively in chance. Once you get Swaine in your party, stealing items
from creatures becomes an option. Again, enemies have a common and a rare
item that you can steal, which vary roughly between 20-35% and 5-25%
respectively. Many items can only or mainly be gotten from creatures.
• Healing up - It's a good idea to keep your health high at all times. An
¯¯¯¯¯¯¯¯¯¯ additional reason for this is that your MP bar tends to be
(more) full if you refrain from using powerful magic against regular foes;
these still drop MP glims, however, which would go to waste if you're already
powered up magic-wise.
• Errands (side quests) - Once you reach the first town in Another World, you
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ will be able to run errands for several citizens. You
can start an errand either by heading to Swift Solutions (in which errands
and bounties are sorted all together), or by speaking to individual citizens
themselves. The rewards vary, but as a rule of thumb it's always best to do
errands as soon as they become available, because your compensation won't be
so rewarding when you complete them later in the game.
• Bounty Hunting - Similar to errands, bounty hunting requires you to deal with
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ a certain fiend that's usually bothering or endangering
NPC's. You're given an indication as where to look for the critters, and this
walkthrough has detailed information available on each and every bounty as
they become available to you.
• Merit Cards, Stamps & Rewards - Errands and bounties grant you 'merit stamps'
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ besides just decent rewards. Once you fill up
a merit card you can exchange it for rewards at Swift Solutions, or save it
up for more pricey rewards. Note that after approximately 10 tasks you'll be
given a bonus stamp. Once you pass the 100 tasks, these bonuses become
larger. There are exactly enough stamps to purchase all rewards.
• Full Fledged Alchemist - Once you unlock alchemy it becomes possible to mix
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ items into better ones via recipes. You'll be able
to get recipes from NPC's, but you don't necessarily need to have an in-game
recipe ready to be a good alchemist. In fact, you can also try to mix and
match items; if it doesn't work out, you'll get to keep the items. This guide
lists all possible recipes for you.
• Twinkling Forage Locations - These twinkling stars are markers for spots on
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the World Map that contain items. They're not
quite the same as hidden treasures, because these twinkling locations will
recover their treasure over time. Come back after a while to harvest more.
• (Hidden) Treasures on the World Map - There are many treasures to be found on
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ the World Map. If you find 100 of them,
you'll be awarded a Silver Trophy, but the treasures themselves are usually
worth your trouble by themselves. You'll eventually get a spell that makes
the hidden treasures visible, but it's advisable to follow this walkthrough
with tips on where to find them, since if you wait too long, their usefulness
will be greatly diminished due to better available equipment you've gathered.
• (Hidden) World Map Locations - We've gone over hidden treasures, but like a
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ proper J-RPG, Ni no Kuni also features hidden
locations on the World Map. Hints are usually given in the game by NPC's or
in some other fashion, and this walkthrough will leave none of them
unexplored. Regardless, there are roughly two types of hidden areas: forest
zones and caves. Carefully search forests and explore mountains to see if you
can spot them by yourselves.
• Familiar Signs - Depending on what sign your familiar has, they'll receive
¯¯¯¯¯¯¯¯¯¯¯¯¯¯ bonuses against specific elemental attacks and status
ailments. But there's more. The Sun - Moon - Star triangle is especially
important to memorize: Sun beats Moon beats Star beast Sun. When a sign beats
another sign, it means the familiar deals +20% to that enemy. However, if
a sign loses from another sign (such as, Sun loses from Star), then that
Sun familiar deals -20% to the Star familiar (while the Star enemy deals +20%
damage to your familiar).
The Planet and Double Planet signs are exceptions to this triangle. A Planet
sign is neutral to the three regular signs, but deals +50% damage to the
Double Planet sign. The Double Planet sign is an all-round sign, dealing +10%
damage to all three normal signs (including the 'Double' ones), and no
additional damage to the Planet sign.
It's important to know that many strong creatures you'll face are of the
Sun sign (including many bounties), which makes the Star sign a good choice
for your familiars. Obviously the Planet and Double Planet signs are good
as well, but they're also considerably more rare.
• Gaining experience - Each party member can hold three familiars with them to
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ use at any time in battle, plus an additional three
'reserves' which you can select from the menu when you're not in a battle.
The three active familiars - the ones selectable in battle - will always
receive the full battle experience spoils, so it's an excellent idea to have
a strong familiar that you use often, level up another familiar or two in
the other slots.
• Feeding Familiars - You can feed familiars treats, which boost their primary
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ability, as well as their familiarity (or love for you).
A familiar can only eat 10 treats at a time; by then all their stomach slots
are filled, which means calories need some burning. This is done by battling,
and each battle you fight empties a stomach slot of all your familiars (it
doesn't matter if they fight themselves or not).
A familiar's six stats/abilities can be boosted for a maximum of 50 points
(for all stats combined). Moreover, you're only allowed to boost a familiar's
stats 10 points for each familiarity heart you've completely filled up. If
you've filled up two hearts, that means you can boost a familiar's stats for
a total of 20; you can go past it by filling the next heart. There are five
familiarity hearts, hence the maximum is a stat boost of 50. Boosting the
hearts is also done by feeding familiars treats.
There are various treat types, as well as stronger versions of a type which
grant double the regular boost. Each familiar has a favorite treat. Feeding
it that specific type will double the familiarity bonus it receives. You can
know when a familiar likes a treat when pink hearts appear above their head
when eating.
• Catching Familiars - Once Esther joins your ranks and you've finished the
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Temple of Trials, it becomes possible to catch new
familiars. This is done by whacking monsters as usual, but sometimes -
depending on the creature there's roughly a 4-25% chance that this happens -
a bunch of pink hearts will appear above the creature, indicating it's
fallen in love with you and is ready to be seduced. Immediately stop
attacking it and have Esther perform the Serenade to catch it.
• A Genius knows all Genuses - Each familiar belongs to a genus, of which there
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ are 14 in total. Each genus has their own
typical strengths and weaknesses, and are most compatible with one of your
main characters.
• Familiar Growth - Each familiar has a specific growth pattern, kind of like
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ us humans in some respects. There are three patterns of
growth: 1. Early; 2. Normal; 3. Late. A familiar with an early growth pattern
will excel between levels 1-40, slow down at that point between levels 40-60,
and perform significantly below average between levels beyond that (60-99).
A familiar with an average growth pattern will show a steady grow, but even
though they're stronger at later levels than early risers, they're still
worse than late bloomers. Late Bloomers will perform below average until
approximately level 80, at which point their stats skyrocket upwards, leaving
everyone else behind.
As one might've guessed, early risers are particularly good in the beginning
of the game, average growers are useful for beginning/mid-game, while late
bloomers are especially useful when you're ready to max out your party and
do all optional quests in the game.
• Familiar Metamorphosis - Each familiar has a family (what's in a name) and
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ has the potential to metamorphose into a different
form. Yes, it's Pokemonesque, but the system isn't entirely the same either.
Each familiar can transform into a second form, which is always the same.
But the next metamorphosis, to the third (and final) form depends on your
choice out of two possible transformations. The most salient differences
between these last two forms are elemental differences, growth pattern and
types of tricks. Detailed information on all this will be of later concern.
Familiars typically transform for the first time somewhere between level 10
and 20. The next metamorphosis is normally possible some 10-15 levels later.
For the first metamorphosis, your familiar needs to be fed a sign-compatible
drop, for example, a star familiar requires a star drop. The transformation
to its last form requires a more powerful type of the same drop.
It's very important to realize that a metamorphosis also bumps your
familiar's level back to 1. Admittedly, high-level familiars that transform
into a second or third form do have somewhat higher stats (around 10-20
points, give or take), which makes the question simple: do you want your
specific familiar to be strong early in the game, or late in the game.
Depending on where you are at, and also depending on the familiar's growth
pattern, you'll want to choose wisely. Early in the game it's best to
transform familiars as soon as possible, but you should never do this to ALL
of them at once, or you'll be stuck with a team of fairly weak level 1
critters; cute, yet useless. It's better to keep at least one high-level
familiar as your primary member while having two other 'active' members that
can profit from the experience gains as well.
You'll start in Motorville with a tutorial on moving; run over to Philip and
talk to him to proceed. Afterward, you'll be introduced to the mini map and
local map as well, so use them to locate the yellow star on the map: Oliver's
house, which is to the south and west of your current location.
Watch the scenes here, then you'll regain control at night. You'll be given a
quick tutorial on the Main Menu, as well as saving your game, so go ahead and go
to the Main Menu, then press START to save! Easy enough!
NOTE: You begin with [OLIVER'S CLOTHES] and a [FAIRY SUIT] in your Important
¯¯¯¯¯ Items of your bag.
Leave the house and make your way to Phil's garage, as marked on your mini map.
Watch the scene on the way there, then make sure the coast is clear to your
west and south before triggering another very long set of scenes. After those
are finally out of the way, you'll regain control inside your house.
Head downstairs and check out the fireplace, where you'll uncover the mighty
tome, [THE WIZARD'S COMPANION]! Go ahead and put your name (or anything else you
like) inside of it, then it's off to find something brown and sticky--like a
stick--to substitute for a magic wand!
NOTE: With The Wizard's Companion now in hand, you'll be able to collect
¯¯¯¯¯ different pages from all around the world to put inside of it. They'll
help you along your journey, anywhere from spells to bestiary entries
to just fun little stories.
Drippy will be your destination/guide, so follow him around for a couple of
stops, talking to him whenever he stops leading you. Along the way, you'll learn
more about the Bottomless Bag that will contain all of the items you come across
in your journey. Afterward, make your way east for another short scene, where
you'll then have to talk to the green-haired girl from earlier. Thanks to her,
you'll then obtain the [OLD STICK] you need!
You now need an open space to cast the Gateway spell, so make your way north,
east, and north to the town square. Here, your Spells menu will automatically
pop up (in the future, you need only press the SQUARE button to open it,) so go
ahead and choose 'Gateway' to set up a gate to the other world!
As soon as you arrive in the other world, you'll have to take on a Ruff! Don't
worry, Drippy will make sure you don't become puppy chow; follow the tutorial,
and you'll do fine.
NOTE: After the scene here, you'll automatically get the "Out of this World"
¯¯¯¯¯ trophy for making it to the other world.
When you regain control, you'll be given [WHITE BREAD x3] by Drippy. Now, there
are quite a few items that can be had here on the World Map... However, let us
make a quick stop at our destination first... after grabbing a couple of quick
treasures!
TIP: You can view the World Map by pressing R1. This should help with finding
¯¯¯¯ treasures and specific locations.
IMPORTANT: An * indicates a twinkling forage point; these restore their contents
¯¯¯¯¯¯¯¯¯¯ over time. A • indicate a unique treasure.
* Just to the west on the hill you are on has some twinkling stars; check them
out for a bunch of [BOOSTER SHOOTS].
• On the northwestern side of this hill is a skeleton and a set of three large
bones sticking out of the ground; examine the area around the middle bone to
find some [SUPPLE LEATHER]. (Note: On your map these bones are displayed as
the southern-most skeleton.)
NOTE: All twinkling stars on the World Map will respawn after a set amount of
¯¯¯¯¯ time has passed. These items are marked with an asterisk (*) in the
item listing above.
Once you have those, proceed northeast to the entrance of Ding Dong Dell. After
a quick tutorial on changing your viewpoint, enter the castle. Your visit inside
is extremely short; after just one scene, head back out on the World Map. Your
new destination is now the Deep Dark Wood to the far north.
Now it's time to gather the rest of the treasure!
* Directly southeast of Ding Dong Dell, along the eastern mountains, is another
set of twinkling stars; examine these to get a [PLAINSWORT FLOWER].
• Just to the south-southwest of those stars is a hill in the shape of an 'S',
with a small forest in the top hook (on the lower plains); search this
forest for [PIE x2].
* Just to the northeast of Ding Dong Dell is a very small pond with a waterfall
letting out to the south. On the eastern side of it are some twinkling stars;
examine them to receive some [SPRINGWATER].
• On the western side of that small pond check the waterfall to find a
[SOUR SUNDAE].
• Just northeast of the small pond is a chasm with a body of water at the
bottom, and there are two sets of woods just to the east of them, but up on
a higher level. Examine the lone tree on the southwest part of the northern
woods to find [CHOCOLATE x2].
• On the western side of the lake surrounding the city is a small peninsula;
search nearby the waterfall to find a [WOODEN SWORD].
* To the far west of Ding Dong Dell, tucked away in the southwestern corner
below a body of water, is a small set of trees with some twinkling stars;
examine the stars to receive another bunch of [BOOSTER SHOOTS].
• Just to the northeast of those stars is a skeleton beside a hill; search the
nearby (eastern) edge on the top of this hill to find [WHITE BREAD x3].
• Look at your local map; to the northwest of Ding Dong Dell is a set of two
bones sticking out of the ground just to the right of a hill. (It's just
south of what looks like a giant rib cage near a river.) Make your way to
those bones, and you'll see that there are actually three of them; check the
ground there to find [CAKE x2].
* Directly east/northeast from these bones, alongside the eastern mountains,
you'll see some more twinkling stars; examine these, and you'll receive
another [PLAINSWORT FLOWER].
• To the far north from here, you'll see the river dumping into a lake; if you
check the very topmost southeastern side of it beside the trees, you'll find
a [GIANT'S TOOTH] accessory.
* Head south and follow the river stream west. When it ends in a large pond
with high mountains nearby, check the northern side of the river to spot
twinkling stars. These ones will give you a [SPRINGWATER].
• From the southern side of the river, go west, then north past the pond/lake
onto the northern side of it to get under a rock formation, high above the
water; check the eastern side of the trees - between the pillar and rock wall
- to find a [WELL-WORN SWORD].
• To the west is a bridge; cross it, then check where the brook meets the edge
of the trees near the waterfall to find some [SUPPLE LEATHER].
• Northwest of here, look for a set of three large singular bones sticking out
of the ground. Check the ground to find a bottle of [ICED COFFEE].
Once you have all of these treasures, feel free to battle monsters for a while
if you please. Otherwise, you're ready to enter the Deep Dark Wood!
The Deep Dark Wood
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First off, go ahead and make your way all the way north to Old Father Oak, who
will give you [MILK CHOCOLATE x5] to reward your growing familiars.
Now is an excellent time to give your familiars some treats. The Milk Chocolate
bars will increase their attack, and by now you should have plenty of other
treats for both Mite and Thumbelemur. You don't have to spend all your treats
at once (and probably can't anyway), but it's worth your while to at least give
them some of it.
Head back to the fork and go northeast, following the path for a long while
until you come to the fork just after jumping over the rocks in the stream. To
your southwest is that blue chest that we had to skip earlier, so make your way
up to it now and choose 'Spring Lock' from your Spell Menu to open it and obtain
a [CREAMY FLAN].
That's all you can do here right now, so let's get back to the story. Make your
way back to the entrance and head out to the World Map. Our destination is the
Golden Grove to the far southwest of the map, so make the long trek there.
As you enter, you'll learn about Waystones, which will not only recover your
HP and MP upon examining it, but it will also allow you to save your game. There
is also a plate on the ground next to it, but we can't do anything with it yet.
Save, then follow Drippy to the northeast and continue down the trail past
the fork to meet Old Father Oak!
During the scene you'll receive the page [FORM FAMILIAR] for your Wizard's
Companion, which will now allow you to summon familiars to do your bidding! With
that, your Spell Menu will open. Cast 'Form Familiar' and the Mite will join
your party as Oliver's first familiar. In addition to that, Old Father Oak will
also give you the [HEALING TOUCH] spell, as well as the [FIREBALL] spell for
your Wizard's Companion. Immediately cast it on the fellow and watch him wither
away.. No, you're actually not allowed to do that, but surely the thought
crossed your mind.
With new abilities comes a new tutorial battle, so follow along carefully and
wipe out the Teeny Boppers with your new familiar. After the fight, learn more
about taking care of and upgrading your familiars, then go ahead and equip the
Mite with the Well-Worn Sword you found out on the World Map. While you are at
it, give Oliver the Giant's Tooth accessory that you found.
When you're ready, head back south to the fork that you passed and head down
the right/northeastern path, opening the first chest you see for a loaf of
[WHITE BREAD]. Simply follow the path into the next area, the Whispering
Waterfalls.
Use the Waystone along the way to recover your HP and MP and save. Keep
following the path, and after jumping across some stones in the river, you'll
come to a second chest that's just to your right. Open it to find a bar of
[CHOCOLATE], then continue on, battling beasties along the way.
You'll soon come to another fork; ignore the path to the southwest (it contains
a sealed chest that we can't open yet, so we'll come back to it later,) and
instead, jump across the rocks to the southeast (initially your left). You'll
get another quick tutorial on assigning new tricks to familiars; continue down
the path afterwards and keep your eyes open for a chest to your left/southwest
with another loaf of [WHITE BREAD] inside.
Take a few steps back to the fork, then head southeast. Continue along the path
until you come to a tree stump; there's another chest at its base, so open it
for a bottle of [ICED COFFEE]. That's it for treasures here! You're currently at
a fork, but going east will take you back to where you opened the last chest, so
continue west instead to reach another Waystone. Make sure to save!
When you're ready, take a few steps south, where you'll encounter the giant
Guardian of the Woods! Yikes!
After the battle, you'll automatically receive the page [THE GUARDIAN OF THE
WOODS], as well as [THE SECOND TALE] of Wonder.
NOTE: After defeating the Guardian of the Woods, you'll receive the
¯¯¯¯¯ "En Guardian!" trophy.
After the battle and upon your return to Old Father Oak, you'll be able to
access the Telling Stone from the menu. You'll receive a [LOCKET] from him,
as well as the [TAKE HEART] and [GIVE HEART] spells.
Once you regain control, make your way to the exit and head back out to the
World Map. Next stop: Ding Dong Dell!
Once you enter the city and watch the scene, talk to the active doorman, and
he'll let you take some of his enthusiasm! You'll automatically open your magic
menu, so choose 'Take Heart' to use it on the doorman. Once you have his
enthusiasm, approach the other doorman and talk to him; again, with your magic
menu open, choose 'Give Heart' to give him the first doorman's enthusiasm!
With that, you'll now gain access to the city after a few scenes. Start making
your way northwest, but before going through the archway, check the urn to the
left of the arch for [5 G or 10 G or 15 G]. Now, go through the arch for a
scene, where you'll decide that you need a new outfit. Just to the north and
east of where you are is the Hootique, so stop in and talk to Hootenanny. She
does have some, but you'll have to wait until the morning before you can get it,
so now's the time to check out elsewhere.
First stop will be Swift Solutions; it's to your south and west. Inside, you'll
learn about different tasks that you can take on, as well as different bounty
hunts that you can partake. You'll then receive a Merit Stamp Cards from the
taskmaster; fill them up, and you can exchange them for rewards at any Swift
Solutions location! With that, you can now access your own Journal to see how
you're progressing in the story, as well as check out your various side tasks.
Check out the errand board for new errands and inquire about bounties at the
taskmaster.
NOTE: Whenever new tasks or bounties appear, and they are able to be (easily)
¯¯¯¯¯ completed, we will suggest completing them via the Errands / Bounties
box, as seen below. For completion's sake, we recommend doing them as
they're listed in the walkthrough.
When you're done with the optional errands and bounties, feel free to explore
the town a little and proceed with the main storyline.
On the southern side of the Swift Solutions building is a twinkling urn with [10
G], so grab it, then head south and hug the wall as you go southeast. You should
find another twinkling urn; examine it for some [ICE CREAM]. Next, head (north)
east from Swift Solutions and head through the gate. When you see the road widen
just a bit on both sides, check the northern side for yet another twinkling urn,
this time with a loaf of [WHITE BREAD].
To your east is the Cawtermaster's Store; head inside first and open the chest
there for a [SUNDAE], then return outside and check the leafy area to the
immediate south to find another chest behind a tree, this time with a bottle
of [ICED COFFEE].
Next up, head to the Cat's Cradle, which is the first building to the north
after entering the city. Examine the twinkling urn here for some [CAKE], then
talk to the purrprietor to stay overnight for a measly 10 G. By staying here,
you will also unlock a Regions of the World page, [THE SUMMERLANDS: NORTH]!
Leave the Cat's Cradle and make your way back to the Hootique, where you'll
receive a set of [TRAVELER'S CLOTHES]. Now that you look the part, you can see
the King! Proceed north to the second area of the city.
Just a few steps forward after entering, look to your right/east to find a
twinkling urn; this one has a [POISON-BE-GONE]. Head north a bit, just up the
stairs and past the fountain, then turn east and check the southeastern corner
of this area to find a chest containing a loaf of [WHITE BREAD].
Make your way further east by going through the archway to the Grave of the
Sage, then by going southeast. In the area just to the south of the actual
grave, check out the twinkling urn here for a slice of [PIE].
Next, make your way to the actual Grave of the Sage. Check behind the stone to
find a boy. He can't talk, but he'll give you the [SPIRIT MEDIUM] spell, at
which point, you'll need to turn around and cast the 'Spirit Medium' spell
itself back onto him. With it, you can now talk to him and learn more about
the boy--Horace, the Sage of Ages! You'll see him again later on.
Head back to the square and proceed north, talking to the guards here to find
out that we can't actually see the King. Why? Well, one of his aides lost his
precious red herring, so now we have to find it before we can do anything. Head
back to south Ding Dong Dell so we can start looking.
Just to the north of Swift Solutions is a dock; Drippy will spot the red
herring, so hop on the wooden poles to have Oliver spot the fish himself, only
to have it retreat back toward the palace, so get back to dry land and head back
to north Ding Dong Dell.
Go back to the Grave of the Sage, where you'll actually catch the red herring
in shallow water. With Drippy holding on to the floppy fish, run back to the
guards at the palace entrance to hand the fish over. Doing so grants you the
audience with the King, so watch the scene inside the palace before you're left
back in town with more questions than answers.
Enter the Telling Stone! He tells you that the Locket will glow when there are
people nearby with pieces of heart that you need, so when you regain control,
hop back down to south Ding Dong Dell. Your target is in the northeastern corner
of the area, just before the stairs leading down to a watery area. Talk to the
boy with the broom, then use 'Take Heart' to get his extra enthusiasm.
With that in hand, make your way back to the palace and talk to the King once
more, choosing 'Give Heart' when the Spell Menu pops up to finally bring King
Tom back to his normal self. He will reward you with his wand--once he finds
it--but in the meantime, you'll receive the [SPRING LOCK] spell and the
[REJUVENATE] spell from him.
Travel back to the south end of Ding Dong Dell. First, stop inside the Hootique
and check out the chest on the north side of the room; open your Spell Menu and
choose 'Spring Lock' to spring the chest open for a [SANDWICH]! Next, pay a
visit to the Cawtermaster's Store. You'll learn more about equipping your
familiars (which you should have already done with the Mite's weapon that we
found) and you'll also finally be able to shop. There's nothing worth grabbing
just yet (as we either already found or will soon find suitable equipment), so
leave the shop and head back to the palace to claim your prize.
As chance would have it, as the King was looking for the wand, he mysteriously
disappeared, so we have to go searching once again to figure out where he went.
Thanks to Drippy's keen brain, we'll start looking in Motorville, so open your
Spell Menu and choose Gateway to reopen the gate back to Motorville.
To Motorville
¯¯¯¯¯¯¯¯¯¯¯¯¯
Here, visit Leila's shop and talk to her to find out Timmy's gone missing as
well. Head over to the front of Oliver's house to meet the green-haired girl
once again; she'll finally introduce herself as Pea, and she'll lead you to
Timmy. Follow her as she leads you around in a roundabout way to the south end
of town to the striped feline. Drippy will load the cat onto his back, so lead
the way back to Leila's to help him out.
With Timmy back in Leila's arms and another clue in hand, return to the street
and cast Gateway to return to Ding Dong Dell.
Back to Ding Dong Dell
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go back to the northeastern part of the first area of Ding Dong Dell to where
you got the enthusiasm from Tommy; talking to him will reveal that King Tom is
actually down in the well! He wants to go with you, but since Drippy refuses to
let him, he'll give you the familiar that was following him around instead! You
now have two familiars; the Mite and the Thumbelemur!
You'll get another lecture on familiar's abilities here, as your new one can
cancel enemy attacks. When you regain control, proceed north to the entrance of
the Ding Dong Well. Examine it for a quick tip from Drippy, then open your Spell
Menu and choose 'Spring Lock' to open the gate! Off to the well we go!
Head north a bit to fight a battle with a very short tutorial on switching
familiars. Afterward, take the eastern path at the fork here, turning north to
another branching path. Head east first - through the shallow water - opening
the chest at the dead-end here for a bottle of [ICED COFFEE]. Go back and
continue west, turning north at your next opportunity to come to another split.
Move west and north first to find another chest; get the [POISON-BE-GONE] out of
here, then return and head east, then north. Examine the large door here to open
it, where you'll find a large statue of King Tom with three unlit torches.
Approach each one and open your Spell Menu, then select Fireball. Do this
QUICKLY for each one, and the door to your north will open for you.
After going through it, you'll be at yet another fork. Run west, then north from
this one to another treasure-filled dead-end with another bottle of [ICED
COFFEE]. Make your way east now, and when the path turns south after you have
gone in the water, check behind the stairs and in the water to find a blue
chest. Use your Spring Lock spell on it to get a [SPIRAL HORN], which you should
immediately equip to your new Thumbelemur!
Keep moving east and you'll come to another unlit torch. DON'T light this one
just yet though; there are three to light like last time, but they're spread
around now. From this torch, head south and leap across the stones, then turn
east and light this torch with your Fireball spell. Now, QUICKLY head north,
lighting the one you come to here, then just as quickly jump down the stones to
your west to light the one we originally skipped. This is the shortest path; if
you were quick enough, the gate to your north will open. If not, then try it
again!
Proceed north down a long set of stairs, following the path as it turns west,
then north to come to another fork; take the northern path first, leading to a
dead-end with two chests. To the west is a [SANDWICH], and to the east is a
locked purple chest that we can't open just yet. Head back to the last fork and
continue east to one last intersection.
There's nothing we can do (yet) to the south, but you might want to take note of
the green chest there. In any case head north to arrive at a Waystone. Be sure
to recover and save, and when you're ready, proceed north to find King Tom,
along with a very interesting, beastly rodent!
After the battle, you'll have to watch another set of scenes before you're
back in the palace, where you'll finally receive the [MAGIC WAND] from the King,
as well as the [FROSTBITE] spell. Sweet! Before continuing on with the
journey, we have some new Errands and Bounties!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Formulae
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
============================={PRO]=
- Provisions
===================================
Sandwich
- Restores 100HP
- White Bread + Tender Beef
Fishburger
- Restores 150HP
- White Bread x2 +Dumbflounder + Crispy Lettuce
Cheeseburger
- Restores 250HP
- Sandwich + Crispy Lettuce + Glowshrimp
Tonic
- Completely restores HP
- Pixie Dew + Old Oak Leaves x2 + Seeds of Discord x2
Pixie Dew
- All party members recover 100HP
- Fogdrop + Booster Shoots x3 + Springwater x2
Sprite Dew
- All party member recover 200HP
- Pixie Dew + Sour Grapes + Slumbernot Leaves
Strong Coffee
- Restores 30MP
- Iced Coffee x2 + Springwater
Cappuccino
- Restores 70MP
- Strong Coffee + Slumbernot Leaves + Creamy Milk x3
Espresso
- Restores 150MP
- Strong Coffee x2 + Fogdrop + Slumbernot Leaves x3
Sage's Secret
- Restores 100HP and 100MP
- Tonic + Snowflake + Glowcap x3
Phoenix Breath
- All party members recover from unconsciousness
- Phoenix Feather + Coldstone + Plainswort x3
All-Be-Gone
- Removes all status ailments except unconsciousness
- Old Oak Leaves + Booster Shoots + Plainswort
============================={WWD}=
- Weapons - Wands
===================================
Sky Tree Wand
- A70, D-, MA35, MD-, EV-, AC-
- Effect: None
- Old Stick + Mirror of Truth
============================={WHP}=
- Weapons - Harps
===================================
Herald's Harp
- A12, D-, MA28, MD-, EV-, AC-
- Effect: None
- Cherub's Wing + Powerstone + Gustplume x2
Muse's Harp
- A27, D-, MA85, MD-, EV-, AC-
- Effect: None
- Hearth of the Muse + Angel's Wings x5 + All-Seeing Eye x10
Bard's Harp
- A56, D-, MA56, MD-, EV-, AC-
- Effect: None
- Blossom of the Bard + Kaleidostone x5 + Star Pearl x10
============================={WPL}=
- Weapons - Pistols
===================================
Rogue's Revolver
- A18, D-, MA5, MD-, EV-, AC-
- Effect: None
- Hog's Cog + Drill Screw + Raw Steel x2
Highwaymans's Handgun
- A30, D-, MA10, MD-, EV-, AC-
- Effect: None
- Gyro-Grappler + Blowpipe + Drill Screw x2
Cad's Cannon
- A70, D-, MA30, MD-, EV-, AC-
- Effect: None
- Cad's Clasp + Troll's Tears x5 + Bubble Pipe x10
Masterthief's Magnum
- A30, D-, MA70, MD-, EV-, AC-
- Effect: None
- Riddle Rivet + Scroll of Truth x5 + Ritestone x10
============================={WBL}=
- Weapons - Blades
===================================
Champion's Sword
- A46, D-, MA-, MD-, EV-, AC-
- Effect: None
- Soldier's Sword + Iron Diamond x2 + Raw Steel x2
Lost Sword
- A58, D-, MA-, MD-, EV-, AC-
- Effect: None
- Tachestone + Bass Bell x2 + Rings-a-Bell x3
Sainted Sword
- A67, D-, MA-, MD-, EV-, AC-
- Effect: None
- Greatsword + Meteorite Fragment x2 + Powerstone x3
Skyfall Sword
- A70, D-, MA-, MD-, EV-, AC-
- Effect: None
- Sainted Sword + Star Pearl x2 + Meteorite Fragment x3
Primordial Sword
- A90, D10, MA10, MD10, EV10, AC10
- Effect: None
- Skyfall Sword + Kaleidostone x5 + Troll's Tears x5
Candle Cutter
- A8, D-, MA8, MD-, EV-, AC4
- Effect: Fire Element
- Flint Dagger + Emberstone
Shadowglass Knife
- A10, D-, MA10, MD-, EV-, AC5
- Effect: None
- Flint Dagger + Shadowglass
Divine Dagger
- A19, D-, MA19, MD-, EV9, AC9
- Effect: None
- Sickle + Raw Steel + Springwater
Flitwing
- A40, D-, MA40, MD-, EV-, AC20
- Effect: Storm Element
- Iceshard + Metorite Fragment x2 + Gustplume x2
Planet Splitter
- A56, D-, MA56, MD-, EV-, AC28
- Effect: None
- Flitwing + Glowstone x5 + Evil Eye x5
============================={WSP}=
- Weapons - Spears
===================================
Royal Spear
- A36, D-, MA18, MD-, EV-, AC-
- Effect: None
- Jade Marble x2 + Raw Steel x2 + Shadowglass x2
Champions Spear
- A44, D-, MA20, MD-, EV-, AC-
- Effect: None
- Soldier's Spear + Iron Diamond x2 + Bass Bell x2
Rainbow Lance
- A54, D-, MA24, MD-, EV-, AC-
- Effect: None
- Tachestone + Jade Marble x2 + Emberstone x3
Giant's Spear
- A74, D-, MA30, MD-, EV-, AC-
- Effect: None
- Rainbow Lance + Ritestone x2 + Seeds of Discord x5
Longshank
- A80, D-, MA32, MD-, EV-, AC-
- Effect: None
- Giant's Spear + Troll's Tears x5 + Evil Eye x5
============================={WAH}=
- Weapons - Axes and Hammers
===================================
Watchmaker's Ax
- A34, D-, MA-, MD-, EV-, AC-12
- Effect: None
- Iron Ax + Sprocket
Clockwork Ax
- A49, D-, MA-, MD-, EV-, AC-22
- Effect: None
- Watchmaker's Ax + Drill Screw + Sprocket
Demon's Ax
- A108, D-, MA-, MD-, EV-, AC-49
- Effect: 3% to Curse
- Grand Ax + Black Wings x2 + Tachestone x3
War God's Ax
- A120, D-, MA-, MD-, EV-, AC-58
- Effect: None
- Demon's Ax + Kaleidostone x5 + Scroll of Truth x5
Hammer of Justice
- A51, D-, MA-, MD-, EV-, AC-
- Effect: None
- Tower Toppler + Iron Diamon x2 + Bass Bell x2
Ninnyhammer
- A70, D-, MA-, MD-, EV-, AC-
- Effect: 8% to Confuse
- Bubble Pipe x2 + Gnomebeard x3 + Supple Leather x3
Meteor Mallet
- A95, D-, MA-, MD-, EV-, AC-
- Effect: None
- Ninnyhamer + Blowpipe x2 + Meteorite Fragment x3
============================={WHC}=
- Weapons - Horns and Claws
===================================
Knucklebone Claws
- A13, D-, MA-, MD-, EV-, AC6
- Effect: None
- Crude Claws
Tainted Claws
- A25, D-, MA-, MD-, EV-, AC21
- Effect: 3% to Poison
- Haunted Claws + Tealwood x2 + Baneflower x3
Steel Claws
- A28, D-, MA-, MD-, EV-, AC15
- Effect: None
- Bullhorn Claws + Jade Marble x2 + Sprocket x2
Six Wind Claws
- A31, D-, MA-, MD-, EV-, AC22
- Effect: Storm Element
- Woodland Claws + Tealwood x2 + Slumbernot Leaves x2
Crucible Claws
- A32, D-, MA-, MD-, EV-, AC25
- Effect: None
- Steel Claws + Coldstone x2 + Raw Steel x2
Ice Queen Claws
- A40, D-, MA-, MD-, EV-, AC28
- Effect: 3% to Petrify
- Snow Witch Claws + Coldstone x2 + Blizzard Bloom x3
Ice Crystal Claws
- A44, D-, MA-, MD-, EV-, AC33
- Effect: 3% to Nix
- Ice Queen Claws + Powerstone x2 + Jade Marble x3
Star Eater's Claws
- A75, D-, MA-, MD-, EV-, AC58
- Effect: None
- Ice Crystal Claws + Kaleidostone x5 + Angel's Wings x5
============================={AHG}=
- Armor - Headgear
===================================
Champion's Helm
- A4, D30, MA-, MD-, EV-, AC-
- Effect: None
- Soldier's Helmet + Iron Diamond x2 + Drill Screw x2
Blessed Helm
- A-, D36, MA-, MD-, EV-, AC-
- Effect: None
- Coldstone x2 + Rings-a-Bell x3 + Supple Leather x3
War God's Helm
- A8, D65, MA-, MD-, EV-, AC-
- Effect: Reflects 10% of Damage Received
- Blessed Helm + Evil Eye x5 + Scroll of Truth x5
============================={AAR}=
- Armor - Armor
===================================
Toughened Armor
- A-, D18, MA-, MD-, EV-, AC-7
- Effect: None
- Rugged Armor + Suple Leather
Bone Mail
- A-, D30, MA-, MD-, EV-, AC-13
- Effect: None
- Bass Bell + Sturdy Shinbone x2
Gale Armor
- A-, D37, MA-, MD-, EV-, AC-17
- Effect: Resist Storm 15%
- Gale Robes + Gustplume + Rumblenut x2
Champion's Armor
- A10, D44, MA-, MD-, EV-, AC-20
- Effect: None
- Grunt Armor + Iron Diamond x2 + Raw Steel x2
Royal Armor
- A-, D53, MA-, MD-, EV-, AC-24
- Effect: None
- Scale Armor + Coldstone + Drill Screw x2
Armor of Justice
- A-, D83, MA-, MD-, EV-, AC-38
- Effect: None
- Enigma Armor + Blowpipe x2 + Powerstone x3
Brilliant Armor
- A-, D86, MA-, MD-, EV-, AC-41
- Effect: None
- Champion's Armor + Medal of Impunity + Blowpipe x3
War God's Armor
- A20, D120, MA-, MD-, EV-, AC-53
- Effect: None
- Brilliant Armor + Troll's Tears x5 + Scroll of Truth x5
============================={ACL}=
- Armor - Clothes
===================================
Champion's Tunic
- A4, D34, MA-, MD-, EV-, AC-
- Effect: None
- Soldier's Smock + Tealwood x2 + Gnomebeard x3
Wizard's Robes
- A-, D60, MA-, MD-, EV-, AC-
- Effect: Immune to 1 Hit KO
- Old Oak Leaves x3 + Ritestone x3 + Seeds of Discord x2
Ripple Robes
- A-, D22, MA-, MD-, EV-, AC-
- Effect: Resist Water 30%
- Blizzard Bloom x2 + Wetstone x2 + Springwater x3
Goddess's Gown
- A-, D55, MA-, MD-, EV-, AC-
- Effect: Resist Fire, Water, Storm Light, Dark 20%
- Glowstone x5 + Angel's Wings x5 + All-Seeing Eye x5
============================={ACK}=
- Armor - Cloaks
===================================
Stripy Cloak
- A-, D9, MA-, MD-, EV13, AC-
- Effect: None
- Snakeskin Cloak + Supple Leather
Breezy Cloak
- A-, D12, MA-, MD-, EV18, AC-
- Effect: Resist Storm 30%
- Sea Breeze Cloak + Angula x2
Eagle Eye Cloak
- A-, D17, MA-, MD-, EV25, AC-
- Effect: Accuracy +10%
- Gustplume + Blizzard Bloom + Supple Leather x2
Cyclone Cloak
- A-, D18, MA-, MD-, EV27, AC-
- Effect: Resist Storm 40%
- Breezy Cloak + Fogdrop + Blizzard Bloom
Champion's Cloak
- A-, D24, MA-, MD-, EV36, AC-
- Effect: None
- Steel Scales + Iron Diamond x2 + Drill Screw x2
Phantom Mantle
- A-, D32, MA-, MD-, EV48, AC-
- Effect: Immune to 1 Hit KO
- Caghoul + Tachestone x2 + Emberstone x2
Heavenly Mantle
- A-, D50, MA-, MD-, EV75, AC-
- Effect: Evade +10%
- Eagle Eye Cloak + Cyclone Cload + Black Wings x2
============================={ASH}=
- Armor - Shields
===================================
Scale Shield
- A-, D18, MA-, MD-, EV-, AC-
- Effect: Block +3%
- Leather Shield + Sturdy Scale + Angula
Shadowglass Shield
- A-, D28, MA-, MD-, EV-, AC-
- Effect: Block +3%
- Iron Shield + Jade Marble + Shadowglass x3
Champion's Shield
- A6, D33, MA-, MD-, EV-, AC-
- Effect: Block +4%
- Grunt Shield + Iron Diamond x2 + Shadowglass x2
Mystical Shield
- A-, D49, MA-, MD-, EV-, AC-
- Effect: Immune to Nix
- Avenger's Shield + Powerstone + Glowcap x5
Goddess's Shield
- A-, D70, MA-, MD-, EV-, AC-
- Effect: 10% Damage Received as HP
- Mystical Shield + Glowstone x5 + Angel's Wings x5
War God's Shield
- A12, D80, MA-, MD-, EV-, AC-
- Effect: Reflects 10% Damage
- Champion's Shield + Kaleidostone x5 + Scroll of Truth x5
Pretty Parsol
- A10, D10, MA10, MD10, EV10, AC10
- Effect: Resist Fire, Water, Storm +20%
- Blowpipe x + Black Wings x2 + Rings-a-Bell x10
============================={ACF}=
- Accessories - Fangs
===================================
Poisoned Fang
- A-, D-, MA-, MD-, EV-, AC-
- Effect: 3% to Poison
-
Soulfang Necklace
- A5, D-, MA8, MD-, EV-, AC-
- Effect: Stamina +10
-
Crimson Fang
- A8, D-, MA-, MD-, EV-, AC-
- Effect: Reflects 5% Damage
-
Wyrmfang Ring
- A15, D-, MA15, MD-, EV-, AC-
- Effect: Resist Fire 20%
-
White Stag's Tooth
- A20, D-, MA20, MD-, EV-, AC-
- Effect: Resist Water 20%
-
============================={ACS}=
- Accessories - Scales
===================================
Stalwart Scale
- A-, D3, MA-, MD-, EV-, AC-
- Effect: Stamina +10
- Sturdy Shinbone + Wetstone
Shadowglass Scale
- A-, D-, MA-, MD-, EV-, AC-
- Effect: Resist Dark 20%
- Jade Marble + Shadowglass x3
Salamander Scale
- A-, D-, MA-, MD-, EV-, AC-
- Effect: Resist Fire 20%
- Drakestone + Rumblenut x2 + Emberstone x2
Deep Blue Scale
- A-, D-, MA-, MD-, EV-, AC-
- Effect: Resist Water 20%
- Coldstone + Jade Marble x2 + Wetstone x2
Wyrm King's Scale
- A5, D5, MA5, MD5, EV5, AC5
- Effect: Crit +3%
- Dragonstooth Ring + Star Pearl x2 + Drakestone x2
============================={ACP}=
- Accessories - Patches
===================================
Bracer Badge
- A-, D4, MA-, MD-, EV-, AC-
- Effect: Block +1%
- Battler's Badge + Grunt Shield + Fogdrop x2
Storm Seal
- A-, D-, MA-, MD3, EV-, AC-
- Effect: Resist Wind 30%
- Gustplume + Gnomebeard x2 + Angula
Ironclad Badge
- A-, D30, MA-, MD30, EV-, AC-
- Effect: Reduce Movement 1 Star
- Adamant Badge + Drakestone x2 + Rumblenut x3
Bastion Badge
- A-, D5, MA-, MD5, EV-, AC-
- Effect: Increase Def 50% when HP drops below 10%
- Braggar's Badge + Powerstone x2 + Fluffy Rice x10
Hardheaded Badge
- A-, D12, MA-, MD-, EV-, AC-
- Effect: Resist Water 20%
- Battler's Badge + Soldier's Helmet + Tachestone x2
Barrier Badge
- A-, D15, MA-, MD15, EV-5, AC-5
- Effect: None
- Iron Shield + Meteorite Fragment x2 + Sprocket x2
Berserker's Badge
- A-, D-, MA-, MD-, EV-, AC-
- Effect: Attack +20%, Defense -50%
- Bastion Badge + Black Wings x2 + Bubble Pipe x2
Omniseal
- A-, D-, MA-, MD-, EV-, AC-
- Effect: Resist All 20%
- Angel's Wings x5 + Evil Eye x5 + All-Seeing Eye x5
============================={ACM}=
- Acessories - Medals
===================================
Medal of Dexterity
- A5, D-, MA-, MD-, EV-, AC5
- Effect: Increase Attack Speed by 1 Star
- Soldier's Sword + Bass Bell + Sprocket
Medal of Steadfastness
- A-, D20, MA-, MD20, EV-20, AC-
- Effect: Block +2%
- Iron Shield + Bubble Pipe x2 + Bass Bell x2
Medal of Impunity
- A-, D-, MA-, MD-, EV-, AC-
- Effect: Immunte to All Status except Unconsciousness
- Star Pearl + All-Be-Gone x3 + Glowcap x3
============================={TRT}=
- Treats - Treats
===================================
Milk Choclate
- Effect: +8-10
- Familarity: +1
- Fullness: +1
- Chocolate + Creamy Milk + Bumbler Honey
Fairy Chocolate
- Effect: +19-23
- Familarity: +4
- Fullness: +2
- Chocolate + Creamy Milk + Bumbler Honey
Chocolate Bonbons
- Effect: +33-41
- Familarity: +8
- Fullness: +3
- Chocolate x2 + Fogdrop x2 + Bumbler Honey x2
Snowdrop Bonbons
- Effect: +57-65
- Familarity: +16
- Fullness: +4
- Choclate Bonbons + Caramels x2 + Snowflake
Babana Flan
- Effect: +19-23
- Familarity: +4
- Fullness: +2
- Creamy Flan + Babana x2 + Gnomebeard
Frosty Flan
- Effect: +33-41
- Familarity: +8
- Fullness: +3
- Flan x2 + Snowflake + Bumbler Honey x2
Fruit Flan
- Effect: +57-65
- Familarity: +16
- Fullness: +4
- Frosty Flan + Green Grapes x2 + Sour Grapes
Fantastic Flan
- Effect: +115-125
- Familarity: +32
- Fullness: +5
- Babana Flan + Fruit Flan + Big Babana x2
Carrot Cake
- Effect: +8-10
- Familarity: +19-23
- Fullness: +1
- Cake + Crunchy Carrot x3
Carnation Cake
- Effect: +19-23
- Familarity: +4
- Fullness: +2
- Carrot Cake + Dumpty Egg x2 + Angula
Breeze Cake
- Effect: +33-41
- Familarity: +8
- Fullness: +3
- Cake x2 + Caramels x2 + Gutsplume
Patty Cake
- Effect: +57-65
- Familarity: +16
- Fullness: +4
- Breeze Cake + Rumblenut + Powerstone
Hot Cake
- Effect: +115-125
- Familarity: +32
- Fullness: +5
- Carnation Cake + Drakestone + Crownberries x2
Sour Sundae
- Effect: +8-10
- Familarity: +1
- Fullness: +1
- Sundae + Yogurt x3
Wildflower Sundae
- Effect: +19-23
- Familarity: +4
- Fullness: +2
- Sour Sundae + Plainsword + Rings-a-Bell
Toadstool Sundae
- Effect: +33-41
- Familarity: +8
- Fullness: +3
- Sundae x2 + Black Truffle x2 + Glowcap
Sarsaparilla Sundae
- Effect: +57-65
- Familarity: +16
- Fullness: +4
- Toadstool Sundae + Snow Radish x2 + Booster Shoots x2
Knickerbocker Glory
- Effect: +115-125
- Familarity: +32
- Fullness: +5
- Wildflower Sundae + Crownberries + Big Babana x2
Salted Ice Cream
- Effect: +8-10
- Familarity: +1
- Fullness: +1
- Ice Cream + Booster Shoots
Ruby Ripple Ice Cream
- Effect: +19-23
- Familarity: +4
- Fullness: +2
- Salted Ice Cream + Crunchy Carrot x2 + Emberstone
Soft Scoop Ice Cream
- Effect: +33-41
- Familarity: +8
- Fullness: +3
- Salted Ice Cream + Green Grapes x2 + Gnomebeard
Snow-White Ice Cream
- Effect: +57-65
- Familarity: +16
- Fullness: +4
- Soft Scoop Ice Cream + Yogurt x2 + Snowflake
Tutti-Frutti Ice Cream
- Effect: +115-125
- Familarity: +32
- Fullness: +5
- Ruby Ripple Ice Cream + Sour Grapes + Crownberries x2
Sweetie Pie
- Effect: +8-10
- Familarity: +1
- Fullness: +1
- Pie + Crunchy Carrot x3
See-Through Pie
- Effect: +19-23
- Familarity: +4
- Fullness: +2
- Sweetie Pie + Yogurt x2 + Springwater
Game Pie
- Effect: +33-41
- Familarity: +8
- Fullness: +3
- Sweetie Pie + Tender Beef x2 + Rumblenut
Pie on the Bone
- Effect: +57-65
- Familarity: +16
- Fullness: +4
- Game Pie + Sturdy Shinbone + Tealwood
Golden Pie
- Effect: +115-125
- Familarity: +32
- Fullness: +5
- See-Through Pie + Babana x2 + Big Babana x2
============================={TRD}=
- Treats - Drops
===================================
Jumbo Sundrop
- Used to metamorphose Stage 2 Sun Familars
- Sundrop + Sun Crystal x3
Jumbo Stardrop
- Used to metamorphose Stage 2 Star Familars
- Stardrop + Star Crystal x3
Jumbo Moondrop
- Used to metamorphose Stage 2 Moon Familars
- Moondrop + Moon Crystal x3
Jumbo Planetdrop
- Used to metamorphose Stage 2 Planet Familars
- Planetdrop + Planet Crystal x3