George Moffitt's Guide to Final Fantasy Legend (SaGa) 2 Feel free to modify and redistribute however you like, but give credit where it's due and only where it's due (meaning don't turn this into a treatise on why Hitler was a genius of social reform and put my name on it). The whole game in question is, of course, copyright Square (now Square-Enix), and I did not write any of the game. If you think this guide needs more ASCII art, I invite you to submit clever, non-pornographic creations. I also invite you to be a polite non-twit when emailing me. gmoffit@linfield.edu Now have fun with the non-fluff pseudocontent. Oh, that's right. I wrote an introduction. Hold that thought. Introduction: The SaGa games were rather simplistic GameBoy games written by Square in the spirit of their unforgiveably inaccurately named Final Fantasy series for Nintendo, Super Nintendo, Sony Playstation, and PC. They weren't nearly as sophisticated or involving (being for the GameBoy), but they were certainly a lot of fun. The only major problems with them as far as I can tell is that there are no Cids and no Chocobos (two important Square traditions). They were released in America as Final Fantasy Legends I, II, and III. Some say that they are Square's best games. I say this is ridiculous. They wren't good enough to surpass anything on NES or above, but they certainly blew away everything else made for the GameBoy. They were fun and they were difficult, and they kept me sane through elementary school. I guess that when it comes down to it that's all that's important. I have a feeling that I'll get a lot of arguments about some things I put in here, but realize before you do that I practically lived this game for a year or two, and as a result I know its ins and outs almost perfectly. This means that I am always right, compared to you, who are always wrong. This file is a walkthrough of sorts, but along the way I'll answer a lot of questions I've seen bad answers given to in the past. I use the same method to run through the game every time, and find it incredibly easy to plow my way through like this. This is not an exhaustive guide, mind you. It tells you what you should be doing at any given time, but it doesn't give a step-by-step, hand-holding walkthrough of the game. You are, for the most part, expected to be able to find your way through the levels on your own. I hope to eventually have some maps, at least of the more tedious levels, but for now it remains simplistic. Think of it as a sort of "FFL2 made easy" guide. On a final note, keep in mind that I wrote this entire file from memory. As a result, all information contained within was NOT taken from elsewhere, but was actually discovered by me at some point or another. I haven't played the game in ages, though, what with FF7 being out on PC and all, so there may be some memory lapses that need filling. Remember that I wrote this file to give the proper answers to a lot of questions. If any hardened SaGa fans out there notice any problems, however miniscule, I'd appreciate hearing them. I don't want someone to have to write a file to correct my mistakes. Copying of this file is your choice. I'd like to get credit among certain circles, but who cares, anyway? Consider it GPL'd. Tips and Such: The save anywhere feature lends itself to certain abuses. You can get through a level without ever having to actually fight anyone, for instance, simply by saving and resetting whenever necessary. This makes the Nasty Dungeon very easy, but it takes a while and can be quite frustrating (especially when you get that obnoxious "Can't Run!" message). Also, be sure that your mutant always has at least one Cure ability. Inns, you see, charge one GP for each HP you need to recover, and nothing for the ability restoration. This means that you can heal your entire party, sleep at the inn for free, and wake up with all of your cures restored. Good deal, no? In SaGa 3 they fixed this a bit, charging one GP for each HP and MP you needed to recover. This meant doing a bit of math to see if the MP cost would justify the HP recovery before going to an inn. Choosing a Party: The ideal party, in my opinion, is one of everything. You get some equipment for every character type along the way, and it helps a lot if you can use it all. Also, you'll notice that each flawed party the manual lists is backed up by the fact that their biggest problem is being ill-fitted to certain areas of the game. With one of each type, you'll always have a character who's suited to the environment. * Robots are basically immune to physical attacks, so they'll always be in top form for boss battles. * Humans are good with physical attacks, and the Glass Sword and Excalibur are very important things to be good with. They also get high HPMax values, so they can take a beating and still dish it out. * Mutants are all-important, in any party. With a properly- learned magician, you'll be completely healed for all those boss battles. Plus, entire enemy/group attacks are scarce early in the game, but mutants get them for free. * Monsters are convenient early on, but where they really shine is in the last battle (if you've got the right one). For your Monster you should get a Baby-D, and as soon as you can, eat some Jaguar meat. This will give you a WereRat, which is pretty powerful at this point. Make sure your Robot gets as much armor as he can as soon as possible. If all but one of your characters have fallen using this method, it's going to be your Robot who stays alive about 95% of the time if you do this. Every time you improve/add to his armor, his DEF and HP will increase, and that makes it nigh impossible to kill him with physical attacks (and it's absolutely essential for beating Apollo). First World: After doing your business in the beginning town (which basically consists of getting a cure potion), go outside with Mr. S. and start monster hunting. This may seem like a boring way to start the game, but before exiting the cave you should fight until you have 3,400 GP, and you should buy some gold gloves for your Robot with this (at the first town outside of the cave). Another thing to be sure about before you exit the cave is that your Mutant has Cure, a single-group attack magic, and an entire-enemy attack magic (preferably of different elements, should you want to take advantage of monster weaknesses). Keep these three abilities at the top of your list so that they don't change. You get free lodging at this point, which is why it's so important that you take advantage of it. Before you exit the cave, you can always go back and rest at your house. Once you've left Mr. S., go to the Shrine of Isis and use Ki to heal (or use your mutant's cure ability), then go to the inn for free to replenish your abilities. If you've done this, the Relics of the Ancient Gods should be easy. Give any Mana MAGI you get to your Mutant, Power MAGI to your Human, Defense MAGI to your Monster (he'll usually be the most deficient in this attribute besides your Mutant, who benefits most from the Mana MAGI), and Speed MAGI to your Robot (so his kick-ass attacks come first). Now Ki will join your party, and you should clean up the countryside until you have 6,800 GP. Ki's Thunder book and your MAGI make this tedious but easy, so patience is all you need. Buy your Robot a SMG and move on. Ki will leave fairly soon, so don't worry about her equipment. Now go to Ashura's Base and kick that Rhino's arse. It won't be difficult, just make sure you fight him until you get some good meat for your Monster (I don't recall what he'll turn into, but I remember being satisfied with the results). Once the base is destroyed, move along to the next world via the Pillar of Sky. The Sand Witch: Here you should fix any Monster problems you have and make sure your party is well-equipped. Follow the clues that the men in the cafe (particularly the bartender) give you to get to Ashura's Tower. Fight your way up until you get Mask. You'll have to fight a fairly sturdy jailer to get him, but it shouldn't be a problem. On the next floor Mask gets a hammer and some other equipment. Give him any hand-me-downs the party has if he's missing any armor types, but keep in mind that you can't REMOVE items from an NPC, only give them to him/her. Ashura's a wimp, so beat her up and move on to the next world (make sure you get the MAGI from Ki's assistant). Raiding the Cupboards: This place is nuts, because very little is self-explanatory. In the town in the middle of the forest you'll notice that the entry path has two branches off it. Take the right one and you'll meet Dad. For some reason the party members rearrange completely for this, so make sure you put them back in the best order (usually Robot-Monster-Human-Mutant, but it changes throughout the game). Keep going until you find the back door to that overpriced giant equipment store. You get no free items, but the guy gives you a tip that a man named Johnny knows how to get into the ruins of the giants' town. You'll find him in the cafe, and once he's told you how to get in it will be possible for you to do so. The secret passage he's talking about is in the north stairs. He'll ask you if you think he's a giant. Tell him you don't and he'll give you a tip about the "shelves". A better translation would be "counters", I assume, as that's what they look like. Look for areas that are like the boundary between you and sellers when you're in shops (those dark colored squares). Once in giants' town, you'll notice that you can't use the doors. Fairly far south is a big building with a hole in it that you can walk through. There are some MAGI in here, and these will let you go into another building with a hole in it that you couldn't get into before. Go, and on top of a table is the Micron potion. Nab it and leave. By this time you may have noticed there is a pattern to the attacks in the game, and that is an attack upon starting after turning the GameBoy on, an attack three steps later, an attack on the next step, and then a long time without being attacked (resetting and continuing counts as a step). On the first attack after that empty period, you fight 8 terrorists if you're not in a building, then the next time you're attacked you'll fight 5. They probably won't be able to hurt your Robot, so just keep pelting them with the SMG and your Mutant's magic and they'll die easily (and as a group, too). Both of these fights will give you lots of GP, so save it up and buy some new armor at the giant store (Robot!). Just remember to turn the GameBoy off and on after you fight the 5. I think the best Monster you can have when you leave here is the Oni. Ki's Body: Now make that long trek back to first world and go see Ki. This part is very simple; just go through Ki's body and collect all the MAGI. Later I hope to have a list of which fingers/toes the MAGI appear in, but this is all for now. Just remember to go to her brain after you've gotten all the other MAGI (the hands, feet, heart, and stomach). Once you're done, move on to Apollo's World. Meet the Man: This World is split up into three parts. Before you do anything, though, see Apollo in his palace to get a MAGI from him and some clues to the World, which aren't necessary, really, but the MAGI is still nice. Next step would be to go to the Dunatis town in the northeast mountains. Just north of it is a cave that leads to some good boots. Give them to your mutant (they increase magic power) and leave. Now you have two options: Complete the Dunatis cave by circling around the mountain range, or go south and explore the underwater volcano. It really doesn't matter which order these two are done in, but I usually tackle the volcano first. Remember in the volcano that every step you take in the lava hurts you, so step only where you need to. Use the fountains when you see them until you are completely healed, and keep going up. When you get TrueEye at the end of the volcano you'll be able to tackle the Insanity Cave of the eastern mountains. You may want to turn the GameBoy off every few minutes and look at something stationary or you'll go nuts, blind, or both. Just go through, searching every avenue and getting every treasure, until you get the MAGI at the end. There's nothing major about Dunatis's cave. Just plow through and be ready to fall down a ledge and be stuck there. The only way out is though Dunatis, so don't go in there weak (if you've followed my instructions you'll be able to beat him easily, despite Lynn and her measly kick). If you're having trouble, try equipping Lynn with some cure potions (if you have any). That way she can cure party members during the fight, and you won't be missing out on any major attacks. Now you'll find that Apollo has skipped town, and you should have enough MAGI to do likewise. You'll end up in Guardians' Base. Looks suspiciously like a town, huh? Well, not for much longer (ahem). Guardians' Base: Stock up on supplies, because this is your only chance to do so, and play the Heroic Tune in the cafe (this one took me forever to figure out for some strange reason: you can scroll down in the jukebox menu to get all the selections). After you've been jailed, go to the bars and press A. Dad will come and get you released. Explore for a bit and you'll soon take a nap in Dad's room. In the middle of the night some new gods will attack the base, and all the MAGI there will be taken. Fight your way out, getting MAGI and Dad as you go, and you'll soon reach the Pillar of Sky. The enemy there tells you to go get Lynn in the next world, so do. You'll notice along the way that some people somehow managed to set up stores in the Celestial World. When you're using the elevator, just hold down right or left to stop there. Monster's World: Next world has only one thing: a monster. Dad will be gone, and you'll have Lynn again (now with the only marginally less crappy X-kick). It should be a fairly tough battle. When he's dead you take Lynn home and get a MAGI from her mother if you talk to her. Move back up, back up, back up (there MUST be a better way to do this), until you're in Venus's world. This part's pretty fun. Venus's Beauty Emporium: Talk to Venus (use Prism to discover just how big a liar she is) and maybe Flora if you need the plot (which is always good). Flora is the woman standing to the left of the palace. Leave Venus's fair city. There'll be a dumpy city with an inn a little bit north, and you'll find Leon there. Just a little bit away from the north wall of the city is the sewer entrance, so go down there. The sewer won't be difficult. Kill the crab to get the key, and use the key to get the MAGI. Just remember that the lower-right chest in each locked room has monsters in it. After this, talk to Venus, and then Flora again, and a volcano will rise up from the ground. The same rules apply here as did with the underwater volcano. Go through, and Leon will come (you may have noticed him following you) and take a Power MAGI. Silly Leon. Go back to Venus's City and enter the left side of the palace. In the hall is Venus. She tells you to take a seat, so you do, and the ceremony starts. Right before the vows, Leon comes barging in (we can only assume that his MAGI and dagger were enough to kill those robot guards) with blood in his eyes, and starts making wild threats. Venus is about to kill him when Flora butts in and does something rash. Talk to Leon to get the MAGI back (you'll want it for your monster, who will be the only one making strength-based attacks) and get ready to whup some pompous ass. Give your Robot a musket and your Human some grenades (the Flame Sword is powerful but EXTREMELY unreliable. It might hit once out of five rounds if you're lucky, and I'd rather do 120 damage each round then 315 damage every five rounds). Your Monster should have a STRONG physical attack, and you'll want good cure magic with your Mutant. Venus will be a challenge, and you may find yourself killing her with only your Robot left standing (he's immune to some of her tougher attacks, like Charm). Happy ending, real sweet, but you've got a LOT of stuff left to do. Next world is the dragon race, hosted by... Apollo! A Day at the Races: This is fairly simple. Some DAMN fine weapons and armor are suddenly available, so don't miss out on this opportunity to spend all that cash Venus left you with. Take the SLOWEST dragon (the free one). I cannot emphasize this enough. There are a lot of difficult bosses on the track, but if you take the slow dragon then the other racers will beat them for you (all except the last). Remember what the bartender here says, "The longest way 'round is the fastest way home." To kill those eye thingies it might be best to keep resetting and attacking until you fight only two or three. They're tough opponents, so you'll need every advantage you can muster. You may even want to keep at it until you get some meat for your Monster, as he'll be in dire need of it. I think that a Sprite is the best I've ever ended up with at this point, but that is, as always, profoundly affected by your monster's current state. Forbidden Fruit: Next world is Edo, my favorite. Fight the Hatamotos on the bridge in the big town and Hana will show up and chase them away. Buy some stuff, especially from Echigoya as you won't be able to get stuff from him for very long (he sells some items you won't be able to buy again until Final Town, so it may be worth saving up the 50,000 GP for a Flare book NOW to beat Magnate with later on). Now your Robot will probably have about 600-700 HP, and your Monster should be rather formidable. Go to the town a little ways East of the Hatamotos' town and you should find Hana in one of the buildings. Talk with her and you'll suddenly find yourself pulled into a drug bust. Unfortunately, due to Nintendo's fear that any "mature" subject matter might leak through to the most immature country on the planet (U.S.A.! U.S.A.!), you're stopping a banana shipment. I have no proof that this is the result of censorship, but I've seen what they've done to the other Square games and I wouldn't put it past 'em. Remember what the guy in the big town says about how bad he wants a banana? Read between the lines. Now go back to Echigoya and talk to him (from the side, not over the counter). He's a wimp, and he'll crack and tell you that the shipment has just come in. Go to the port (it's pretty much due South) and follow the second pier. This isn't a very long level, so it'll be pretty easy. Make sure you get ALL the treasures, because your Robot can make excellent use of a tank (it's like a Defend sword, except it attacks an entire group of enemies). You'll find Hana and her pal (who I think turns out to be a Guardian, or at least associated with them) and they'll tell you that the ship is full of bananas, as they suspected. Her friend will go to the court and alert the authorities, and she will join you on the way out of the ship. When you get out, go to the court (West) and the judge will send someone to fetch Echigoya and another officer to check out his ship. Well, either Echigoya bribed the police or he had a little help, because the boat's already been cleared out. Now you've got a reputation to protect, and you can't have this guy screwing it up, so you have to go kick his butt. You'll notice that he's no longer at his counter, and you can enter his storerooms. Just follow the hallway until you reach the last door. Inside will be Echigoya and ShoGun, discussing their plans. Plow through Echigoya and his guards and ShoGun will give himself up. But is your job done? Certainly not. Someone else is behind all this, and it's your job to get rid of him. He's collecting MAGI, so he probably has the MAGI you need to get to the next world. Go through the castle (make sure you get ALL the treasure, especially the stat potions and Samurai Bow) and you'll eventually fight and defeat ShoGun (if you don't you obviously haven't been following my instructions at all, because he's the easiest enemy in the game). His boss will show up and kill him for being a twit, and invite you to see the view from the roof. This is an interesting spot. If you walk up to a statue and push A you'll fight a Dolphin, which is a TOUGH enemy at this point. You'd probably be able to kill it, but you need to save your strength for Magnate, so don't do it. You can always come back later. Just fight and kill Magnate (it will be a long battle, but shouldn't be too difficult. Just make sure you keep healing) and get his MAGI. Nastiness and Tedium: This next world is a chore. The only MAGI is the one in the chest at the beginning, but you MUST go through the dungeon if you want a chance at beating the game. It has some extremely important items in it, such as the Glass Sword, Arthur Armor, Parasuit, NukeBomb, Selfix (makes your Robot recover HP at the end of a battle round), and the Hyper Cannon (give this to your Robot for 1 use/day). When you get to the end say whatever you like to the fairy, because if she sends you back you can just use the Pegasus MAGI to get out (it acts just like a door). If anyone knows where I can get a map of this place, I'd appreciate knowing. I can never remember which paths to take at the forks. Valhalla Palace: Next world is Odin's. He's a nice guy, but you'll have to fight him no matter what. Don't miss the Flare books in Valhalla Palace, should you actually want to win some boss battles. IMPORTANT: Before fighting Odin, you must lose a battle SOMEWHERE and promise Odin you will fight him. If you don't, there's about a 90% chance when you fight him that it'll be an Unexpected Attack, which is bad, bad, bad, bad, bad, bad, bad, bad, BAD! Use Flare and Aegis MAGI (the BEST defense you can use in combat. It protects the user from all physical attacks in the round it's used and protects the entire party from most magic for the whole battle). If you find him easy enough, fight him until you get some meat from Sleipnir or OdinCrows (Thunnin and Munnin, presumably). This'll probably set you up with one of those sword guys or something. A Hofud, I think it's called. The Final World: Work your way out and to the next world, where you'll meet Apollo again. He'll reveal his true badass colors and you'll fight some birdmen. Use Aegis, Masamune (if your Human can't do more than 500 damage with anything else, that is), and whatever magic you feel like to kill 'em. They won't be a problem, and soon Apollo will take all 76 of your MAGI and run, confident that he has what he needs to be King of the Gods. You're just about to give up for good when Dad (Dad!) comes and lets you know that it's not over yet. It seems that the Guardians made up a myth that there were only 77 MAGI to prevent people like Apollo from gathering all 78. Yes, that's right, there's one left. And what better place to look for it than in the Final Dungeon, mm? Stop at Final Town and buy some new equipment, because the Final Dungeon is pretty long, and its boss is pretty difficult. WarMachine will stab you in the ass, even, unless you spend some time pumping yourselves up before taking him on. Remember that you don't have your MAGI anymore, so your party will need to compensate for their inadequacies in other ways. If you can beat him without using NukeBombs, DO SO, but don't be afraid to use them if you have to. If you didn't get Excalibur, go back and get it (there's a room with a hallway that leads in a ring around it, and Excalibur's in the hallway). It's the best sword in the game, if you don't count the Glass Sword, which has only one use (NOT YET!). It's basically equivalent to a strength-driven Samurai Bow with infinite uses, doing about 750 damage to an entire group of enemies. Don't miss the second Parasuit, either. Now you have the last MAGI: Heart. Give it to your Robot and exit the dungeon. Having the one MAGI will allow you to go to the Central Shrine via the Pillar of Sky, where Apollo is waiting to become the supreme god. You may want to build up some mana before taking him on, because magic will certainly be the key tool for winning the battle. This is without question the most difficult battle of the game, so make SURE that both your Mutant and Dad have heal rods and Flare books. Yes, I know they're expensive, but saving up the cash will give you an excuse to improve your stats. Dad will do EITHER 400 or 800 damage with Flare in any given round (I don't know what determines it, but this can mean the difference between winning the battle and losing it), and your Mutant should have high enough mana to do maybe 300-500 damage with it. Heal rods should ideally be able to heal your party in one round (this means improving EVERYONE'S mana), but it's not completely necessary. So long as your Mutant and Monster heal completely, you'll be fine. You'll get a few rounds against Apollo before he transforms when he doesn't do anything. The damage you do here still counts against him, as he doesn't heal when he transforms (I only deduced this from the fact that I could beat him when I used all my heavy artillery early on more easily than when I waited). Use your NukeBombs and the Glass Sword here, as well as whatever other stong attacks you can fit in (laser guns, Excalibur, etc.). He transforms the turn after he's silent, and when he does so, timing is of the essence. Apollo should use Masamune first thing, so this'll give you a round where all you have to do is have your Mutant use her cure magic in case he hits your Robot (you have no way of knowing who he'll attack, but your Robot must be kept at full HP, and the rest of your characters will die anyway). Next round he'll use Flare, which will probably kill off everyone but your Robot, and maybe Dad and your Human. That means that your Robot should use Heart that round (it'll be the ninth option in his list). If your Robot turns out to be superfast and he does this before Apollo uses Flare, you're screwed. If that's not avoidable, have him use it the next round and hope to God that he beats Apollo to the first attack again. This leaves you pretty short on turns, though, because you'll essentially be wasting the Masamune round. Your party is now alive and well with full HP. KICK HIS ASS! You'll get only one Masamune round before he uses Flare, so get in the damage while you can! Forget the heal rods, just pound him! With luck, he'll start to melt. NOW you heal! If Dad dies before Apollo explodes, the explosion hits YOU. Keep him alive at all costs. If everyone else keeps dying here, give Dad a Cure book to heal himself with. That's how important it is. Just remember that when the battle ends, at least one member of your party must still be alive. If all goes well, Apollo and Dad will die. I know, 0 GP is sort of silly for a battle this climactic, but you'll get something much, much better. No, I'm not talking about all 78 MAGI, although that is fun to play around with. I'm talking about Isis. 999 HP, 99 STR, 99 DEF, 99 AGL, and 99 MANA! The first thing you'll want to do is arrange her Ability list so that the MAGI you'll use most in combat appear higher up in her attack list. I suggest: * Flare * Aegis * Masmune * Heart * etc. The Final Boredom: Now comes the next degree of tedium. Since the elevator is broken, you need to take the escalator. BRING TENTS! You may think you're pretty cool with your save, walk, reset, walk, repeat, but that's beside the point. There are a few mini-bosses whose meat you want, so be ready to fight them at your peak condition. If you're utterly baffled as to what you're trying to do down there, talk to Isis every step of the way with the B button. The world is falling apart, and the only way Isis can stop it is by getting to the center of the world. There's a security system there, though, that's gone completely bonkers and you're going to have to stop it. When you get past the escalators and onto the tile walkways (you'll know 'em when you get there), take advantage of the attack pattern (the one about the number of steps you take) and Isis's Flare attack to get to Arsenal (the security system). This is the LAST boss! It's over! In the true spirit of Square, this is a segmented battle. It happens in three main phases. I'll get to that later, though. First you need to know what kind of team to have. The Final Team: * Robot: * Selfix * Laser Gun * Hyper Cannon * Seven Sword (I'll explain shortly) * Excalibur * Whatever armor gets your goat * Human: * 999 HP * HIGH STR * Laser Gun * Parasuit * Seven Sword * Mutant: * Recover * HIGH HP * HIGH Mana * Cure * Flare (books) * Parasuit * Thunder, Ice, or Fire Ability (Single-Group) * Flare Ability * Heal Rod * Monster: * Titania You want to give Excalibur to your Robot because your Human won't be using it and it gives some major stat boosts to Robots. Also, keep in mind that this won't all be necessary. I barely used my Mutant for anything but healing, so the only essential things for her are high MaxHP and Mana. The Seven Swords are also completely superfluous, and are only there as a novelty for people whose parties can use them properly. To get the Seven Swords, you need to fight Haniwas. Remember when you used the attack rhythm to fight terrorists in the Giants' Town? Well, if you're in the tile walkway area, at the spot where you'd have 8 terrorists you'll have a Haniwa. These are EXTREMELY difficult, possibly harder to kill than Arsenal, and are consequently the only enemies in the entire last level that you can run from. To pull this off you'll need the party stated above as well as an abundance of Flare books and tents. Use Flare, Masamune, Heart, EVERYTHING! Make sure Isis uses Aegis in the first round so that nobody gets hurt by Haniwa's quake. The only devastating attacks will be Flare (maybe doing about as much as your Titania might at this point, but defnitely enough to bring your party down to very low hit points) and Haniwa's Seven Sword (doing up to 3500 damage, even to your Robot!). If Haniwa's Flare leaves you totally devastated (with Isis barely alive), use Heart. If you can't win this any legitimate way and you want to be a sissy, the Hyper Cannon will work. Every time you beat Haniwa you have a chance of getting a Seven Sword, which has seven uses and can hit up to seven times in one use. My party has about ten of these things in its inventory (yes, I got them all the hard way), but none of my characters can use them very well. It is VERY important that your Monster becomes a Titania if this party is going to work. This is about the only point where your Monster becomes important to your survival, and it has to be perfect. Arsenal has no resistance to magic of any kind, so you can use whatever you like against it. Since Titania has Fire, Ice, Thunder, Flare, Cure, and 99 Mana, it's an important thing to have. If I had my pick of a single party to fight Arsenal with, it would be three Titanias and a Mutant for the heal rod (even though you could never get this far with that party). I have no instructions about how to get Titania, but I've done it more than once. If anyone has a guide for it, or maybe a chart of all the Monster types, I'd appreciate it greatly. The Final Battle: Because of Arsenal's mind-numbing physical defense (those Samurai Bows, the Gungnir Spear, and Excalibur will only do about 275 damage), you need to make sure your Robot and Human each has a Laser Gun (doing about 315 damage, and every little bit counts). Now begins the fun. Arsenal's first stage is the Cannons Round. Arsenal has four self-repairing cannons, each taking four rounds to completely repair itself. This means that you have to average at least one cannon per round if you want to get past it. Since each cannon has exactly 1,000 HP, this might be difficult for some people (but not with Titania(s)!). Titania will do about 750 damage with Flare, so accompany it with just about anything else and the cannons are toast in two or three rounds. The second stage is the Smasher Round. For about three rounds (I'm NOT positive about that number, and it's VERY important to know the right number for reasons I'll explain in the next paragraph) Arsenal will use a rather wimpy single-character physical attack. This means that your Robot should suffer no damage, and the rest of your party will be in good shape, too. Have your Mutant heal the party from any damage the cannons did, because you will need every point you can muster in the next round. Use that last Flare attack here, as well as any your Mutant can throw at it before you need him/her for healing again. The third stage is the worst. Here, Arsenal will launch the smasher (I'm sure this was a bit more descriptive in the Japanese version) at your party, doing anywhere from 200 to 600 damage each round to ALL of your members. This means having your Mutant use the heal rod starting with the FIRST ROUND. Your Mutant should be relatively late in the attack order, so this needs to come right after the first launch, and right after all subsequent launches (if this doesn't compensate enough for the damage, remember that your Titania will have a fair chance of getting a single-person cure in before arsenal attacks if you need it). Just keep using the heal rod and keep hitting Arsenal with everything you've got until it falls. I think Titianias do about 650 damage with their regular elemental spells, so this should be fairly easy. If anyone dies, it's likely to be your Human. Your Monster and Mutant will be just about completely healed by the heal rod, and the Robot recovers HP with Selfix. Don't worry too much about keeping your human alive, because getting an attack in with Titania is better than using up a round to cure him. Don't feel bad about not getting any GP off it, because there is NO use for it anymore! You (I) won! Now all that's left to do is talk to Isis and go up the elevator. Try using Titania's teleport for that annoying buzzing sound. Talk to Dad and the final music starts, which means you have no control over the text boxes (it's choreographed). Hmm... don't you find any of that interesting? I mean, Mask being Lynn's dad, and all. It makes that whole sequence fall into place. Mask was a Guardian, remember (a guy in the town near Ashura's Tower gives that away). Interesting Fact - For those of you who have Final Fantasy Legend III: There's a family in the town you end up in just after leaving the Underworld that gives you an important part for the Emperor sword. They say they're looking for the Lost Ark. Sound familiar? Be sure to say hi to the kid, 'cause he's an old buddy of mine. Odds and Ends: There are two "codes" or "cheats" in this game I feel I ought to mention. One is clearly a bug, and the other is clearly not. The bug is that if you throw away a large number of quest items (items that can only be gotten from treasure chests, and possibly monsters), and then try to equip a party member with the trash can, their stats go way up. I've never seen or done this personally, but I've heard that it works. There's really no need, though; I'd rather have the item. I do end up having to trash a lot of stuff in the Nasty Dungeon, though, so this may come in handy after all. My greatest discovery about this game was when I stumbled upon the sound test. In the title screen, hold down SELECT, START, and B. It's Japanese, remember, so it goes right-left to progress up in the numbers. You can hear all the sound effects and music (including the two ending themes) with this, without having to spend all your GP on the jukeboxes.