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           |


                  |__________________________________|





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!!!!!!! Belldandy