Tales of Destiny
                         Walkthrough
                             By
                        David Johnson

                             


Welcome to my Tales of Destiny FAQ and walkthrough.  As of 
this writing, the game has been released less than three weeks ago, so 
this is obviously not a complete guide.  As of right now, there are two 
stuck points in which I'm not positive exactly what to do, and of 
course there's as of yet undiscovered hidden stuff(I hope).  If any part 
of this guide is incorrect, or if there's something you want to add, 
email me(Dave) at johnsonr@compuserve.com.  If I update this 
faq(which I probably will), and I include what you said, I'll give you 
credit.

This guide is divided into three parts: game basics, the 
walkthrough, and then the optional stuff so far discovered.

				     PART ONE:

Game Basics:

Here are the basics of the game.

SWORDIANS:

Swordians are intelligent swords from an ancient civilization 
and are central to the story.  Five of the characters in the game can 
wield the five swordians(actually, there's a sixth, but it's only for story 
line purposes as far as I know).  Those five characters and their 
swordians are:

Stan: Wields the fire swordian Dimlos.

Rutee: Wields the water swordian Atwight.

Philia: Wields the lightning swordian Clemente.

Lion: Wields the earth swordian Chaltier.

Woodrow: Wields the wind swordian Igtenos(eventually)

The point of Swordians is that they allow your characters to 
use magic.  For the five characters that can wield them, there are two 
slots you can equip your swordian to.
The first one is your normal weapon, you must have the swordian 
equipped to this slot in order to use their spells.
The other slot you can equip them to is the next-to-last.  If they 
are equipped to that slot, the swordians will gain experience and gain 
new spells, so always have that characters' swordian equipped.  This 
way, even if you have another weapon equipped to the top slot, you 
can still have their swordians gain new spells.

DISCS:

The bottom equip slot(only on the characters that have 
swordians), is the equip slot for discs.  Discs are basically the 
equivalent of Final Fantasy 7's materia.  They are equipped into your 
swordian to give you one to three new spells.  Discs can also increase 
your abilities while their equipped.  Basically, if the name of the discs 
is a bunch of numbers, it will enhance your abilities.  If it's not, it will 
give you spells.  So basically, it would be smart to give Rutee(who 
wields a water swordian) a fire disc.  If you gave her a water disc, 
she'd just have duplicates of spells, which would be a waste.  Also, 
you can only have one disc equipped at a time.

SPELLS:

This one is pretty obvious.  These are the spells you get when 
your swordians go up levels, and, as I said before, a character can only 
use their swordian's spells if they have that swordian equipped as a 
weapon.

SKILLS:

Skills are more or less techniques that every character has, they 
take up TP points just like spells, but you can use them at any 
time(don't have to equip swordians), and your characters learn them as 
they go up levels.  Also, these skills usually involve your weapons.
Since you control Stan, his skills are more than just names 
accessed on a menu.  You can assign four of Stan's skills to four 
button combinations: B, Up+B, Down+B, and Left or Right+B.  
Unlike Tales of Phantasia, this game's prequel, there are no short or 
long range skills.  They all can be used from any range.  Also, for all 
of Stan's optional skills, you need to have Dimlos equipped in order to 
use them. 


				   PART TWO:

Opening:

Tales of Destiny opens on the Flying Dragon airship.  Once the 
monsters storm the ship and you get control of Stan, the main 
character, the first goal is to find the swordian Dimlos in the storage 
area.  Before you find him though, you'll have to solve the first puzzle 
in the game, which is just pushing and pulling some boxes out of the 
way(hold down the O button, then move forward to push and back to 
pull).
Eventually, you'll find Dimlos, and get into your first fight, 
which is very easy.  After that, you can run into the enemies here, so 
be careful.  Now, the goal is to head back up to the upper deck where 
you were earlier mopping the floors.  If you want to, you can first raid 
the ship for treasures.  You can search one of the toilets for a 30% HP 
healer, and there are other visible treasure boxes in the various rooms.  
Also, if you find the kitchen, you can get your stats refilled by 
searching the stew.

Snow Forest:

You'll escape in the Flying Dragon's escape pod and crash 
land in the snow forest.  You'll wake up in a cabin, and then Woodrow 
will join.  You must then exit north of the snow cabin into a little 
forest maze(VERY little), and find Chelsea, who'll join.
Then head back to the snow cabin.  Chelsea will leave, then you must 
exit south from the cabin into another little snow maze.  Work your 
way through here until you reach the town of Janos.

Janos:

As soon as you enter, Woodrow will leave.  Talk to everybody 
in town, then talk to the man upstairs in the inn.  He should run off.  
Then, once you leave the inn, you'll bump into Mary and she'll join.
Now, you must head back into the snow forest, and when Mary 
splits up from your party and says something, you must go to the left 
and search the dead end to find the hidden cave.

First Dungeon:

Search the sparkle to open the door.  Once in the temple 
section, and when you can go in many different directions, go up to 
find Rutee.  She'll join, then you'll have to find your first boss.
Boss: 3 Soldiers  HP: 200  TP: 0 (each)
This is a pretty easy fight, just use Stan's skills to make short work of 
them.

After you take care of them, explore the dungeon(find your 
first disc), then exit to the south.  You'll wind up back in Janos, and 
after all the talking is down, exit Janos to the north to get on the 
overworld map.  Make your way to Harmenz, the second town.

Harmenz:

In this town, whatever you do, DON'T talk to the kid in front 
of the treasure chest.  He'll let you by in order to get the chest, but then 
he'll block your way from leaving until you give him ALL your 
money.  As far as I know, there's no way to get your money back, and 
there's nothing really good that comes out of this(except for the 
treasure in chest, which I think is a life potion or something).
Anyway, what you need to do in this town is to go to Walt's 
mansion at the top of the hill and talk to Walt.  He'll give you 10,000 
dollars, then you next have to go to the mansion in the middle of town 
and talk to the guy behind the counter to spend the night.  In the 
morning, when you wake up, you'll have to fight eight soldiers, which 
is easy than it looks.  After killing them, you'll fight Lion, but you'll 
be forced to lose this one.

Darillshade:

After you lose to Lion, you'll get captured and taken back to 
Seinegard Castle, in the city of Darillshade.  Once you get control of 
your characters, and Lion joins, you next goal is to head to Hugo's 
mansion, in the upper right corner of town.  After the talking, you'll be 
allowed to leave town.  Once on the overworld, you can head north to 
the village of Armerda, but you don't have to go there.  From 
Armerda, head east to the forest.

Forest south of Straylize Shrine:

There's nothing difficult about this place, it's just a 
straightforward dungeon with no puzzles and no boss at the end.  It 
will lead into the Straylize Shrine.

Straylize Shrine:

In here, go into the church and talk to the priest in the back 
room.  Then head into the main building at the north end of this area.  
Walk up and talk to the skull at the top of the first room.  The idea here 
is to go throughout the shrine and kill the five minibosses and the 
crystal they guard.  Each battle is pretty easy.  After all five are 
destroyed, go back to the skull to proceed on.
You should get a priest to come with your party after the skull, 
once this happens, go back to an earlier part of the shrine(where you 
were beating up on the crystals), where the church-looking hall is.  The 
priest will open up a secret passage.  In the area afterwards, you can 
either step on all the dark switches or all the light switches to open one 
of the two doors at the end, which both lead to the same place, where 
Philia joins your party.  Once she joins, head back to Darillshade.

Darillshade:

There is a complex series of events that must be followed in 
order to get on the boat to go to the next area.  They are:
1. Talk to Hugo in his mansion.
2. Talk to King Seingard.
3. Talk to the two sailors on the docks.
4. Talk to Hugo.
5. Talk to King Seingard.
6. Talk to Hugo.
7. Then, go to the docks to board the ship.

Ocean Journey:

In the middle of your journey, one of the sailors will come 
running up with sweat coming out of his head.  You'll then go onto the 
deck of the ship and see some sea monster or something.  After that, 
you'll board the sea monster and get taken down beneath the ocean.

Underwater Ruins:

In here you will the pick axe special item which will let you 
open the final door here.  Behind the final door, you'll get Philia's 
swordian, Clemente.  Once that's done, you can leave.  The ship will 
continue it's journey to the town of Cherik.

Cherik:

The first thing to do in this town is to go to the building in the 
upper-left and talk to Barukk.  The next thing to do is head to 
Junkland, the town at the end of this island.  Along the way you may 
pass the town of Kalviora.

Junkland:

After you reach a certain point in here, Philia will split up from 
your party and say something.  After that's over, I don't think that 
there's anything else to do.
Now, here's where it gets confusing.  You are at the game's 
first major stuck point!  I'm not quite sure what has to be done to get 
unstuck, but there's many theories:

One of them is to search all the bookshelves in Barukk's mansion.  
You will get scenes with each of your female characters by doing that.  
Also, you can search the dresser in the house with the baby for a little 
event.  There's a fortune teller in Kalviora you can talk to for a little 
event.  Also in Kalviora you can rescue a little boy hidden to the right 
of the Uru Uru bar, and bring him back to the weapon shop to make 
that place sell weapons again, but I'm almost positive that's optional, 
because some people have gotten unstuck and claimed not to have 
done that.  I personally have replayed the first few hours of the game 
to get back to this point, and have tried ALL these things and have not 
gotten unstuck.  Maybe it's something odd like getting items from a 
normal enemy or something(you had to do that in the first Tales 
game).
Well, you'll know you're unstuck if you talk to the weapon 
shop owner in Cherik and he says a few boxes of text more than he 
used to.  Once that happens, go to the docks, and a sailor will have 
appeared in the upper right hand corner of the docks.  Talk to him, 
then go back and talk to Barukk.  After that, head to Kalviora.
If you are really frustrated, just keep going around this small 
island, talking to all the townspeople and fighting all the enemies.  
Every single person I know who has gotten here has gotten unstuck no 
more than one day later.  So don't give up!
* Actually, after further testing of this stuck point, I'm almost positive 
that it is an item you get from an enemy.  But it may be a combination 
of both the enemy and talking.  I'm actually more confused now then 
ever.

Kalviora:

Enter temple in the middle of town.  After scene, sleep at inn to 
make the scene shift to nighttime.  Enter temple through the side 
entrance, make your way through and talk to prisoner.  After that, go 
near the front door, then go right to fight guard, then proceed on to 
fight minibosses at the end.

Cherik:

Go back to the boat here and take it to the land of Fitzgard.  
Your boat will dock in the town of Noischtat.  Once in there, go to one 
of the mansions, and there will be a brief scene with Lion.  Then go to 
the Lens shop, and talk to Ellen.  Then go back to the docks and talk to 
her again at the left-hand boat.

Pirate Ships:

You'll encounter a fleet of pirate ships.  There will be four 
separate scenes.  For each one of them, you must traverse one or two 
pirate ships looking for the priest miniboss at the end of each.  After 
you kill the miniboss, you will advance to the next scene.  One 
warning for this part of the game is that several people have 
complained about the game locking up here(although it never 
happened to me), so if your game locks up, it's not you don't have a 
bad copy, it's just that there's a glitch in probably ALL the CDs.
Anyway, at the end of the fourth ship, there's an actual boss, 
one of the game's harder ones.

Boss: Bateista  HP: 4500  TP: 0

This was the only boss I actually died on in this game.  That was 
because I made the mistake of trying to kill his flunkies first, instead of 
concentrating on him, which was a big mistake.  So the basic strategy 
here is to just let loose on the boss, and keep him busy(with Stan), so 
that he can't pull off any major attacks.  Your other members can 
probably handle the flunkies themselves.

Back at Noischtat:

Once back here, there will be a very, very, long scene(one of 
the game's longest).  You will even go to the coliseum for a fight 
against Mighty Kongman, one of the game's characters.  You don't 
have to beat him(I didn't), so I don't know if it's even possible to win, 
or what you get if you do.
Anyway, after the long scene is over, go to docks, and take the 
boat to the town of Shiden, in the kingdom of Aquaven.

Shiden:

First talk to the townspeople, then talk to the guy on boat, then 
the guy standing at the dock.  This will make a cave open up on the 
beach on this island.  Go down there and enter it.

Limestone Cave:

This cave is pretty straightforward, except that there are some 
very hard to see "stairs" leading down into the shallow water.  At the 
end of this place, you'll have to fight a boss.
Boss: Orgaskuin  HP: 2800  TP: 0
Not too hard, this time you might want to kill the flunkies first, or go 
straight for the boss.  It doesn't really matter, this guy is pretty easy.  
After you kill him, exit the cave and walk to Mouryu.

Mouryu:

In town, go to the lower right hand corner to fight guards and 
get Johnny to join.  Then, try to enter the castle in the upper right, and 
after that scene, go to the rowboat and talk to the guy.  He'll take you 
to the back entrance of Mouryu Castle.

Mouryu Castle:

This is the first tricky dungeon in Tales.  You'll have to drain 
the water in here, then push and pull blocks to cover some gaps so that 
you can walk across.  At the piano, you'll have to leave Johnny and 
one other character.  North from there, you must listen to the sounds 
emitted when you search the door, then replicate them in that order by 
stepping on the switches.  The order for the switches is 1, 8, 2, 7, 3, 6, 
4, 5.  After that, you'll find a handle to put on one of the water 
draining switches.  So go find the water draining machine without the 
handle, put the handle on it, then drain the water to proceed.
Boss: Bateista  HP: 6000  TP: 0
Him again.  This time, you must take out the flunkies first, because 
they can cast the Storm spell, which can really screw up your fight.  
Once you take care of him, head for the dock in this town, and take the 
boat.

Ocean Journey:

In the middle of the journey, you'll have to take out a sea 
monster that's boarded the ship.
Boss: Kraken  HP: 10,000  TP: 0(I think)
This guy is pretty easy, as long as you relentlessly attack him.  The 
boat will then dock at the town of Toukei.

Toukei:

Take the boat to a house with a machine in it.  Press the switch 
to open up a gate in the town's waterway.  Then proceed(via boat) 
through the town until you get to the mansion.

Mansion:

In the beginning, you can pay the guy 500 gold to go into the 
next room, then pay the creature another 500 gold to get out.  On top 
of that, you have to pay 500 gold to get out of this room!
In this dungeon, you must also drain the water.  In the room 
with the pit, push the big plant down into the pit, then, in the room 
where you knocked it into, push it onto the switch to open a door.
You'll come to a room with 12 doors, each one having a 
picture of an animal on it.  You have to walk into the doors in a certain 
order, and it's pretty easy to solve with just trial and error(if you go 
into the wrong door, all doors will flash green).  But if you're too lazy 
to do just that, here's the order:
Mouse, Ox, Tiger, Rabbit, Dragon, Snake, Horse, Ram, 
Monkey, Rooster, Fox, then finally the Sloth(or whatever it is).  After 
that it's boss time.

Boss: Teiberius  HP: 10,000  TP: 0

The important thing to remember in this battle is that Stan's Firestorm 
spell(remember, you need to have your swordian equipped in order to 
cast spells) can do 1000 damage to this guy.  With that in mind, go kill 
him!

Once he's dead, go to the dock in this town, then take the ship.

Ocean Journey:

In the middle of the journey, you'll have to fight off a fleet of 
ships, and you do that via a cool little mini-game.
The goal is simple: kill all the enemies, and don't get killed 
yourself.  Press O button to fire your normal gun, or press Triangle to 
use your screen clearing bomb.
If you don't care about this mini-game and just want to get on 
with the game itself, hit Triangle to use your bomb and automatically 
win.  This will score you zero points.  If you don't use Triangle, just 
try to take out as many enemies as possible to get the best score.  The 
better score, the better the item you get.
	After this, you'll head to the snow kingdom of Dhandalia.

Kingdom of Dhandalia:

Once you arrive in town, the first order of business is to leave, 
and head to the snow forest to the south-west.  You'll fight an easy 
miniboss, then Woodrow, the guy who joined you in the very, very 
beginning of the game, will rejoin here.  Then, you must head north to 
the snow mountain.

Snow Mountain:

The most important thing about this place is that you will 
constantly take massive damage every step due to the cold unless you 
have the winter coat accessory equipped to all of your characters.  You 
can buy this in town for 895 gold.
Once you reach the ice block, Woodrow will give you the 
Sorsala Ring(a classic item from the first Tales) and tell you to use it 
to melt the block of ice.  You must equip it to one of your two 
accessory slots, then press the Square button to shoot out a laser.  This 
will melt the ice block.
In the next screen, you must slide across on ice to proceed.  
Then exit the dungeon and head to the town right in front of you.

Heidelburg:

This town is almost totally abandoned.  Walk up to the castle to 
start an event.  You'll be taken to jail, then escape, and eventually fight 
a boss.

Boss: Daris  HP: 7500  TP: 0

This is a pretty easy battle.  No big deal.  After he's done for, you'll 
escape into the basement of the castle.

Castle Basement:
After a little exploring, you'll run into a boss.
Boss: Ice Golem  HP: 6000  TP: 400
This has to be the easiest boss in the game.  Just use Stan's fire 
techniques to really put a hurting on this guy and finish him off 
quickly, or just run up and attack with weapons, for an equally easy, 
but slightly longer battle.
Once he bit the dust, push up to get right next to the block that 
was behind him, then shoot your Sorsala Ring once to melt the block, 
then shoot it again to nail the thing behind it(also, you can melt the 
blocks in this area to find treasures underneath).
After this room, you'll find yourself in the main area of the 
castle.

Castle and Clock Tower:

You must shoot the Sorsala Ring to light some unlit torches to 
make a doorway appear.
When you get to the "grid" of torches, light the unlit ones to 
open doors.
Once you get to the room where there's a statue of a woman 
and a statue of a demon with a flame on it, you must push the statue of 
the demon in front of the statue of the woman so that the flame will 
touch the woman's orb and open the door.  This will lead you to the 
clock tower.
First go to the left to push a switch.  Later on, you must leave a 
party member on another statue.  It's best to leave Woodrow, because 
at this point in the game, he really sucks.  Once someone's on the 
switch, go back to the first floor and take the elevator.
When you get to platform where when you step on it a question 
mark appears above Stan's head, go to the lead above and shoot your 
Sorsala Ring at it to make the platform work.  Then take it and get 
your character back, then enter the door at the top of the clock tower.
In the room with 3 doors, light up the torches on either side of 
the left and right doors so that it won't be dark in those rooms.  In the 
right room, hit the lever once, and in the left room, unfreeze the chain 
by shooting your Sorsala Ring at it.  Once all that's done, hit the 
switch in room south of there(near save spot), to open up the main 
door in the room with the three doors.  After that, it's time for a major 
boss battle.

Boss: Grevem  HP: 13,000  TP: 999

Try to use an enemy-clearing tactic or item(like Ifrit, if you've 
managed to come across one yet) to get rid of the flunkies, then corner 
Greven and let him have it.  Have Philia have her swordian equipped 
so that she can do damaging spells like Ray, etc.  After this, you'll find 
yourself on the Flying Dragon airship from the beginning of the game!

Flying Dragon:

Go around and talk to the different characters, then sit back and 
watch the fake ending(don't worry, you're not even half done yet)!!
After the fake ending, you'll be in Stan's house.  You'll eat 
breakfast, then you'll have to put the food in the sink.  Go around and 
talk to the townspeople, then go back to Stan's house and talk to Stan's 
mom.  Eventually, Philia will rejoin.

Gathering your characters:
Head south to Noischtat.  Your goal now is to gather your 
characters.  To get Woodrow back, choose Woodrow's name at the 
boat, then once to boat arrives in the snow town, go southwest through 
the forest.  Right after that, you'll have to go south through another 
short forest, in order to reach the town of Syril, Mary's hometown.  
There's a scene that takes place in Mary's house.
Then go north to Heidelburg, and go into the castle to get 
Woodrow.  After that, go back to the port where you got here from, 
and at the boat choose option number 1(Seingard), which will take you 
to Darillshade.
From Darillshade, walk south, then east to find Rutee's 
hometown, Cresta.  In there, you'll get Rutee to join.

Looking for Lion:

The only person left to get for your party is Lion, right?  Well, 
as far as I know, you can never get him to join again...  But you still 
have to try to find him!
The first thing to do is to go to Darillshade and talk to the king.  
Then go to Hugo's mansion.  You should notice a bunch of guys 
walking around the main hall.  When you enter one of the rooms, Stan 
will say something.  When that happens, go search the book in that 
room.  Then go and talk to one of the Oberon guys(the guys that are 
walking around the main hall).  You'll notice they say something 
different now.  Once that's done, go back and talk to the King.  Then 
go back to Hugo's mansion and talk to the head Oberon guy(he looks 
slightly different, he's got a small beard and has a blue jewel in his 
head instead of a red one).  Then go back and talk to the King yet 
again, then board the boat in this town to head to the factory dungeon.

Factory:

If you go left in the beginning of the dungeon, you can fight an 
Oberon guy(probably optional).  If you go in the left of the two doors 
in the beginning, then go to the lower right exit, you'll fight another 
Oberon guy and get the blue key card(definitely not optional).
In this dungeon, you must take the conveyor belts to proceed.  
Later on in the dungeon, you'll have enter a two number combination, 
and every time you fail, you'll have to fight an easy miniboss.  The 
combination is 3, 4.  Once you open the door with that, fight another 
Oberon guy to get the red key card.  At the end of this factory, you'll 
find an elevator which will take you to an underground cave.

Cave beneath factory:

This is a pretty simple cave, once you reach the save spot, you 
can go left to get a treasure, or to the right to fight the boss.  You can't 
go back in this dungeon, so don't miss out on some of the 
treasures(like I did).  Anyway, at the end of this dungeon you'll soon 
find out why Lion will never rejoin, because he's actually one of the 
bad guys!  And now you'll have to take down your former party 
member.

Boss: Lion  HP: 12,000  TP: 999

Even though this is a major battle(as far as the story line goes), Lion is 
actually a pretty simple boss.  Just corner him and constantly hack him 
with your sword.  He may get an attack or two in there, but it'll 
probably be no big deal.
Afterwards, watch the kick-ass anime scene!
After the long series of events, go into Darillshade and talk to 
the guy.  Then go to the docks and take the boat back to the 
underwater ruins from earlier in the game.  There will be no enemies 
in here, all you have to do is go to the final room.  At the end, you will 
get your first vehicle in the game, some sort of bizarre sea monster 
type thing(it's what you saw floating in the ocean when you first went 
to this dungeon all that time ago).

Vehicle controls:

You can dock this at any town with a port, and get back on by 
going to your special item list and selecting the second one on the 
list(can only be used on docks, though).

Gathering even more characters:

Now that you have a vehicle, and now that the world is in 
danger, you can collect two more(out of a possible four) characters.  If 
you go back Syril(in the snow kingdom Dhandalia), you can get Mary 
to join(good choice).  Also in Dhandalia, and right north of Syril is 
Heidelburg Castle, where Chelsea can join(bad choice, unless you like 
characters that start on level 2).  If you go back to the town Mouryu(in 
the kingdom of Aquaven, the little chain of islands with three towns, 
Mouryu is the middle town), you can get Johnny to join(not as bad as 
Chelsea, but no good either).  And if you go to the town of Noischtat, 
you can get Mighty Kongman to join(more on that in the optional 
section).  Mighty is a very good character, I would suggest getting 
him.

Once you're done getting your characters, go back to 
Darillshade and talk to the King.  Then go into the far left door in the 
castle courtyard, and talk to the wacky-looking blue-haired guy there.
Once that's done with, head north of Darillshade to get to the 
old forest dungeon you were in a lot earlier in the game(the one that 
led to the Straylize Shrine).  Go through it until you get to the Shrine, 
then go into the main building at the top of town and go up the stairs to 
the top floor and talk to the priest to get him to come with you.  Then 
take him back to the underwater ruins(accessible by your vehicle).

Cave west of Lienea:
West of the town of Lienea(Stan's hometown) on a beach in 
the bay near there, is a cave only accessible by your vehicle.
Once inside, at every door you must leave one of your 
swordians(and the corresponding character).  If you choose to leave 
Stan, your remaining characters will just go in and finish the dungeon 
without you(automatically), so if you want, you can make this a very 
quick dungeon.  If you choose to take Stan all the way back(with the 
help of the two non-swordian wielding characters you picked up) you 
must fight a very easy boss at the end of this place.

Boss: Dragonknight  HP: 2854  TP: 0

This guy's a cinch.  After he's done, grab the treasures(most 
importantly, the special item disc you'll need to take back to the 
underwater ruins).

Underwater(well, not for long) ruins:

Once you've gotten the special disc from the beach cave, go 
back to the priest who's now in here, and you'll power up this place 
and get shot up into the world in the sky.

Sky World:

Once you exit your main base (previously the underwater 
ruins), the only thing available for you to go to is that metal tower in 
front of you, which is actually the "blue" warp tower(more on that 
later).

Blue Warp Tower:

You must find a room in here which has a map of the world in 
it.  If you get to the room with the save spot in it(the teleporter room), 
LEAVE.  Don't step in the warp, because you'll get warped around to 
places you're not supposed to be yet, and getting back can be a little 
confusing.

Once you've found the room with the world map, the game 
will automatically return you to your base(I think).  After the talking in 
there is done with, go back to the tower you just came from, and NOW 
go to the teleporter room.

Tower Teleporters:

The deal here is simple:  There are four different colored glass 
panels surrounding the teleporter(blue, red, green, and yellow).  
Whenever you walk through one of the panels, ALL of the panels will 
change into the color you walked through(for example, if you walked 
through the green panel, all of the panels will turn green).  When you 
step into the beam of light in the middle, you will get teleported to 
whatever tower the color corresponds to.  The tower you start in 
corresponds to "blue", so if you ever want to go back here from 
another tower, change the color to blue then step into the beam of 
light.
Understand?  Well, if you don't, then reread the last paragraph.  
Anyway, the place you're headed now is the Red Warp Tower(not a 
literal translantion, I made up these names).  So change all the panels 
to red, then step into the beam.

Red Warp Tower:

In each floor here, there are a certain amount of little egg-like 
things you must collect in order to advance to the next floor.  There are 
four floors like this.  On the fifth floor, all you have to do is to find the 
exit teleporter to leave.
Once you've left the place, head north to get to the Red 
Pyramid.

Red Pyramid:

In the first area(and for the rest of this place, as well) the thing 
to remember is that when you step on a platform, it won't just move 
the platform you're on, it will also reverse the position of all platforms 
of the same color.

Later on in the dungeon(in the part where you're walking on a 
grid) you can only walk over blocks if they're full size.  If not, you'll 
fall through to the floor below.
One of the rooms in here is a big room with lots of switches 
and platforms.  It's not that hard to get to the exit here(just mess 
around with the switches and platforms), but since I pushed so many 
buttons and rode so many platforms, I can't remember exactly what I 
did here.  But it's not like it's hard to solve or anything like that, and 
furthermore, to make it even easier, you don't meet any enemies in this 
room.  So you shouldn't have much(if any) trouble with it.
The final puzzle room in here has a movable block and no 
enemies.  The trick here is to go to the right side, face up against that 
weird looking thing, then pull back to open the door.  The only 
problem is that as soon as you let go, the lever will slide back up into 
place, thus closing the door.  So what you must do is to push the 
movable block in it's path so that the lever can't close all the way, thus 
keeping the door open.

You will then witness a scene involving Rembrandt and Maria.  
After the scene is over, don't immediately follow Rembrandt into the 
next room, because you'll notice that your HPs and TPs are 
dangerously low, so heal first, then take him on.

Boss: Rembrandt  HP: 15,000  TP: 0

He's pretty easy, and furthermore, he does come into the battle with 
any flunkies, so this fight won't be that difficult at all(unless you 
forgot to heal after that last scene).

After Rembrandt's dead, go back to your base(via the warp 
towers) and talk to the priest and choose both number one and two.  
You now have an optional of going to two different places: the Yellow 
Warp Tower, or the Green Warp Tower.  Each one of the Warp 
Towers has another dungeon following them.

Yellow Warp Tower:

There are three mice running around here(they're all in the 
same general area).  You must chase them down and fight all three of 
them in order to get each one's key.  Once you have all the keys, you 
must then use them to unlock the main door and turn the power 
generator on, which will open the door to exit this place.  It's dark in 
here, and can sometimes be tricky to find the generator, but it's not 
much of bother considering the fact that there's no random encounters 
in here.  Once you leave this place, proceed onward to get to the 
garden dungeon.

Garden:

This place is very straightforward, until you reach the puzzle at 
the end(the one with pushing the orbs into the different holes).  The 
way to solve it is this: First, go upstairs and push the orb there down 
into the left hole, which will shatter it into the left spot below.  Then 
push the "sun" orb into the top spot.  Next, push the "moon" orb into 
the bottom spot.  Finally, take the little orb, and push that into the ring, 
then push the ring(with the orb stuck in the middle), in the right spot.  
Once all that's done, shoot your Sorsala Ring at the "sun" orb.  That 
will let pass in the room with the big tree in it, and let you reach the 
boss.
Boss: Barukk:  HP: 15,000  TP: 0

A very, very, easy boss.  This guy is pathetic.  I really, really, hope 
that this guy doesn't give you trouble.  If he did, that would just be 
sad.

*Remember, this is a non-linear part of the game.  You must beat both 
this place and the laboratory(which is located beyond the Green Warp 
Tower), in order to advance.  If you've beaten the laboratory, skip 
straight to the Belcrant section.  If not, continue on.

Green Warp Tower:

You can see all the enemies here, but it's still pretty tricky to 
avoid them because of the narrow passages.  Unless, of course, you 
use this neat little trick: there are little black machines on these floors.  
If you shoot your Sorsala Ring at them, a small explosion will occur.  
Now, if any one of the bats happen to fly by and get hit by the 
explosion, boom!  That's it!  They're dead!  Unlike the Red Warp 
Tower, there's no little trick here to advance from floor to floor.  All 
you have to do is find the exit, which is a little tricky, but not much.  
Once you've exited this place, head over towards the laboratory 
dungeon.

Laboratory:

Go through the conveyor belt "maze", then go through the 
middle of the three doors to fight a miniboss and get a Card Key.  
Once you get to the computer terminal, enter the following numbers: 
1, 4, 1, 1, 2, 3, 3, 4.  You're spelling out the Japanese word 
Kakumei(revolution).  Then go through and fight the boss.

Boss: Ellen  HP: 13,000  TP: 800

Another easy, easy boss(man, these easy bosses sure are a change from 
the original Tales).  Once she's dead, there's a cool scene in which she 
commits suicide by jumping out of the window of this place(you 
remember Ellen, right?  She's the girl that walked you around the town 
of Noischtat, the town with the coliseum, much earlier in the game).

*Now, once you've taken care of both of the garden and laboratory 
dungeon, go back to your crashed cruiser outside of the Red Warp 
Tower.  You'll fly it to Belcrant, the big place in the middle of this sky 
world.

Belcrant:

There are two identical towers that each must be traversed, 
then at the end you'll confront Hugo.

Boss: Hugo  HP: 20,000  TP: 999

Tough, but if you are relentless and surround him, you can easily nail 
him.  Once thing to watch out for, though, is that he can teleport at 
will, thus, making him able to get out of a corner or something.
After he dies, then the real evil behind this all(or something 
like that), Miktran, appears.  After Miktran wastes your party, you'll 
wake up on a boat and realize that the sky world no longer has any 
holes in it, making it a solid crust that is covering the planet, and 
making your world dark now because there's no more sunlight.

Darkness World:

Once you arrive in this world, the first thing to do is go to 
Cresta, Rutee's hometown(you may have to talk to the King of 
Darillshade first, I don't remember).  In Cresta, there'll be an easy 
boss.

Boss: Ogre  HP: 3500  TP: 0

After he's dead, go back to Darillshade and talk to the King, then go 
upstairs to the meeting room.  You now have a choice of going to two 
different dungeons: the Gas Cave, or the Swordian Cave.  The gas 
cave is located in Junkland, the swordian cave is located north of 
Armerda.

Gas Cave:

The most important part of this dungeon is to watch out for the 
gas.  Whenever you step through gas, you will lose a lot of HP.  So 
constantly check your HP, or else you might die without knowing it.
If you search the little cracks in the walls here, the walls will 
crumble.
In the very beginning of the dungeon, you can either go left or 
right, go to the left, and crumble the wall there.  Once you've 
crumbled it, walk through, then crumble the next crack which comes 
immediately after.  It will lead to a room almost totally filled with gas, 
and in that room there are two walls to crumble.  Behind one of them 
is the Bahamut's Tail, the most powerful weapon in the game that I've 
discovered so far(in Tales of Phantasia, it was the sceond-most 
powerful weapon in the game, so there's obviously going to be a 
stronger weapon in this game, I just have yet to find it).  You're going 
to want to get the Bahamut's Tail and other hidden things in here as 
soon as possible, because you won't be allowed to enter this dungeon 
again.

Near the end of the dungeon, you must push rocks into holes in 
order to walk over the holes.  At the end, get the part for your ship, 
then leave.
Go to the Flying Dragon airship that's parked outside 
Darillshade, and give the part to the guy standing there.

Swordian Cave:

The posts in here must be shot with the Sorsala Ring in order to 
make platforms appear.  In the room with many posts and platforms, 
don't step on the little skulls, or else they will warp you back to the 
beginning of the room.
Near the end, you will reach a mechanical-looking room.  
There are 17 "mirrors" in here, and they can be moved into one of two 
positions.  Also, at the bottom of the room is a switch which will shoot 
a laser out, and the laser must reflect off of the switches in order to hit 
the statue at the top in order to proceed.
If you look closely at the mirrors, you will notice that top red 
part(the part that moves whenever you switch the mirror's position) 
has a sort of slash going through the middle of it(you have to look 
closely to see it).  The slash is either in one of two positions: "/", or 
"\".  So I have made a "map" of the puzzle showing what position the 
mirrors need to be in.  If the switch is labeled "X", it means that it 
doesn't matter what position the mirror is in, because the laser won't 
hit that one.  Here's the correct alignment:

   X  X  \   \  X
         /   \   \   \
    /    /   \       /
    \        \  X X

After the puzzle, you will "power-up" your swordians.  Then 
go back to Darillshade and talk to the King.

The Three Lenses:

Now, you must get three lenses from three different towns: 
Harmenz, Armerda, and Cresta.  This can be done in any order.

Harmenz:

Talk to Walt, the blue-haired guy in the mansion at the top of 
town.  He'll sell you the Lens for ALL of the gold you currently have.  
But don't worry, because right when you're about to exit the mansion, 
he'll feel guilty(I guess) and return the gold.

Armerda:

As there's only monsters in Armerda now, you actually don't 
go here in order to get Armerda's Lens.  Here's what you do:

First, go upstairs to the meeting room in Darillshade's Castle.  
There should only be one man in here now, this is the mayor of 
Armerda.  Talk to him, he'll tell you about the Lens.
Next, go east of Armerda to the forest dungeon from earlier in 
the game.  As soon as you enter, head to the right to see an Ogre 
standing by the gravestone.  You'll have to fight him to get the Lens, 
but it's the same old easy Ogre boss you fought in Cresta a while ago.

Cresta:

First, talk to the couple in the house in the top middle of town.  
They'll tell you they lost the Lens.  To find it, go to the small shed in 
the upper left corner of town.  If you search in the middle of the shed, 
you'll find the Lens(you may have to search the big tree outside this 
shed before you can find the Lens.  I'm not sure).

Three Lenses Recovered:

After you get all the Lenses, go to the castle courtyard in 
Darillshade, and give them to the guy there, then talk to the King.  
There will be a very long scene.
Now, you can fly the Flying Dragon airship.  When you enter, 
there are three commands you can choose:
1. Fly to Dykroft(end dungeon)
2. Fly around this world manually.
3. Leave.

Dykroft:

This is the final dungeon in the game.  It's not that long, but 
there's one tricky part in here that I'm not exactly sure how I solved.
The first part of this dungeon is easy.  You'll have to walk into 
mirrors to teleport around, but it's nothing major.
After a bit, you'll walk into a teleporter that'll send your 
characters to jail.  If you have Mary in your party, she'll be teleported 
to the same cell as you, besides that, all other characters are in 
different cells, so you'll have to explore this small jail area and find 
them.

Now the problem is: how to get past the teleporter?  This is 
tricky, because it's almost impossible to tell what sets off the event.  
I'm pretty sure it's not in this dungeon, because in the first Tales game 
there was a puzzle identical to this one, and the item you needed to get 
past the teleporter was a golden leaf that a soldier in some town gave 
to you.

In this game, however, you can't tell what sets off the event 
because the golden leaf item won't appear in your inventory until 
directly AFTER you succesfully pass through the teleporter.  If you 
step on the teleporter and there's a little sparkle, you got the item, and 
it will be on your special item list.  I'm not exactly sure where to go, 
but my best guess is Darillshade.  So, once you get here, go back down 
to Darillshade, talk to everyone, and try to get past it again.  Maybe 
it'll work.  If not, go explore another town.  If anyone knows what to 
do here, email me at johnsonr@compuserve.com and when I revise 
this walkthrough, I'll give you credit.

A bit after this, Stan will get separated from the rest of the 
party.  What you must do now is run through this crystal area and find 
the main crystals and put them in different positions.  There are some 
things to remember when going through here:
1. There are certain rooms that, upon Stan stepping on certain floor 
tiles, will warp him out of the room.  But outside these rooms, 
there are switches which will make the rooms pitch black, but it 
will turn off the tiles which warp you out.
2. If you see your reflection in a mirror here, you will have to fight an 
easy clone of Stan.  To avoid this, push those blocks in front of the 
mirrors.
3. When you get to the big crystal that makes noise as you approach 
it, search it to crumble it.
Now, here's the positions that the crystals must be in:
Light Blue: West
Red: East
Dark Blue: Original position(pointing to the middle)
Green: East
Clear: West
Yellow: North
Pink: South

Afterwards, find the room in which you can talk to your party 
members, and if the crystals are in their correct positions, you will be 
rejoined with all of your party members.
For the final section of the end dungeon, search the crystals 
you find.  There is also a switch that turns on the power, you have to 
turn that on in order to warp through the mirrors.
When you get to the room with the three mirrors, go into each 
mirror, and search the crystal.  Once all three have been searched, 
search the crystal in the main room(the one with the three mirrors).  
This will lead you to the end bosses.

The Final Battles:

The end bosses in this game aren't that hard, only the last one 
will provide a challenge.

Boss One: Lion  HP: 16,000  TP: 9999

Lion(is this even Lion?  Or is it a clone or something) is pathetically 
easy.  Just keep hacking away, and he'll go down in no time.
Boss Two: Miktran  HP: 25,000  TP: 999
Also easy, probably slightly more challenging than Lion because he 
can teleport, making it harder for you to cancel his spells.  But if you 
stay on him, you'll win.

Final Boss: NEO-Miktran  HP: 30,000  TP: 9999

This guy IS actually difficult, especially if he gets a spell.  Because he 
can cast spells really quickly, so that means that if he gets one spell 
off, he's probably going to get a few more off, also.  And his spells are 
very powerful, new spells that you've probably never seen before.  But 
if you constantly attack, and make sure he doesn't get a spell off, the 
only time he'll damage you is with his laser attack, which isn't that 
hard to recover from.  Once he goes down, just sit back and watch the 
ending.


				   PART THREE:

This part is dedicated to Tales of Destiny's optional stuff, but 
as of right now, there hasn't been that much discovered yet.  But there 
will be(hopefully)!

The Coliseum:

You can first enter the coliseum when the floating world 
appears in the sky.  There will be 8 fights, then a boss fight.

Boss: Mighty Kongman  HP: 2935  TP: 272

Not that hard, after you kill him you will have the option for him to 
join.  He's a pretty good party member, so it's a good idea to pick him 
up.
Now, if you enter the coliseum again, there's a different set of 
enemies, with the eighth fight being the boss.
Boss: Wyvern  HP: 20,000
This guy can be tricky, because a lot of weapons(including your 
swordian) will either cure him or do nothing to him.  If you have the 
Bahamut's Tail or any other axe weapon, you should do fine, though.

Whenever you beat the Wyvern, you will get a prize 
afterwards.  Here's the list of prizes you get after each time you win:
1st Time: CompuCommand(lets you do every sword skill with fighting 
game-like button combinations)
2nd Time: Channel Ring(I have no idea what this does)
3rd Time: Jewel Set(a bunch of jewels, not sure what each one does)
4th Time: Some sort of hood accessory for women(not sure of the 
name)
5th Time: Potion Set

After you win the fifth time, all other times you win will be the potion 
set(I think).  However, there's still more you can do with the coliseum.  
If you enter it again, there will be three options.  They are:
1. Do normal coliseum battle.
2. Play "Knock Down the Monster"
3. Exit

So now there's the game "Knock Down the Monster".  Here's how 
you play:

There will be a bunch of guys that will teleport into the arena.  
You must run up to them and when you're right next to them, press the 
O button to swing your sword and kill them.  If you're not right next to 
them, pressing O won't do anything.  If you don't kill one in enough 
time, it will disappear.  There are 30 enemies.  If you kill them all, you 
will get an accessory which says something about "Swordian" in the 
description.  I have no idea what this does.  If anyone does, email me!  
I entered again and won, and got a poison guard accessory.  I think 
that's all you can get from this, but I'm not sure.

Wacky Kids' Games:

In a tradition started by racing a kid in the first Tales game, 
there are now two games that you can play in different towns that 
involve children and running around.  The first one is in Cherik, the 
second in Noischtat.

Cherik: Tag

This is really fun(and addicting).  There will be four kids 
running after you(two very fast ones, one medium speed and one very 
slow), and you just have to avoid them for as long as possible.  The 
game will count how many seconds you successfully avoided them 
for.  If you get more then 20(I think), you will get an HP+TP 30% 
refiller.  If you get more than 50, you'll get an HP+TP 60% refiller.  
And if you get more than 100, you'll get the Ifrit summon item.  Once 
you've won Ifrit, you can't play this again.

Noischtat: The Race

This is EXTREMELY difficult, much harder than the race in 
Tales of Phantasia.  As you race throughout town(follow the arrows), 
the kid will occasionally get speed-bursts(these happen on the first and 
last stairways in the race).  If he gets one of these, he will get ahead of 
you, and you WILL lose the race.  The only way to win, is to get off to 
a fast start so that you can maneuver in front of him to block his speed 
burst.  If you win, you'll get a choice of 3 items to get:
1. Elixir
2. Charmbottle(not sure what this does)
3. Nome summon item
Once you've gotten all three, you can't race anymore.

The Lens Master:

On a large snow island west of the snow country, there is a hut 
hidden in the north forest area there.  In that hut lives the Lens Master.
Now what he'll do is if you have more than 2000 or 3000 
Lenses(I can't remember the exact number), he'll trade them in and 
you have a choice of getting one of the following four summon items.
1. Ifrit
2. Sylph
3. Nome
4. Undine
One thing to remember is, even if you have 9999 Lenses, he'll still 
take them all and you'll still get the same crappy selection.  If you 
have less than the required Lenses, you may just get some crappy item, 
or get nothing(I think the best thing I got from this was a strength 10% 
accessory).

The Crazy "Paper-Rock-Scissors" Game:

On one of the empty islands in Aquavern is this hut hidden in 
the forest.  You can play some wacky game(this is a real-life game, but 
I don't know the name of it).  Here are the controls:

Press O to make a closed first.
Press X to point your fingers.
Press Square to have an open palm.

Now, whenever you make a certain hand sign, your opponent(Philia) 
will also make a hand sign.  Just like in Paper-Rock_Scissors, certain 
hand signs beat others.  Here's what beats what:
Closed Fist beats Pointed Fingers
Pointed Fingers beats Open Palm
Open Palm beats Closed Fist
Simple, right?  Well, it's slightly more complex than that.  You don't 
automatically win or lose if you have the winning or losing hand sign.  
Now, here's where a little bit of action comes into play: if you have 
the winning hand sign, quickly press and hold down the O button 
whack Philia before she can block.  Of you have the losing hand sign, 
quicky press and hold down the X button to block before she can hit 
you.

There are three levels of difficulty in this game, and the higher 
the level, the more money you can bet(as far as I know, money is the 
only thing you can get out of this game).  On level 1 you can only bet 
9 gold, on level 2 only 99 gold, and on level 3, you can bet 999 gold.

Gravestones:

Besides the eight sword skills that Stan will learn throughout 
his quest, there are also eight bonus sword skills, at least six of which 
can be gotten from gravestones.  The only problem is, in order to get 
the skill from the gravestone, you must solve an easy puzzle, but you 
won't even be able to access the puzzle unless certain conditions are 
met.  Problem is, I don't know what those conditions are.  My best 
guess is that it's using a certain normal sword skill a certain number of 
times or something like that.  Well, here are the gravestone locations 
and the answers to the puzzles that I've figured out so far:

Darillshade: 4, 2
Limestone Cave: 1, 4
Heidelburg Castle Dungeon: 1, 3
Swordian Cave: 4, 2
Linea: Can't remember, might be 1, 3
Garden Dungeon(In sky): Didn't get, and now can't even go back 
there.

Tales of Phantasia Quiz:

Now, you might have wondered that since there are 8 optional 
sword skills, yet only 6 gravestones, where are the other two?  I'm not 
sure about the last one, but the other non-gravestone optional sword 
skill is gotten from talking to Kres and Arche(Tales of Phantasia 
characters) in the town of Armerda.  They will be there as soon as the 
floating world appears, maybe even sooner.  But in order to get the 
technique, you'll have to test your knowledge of Tales of Phantasia, in 
a 50 question quiz!
Now, even if you've played the original, these questions aren't 
going to be easy to answer, unless you know japanese!  So here are the 
answers for us non-japanese speaking gaming folk(even though I do 
know a little)!

1. 2
2. 1
3. 4
4. 3
5. 3
6. 4
7. 2
8. 2
9. 1
10. 3
11. 2
12. 1
13. 4
14. 3
15. 3
16. 4
17. 2
18. 1
19. 3
20. 4
21. 2
22. 2
23. 1
24. 4
25. 2
26. 3
27. 4
28. 1
29. 3
30. 4
31. 3
32. 1
33. 1
34. 3
35. 3
36. 1
37. 4
38. 1
39. 4
40. 2
41. 4
42. 2
43. 4
44. 1
45. 3
46. 2
47. 4
48. 3
49. 4
50. 3

You still with me?  Well, if you get all of them correct, you'll get a 
new sword skill and another Channel Ring(what the hell DOES this 
thing do?).  If you get most of them correct, but not all, I believe all 
you'll get will be just the sword skill.

Dock Warehouses:

In each dock in each town, there are warehouses that are totally 
empty except for boxes you can push.  If you push each box into the 
correct position(you will hear a click if you stop pushing or pulling 
over the correct spot in the floor), a treasure chest will appear that you 
can get an item from.  But it's a little trickier than it sounds: in some 
warehouses, there are "fake" spots on the floor where you can hear a 
click, but that don't play a part in solving the puzzle.  You can only get 
the item from each warehouse once, but you can still repeat the puzzle 
to see the chest appear(big deal).  The only really good thing I got out 
of here was a Nome summon item.

			     OPTIONAL RUMORS:

Now, here's the section on optional stuff I don't know how to 
get(or what to do with).

Cooking:

If you go to Mary's house in Syril, you can cook.  You just go 
up to the sink, and she'll tell you the next item you need.  Practically 
all the items can be gotten from the shop in this town, either in their 
original form, or by using a Rune Bottle on them to transform them.  
The only hard-to-get ingredient is the Ifrit summon item.

Of course, Mary's kitchen isn't the only place where she can 
cook.  If the kitchen in Darillshade's Castle, a chef will ask you for 
different items, most of which are in town.  Then he name the Squid, 
which I have no idea how to get.

In Barukk's house in the town of Cherik, a very distraught man 
will ask for something, then Mary starts blabbing about something 
else, which makes me guess that this is another cooking deal.

The Blue Dragon:

At some point in the game you will get an Egg on your special 
item list.  If you take the egg back to Linea(I did this as soon as the 
world turned dark), and give it to your sister, she'll keep it in your 
house.  Now, after a certain amount of time has passed, you can go 
back to the egg, and a baby blue dragon will hatch out of.  It can't 
really do anything except to run around town.  I made some sort of 
food item in Mary's kitchen(with the Ifrit ingredient) with the letter B 
on the end of the name, and fed it to the dragon, and he apparently was 
very happy.  Well, if you go back and make him another one, you 
can't feed it to him, but you can feed it to your own party to put food 
in the food sack.  I obviously have to feed him more stuff(probably 
one food with an A at the end of the name), but once I've fed him all I 
can, the real question is what do I get out of it?

Summoned Monsters:

If you listen to the voice test in this game, you can her the 
voices for a of the summoned monsters.  They are: Ifrit, Undine, 
Sylph, Nome, Volt, Shadow, Luna, Asga, Gremlin's Lair, and 
Chameleon.  These are all summoned monsters from the original 
Tales.
Now, I've been able to get the first four from the Lens Master, 
and I've gotten Ifrit from two other places: the tag game in Cherik, and 
one of the warp towers in the Sky World.  That last one was wierd.  I 
stepped onto a teleporter to warp to another room, and when appeared 
in the next room, Mary split up from the party, and an arrow pointed 
towards the wall.  I searched, and found Ifrit(that happened obviously 
because Mary is looking for Ifrit to use in her cooking).
I have Undine in my inventory, but I have no idea where I got 
her.  And as I said earlier, I got Nome from a dock warehouse.
This of course leads to the question: where the hell are the 
other ones?  Well, I wish I knew.  If you know, please email me.  Also, 
will they all be one use items, or possibly come on discs to use for 
spells(I don't count the Demon's Lance disc as a call spell, since the 
voice test groups all the caller spells together, and Demon's Lance 
isn't there).

Green F Numbers:

I'm sure you've seen it before.  You're talking to a regular 
townsperson, when all of a sudden, they start uddering something in 
green letters, accompanied by a number like F37 or something.  These 
are obviously clues to something, but WHAT!?  I can't even read the 
japanese, so I have even less of clue!  Remember, these are supposed 
to be hard to japanese speaking players, so that screws me over even 
more.


The BC Rod:

This is the one that drives me more crazy than anything else.  If 
you go back to the game's very first dungeon, and go to the room 
where there are three pedestals(where Rutee joined).  If Mary is in 
your party(is she involved in like all of the bonus stuff in this game or 
something!?), she will say something about 3 rods.  So, there are three 
pedestals, and she talk about three rods.  Simple enough.  Now, on two 
of the pedestals I was able to put down rods: the GC Rod, and the RC 
Rod(that stands for Green Crystal Rod and Red Crystal Rod).  I have 
no idea where I found the GC Rod, but the RC Rod was found in the 
Swordian Cave.  I'm almost positive that the third item is called the 
BC Rod, mainly because in Tales of Phantasia there was a hard to find 
rod called, well, what do you know, the BC Rod!  That item was in the 
original Tales' hidden town.  Which means it's also probably hidden 
very well in this one.

"So what does this lead to?" you might ask.  My best guess is: 
the bonus dungeon.  These developers are famous for their bonus 
dungeons(Tales of Phantasia and Star Ocean both had killer bonus 
dungeons), which leads me to believe that this game has a bonus 
dungeon as well, and this is the most likely place it would be.


Well, I hope you enjoyed this guide.  And, if anyone has any 
corrections or knows something that I don't(especially how to get the 
golden leaf and the BC Rod!) please email me at 
johnsonr@compuserve.com.  Your contributions will be noted.