SECRET OF MANA WALKTHROUGH BY BELLDANDY
                                                        
Secret of Mana FAQ Table of Contents
I. SOM Walkthrough               
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                  |                                  |
                  |  The Secret of Mana Walkthrough  |
                  |           BY Belldandy           |
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A. Sword in the Stone
1. The Rusty Sword
  When you start, you will be on a log by a waterfall with two of your 
friends. They will talk about a treasure and a ghost spotted near the 
falls. Suddenly, the boy will fall off, landing in a pond. Go down and 
cross the bridge. Walk into the next pond and try to pull out the sword. 
A ghost will appear telling you to remove the sword. After that it will 
disappear. Cut through the bushes and follow the path to Potos.
  Make sure you gain levels so your HP's are around 60-70 and you gain a 
level in your sword. In Potos, visit the Shop and buy a bandanna if you 
have enough money, if you don't, go back and kill Rabites until you do. 
Visit the coffee shop, were a mysterious man will be. Go to the east end 
of Potos andgo to the Elder's House. Talk to the Elder. Eventually, an 
tremor will shake Potos and you will battle the Mantis Ant...
2. Mantis Ant
  The Mantis Ant will cast spells like Gem Missile and a poison gas. Stay 
clear of his claws too. Sometimes you should back away and charge up your 
sword and then attack to inflict major damage. Don't worry about dying, 
the man in the coffee shop will bring you to full HP. Never attack head-on, 
but rather from the sides or behind it.
3. Banished
  After the battle, the man in the coffee shop turns out to be a knight. 
His name is Jema, and he will guide you through the rest of the game. He 
will tell you to go to the Water Palace. Go back to the Elder's house.
  Everyone there will want you banished because of the Mantis Ant's 
attack on the village, the Elder will agree. After the small meeting, go 
downstairs and open the chest for 50 GP. Then talk to the Elder again, and 
leave the village.
4. The Water Palace
  From Potos, you can read the sign to get directions to the Water Palace, 
or you can visit the Cannon Travel Man for a free trip to the Palace. Out-
side of the palace, a small band of soldiers will be standing there. Talk 
to the blonde one at the top. When you get there, Jema will be there with 
Luka. They will tell you about the Mana Sword and The Mana Seeds. Walk on 
the stage and seal the Water Seed when they ask. Luka will give you the 
Spear. Now you should go to Gaia's Navel where the Dwarves live.
5. Goblins
  On your way to Gaia's Navel, a band of goblins will capture you for 
their feast. When the goblins leave you to dance, a girl will appear and 
rescue you. She will think you are Dyluck, the commander of the small 
army by the Water Palace. She is valuable later on.
B. Gaia's Navel
1. Dwarf Village
  Gaia's Navel is a big hole in the ground, which suits it's name meaning: 
Gaia's (Earth's) Navel (Bellybutton). Inside the cave in Gaia's Navel, 
you'll find lot's of belly lint, yuck! No, I'm just kidding, but you will 
find lot's of enemy's. In the beginning of the game, this is an excellent 
place to gain levels.
  Make sure you gain one level in the Spear. Fight the Green Drops when 
your HP's are near 100. When you come to a dead end of a lava pit, walk 
left following this path, which leads to a door. In the door is a skull 
switch on the wall, hit it to make the lava disappear. In the next room, 
walk left again, and up to another door. In that room is the Magic Rope. 
  Follow the path until you come to a room with four staircases, you will 
enter this room from the stairs on the left, walk to the stairs on the 
right, which take you to another skull switch, which enables you to use 
the other stairs to Dwarf Village. In the village, visit Watts the Smithy, 
he'll reforge your sword with the sword orb you got from the Mantis Ant. 
Walk back outside to the enemies to gain one more sword level. Then visit 
the exhibition hut. Give the Dwarf there all the money him and the Sprite 
ask for. When you leave, you'll have to battle the Tropicallo!
2. Tropicallo
  Tropicallo is a plant monster that digs through the ground. When he's 
underground, charge up the Sword to lv.2, and attack when he reappears. 
Dodge the mini-pumpkin bombs he spits at you. Tropicallo has a little 
helper called Brambler. Brambler is the giant green vine that tries to 
poison you, but Brambler has a small amount in HP. Kill it first if you 
can. 
3. The Sprite
  After the battle, the Sprite you met in the exhibition hut will join you. 
Equip him with the Boomerang when you get it. Then visit Watts again to 
reforge the Spear with the spear orb obtained from Tropicallo. Watts will 
also show a shortcut for future use. Go to the ACT screen and move the 
Sprite to the lower left corner after he gains three to four levels.
C. The Haunted Forest
1. There are two ways you can get the girl.
   a. Go to Pandora Castle and take her AFTER Gaia's Navel
             -or-
   b. Fight her Werewolf captors in the Haunted Forest after she leaves
      your party when you go to Gaia's Navel.
  When the Girl eventually joins, equip her with the Spear. When she gains 
a couple levels, put her on the top right corner of the four middle squares
(not the very top right, because she will then only attack, and not defend).
North of Gaia's Navel is a teleporter. This takes you to the Haunted Forest. 
Follow the paths to each of the teleporters. When you meet Neko, buy some 
Cups of Wishes. When you reach a fork in the road, take the left path. This 
takes you to a switch that let's you walk through the right path. 
2. The Witch's Castle
  In the Witches Castle, you'll meet Eye Spies, which can moogle you. When 
you come to a switch near a chasm, and it doesn't do anything, walk down 
the stairs below the switch. Talk to the guard in the first cell, and go 
to Neko to save your game. The switch will now work. Keep walking, stepping 
on all the switches you can. You'll meet the Witch, Elinee, at the end. 
She'll call her Spiky Tiger on you.
3. Spiky Tiger
  The Spiky Tiger will eat you and stomp you, and anything else that will 
mangle you. The floor is divided by a small section of stairs in the middle. 
Sometimes Spiky will jump up, and when he lands, he rolls on you and then 
chews up a nearby victim. When Spiky does jump, you can see it's shadow on 
the ground. Walk to the side of the stairs Spiky isn't on, because he can't 
roll past the stairs. After the battle, Elinee will apologize and give you 
some treasures. One chest contains the Whip! Back in the Forest, there will 
be a ledge with a post on it. Walk next to the post and use the whip. The 
whip will attach itself to the post on the other side of the gap. There 
will be another teleporter that takes you to the Water Palace, and that 
is your next destination.
D. Magic and More
1. Tonpole and the Biting Lizard
  Luka fears that the palace's guardian, Undine, is in trouble. There is 
a cave east of the palace. In the cave are Iffish, and a Tonpole. The 
Tonploe is a cute, little pink thing that hops around. Attack it. After 
you whack it a few times, it will turn into the Biting Lizard. Kill it 
fast so it can't use it's Cure Water Magic.
  Keep your distance so it can't swallow you.
2. Undine-The Water Elemental
  Undine will thank you for saving her by giving the Girl and the Sprite 
her magical powers. The Sprite gets the offensive magic, as with all other 
elementals. The Girl will get the defensive magic. You see one of the Girl's 
spells is Cure Water, which is what the Biting Lizard used! Undine will 
also give you the Javelin. Now go to Kippo Village, which is south of Gaia's 
Navel. At Kippo, buy the Girl some armor, and sleep at the Inn. Go outside 
Kippo and have the Girl and the Sprite use their magic. Cast your magic 
that takes up the least amount of MP's. When your run out of MP's, go sleep 
at the Kippo Inn. This replenishes your MPs,  so you can keep casting more 
magic. Cast magic until you get to Lv. 1. Since you only have the Water 
Seed sealed, you can only gain 1 level. 
3. The Underground Palace
  There is a giant hole in Dwarf Village. Inside the hole is a lava pit 
with a orb in the middle of it. Cast Freeze on it to make the lava 
disappear. Then enter the door at the top. Kill the Ma Goblins first (the 
blue one). They produce Goblins. When you come to a dead end, walk to the 
left or right, and down to some switches. Then walk in the opposite dir-
ection and down to the other switch. This will move the torch for the door-
way to be accessible in the main room. Use the Whip to cross the gap you 
get to. At the end you'll meet a Gnome, the Sprite gets into a fight until 
the Fire Gigas appears!
4. The Fire Gigas
  The Fire Gigas of course will use fire magic (duh) so of course it's weak 
against water magic (duh). Cast Lv.1 Freeze on it. Have the Girl cast Ice 
Saber on your weapons. Use Cure Water or Candy to restore HP when the Gigas 
turns into fireballs. 
5. Gnome-The Earth Elemental
  After the hot battle, the Gnome thanks you for getting rid of that oaf. 
Since Gnome is another Elemental, he'll give you his special powers. Once 
again the Sprie gets offensive, and the Girl gets defensive. Walk up on 
the stage to seal the Earth Seed. After all, you are in a palace, and pal-
aces have seeds (except the Ice Palmace, but that's later on...). When you 
seal the seed, the Sprite will remember where it lives!
E. Dazed Pandora
1. The Pandora Ruins
  After bringing your Gnome and Undine spells to Lv. 2, return to Pandora 
and talk with the king. Talk with the king when he leaves to his room, then 
head on over to southern Pandora. At the south exit, there will be a blue-
haired girl walking in a daze. This is the Girl's friend Phanna. She will 
speak and then disappear. Take the sounth exit to the Pandora Ruins. You 
will meet Phanna again. She talks about her "one way trip." When inside, 
don't attack the enemies, it just wastes time here. Follow the path until 
you get to a giant stage. At the top is Thanatos, one of the Empire's 
leaders.
2. Thanatos and Wall Face
  Just to foreshadow here, Thanatos will be there until the end...almost. 
The Girl ask for Dyluck and Phanna. After the brief meeting, Thanatos drops 
you to Wall Face. Wall Face is nothing more than wall with three eyes. 
Cast Lv. 2 Earth Slide on the central eye. Have the boy attack the central 
eye at full power also. If you don't use much magic, TARGET the Sprite and 
Girl on the central eye. Find Jema and he'll tell you to go to the Water 
Palace. Back at the castle, the king will give you some treasures for beat-
ing the Thanatos. 
F. The Water Seed...Stolen!?!
1. The Scorpion Army
  At the Water Palace, Luka tells you that somebody stole the Water Seed. 
She thinks it is somewhere below Dwarf Village, so that is your next dest-
ination. There is a big hole inside the Dwarf Village. Walk in and find 
the Whip Orb, then find the Scorpion Army. Some Army! Two string beans and 
a boss. They will sic they're robot, Kilroy, on you, but it goes haywire.
2. Kilroy
  Kilroy isn't weak against magic, but you should cast it anyhow. Cast 
Earth Slide to enduce damage on him. Watch out for them C R A Z Y hammers 
of his. If you get too close, he can "Moogle" you! Charge your sword while 
the Sprite cast it's magic. After the battle, visit Watts to reforge your 
weapons.
3. At the Water Palace
  Obviuosly you need to return the Water Seed. Bring up your weapon skills 
on the trail. Make sure you buy some supplies at Kippo and save your game. 
At the Water Palace, you'll meet yet another baddie from the Empire... 
Geshtar. You'll get the choice of running or handing the Seed over. It 
doesn't matter. You'll have to fight his pet, the Jabberwocky...
4. Jabberwocky
  The Jabberwocky has two heads. Charge your weapons  and attack the heads. 
Have the Girl cast Heal if you get poisoned. The Sprite should cast Earth 
Slide on him. Kepp distances so you don't get knocked out.
5. The Midge Mallet
  The Cannon Travel Service no longer has a route to Gaia's Navel, but 
head over there anyway. At Dwarf Village, the ELder will present you with the Midge Mallet, which is pretty much a "must-have" in the game. Since noone in the game has told you about this, it is considered a hidden item,like the Magic Rope(but that was easy to find). Now back to Cannon Travel, and head to the Upperlands!
G. The Upperlands
1. The Four Seasons
  The first part of the Upperlands is the Four Seasons. You land in Winter, 
which is where the Moogles have taken refuge. The Moogles tell you about 
how Pebblers have taken over the Moogle Village. South of Winter is Spring, 
where Neko is, east of Spring is Summer, and north of that, Fall. Actually, 
Moogle Village is also north of Summer. There are two exits at the top of 
Summer. The left one takes you to Moogle Village. Kill the Pebblers in 
Moogle Village, and let the Moogles back in. Open the chests and reforge 
weapon where Watts is. Then buy items from Neko and save your game. The 
Moogles tell you a riddle. Do what the riddle says, and you can enter 
Sprite Village. Even though Winter is north of Spring, and pond in the 
northeastern section of Spring shrunk to let you in to Sprite Village. 
North of Sprite Village is the Spring Beak.
2. Spring Beak
  This large bird isn't much challenge if you have Earth Slide at Lv.2. In 
fact, only three hits with Earth Slide will take him out. If you crave 
challenge, don't bother using the magic.
3. Sylphid-The Wind Elemental
  North of Spring Beak's domian is thw Wind Palace, home of the Sprite's 
Grandpa. Talk to gramps, and have him give you Sylphid's Powers, then save 
your game. After you save your game, seal the Wind Seed.
H. The Great Forest
1. In the Great Forest
  East of Spring is the Great Forest. Cast the Girl's Analyzer on the orb 
blocking the way. It tells you to use Sylphid's magic on it. Have the 
Sprite cast ThunderBolt. The orb disappears, leading you to a trail to 
Matango. Cast all your Sylphid magic until you run out of MP. Travel east 
to the next screen, where there is a pond, and north to the cave. Kill 
the cave dwellers, then chop down the spikes with your axe. This leads 
to the Mushroom Kingdom of Matango! 
2. Matango
  Talk to King Truffle, then buy Farie Walnuts at the local shop. Below 
the Inn is a exit that leads to a fungus field filled with enemies. Raise 
all your magic levels to Lv.3. You'll need to visit the Inn and Shop of 
course. North of the Fungus Field is a cave that of the Legendary White 
Dragon. 
3. The Viper Cave
  Your gonna need your whip, Farie Walnuts, and Lv.3 magic. The Kimono 
Birds and Nemises Owls (basically any thing that flys) here are very weak 
against Earth Slide. In fact, there is a cyrstal orb in the cave you need 
to cast Earth Slide on. Quickly fight your way through to the Great Viper 
at the end.
4. The Great Viper
  Now for a chance to use that Midge Mallet. The Great VIper will pygmize 
you if ya get too close. Have the Sprite cast ThunderBolt on the snake to 
kill it quickly. When the Viper hides in the trees, you should power up 
your weapons until it comes out to play!
5. Flammie
  Above the Great Viper's hideout, is Flammie's home. King Truffle thinks 
Flammie is a bit to young to join you yet, so you'll need to fight a bit 
more. Buy supplies, visit Watts, and sleep at the Inn. Go back to the Great 
Forest's Cannon Travel, and head off to Kakkara!
I. Kakkara and Ice Country
1. The SandShip
  Instead of landing in Kakkara as planned, you land smack in the middle 
of the desert. Now, you'll never leave alive if you don't go in a certain 
path. From where you land, walk east, north, and west. If the ally's spot 
something in the distance, head north. If they don't, just keep wondering 
around. Anyhow, you should run into a parked SandShip of the Republic. The 
soldiers on board think your from the Empire, so they seprate you, and 
make ya work the engines matey! Talk to the Pirate Sergo in the Engine 
room twice and follow his directions. When you make the escape. you'll 
end up on the first deck. Head right, and down until you find a staircase 
to the second deck. Head up, left and down to a staircase going into the 
ship. From the inside, go down and right and into the door (has a red 
circle on it with a white stripe going through). This takes you to the 
Sprite. Next, go back to the second deck, and go down to the "barely-
visible" door in the center on the south side. The door has two holes 
in the floor beside it (so there's almost like a bridge leading to the 
door). This leads to a room with a staircase going back outside to the 
third deck, and two guards guarding a door. Go up onto the 3rd deck. There 
is a soldier there who will save your game. Go back inside and talk to the 
guards. They wil leave, and let you into where the Girl is. After the 
brief meeting with Morie and Meria, Gesthar of the Empire will attack!
2. Mech Rider I
  Gesthar hops onto is sky-rider as Mech Rider I. Mech Rider has no 
weakness. Attack with charged weapons. Even though it's common sense, do 
not stand in front of his sky-rider. It's like standing in front of a semi! 
When he does fly across the screen, go up if he flys to on the bottom of 
the screen, down if he's at the top. This way you get plenty of time to 
charge up your weapons as he "scoots" to your position. When using magic, 
use ThunderBolt.
3. Kakkara
  Tell the stranded guards you don't want to wait for the rescue team. 
North of your postion is Kakkara.
  The citizens are moving to a "paradise" found in the Ice Country becuse 
the Kakkara wells have run dry.
  Stay at the Inn, but don't buy armor and stuff yet. Make sure to visit 
Watts in the northeast corner. East of Kakkara Village is the Cannon Travel 
Service. Take a flight to the Ice Country!
4. The Ice Country
  You'll land in Todo Village. It seems like Watts is following you because 
he's in the local blacksmith's house. This is the next place you want to 
buy your armor. Leave Todo into the Ice Country. Ice Country is the very 
best place to bring up magic and weapon levels. Soon enough, you find a hut 
with a reindeer wandering about. Hmm...reindeer, Ice Country, snow? Gee, 
sound familiar? Inside the hut is a Spear Orb. If you wish, take it to 
Watts in Todo Village. Follow the path of the Crystal Forest fighting 
the Wolves and Pebblers. Don't bother the La Funks (the enemies that look 
like puffs of gas). If you stay in one place for to long, the Funks will 
cast magic on you. Eventually, you meet Boreal Face!
5. Boreal Face
  Boreal Face seems to be Tropicallo's long-lost cousin. But like 
Tropicallo, his friend, Brambler, is here too. The good news is, there is 
no barrier blocking your way. The bad news is, Boreal has no weakness you 
can touch. The best magic you can use would be Energy Absorb, even though, 
charged up weapons are the best to use here.
6. Salamando-The Fire Elemental
  North of Boreal's hideout, is the Hidden Paradise. The background music 
sounds a bit familiar, does it not? That's right, it's the music of the 
Scorpion Army. In the center is a tove that the two henchmen are gurading. 
They don't recognize you for now, and ask you to look after the stove.  
  Open up the stove to uncover Salamando. He'll give you his powers in 
thanks for releasing him! The henchmen return with their boos. The boss 
does recognize you! The henchmen will drop a few hints, and they all 
leave. Now you can either head back to Todo, or head north to the Ice 
Palace (before going to either, you shuold bring Salamando's magic to it's 
highest power).
7. The Ice Palace
  When you get inside the Ice Palace, pay no attention to the first switch. 
Instead, walk around to your right up the narrow passage. This leads to 
another switch that will work. Pretty soon, you'll end up at a fork in the 
road. Take the right path first. It leads to a weapon orb. Next, take the 
left path. When your reach the third floor, there will be a maze of book-
shelves, and a library. Walk up to the two switches at the north end of 
the library. The floor will cave in, and you will have to fight three 
Tonpoles. Set your ally's TARGET on one Tonploe at a time. When the Tonploes 
turn into Biting Lizards, cast Salamando's Exploder on them. After the bat-
tle, you be in the library again, and the switches won't do anything.  
  When you reach the throne room, a voice will tell you to leave, and when 
your asked yes or no, say no, and fight the Frost Gigas!
8. Frost Gigas
  The Frost Gigas is pretty much the same as the Fire Gigas, do if you 
didn't have much difficulty with him, the Frost Gigas should be easy. Have 
the Girl cast Flame Saber, and the Sprite cast Exploder, or other Fire magic.
When the Frost Gigas turns to balls of ice, charge up your weapons.
9. Santa Claus
  It turns out that the Frost Gigas was Santa Claus. He tells his story of 
trying to make a giant X-mas tree with the Fire Seed, and how it backfired 
and turned him into the Gigas. Thr reindeer will return, and Santa will 
give you the Fire Seed. Go back to Todo Village and but supplies, rest at 
the Inn, and save your game. Then head over to the Cannon Travel Service
(below Santa's Hut) and head back to Kakkara. East of Kakkara is the Fire 
Palace.
10. The Fire Palace
  When you reach the Fire Palace, and get inside, take the first door on 
your left. You'll be in a steamy room with Funks in it. Cast Analyzer on 
the mounted orb, and then cast the right magic on it to make the steam and 
the lava disappear. Then go up the stairs above you. Before heading up the 
stairs, go to the far left and in the hidden door below you. This will 
take you to a chest filled with money. Then go back in the previous room, 
and up the stair case. There is another orb here in the next room. Cast 
magic on it to make a bridge appear. Go right and up the next bridge, 
which leads to more money. Then go back down and up the stairs. You'll 
end up in another room filled with staircases. Head to the far left to a 
staircase going down. It will take you to a weapon orb. Then, back in the 
room of stairs, go down the middle passage, and go the stairs next to the 
torch on your left. Eventually, you get to a room full of torches. Step on 
the floor switch, and cast magic on the crystal orb on the stand. Stand 
between the two torches that don't go out. A staircase will appear to the 
Minotaur.
11. Minotaur
  Keep a safe distance from the Minotaur. Especially stay away from the 
front. The Minotaur is very easy if you cast ThunderBolt on him. When 
you beat him, head up to the Fire Seed's Stage. Seal the Seed, then go to 
the Ice Country and bring up your magic levels to Lv.4. Go back to Kak-
kara's Cannon Travel Service, and go to the Empire...the enemy grounds.
J. The Empire
1. Sounthtown
  The Empire consists of three heavily poulated cities: Southtown, North-
town, and Gold City. Southtown is the least populated city. Explore South-
town, but don'y buy any armor yet. There is a remote house in the northwest 
corner. This house belongs to Mad Mara, a Tasnician spy. She'll give you 
a code "6-3-4". Go to the guard on the east side of town. He guards to 
sewer entrance, which is a secret passage way to Northtown.
2. The Sewers
  The Sewers aren't very bad. Not like you'll step in to any thing that 
belongs to the septic tank, or run into any mutant turtles, or samauri 
chickens...But you will have to fight Blue Drops, Dinofish, and other 
assortments of baddies. Watch out for the Dinofish though, they'll shoot 
missiles at ya! There should be much difficulty getting through, but you 
should kill everyone to gain Exp. and GP. At the end the sewers is the 
Resistence Base hidden in a coffee shop in Northtown, the Empire's largest 
city. You'll meet Krissie, the leader of the Resistence. Now is the time 
you should buy armor and supplies. Visit the Inn to, but don't sleep yet. 
Watts has a secret room in the Inn. It's below the beds. After you recharge 
any weapons you need to recharge, go to the NE corner of town to the North-
town Ruins.
3. The Northtown Ruins
  When you get to the Northtown Ruins, you'll meet Phanna again. After the 
drama, Krissie will come and take Phanna for some "rehabilitation". Enter 
the Ruins and go to either side and onto the balcony. There is a door on 
each side. Each door leads to a weapon orb. After getting the weapon orbs, 
take them to town and reforge them with Watts.  
  Back in the Ruins, go in the middle door on the first floor. Like the 
Pandora Ruins, try not to fight the enemies. Follow the hallways until you 
get to a long sideways hallway. Head left, and go into the door on the far 
left. The other door is just a dead end. Pretty soon you'll be in a room 
with pink floors. On the pink balcony, go down from where you enter. This 
will take you to a series of rooms that leads to a switch (if you reach 
the right switch, it will tell you of a distant noise). Now go back where 
you started from (where you entered onto the pink balcomy) and head left. 
There will be a door that used to be surronded by spikes. Inside the door 
is a weapon orb. From the balocny, go down the staircase. There will be 
another floor switch. The switch will make a door appear behind you. This 
will lead you into another series of switches, that lead to the Doom Wall.                                                   
4. Doom Wall
  The Doom Wall is an exact replica of the Wall Face you met in the Pandora 
Ruins. If you were to cast Analyzer on Doom Wall, it would tell you it's 
weak against Lumina Magic, but alas, you have none. Keep the weapons 
charged and attacking. Since his weakness is a magic you don't have. 
Try casting random spells. Doom Wall may be hard becuse of his weakness. 
One good spell may be Earth Slide.
5. Thanatos 
  Walk through the door that Doom Wall uncovers. You'll meet Dyluck. The 
Girl and Dyluck will once again, have a dramatic moment. Well, not that 
dramatic, considering Dyluck basically kills the Girl. But Dyluck still 
has some power of his own that Thanatos doesn't have control of, and he 
tells you that Thanatos is in a door behind the stage. You'll meet Thanatos 
once again. He's confident, until the vengful Dyluck brings the Girl back 
to life, and lets you and the Sprite back to life. Thanatos will bring the 
Vampire upon you!
6. The Vampire
  Don't bother with weapons. The Vampire will fly around too much for you 
to attack with them. Maybe the Hero can strike in a few good hits. Cast 
ThunderBolt onto the Vampire. The Vampire can grab you and your allys so 
keep away.
K. Peace at last... maybe?
1. The Emperor's Castle
  Krissie and the rest of the Resistence tell you that the Emporer (the 
leader of the Empire and the one who started the whole mess) wants peace. 
Visit Watts and reforge your weapons. Buy needed supplies and rest at the 
Inn. Go to the northwest corner of the town. The once blocked off entrance 
to the castle is now gone. Walk through the caslte following the direction 
of the guards. Eventually, you'll get to the dining table, but everyone's 
gone! At the top of the room is the Emperor, bragging about a great day. 
The downfall of the Resistace and the Mana Knight. Two birds with one stone. 
In the jail cell, ask the guards to let you go. They take just your party 
a throw you into a pit.
2. Metal Mantis
  A metallic version of the Hero's first real battle comes to haunt him. 
Oooo. Kill him with charged weapons. If you have a good amount of MP on 
hand, use ThunderBolt on him. After the battle, use the teleporter to 
gain access to the rest of the castle. Release the Resistence when you 
reach the jail cell. You won't need directions for here though. But here 
are a few pointers: When you get outside, go inside the door on the east 
wing. It leads to a weapon orb. Then find a way to the middle door on the 
outside balcony. When you reach a room filled with telepoters, find the 
telepoter on the east side. This will take you to the west side of the 
room. Find a switch on the wall that will disable the teleporters. Walk 
into the big doors in the middle to meet Gesthar... or Mech Rider II!!!
3. Mech Rider II
  Nothings changed much. Follow the same directions as with Mech Rider I, 
and use your ThunderBolt magic and well charged weapons. But this is not 
the last of him.
4. Flammie
  The castle starts to crumble when Mech Rider blows it up. You'll meet 
King Truffle... and Flammie! He gives you the Flammie Drum. Head over to 
Matango on the Flammie to the southwest. At Matango, King Truffle gives 
you directions on how to fly Flammie. Visit Watts and the local shop for 
supplies. 
5. The Sea Hare's Tail
  West of Matango is Sea Hare Island. Only a small population live there, 
and some think the islands a giant turtle! Visit the Shop there and get a 
Sea Hare's Tail from the frustrated shopkeeper. Didn't Amar from Kakkara 
say something about Sea Hare Tails? Take it to him and replenish the wells 
of Kakkara. In thanks you get the Moogle Belt!!!!
L. The Lofty Mountains
1. Mandala
  Go south from Kakkara into the Lofty Mountians. Search for a small city 
in the middle of the mountains.
  You should land in the a town called Manadala. If you need to, you can 
visit Watts in one of the houses. Buy some armor and supplies at the local 
shop. If you plan on getting lots of GP without hassle, buy the Ivy Amulet
(and never sell it, use it for other voyages up the Lofty Mountains). Climb 
the great tower and listen to the videos (Mandala townspeople call them 
veedeos). South of Mandala are the Lofty Mountains. Like the Ice Country is 
the best place to gain Magic Skills, Weapon Skills, and EXP, the Lofty 
Mountains are the best place to get GP and always are around for the most 
part of the game. Anyhow, look for a cave on the mountain side. The cave 
is actually the entrance to the Place of Darkness!
2. The Palace of Darkness
  The Palace of Darkness is going to be one of those places where you need 
to go back and forth, back and forth. Here are some need directions:
   a. When you exit the cave into the actual palace, go into the door on 
      your right. Walk up the bridge into another cave. 
   b. Cut down the spikes on your right and in the door to the right of 
      the spikes.
   c. Instead of walking the bridge, walk left in the arch, and step on 
      the switch it leads to.
   d. Now go back through the arch, and down the bridge. There will be 
      another switch to the left, which opens the gate blocking the central 
      path from the entrance.
   e. Right of the switch is a staircase, walk through the staircase and 
      follow the path onto the narrow bridge. This leads to the other side 
      of the room you were just in.
   f. Walk up the stairs into the arch. You will now be in the cave again. 
      Walk up the post, cross it with your whip, and stop on the switch.
   g. Retrace your steps to step b. When you get there, cut down the spikes 
      on your right, and up into the door the last switch made for you.
   h. Follow the paths given. When you reach dead ends, step on the floor 
      switches. These make rows of fire cross gaps. They make invislable 
      bridges you can cross. You will eventually get to the palace's boss: 
      Lime Slime!
3. The Lime Slime
  The Lime Slime is a huge blob that can do damge your party. Through most 
of the battle, your controlled character may seem immovable. If you can, 
attack the three nuclei in the middle. If you can't get to them, have the 
Sprite cast Exploder, or other Salamando magic. You'll know your doing 
damage because the Lime Slime gradually shrinks as your hurt it.
4. Shade-The Darkness Elemental
  It turns out, the palace's keeper, Shade, was testing you. Shade deems 
you worthy and gives only the Sprite his powers. Seal the Darkness Seed, 
and fly over to Ice Country and build up your magic levels.
M. Sage Joch's Wild Goose Chase
1. Gold Isle
  After building magic levels, and reforging and gaining weapon levels, 
trek to the very top of the Lofty Mountains. At the top you'll meet Sage 
Joch's assistant, Jehk. Jehk tells you Joch as gone to Gold Isle, the 
third Empire city. Fly east of Northtown, where you'll find Gold Isle. 
Hopefully you have lots of money. The armor in Gold City is very expensive. 
If you don't have enough GP, go to the Lofty Mountains and trek up and 
down a few times. Find the local Inn too. King Mammon lives on the third 
floor. Very greedy fellow, all he can talk about is money, money, MONEY!
  Here at Gold City, Watts has his own blacksmiths shop! There is a large 
balocny surronding the city. Walk around it at talk to the old man at the 
end. He tells you about the Gold Tower north of Gold City, and how King 
Mammon sealed it off. He also says a Tasnician Spy stole the key to the 
Tower. Now, lets see, who is the ONLY tasnician spy we know? Mad Mara!
2. The Golden Tower Key
  Fly to Southtown and pick up the Golden Tower key from Mad Mara. Back 
at the Golden Tower, you'll see that it's not a very challenging place. It 
is only a cirlce of four rooms to the boss. You should also get a weapon 
orb. 
3. Blue Spike
  The Blue Spike here is very much the same as the Spiky Tiger in the 
Witch's Castle. If you always stay far from him, and cast Earth Slide, he 
shouldn't be much trouble! Like before, the rooms after the Blue Spike are 
in a circle of four rooms. Collect any treasure on the way! Eventually, 
you'll meet the Gorgon Bull.
4. Gorgon Bull
  The Gorgon Bull has similar attacks as the Minotaur. One difference is, 
if you get too close, he can turn you to stone, which sometimes will auto-
matically kill you. Stay away from his front horns, and cast ThunderBolt.
5. Lumina-The Lightness Elemental
  After the battle with the Gorgon Bull head up to the palace's stage. 
Like every Mana Palace, there is a stage and an elemantal. The elemental 
here is Lumina. She tells her story of how King Mammon used her special 
powers for making the gold. She gives here powers only to the Girl. Be sure 
to seal the Light Seed. 
6. The Moon Palace
  Instead of going to Ice Country yet, head over to the Lofty Mountains 
to see Sage Joch. Once again, the Sage isn't there. Jehk tells you to go 
to the Moon Palace. If you have ever been wondering what the heck that 
black thing was in the Kakkara Desert, it's the Sea of Wonders. Land at 
the opening in the southwest area of the sea. If you land in the right 
place, there should be stars all over the ground. Find Karon's Ferry to 
the Moon Palace. When your in the Moon Palace's dark room, head left, and 
after a while, head upwards. You should come to a crystal orb. If you don't 
just keep walking around some. Cast Lucent Beam on the orb. Thsi will 
light up the room. Walk up through the doors until you reach the stage.
7. Luna-The Lunar Elemental
  At the stage you'll meet Luna, the elemental of the Moon. She'll give 
her powers to both the Girl and the Sprite. The Sprite will get a VERY 
useful magic spell here: Magic Absorb. Use this for the Sprite, and 
reserve Farie Walnuts for the Girl. Seal the Lunar Seed, and go to Ice 
Country to bring your magic levels to Lv.7 and reforge weapons (if you need 
to).
8. Tanisca
  Jehk again tells you of Sage Joch's absence. He tells you that Joch went 
to Tanisca. Tanisca is an Republic Castle on the shore. It's  south of Sea 
Hare Island. Everyone in Tanisca tells you about a spy from the Empire. In 
the throne room you'll meet Jema again. Talk to the King, or what is sup-
posed to be the King!!
9. The Dark Stalker.
  The Dark Stalker is the easiest boss in the game. If you cast Lucent Beam on him, he'll die easily.
10.Sage Joch's Path of Courage
  Back at Sage Joch's cave, you'll see that he's not here again. No, wait, 
he is! Jehk translates that you must take a test of courage. On the way to 
the test, you'll need to walk to path, filled with spikes, forks, and 
gaps, and yes, dangerous enemies. Although it's a short path, it will seem 
long (unless you run by everything, which you shouldn't). To get by quick-
ly, take the right path at the first fork, and the bottom fork at the 
second. At the third fork, take the left path. Forget using your sword 
for now. Use the axe through the whole path to cut down spikes.
11. The Mana Clones
  At the end of the test, you'll have to fight doubles of yourself. Bump 
them off one by one, taking out the hero first. This battle may be one of 
the toughies, considering that magic ain't gonna work! As it turns out, 
Jehk is really Sage Joch, and the other Sage Joch was an illusion!
N. At the Tree Palace
1. Aegagropilon
  East of the Lofty Mountains is the Tree Palace. It's out in the middle 
of nowhere. There is a dim outline of something around it! This is what 
many people refer to as the Coral Reef Palace, but it's actually the Tree 
Palace (or the Grand Palace, but that's later on). When you land at the 
site, walk into the big doors. You'll run into the Emporer and the rest 
of his henchmen, Sheex and Fanha (Thanatos, Geshtar, Sheex, and Fanha. 
Those are the four henchmen of Emporer Vandole. That's just to bring you 
up to speed if you're confused a little). Sheex reveals himself as the 
Dark Stalker from Tanisca. He wants revenge for the defeat. Now you must 
fight him again as the powerful Aegagropilon!
  As you fight Aegagropilon, he'll cast Wall, so you can't use magic on 
him. When this happens, immeadiately cast Dispel Magic, then Earth Slide 
and/or ThunderBolt. After the battle, the Tree Palace rose to be the Grand 
Palace!
2. Dryad-The Tree Elemental
  When you get to the Tree Palace stage, the seal on the seed is melting, 
which means you can't seal it. Dryad will find you, but she's like a 
captain, and has to go down/up with the ship. Thanatos has sealed off 
Dryad's Mana Magic, so there's another reason Dryad won't help. But, thank 
goodness, the Sprite soon changes her mind, and Flammie takes you up. 
Before landing back down, go to ice Country and charge up Dryad's Magic.
O. The Underground City and the Grand Palace
1. The Undergound City
  Land back on the Grand Palace. You'll meet Jema, and he'll bring you up 
to speed a little. The way into the Grand Palace is blocked, so you must 
find the entrance to the Underground City. Walk down the palace stairs 
heading to the left. You should find a staircase that leads into water. 
Follow the pond into a staircase going underground. In the first room, jump 
the yellow jumper, and cross the stream to the chest. Then go in the door 
on the left. Cut your way through the barnacles and spikes on the floor, 
heading upwards. At the first river you get to. At the first stream, stay 
on the left side. When you see a wall switch, hit it to make the stream go 
away. Walk up, and cross the second stream. At the third stream, stay on 
the right side, and hit the switch there to make the stream go away. Walk 
back up into the door.
2. Hydra
  Hydra is very similar to the Jabberwocky. Follow the same steps, but 
cast Exploder instead. He shouldn't be to challenging! Stay clear of his 
heads. After the battle, the Emperor and Fanha with some no-name Imperial 
soldier will show up again. Fanha wants to bump you off now, but with the 
Mana Fortress close at hand, the Emorer feels confident and decides the 
rest of the Underground City will take care of you.
3. The Rest of the Underground City
  Now you should be in a place with tiled floors, fancy walls, conveyor 
belts, and tons of enemies. At the first conveyor belt, there is a hidden 
door on the left side that leads to a switch. This removes a barrier at 
the end. When you get to a small hallway with blue tiled floors, walk into 
the door to the Resistence HQ.
  Watts is here to reforge weapons, Krissie to refill HP, Krisse's friends, 
and a soldier with a secret code. Write down or memorize the code if you 
wish. The Underground City can be a real back and forth kinda place, so 
you'll need directions. These will start from the Resistence HQ entrance:
   a. Head right to the next door. Follow the blue-tiled path rleft to 
      another door.
   b. Head up the conveyor belt, and hop down the ledge (the ledges are 
      small, but that's the word I'm gonna use for 'em). Walk to the small 
      pond and follow the path.
   c. At the end of the path are two more paths. Take the left one.
   d. Follow the path until you reach a room with 4 tiles on the floor. 
      Step into the middle of the tiles. Walk through the opening where 
      the barrier disappears.
   e. Follow that path until you reach a room with four lights on the wall. 
      Hit the lights in the order that the soldier told you. If you forget, 
      it's: Red-Blue-Yellow-Green. This will make the barrier on the door-
      way below you disappear. Go into the doorway (if you don't go in the 
      door way and keep going, you'll end back up at step a).
   f. Follow the path to the floor switch. Step on it, and hop down the 
      ledge. You'll be back where you were at step b and c. 
   g. Now, head back over to the small pond, and follow the path again. 
      This time, take the path on the right. Step on the next floor switch 
      you come to, and follow the path.
   h. Now you should be at a subway terminal (yes, a subway terminal in 
      Secret of Mana). Find the door into the subcar. Inside the car, dash 
      all the way to your right, ignoring the monsters.
   i. You'll end up at another terminal. Head down the pathway. In the 
      next room you in, go to the right, hopping ledges as you go. You'll 
      keep going in circles if you don't take the stairs at the bottom. 
      There will be another doorway to the boss!
4. Kettle Kin
  Now you'll run into the familiar Scorpoin Army, and they have another 
robot with them. It's the Super Special Deluxe Robot, Type 2...with Turbo: 
Kettle Kin! You better be ready with Cup of Wishes and Reviver Magic. I've 
always had one or two people die in this battle (sometimes three!). Magic 
won't work on Kettle Kin so don't bother with that. Sometimes Kettle Kin 
will cast Lucid Barrier, so weapon won't affect him. If that happens, 
you stuck in a rut...until you cast Dispel Magic. This will get rid of 
the barrier, and you can attack with weapons. This will be along hard 
battle, so be prepared.
5. The Grand Palace
  Now, you can save your game, buy supplies, and reforge weapons in another 
town if you wish (and you probably should at this point). When you get 
back, enter the doors at the bottom of the Grand Palace. In this palace, 
there are seven rooms with orbs. Each room represents an Elemental (except 
Dryad). You should be able to figure out the magic to use on them judging 
by the colors of the room. The Grand Palace isn't a very difficult 
challenge, so you should be able to get through it on your own. In the 
room with the gate in the door way, take the stairs on the right, which 
lead to the stairs on the left, where there is a switch that removes the 
gate.
6. Snap Dragon
  When you reach the Snap Dragon it's just a stronger version of the 
Biting Lizard. His weakness is even the same. Exploder and other Fire 
spells. In the stage room, you'll find that someone hypnotized him, and 
the way to the seed is blocked. Behind the stage is a doorway to Fanha, 
a.k.a Hexas! It turns out Fanha and Thanatos outdid Emporer Vandole. Now 
there are only three leading the Evil Empire: Thanatos, Fanha, and Geshtar.
7. Hexas
  Hexas can use Pygmus Glare, which will shrink you. The Midge Mallet gets 
rid of that status. Use Earth Slide on Hexas to outdo her quickly. Use 
Magic Absorb if you run low. When you beat Hexas, she gets mad at Thanatos 
for using her as a pawn to distract you. Looks like Thanatos is bumpimg 
off the Imperial leaders one by one. So what about Geshtar. Head up and 
cross the narrow bridge to Mech Rider III.
8. Mech Rider III
  Now Thanatos has taken Geshtar's life force, and made him into a pure 
fighting machine. Geshtar is no more, but Mech Rider III is! It maybe a 
tough fight. By now your probably low on Cup of Wishes and Farie Walnuts, 
but hang in there. Cast Dispel Magic when Mech Rider cast Wall. Cast 
ThunderBolt, or and other strong magic. You may have to cast Magic Absorb 
too. Now the Mana Fortress has risen! Find your way out and let Flammie 
save you as the Grand Palace again sinks into the sea.
9. Neko and Friends
  Land back down and talk with all the good guys: Jema, Krissie, anyone 
you see romping around. If you walk into the Tree Palace, more good guys 
will be there, including the undazed Phanna!
  If you walk around the Tree Palace, you'll meet Neko at his best shop 
site. Here he has the best armor you can buy (but not the best armor you 
can actually get). Things here are expensive, so go to the Lofty Mountains 
and walk up and down killing enemies until you get 3 million GP. That will 
be enough to maybe at least get everyone a Needle Helm, a Vestguard, and 
a Gauntlet. You'll need VERY GOOD armor for the PureLand!!!!!
P. The PureLand
1. In the PureLand
  The PureLand is north of Kakkara. When you land in the PureLand, you'll 
run into some of the strongest enemies ever! Like Griffin Hands, Needlions, 
Mushglooms, Ice Thugs, Eggplant Men,Ghosts, and a few Gremlins maybe.  
  There are no forks or dead-ends; however, there are gates. Each gate has 
two guardians. You should be able to navigate your way through this jungle.
2. Dragon Worm
  The first guardian is the Dragon Worm. Very similar to the Great Viper in 
some ways. Instaed of pygmizing you, he can turn you into stone. Use 
Thunderbolt on this fiend. Pretty soon you'll run into a gate. Kill the 
dragon of this gate to pass.
3. Snow Dragon
  Snow Dragon. Can't you figure out his weakness? It's Fire Magic.
4. Axe Beak
  The next guardian is the Axe Beak. Cool of his firey feathers with Freeze.
5. Red Dragon
  You'll run into another gate soon enough. The dragon of this gate is the 
Red Dragon. Use Freeze on him as you did with the Axe Beak.
6. Thunder Gigas
  Use the same techniques as with the other two Gigases (Gigi?). Use Earth 
Slide on this Gigas.
7. Blue Dragon
  When you run into the last gate, you'll need to fight the Blue Dragon. 
The Blue Dragon is a bit stronger that his brothers. As with the last 
Gigas, use Earth Slide.
8. Mama and the Mana Tree
  When you pass the last gate, you'll be taken to a cliff to a view of 
the middle of the PureLand, and the Mana Tree. As you watch, you'll see 
the Mana Fortress hover above... and well, only the people who get this 
far deserve to know the rest...
  After the drama, head to Ice Country and get everything to it's highest 
level, that's magic, weapons, and status. It's very important that you get 
yourselves as close to Lv. 60 as you can!
Q. The Mana Fortress
1. In the Mana Fortress
  Being as great as you are at this, you shouldn't have trouble navigating 
yourself through the Mana Fortress. You'll meet strong enemies, and you'll 
have to be on your toes. Watch yours and your ally's HP very closely.  
  There are few forks and obstacles here. Your gonna use your whip a lot 
to cross gaps. Good Luck, man (or woman). Your gonna need it (and I mean 
that to)!!!!
2. Buffy
  Follow that same tchniques as with the Vampire. Cast Lucent Beam at 
Buffy, it's her weakness.
3. The Dread Slime
  Unlike the Lime Slime, the Dread Slime starts out small, and gets bigger 
as you attack it. Dark Force is the magic to use on this blob. If you're 
low on MP, cast Magic Absorb, or attck the three nuclei in the middle. On 
your way to the next boss, there will be three Terminators in the same 
room. If your lucky, they'll give you a Farie Crown when you beat them. 
But then again, I've gotten Farie Crowns by beating any old Terminator.
4. Thanatos
  Now you meet the one who bumped off every leader in the Empire...Thanatos. 
He has Dyluck with him, and is about to drain his energy. Thanatos isn't 
very happy-go-lucky in his own cruel sort of way as usual. He serious now, 
and is growing weak. The Girl will attack him, which made him very weak, 
but the Girl didn't do good enough, and Thanatos will take Dyluck's life 
force once and for all. With what was left of Dyluck, he'll drop a few 
hints on Thanatos, but then Thanatos finally attacks you as a Dark Lich!
5. Dark Lich
  Possibly your hardest fight yet, the Dark Lich will attack you every 
chance he gets. It's important to stay away from his hands when they are 
the only things showing. They're practically instant death traps! The only 
magic strong enough to kill him is Lucent Beam. Now the Empire is defeated, 
and the seal on Dryad's Mana Magic is gone, but your not done yet. Find 
the transporter. This will take you to the battle site of Mech Rider III. 
There is another transporter on the upper-left side. Now it is time for 
the final battle.
6. The Mana Beast
  First of all, Lv. 60 or above is what you should be at. The Mana Beast 
does a repitive cycle pattern of attacking.
   a. First he attack as a fireball
   b. Then he attacks as himself.
   c. Then he hovers in front of you, giving you a chance to attack.
   d. Then he'll side-swipes you, and repeats the pattern.
  You cannot defend yourself from his attacks. My suggestion is to use 
Cure Water just before he attacks you as a fireball or himself. At the 
beginnig of the battle, have the Girl and the Sprite cast Mana Magic on 
your sword. Have Wall cast on the person with the sword and charge the 
sword to Lv. 8 when the Mana Beast hovers in front. You should get enough 
time to attck him once. If you have enough time, have the Girl cast 
Defender on everyone, and Moon Energy on the sword-holder. The battle 
will be long, and difficult, but if you follow these directions, you 
should come out the victor!
                           CONGRATULATIONS!
                   
PART 2 -
                     
thanks to everyone and my BF who spent hours playing this game with me and i typed out.
(c) Belldandy. All rights reserved. No part of this publication may be reproduced, stored in a retrievel system, in any form or by any means, without the prior permission in writing of the publisher. Nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a similar condition including this condition being imposed on the subsequent user. In other words, if I catch anyone using my walkthroughs for their own sites, I will do be really pissed off!!!!!!!
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