head to Opassa Beach. Find the green wormhole, and use the Astral Amulet. Once back in home world, go to arni and talk to the poems girl again.
She'll give you the book of poems. leave arni, and head to the hydra marshes all the way to the right on the world map.
Hydra Marshes -- Home World
The guy at the entrance will now let you by. go to the right, and in the pool there is a sunken chest on the right containing a feather. now head to the left, past the guy wandering around.
you'll see a spectre of razzly the fairy. there's a bone in the chest. now head offscreen left up the white thing towards where you got the safety gear in
the other world. a wingapede flies overhead, scaring your party members. collect the brace in the chest, and keep going up.
fight the beeba (innate yellow) (target the original beeba, or if not he'll keep on calling more beebas to help him, which is baaad. (the original beeba is
the only one who can keep calling others)). When you win, he gives you the beeba flute. one of your party members will then suggest you blow it there.
give them a weird look, and keep going. SAVE YOUR GAME!!! see the chest and the beeba in the back??? answer that you're "Strong as Mr. Universe,"
and use the same technique on this one as the last beeba. you recieve a bushbasher. then you reach a large platform. here is where you can use the beeba flute, but be
prepared to fight the wingapede.
wingapede: innate green, techs: poisongas, acidicgas
as with all the bosses (especially the later ones in the game), the trick is to outlast them (again, i didn't realize this until more than halfway through the
game... ^~_~^ ). Pummel it with a bunch of yellow elements, and keep curing yourself, and you'll be fine.
after you beat it, the acid of its body on the
ground cracks it. Step onto the cracked area in the middle, regardless of what anybody else has to say about it. now this is funny... land on the
pentapus' head, knocking it out. go down to the bottom of the screen. hey, tip: open the *chest* first, and allocate the recoverall quickly (and, if you
have a red innate character, like greco, *don't* allocate this to him, because he'll be taken down first and fast... instead, equip him with protective gear,
like helmets and kneepads, with the sight scope (improves hit%), + anything that keeps HP high). now inspect the cage containing razzly the "fairii
appetizer" (or you could just climb up the stairs in the back and skip the pentapus fight, but then razzly will be eaten... ya big meanie).
pentapus: innate blue, techs: hexahitter, whop
this is a very hard fight. power up greco first, and milk him for all he's worth. as soon as he's up to at least level three, have him hit the pentapus with a red
element, or clothesline. now just keep hitting it with everything you've got. you can't run away from this battle, even if you try. the best you can do is to
use tablets to cure your party, and then try again (or just hit reset, and skip over it, but, like i said, do you really want poor cute razzly to die??? (hey,
you can recruit her, ya know...)). whatever you do, *don't* let the field effect turn all blue, cause then her attacks'll be hell... her hexahitter is a real pain...
(so how are you supposed to cure yourself w/out turning the effect all blue??? what do you think that recoverall was for, decoration??? tip: wait until all
your party members are pretty drained, then power serge (or whoever has it) up to the level you have recoverall allocated under (w/ weak attacks... you
can't afford to miss), then cast it, and your whole party's hp is somewhat restored!)... plus, you can allocate up to five (red) (consumable) tablets on each
person (like i'v done that, ha!), but it'll work).
after the battle, free razzly, and she'll join you. put her in your party now! (blieve me)... same applies for her
now as for your red innate character in the last battle: equip with defense items. climb up the ladder-thing in the back, and head towards the waaay
back. dodge quaffids, or just fight them, whatever you want. you can reallocate the cures back into your grid now. also, remember that bushbasher you
got earlier??? (+ any other of these you might have). SAVE YOUR GAME AT THE RECORD OF FATE, WILLYA??? see the dwarves cajoling over there?
here's your first boss fight in the hydra marshes.
dwarves: innate yellow, techs: hi-ho chorus, hi-ho warcry
the dwarves immediately do their devastating hi-ho chorus. have all your characters target one dwarf at a time (i.e., start at the end, and kill them off one
by one). keep one eye on your party's HP (esp. razzly's). get serge to kill one dwarf with 2medium hits + 1low, then have him kill another one with bushbasher
on level three. now there are only 3 left. they'll probably now hit you with the hi-ho chorus again. get razzly to kill another dwarf (she might not be able to
completely kill him, but close enough). when they'r down to two, they can't do hi-ho chorus anymore, but there's always hi-ho warcry (same thing, but only
against one party member). razzly should be up to full power, and have her hit one of them with razzstar. there should be only one left, or at least one and an
almost-dead one. they should be no problem. the worst they'll do is electrojolt.
after the battle, the dwarf chief runs off. go back to the record of fate and
save your game. now get ready for the hydra.
hydra: innate yellow, tech: poisongas
power serge up, then power up razzly, and hit the hydra with razzstar. then have serge to hit her with bushbasher. now power up greco, and hit her with
either a high-level green element, or clothesline. if the hydra's not sagging yet, have serge do dashandslash. then just pummel her with whatever green
elements you have, and watch your HP.
after the fight, inspect the body, and razzly says that the hydra was pregnant, so therefore the forest will not die. get the
hydra humuor from the body. when you leave the area, you notice that all the dwarves have left the forest. The scene then shifts back to near the entrance of the marshes (lost yet???). You can go back to collect anything you've missed, but there's not much there... just keep heading towards the bottom of the screen to leave the marshes. head to opassa beach, use the astral amulet at the green wormhole, and find your boat to return to guldove.
Guldove -- Another World
Enter doc's hut (first building on your right), go into the room where they'r keeping kid, and give doc the hydra humour. he runs off to make the antidote. the scene then shifts, and doc tells you she's doing much better and wants to talk to you. then, during the night little mel, korcha's sister, comes in and steals all of kid's elements. whether or not you took off all the elements from her grid before, you'll still answer that you didn't. choose to go look for mel, so you can recruit her later (near the end of the game, but she and kid do a kewl doubletech (doubletake)). go into the bar and talk to orlah. seems mel hasn't been there. go to the dragon shrines and talk to the guard. mel hasn't been there either. korcha suggests that the residential tower's the last place left. head towards there, and mel appears from behind the element shop. she spots you and runs off towards the residential tower. kid then gets her elements back (unless you took them off before, then you already had them, and just need to reallocate them to kid). now you're ready to head back to termina with korcha.
Termina -- Another World
korcha bribes the overseer (heheh) and says that his job is finished. head towards the entrance of termina. glenn is talking to delilah the flowerlady again. he is telling her that the general and the rest of the dragoons have headed to fort dragonia, but he was left behind to take care of riddel.
kid tells you that you should head to fort dragonia. glenn then sees that she matches the description of one of the thieves from the radical dreamers (well, duh! that'd be kid), overhears that you are headed to the fort, and his temper rises. delilah stops him by telling him that his brother would never lose his temper like that (boy, does he hate when you compare him to dario...). he gets a little madder, then calms down and gives you a word of advice, to head to a small island north and east of termina, and that he will find his own way into the fort. go back and talk to korcha about this. he says he'll lend you the boat on 2 conditions: 1) that, if you find the dragon tear, you should give it to him, and 2)... that he wants kid to marry him...!!! she gets mad (and flustered), and threatens to kick his ass. tell her to just agree with him, and... owww!!! 5h1t, that hurt!!! (but *damn* do you recuperate quickly) you then get the boat.
Back to part II
Back to part I