TALES OF PHANTASIA (SNES) LOWER MORIA FAQ This guide was written exclusively by Link_Destined_1 Copyright 2010 Jeffrey Ollendorf >-:VERSIONS:-< November 29, 2010: Version 1.0 - Initial version >-:(0) TABLE OF CONTENTS:-< (1.00) Introduction (2.00) Preparations (3.00) Walkthrough (3.01) Floor 11 (3.02) Floor 12 (3.03) Floor 13 (3.04) Floor 14 (3.05) Floor 15 (3.06) Floor 16 (3.07) Floor 17 (3.08) Floor 18 (3.09) Floor 19A (3.10) Floor 19B (3.11) Floor 20 (3.12) Floor 21 (3.13) Floor 21 (Return Trip) (3.14) Floor 20 (Return Trip) (3.15) Floor 19B (Return Trip) (3.16) Floor 19A (Return Trip) (3.17) Floor 18 (Return Trip) (3.18) Floor 17 (Return Trip) (3.19) Floor 10 (Return Trip) (4.00) ENEMIES (4.01) Ahakola (4.02) Banshee (4.03) Beast Man (4.04) Big Foot (4.05) D. Flower (4.06) Hell Lord (4.07) Ice Child (4.08) Ishisu (4.09) Manticor (4.10) Mimm (4.11) Sokuram (4.12) Tusk Boar (4.13) Urchin (4.14) Wild Wolf (4.15) Yuinaru (5.00) LEGAL STUFF (6.00) CREDITS & THANKS (7.00) CONTACT INFO >-:(1.00) INTRODUCTION:-< Once you use the Eternal Sword to reveal Dhaos' Castle and fly over for the first time, you can leave and return to the Moria Gallery. They have discovered ten new levels to the dungeon to be explored. It is the toughest part of the game, home to enemies that are even stronger than the enemies in Dhaos' Castle. >:-(2.00) PREPARATIONS-:< Before heading down to Lower Moria, I highly suggest you do the Ayflite's Treasure quest, which allows you to get many ultimate equips for your characters. For this walkthrough, I'll assume you're using Cless, Mint, Klarth and Arche. They should have the following setup, and can be found in the following places: CLESS Eternal Sword/Spinesheath (Storyline)/(Dhaos' Castle) Gaia Armor (1 of 2 ?Armors from Dhaos' Castle) Gold Helm (Ayflite's Treasure) Blue Line Shield (Ayflite's Treasure) Hyper Gauntlet (Ayflite's Treasure) Jade Ring (Bosses, Ayflite's Treasure) Gorgon Amulet/Battle Rune (Enemies, stores) MINT Blue Crystal Rod (Chest in Treant Forest near Ninja Village) Star Cloak (?Armor from certain dungeons) Star Cap (?Helm from certain dungeons) Shield Ring (Chest from certain dungeons) Cute Mittens (Chests from Fenrir's Cavern & Odin's Tower) Fairy Ring (Rune Bottle on Jade Ring) Mystical Rune/Mana Earring (Stores)/(Storyline) KLARTH Namco Gamer (Ayflite's Treasure) Star Cloak (?Armor from certain dungeons) Star Cap (?Helm from certain dungeons) Shield Ring (Chest from certain dungeons N/A Fairy Ring (Rune Bottle on Jade Ring) Mystical Rune/Diamond Ring (Stores)/(Storyline) ARCHE Star Broom (Talk to Innkeeper in Elven Village) Dark Robe (Store in Elven Village) Festive Ribbon (Chest) Shield Ring (Chests in certain dungeons) Cute Mittens (Chests in Fenrir's Cavern & Odin's Tower) Fairy Ring (Rune Bottle on Jade Ring) Mystical Rune (Stores) You should also have the Emerald and Sapphire Rings in your possession. The Emerald Ring can be found in the Cave of Spirits in the Future, and the Sapphire Ring can be founded in the Glaciated Cavern in the Future. Though I've personally done without it, Arche should have the Meteor Storm spell from Dhaos' Castle. >-:(3.00) WALKTHROUGH:-< Once you reach the Gallery proper, work your way to the northeast part of Floor 9 to find a bunch of people gathered. The person near the dividing wall sells some items, including Gummies, Rune Bottles, and food. Convert your Apple, Orange, and Mixed Gummies into Lemon, Pine and Miracle Gummies using Rune Bottles, and then buy more of the weaker. kinds as well as more Rune Bottles. You should have at least 1 million in cash by now, so it should not be a problem. Sell off any useless stuff if you're somehow lacking. Now, make sure you have at least 1 Holy Bottle in your inventory before you descend the stairs. As you approach the cave doorway, your Holy Bottles will shatter! If you didn't have any, the game has a chance of shattering all your Remedy Bottles instead! So, it looks like we're going to have to take on the normal encounter rate. Head through the door. I hope you have a bunch of Dark Bottles, because we've got a lot of level grinding to do. Your level should probably be around 55-60. I suggest grinding it up to level 70-75. This would be a good opportunity to master any techs you've been neglecting, or the techs you got from the past few dungeons: Teleport, Soul Wave and Soul Edge, as well as getting the sense of how the battles should be dealt with. Start pacing around near the door and fight battles until your level is high enough. Once you are ready, return to the 9th level, restock your supply of Gummies and follow the bridge all the way. -(3.01) FLOOR 11- Simply walk across the bridge, down the steps and take the exit to reach the next level. -(3.02) FLOOR 12- This area is also simple and linear. Walk across the bridges and go down. You'll find two paths: one going right and one going down. Take the downward exit to reach a room with chests containing an Orange Gummy, a Dark Bottle, Veggies and a Yellow Cake. Go back and take the exit to the right. -(3.03) FLOOR 13- Yet another linear area. Cross the bridges and into the next room. Collect the Spy Lens from the chest, then walk down and get the Flare Bottle from the chest, then go down the stairs. -(3.04) FLOOR 14- Yep. The going is still relatively easy. Just follow the linear path to the 15th level. -(3.05) FLOOR 15- Still linear. Don't worry, things will get more interesting. Follow the path to the 16th level. The woman here has nothing useful to say. -(3.06) FLOOR 16- Follow the linear path until you reach a room with two exits. Take the southern exit to find a room full of...Shoki! We haven't seen this since the Long Valley! Work your way toward the southeastern area. If you have the Emerald Ring in your possession, a strange creature will appear from the hole. Klarth will form a contract with it, and he will obtain the rather-useless Chameleon summon. Head back up and take the right exit this time. -(3.07) FLOOR 17- Work your way across the bridge past the soldier to be confronted with a puzzle. There are four switches here. In order to continue, all four switches must be pushed down. When a switch is pressed, the switches on either side will switch from up to down. The solution is simple. Ordering the switches from left to right, press them in this order: 1, 2, 3, 4, 2 This will open the door. Just a note: unless you are badly hurt, do not step on the circle nearby. This will take you back to the 10th level. Go through the door and take the stairs down. -(3.08) FLOOR 18- Now things are getting interesting. The entire area is dark except for a small light surrounding you, making it difficult to see. For the purposes of this walkthrough, we will be getting all the treasure. Start by hugging the left wall and just following it. You'll head west, south, east, south through a thin tunnel, down some stairs, and northwest to an exit in the west wall. Open the chest on this tiny lookout to obtain Black Hole, a somewhat useful instant-death spell for Arche. Return to the floor's entrance by following the directions in reverse. Once you reach the entrance to the floor, follow the north wall to the east, going north whenever you can. You'll reach a room with three chests: a Bread, useless Iron Gloves, and a not-so-useless Apple Gummy. Leave and start hugging the wall to the south until you find some stairs. Go down and start working your way a little south and then east until you find a doorway on the east wall. Enter it. Here you'll find a useless Iron Circlet, an equally useless Broom, and a not-that-useless Mixed Gummy. Leave and go west, then start heading south and west until you reach some stairs on the south wall. The stairs you'll pass to either the north or south beforehand will be dead ends. Take the stairs to the 19th level. -(3.09) FLOOR 19A- From the entrance, walk a bit to the right until you see a path down. You'll find a chest with a Silver Cape in an alcove. Continue following the path to find a chest with a ?Armor. Don't waste a Rune Bottle, as it transforms into a useless Tunic. Return to the entrance of the floor. Follow the wall to the west, and keeping hugging the left wall and you'll eventually reach a chest with a Poison Amulet. Return to the floor's entrance once more. Start going west again, but this time take the second path down and then take the western path and follow it until you reach some stairs. Head right and down to reach a chamber with two chests: a Lotus Perfume (good if you're looking to earn the Combo Command) and a Pine Gummy. Head back north, go west a bit and take the next path south to find a chest with a ?Weapon in it. Don't waste a Rune Bottle on this one, as it transforms into a Longsword. Follow the path west to an exit on the left wall to head for the second half of the floor. You'll walk by a chest out in the open. Open it to get a ?Weapon. This one SHOULD be identified, as it is a Bahamut Tail Axe, a weapon that is more powerful than the Eternal Sword and Spinesheath. You may have gotten a few others like this, but I have yet to determine which enemy drops it. It's Dark elemental, but luckily nothing here negates or absorbs it (except the Urchin). Continue onward to the second half of the floor, Floor 19B. -(3.10) FLOOR 19B- Instead of a circle around you, the lights now stay off for the most part, but will flash on for brief moments, making navigation even more difficult. This particular room is arranged in a grid, with rocks blocking many paths. It is also home to many, many chests. There will also be little rocks, but you can simply walk around them. Start by heading straight west to collect a ?Armor (another Tunic), then back east. Head south and take the first left you can to collect a useful Miracle Gummy. Go back east and walk straight up until you reach an chest containing a Cheese. Walk to the north wall, and follow it west, but take the first turn south you can to pick up a Gorgon Amulet. Head back north and continue west to a chest with yet another ?Weapon (another Longsword). Go back east as far as possible, then take your first left. Take your first turn to the north and collect the chest containing another Poison Amulet. Turn around and go straight south for yet another Gorgon Amulet. Go back north and then turn left, then turn north again to get a chest with a Lemon Gummy. The path to the south will allow us to advance further in the area, but we'll get to it later. Head west some more, then going north at the next opportunity for a Dragon Steak, and then straight south for a ?Armor (another Tunic). Continue to the west, then turn south yet again for a Resist Ring, then north and west along the upper wall for a THIRD Gorgon Amulet. Head back east, turn south when you first can, then turn west once more to reach the left wall. Go north to pick a chest containing a Burger (the dwarves had hamburgers?) then hug the west wall until you see a doorway to your left. This room contains three chests: a Protect Ring, a Rune Bottle, and the neat Combo Counter. It does exactly what it says: it displays the number of consecutive hits dealt to a target. It's a neat little bonus that can be turned on in the Custom menu, but it's not necessary at all. As soon as you exit, head south to pick up a Lemon Gummy. Now, head back north until you can turn right, and then head east until you have an unobstructed path south. Turn east at the first chance you get to find a chest with another Burger. Head back west, skipping the first turn south, and taking the second to find a chest with a ?Armor in it. This particular ?Armor should be identified: it becomes the Golden Armor, Cless' ultimate armor! It has the best Defense of any armor in the game, and absorbs a whole bunch of elements! Equip that on him IMMEDIATELY. Go back north and head all the way west to a chest with another Poison Amulet. Go back east and then head south at the first chance you get, and go all the way to the south wall. Head west, then north to a chest with a Resist Ring. Go back south, east, and north, then turn east at the first opportunity, and go all the way until you can't anymore. Take the nearby path north to collect a ?Weapon (another Longsword...) then walk straight down, and then east to collect the last two chests on the floor: a Pine Gummy and a Savory. Go west along the south wall until you reach stairs going down. Take them to finally reach the 20th level. -(3.11) FLOOR 20- Ah, some light! This floor is pretty short if you know what you're doing. The statues here, if you are close to them, will bump you around. Starting by going to the left side of the room and standing to the left of a pair of stalagmites. Walk down a bit, right a bit, and down a bit. Go up a bit to let the statue to your left bump you to the right, past the one facing up. Walk down a bit, and stand next to one that will bump you to the right, past the one that bumps you up. Walk down past it, collect the Jade Ring from the chest, and proceed down to the final floor: Floor 21. -(3.12) FLOOR 21- What the heck happened to the music? Anyway, head right to collect a Rune Bottle, then go down the stairs near you to collect a Protect Ring. Go to the left side and obtain a Reverse Doll, then take the exit to the right. Cross the bridges and into the room beyond. Back to more flashing. We're close to the end now. Start by going north, a bit east, then down the stairs. Before you reach the next stairs, take the chest to the left for a ?Weapon (an Ice Coffin, which is weaker than the Eternal Sword), then go down the next set of stairs, then a bit east for a chest with another Jade Ring. Go down the third and fourth sets to reach two chests: a very useful Elixir and an Apple Gummy. Return to that first set of stairs by going north, then go a bit east, then south down another set of stairs. Go south and follow the west wall down yet more stairs to a chest with a ?Weapon (an Ice Scimitar, very useless). Head back up the previous set of stairs, then go east and north until you find a path going north into the upper wall. The two chests here contain yet another Jade Ring, and an Orange Gummy. Leave the room, take the nearby stairs to the southwest, then go as far east as you can to a chest with a ?Armor (a Reflect Plate, good for selling fodder and nothing more). Head back west a bit and take two MORE sets of stairs down and then the north wall to a chest with an Hourglass. Now, double back to the stairs you used after going into the northern chamber, and go south to ANOTHER set of stairs, then go southeast to still another set of stairs (geez, this floor sure loves stairs) and open the nearby chest for a ?Helm (a Star Cap, which would be good if we didn't have two already). Go back north and then west and southwest (ignoring the nearby stairs for a moment) to collect a ?Armor (a Mithril Mesh, also useless). Take the nearby stairs down to reach a wide open part of the area. Follow the wall west, then south to find a chest with a ?Helm (a super-useless Leather Hat). You'll notice that there is water here. Follow the water southeast to a landbridge leading south and out of the room. Exit to the south along the landbridge. Another room full of Shoki! Walk down a bit and, if you have the Sapphire Ring, you'll encounter a rather weird fellow that Klarth contracts with. With this, Klarth obtains his final (and most powerful) summon, Gremlin! Unfortunately, Klarth's AI is programmed to never summon it if Origin is turned on. Turn Origin off and head north back into the dark room. You'll notice in battles that Gremlin is ludicrously powerful: it will be dealing between 6000 and 7000 non-elemental damage, way more than Origin! When you return, follow the path northeast (hugging the waterline) until you find a bridge going east. Go southeast once you're across the bridge to get a Mixed Gummy from the chest. Head north, ignoring the first exit (it's an empty chamber) and take the other one. Follow the path to find a VERY MUCH NEEDED Save Point. SAVE NOW. Once you're ready, head north to confront the guardian of Moria's lower levels: -WYVERN- HP: 41,000 TP: 400 EXP: 50,000 Gald: 10,000 Weak: N/A Items: N/A Compared to the nightmarish enemies you've faced in the numerous random encounters here, Wyvern is an absolute joke. Arche should be using Meteor Storm, and Klarth should be summoning the Gremlins. He'll go down easy as long as you healed up. I assume the programmers thought the player would be heavily drained on resources, which would probably make this boss more challenging. He fights pretty much like Ishrantu, except his dash attack actually hurts, and he can cast Explode. If he does, Cless' Golden Armor and Arche's Dark Robe will absorb the damage, though Klarth and Mint will probably be sent for a loop. But as long as you stay on him, he won't be able to. Once Wyvern falls, continue north to reach the grand treasure vault! The chests on the floor contain an Hourglass, an Elixir, 4 Life Bottles, 4 Mixed Gummies and 4 Miracle Gummies. But the true treasures are on the pedestal in the middle of the room: -Scout Orb: An extremely useful item. By selecting it in the Item menu, you can change the encounter rate to Low, Normal or High. It's essentially possessing an infinite supply of Holy and Dark Bottles! -?Weapon: This transforms into Excalibur, the strongest weapon in the game! Although its description states that it was given to a paladin by God, it's Dark-elemental. Go figure. Equip it on Cless immediately. -Extinction: Arche's final spell. It's a death spell with a fairly high hit rate, and it multi-targets. Not bad. -Thor's Wrath: A new combination for Cless. This combines Lightning Bolt and Tiger Teeth. Pretty powerful when you combine it with Excalibur, but it's still kind of meh otherwise. We have all the goodies in the dungeon, but we still need to get out! Set the encounter rate to Low with the Scout Orb and return to the Save Point. Unless you're some sort of crazy person, we'll want to keep random encounters to a minimum from hereon. -(3.13) FLOOR 21 (Return Trip)- From the entrance to the area with the Save Point, walk south and hug the wall until you find the bridge. Go west, then hug the north wall until you reach stairs. Go north, right around the column with the torch, and up the nearby stairs (wait for a flash of light to determine its exact location). Go north around another column and up the stairs some more. Look for yet another set of stairs leading up and take them. Follow the left wall to the exit on the left wall, and take it. Cross the bridges into the next room, then head north to the exit to Floor 20. -(3.14) FLOOR 20 (Return Trip)- Let the statues bump you to the north side, then take the exit to Floor 19. -(3.15) FLOOR 19B (Return Trip)- Back here in the grid room, head two "squares" (denoted by the torches) east, one square north, three west, one north, two east, one north, and two east to reach the east wall. Follow it south to find the exit to this part. Cross the bridges back into Floor 19A. -(3.16) FLOOR 19A (Return Trip)- Back to the small circle of light. Hug the north wall and follow it, going up the stairs at your first opportunity, and keep following it until you can spot the northern wall of the floor. Head east to reach the exit back to Floor 18. -(3.17) FLOOR 18 (Return Trip)- Work your way northeast, passing up the stairs north and south at first. When you get into an open area, hug the west wall to some stairs up, and then head west, following the north wall to the exit to Floor 17. -(3.18) FLOOR 17 (Return Trip)- We're almost out! The switch puzzle solution is reversed: 4, 3, 2, 1, 3. Go through the door and step on the exit portal on the other side. -(3.19) FLOOR 10- Save your game and go north to return to Floor 9! We made it! >:-(4.00) ENEMIES-:< The dungeon has a few puzzles, but the true dangers are the enemies, who are powerful, and can easily wipe out your party if you're not careful. -(4.01) AHLAKOLA- HP: 22,150 TP: 0 EXP: 14,000 Gald: 9,200 Weak: N/A Items: N/A A Gargoyle palette swap. They don't have any particularly nasty tricks, so use whatever you have in your arsenal to bring them down. They always appear in a pair, alongside a Mimm. While they only appear in pairs alongside a Mimm, the latter is encountered in the Euclid Coliseum, thus allowing their experience and Gald to be calculated. -(4.02) BANSHEE- HP: 20,000 TP: 150 EXP: 10,000 Gald: 2,000 Weak: Light, Earth Items: ?Bow (Sand Spread) Aska and Meteor Storm are your best bets against them. Unlike their namesake, they can't inflict instant death. -(4.03) BEAST MAN- HP: 20,700 TP: 0 EXP: 34,000 (1 + 1 Manticor) or 65,535 (1 + 3 Tusk Boars) Gald: 11,270 (1 + 1 Manticor) or 12,020 (1 + 3 Tusk Boars) Weak: N/A Items: ?Bow (Shortbow) ?Bow (Berserker Bow) These Demitel palette swaps are interesting. They are never encountered alone, but are always encountered with either a Manticor or 3 Tusk Boars. They have most of the same moves Demitel possessed, but have no weakness. The Berserker Bow that they can drop is Chester's ultimate weapon, which, while it has less attack power than the Soul Stealer (dropped by Origin), it fires two arrows at once. -(4.04) BIG FOOT- HP: 36,000 TP: 100 EXP: 20,000 Gald: 12,000 Weak: Fire Items: Ivory Tusk These enemies are actually NOT palette swaps of anything, and are among the toughest enemies in the dungeon. Exploit their Fire weakness with Explode and fire-based techs. They can attack with their feet, fists, spikes, or a rain of snowballs. If they extend their spikes, they are immune to physical attacks, and if you use Teleport when it happens, Cless is going to die for sure. The Ivory Tusk they can drop can either be brought to Aegis' Workshop to turn them into powerful Mahjong Tiles, which deal strong damage when used in battle. You can also do this by using a Rune Bottle on them. -(4.05) D. FLOWER- HP: 9,200 TP: 100 EXP: 3,250 Gald: 2,800 Weak: Fire Items: Veggies They have an attack called Death Scream that inflicts Instant Death. Kill them quickly with Explode and physical attacks. -(4.06) HELL LORD- HP: 24,700 TP: 0 EXP: 34,000 (1 + 2 Yuinarus) Gald: 9,220 (1 + 2 Yuinarus) Weak: N/A Items: N/A Like its cousin the Beast Man, this guys is just a Demitel palette swap. Deal with it how you will. -(4.07) ICE CHILD- HP: 20,000 TP: 100 EXP: 12,000 Gald: 9,000 Weak: N/A Items: N/A Nymph palette swaps that can cast Tidal Wave, and always appear in groups of three. Kill them quickly with your strongest attacks. -(4.08) ISHISU- HP: 20,000 TP: 200 EXP: 30,000 Gald: 8,00 Weak: Light Items: ?Weapon (Longsword), ?Weapon (Saint's Rapier) An interesting enemy similar to the Banshee. If you physically strike them, they disappear temporarily, during which they are invincible. If you leave them alone, they will cast Meteor Storm, which you not want to let happen. The Saint's Rapier has the highest Attack of any weapon, but only in its Thrust. Its Slash is pathetic in comparison. They have a scream attack called Restrict, but I'm not sure what it does, other than pathetic damage. -(4.09) MANTICOR- HP: 32,500 TP: 100 EXP: 34,000 (1 + 1 Beast Man) Gald: 11,270 (1 + 1 Beast Man) Weak: Light Items: N/A A daunting foe. Can inflict petrify with its physical attacks, and can fire a version of Dhaos Laser if given the chance. It can also combo with its stinger, so watch out! Kill them quickly with Aska. This guy is the primary reason you want a Gorgon Amulet on Cless. -(4.10) MIMM- HP: 32,300 TP: 100 EXP: 21,500 Gald: 8,500 Weak: N/A Items: N/A Palette swaps of that annoying boss Jahmir from when you first visited Alvanista, complete with damaging barrier. They resist a lot of elements, and their high Magic Defense makes them resist non-elemental spells as well. Indignation seems to work best on them, though they can cast Indignation themselves. -(4.11) SOKURAM- HP: 16,400 TP: 100 EXP: 32,000 Gald: 15,000 Weak: Light, Shadow Items: ?Bow (Shortbow) ?Bow (Berserker Bow) Palette swaps of Maxwell. Aska and Shadow rip through them, but they can cast Explode if allowed, and their Molecular Attack can easily eat a hole in your party's HP in no time flat. -(4.12) TUSK BOAR- HP: 20,150 TP: 10 EXP: 65,535 (3 + 1 Beast Man) Gald: 12,020 (3 + 1 Beast Man Weak: Fire, Thunder Items: N/A Remeber the Boar mini-boss from way back at the beginning of the game? Say hello to its much meaner, much stronger cousin. These guys can devastate your party with their physical attacks at an astonishing speed, and they're quick, so attacking them physically will prove a nuisance. Use Explode and Indignation to kill them, and have Cless spam Teleport to protect the casters. -(4.13) URCHIN- HP: 765 TP: 765 EXP: 0 Gald: 0 Weak: N/A Items: N/A Don't be fooled by their size. They cannot be defeated by any known means, as they negate all magic and just touching. them inflicts 9999 damage. There is only one option: RUN AWAY. -(4.14) WILD WOLF- HP: 50,000 TP: 100 EXP: 12,000 Gald: 9,000 Weak: N/A Items: ?Weapon (Longsword) ?Weapon (Demon Hand) Hey, look! It's Fang Wolf's cousin! This enemy has the highest HP of any regular enemy in the game, absorbs Fire and Thunder, and fights just like Fang Wolf. The Demon Hand weapon is powerful, but there are still better weapons. -(4.15) YUINARU- HP: 14,200 TP: 100 EXP: 34,000 (2 + 1 Hell Lord) Gald: 9,220 (2 + 1 Hell Lord) Weak: N/A Items: Sage Unlike their annoying cousins the Charons, they are fairly easy to kill. They can cast Hammer to stun your party, but they go down quickly enough with sufficient pressure. They drop Sages, which is nice. >-:(5.00) LEGAL STUFF:-< This FAQ is for personal use only. Do not host it without my explicit permission. Only GameFAQs has my explicit permission to host this FAQ at this time. It cannot be altered in any fashion without my explicit written permission. Copyright 2010 Jeffrey Ollendorf >-:(6.00) CREDITS & THANKS:-< Time to give credit and thanks to where they're due. -CJayC, for creating GameFAQs -Joaquin Pugo, for much of the information in this guide -Namco, for making the Tales series >-:(7.00) CONTACT INFO :-< If you wish to contact me with additions or questions about this guide, you can email me at: thewindhero (at) hotmail (dot) com