Final Fantasy II: Anniversary Edition Arcane Labyrinth FAQ Version 1.1 By Gamefaqs user Mr Jingles Hi and welcome to my FF II Arcane Labyrinth FAQ. It's designed to give you a little help in solving the Arcane Labyrinth puzzles. My written English isn't the greatest so please try to put up with it. In case you care, this is my second guide so I only have little experience writing these. I'll update it as often as I can but I can be kinda busy with Uni. While it won't take you around by the hand, it'll give level hints and directions for some of the more complicated levels. I also need reader help with a few things. I'll give full credit too :). Feel free to contact me at the address below. Legal Stuff: Sorry, but I have to say this. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright Sam Bonifacio 2008. This guide is for use on the following sites: Gamefaqs. Supercheats.com If Strikebang.com ever starts hosting guides, they're welcome to use it without permission. The FF Wikia can use it too if they want as long as they ask. Sorry, but only having it on a few sites makes it easier to keep track of. No exceptions. Feel free to print a copy as long as you're not making any money out of it. I didn't get anything for writing this. Contact info : Minoan (dot) ferret (at) gmail (dot) com Please no spam or insults, and only email in English. NO 1337 SPEAK! To find the level you need help with, simply ctrl+f to find it. Levels are listed in the order you'll likely get the words in. Wild Rose --------- Gained word: Tracking Level hints gained: None Goal: Fight and kill all the enemy knights. This first level isn't too difficult to accomplish. Simply walk around and you'll see knights and other guys facing each other. Talk to the knights to fight a Soldier. There are 5 groups all up. When you're done, talk to the man who was never fighting a knight to gain your first new word. Follow the general path of the level for the exit. Tracking -------- Gained word: none Level hints gained: Mirror Goal: Get to the exit. Admittedly I don't understand the mechanics behind this level, but the flames probably have something to do with it. If anyone knows could you please drop me a line. You'll be credited :). To gain your first level hint instead of a word, follow these directions whenever you reach an intersection. From the start go South, south, west, east, east. Talk to the soul to gain a hint on the Mirror level. If you go in any direction other than the one stated, each step will throw you into a fight against a Big Horn, and this can be quite difficult right at the beginning. To reach the exit from that starting point go east, south, then take the right hand path down, then the left hand path down. Mythril ------- Gained word: Mirror Level hints gained: none Goal: Obtain mythril for the old man from the wells. To reach the man, go north, take the down-right path, follow it to reach a chest and then go down from that. Take the left path down and you'll see the exit. To the far right is the man. Talk to him and he'll ask you to find him mythril. Check the wells around the level to find it (it's randomn) and give it to him for the Mirror word. The wells also contain random encounters, and sometimes, but rarely, they're empty. Mirror ------ Gained word: none Level hints gained: Darkness Goal: Get to the exit. Pretty straight forward level. The left and right sides are mirror images of each other. The exit is on the right side and on the left in the same (relative) place is a kid who tells you about the darkness level. The only difficult part is when you take to the left side, as periodically you'll hear a tone and notice pink light things floating upwards. When this happens your controls are reversed. i.e. up is down, left is right and vice versa. It switches on and off every now and then, and beware that you can fall off the sides. Don't worry if this happens. You'll find a warp point that returnsyou to the start. Dreadnought ----------- Gained word: Aquifer Level hints gained: none Goal: Fix the overloaded dreadnought engine. No, this isn't the Palamecian dreadnought. You want to do exactly the opposite for this one. To start with, talk to the soldier to the left of where you start, and make your way towards the large engine/reactor thing in the centre. Watch out for the aquares that light up red as you'll wind up fighting a Sergeant enemy, and they can be a pain at low stats. You'll also find Sergeants blocking your way, so talk to them and kill them to get past. Once you reach the engine, 'talk' to it and use a blizzard tome or antarctic/arctic wind (whatever it's called in this game) to calm it down. This shuts down the red lights but not the stationed sergeants. Return to the start and talk to the soldier from the beginning to gain a new word. The exit is in the outside 'box' that you start in. Aquifer ------- Gained word: Cave Level hints gained: none Goal: Hunt the adamantoise. Talk to the boy in the upper left who'll tell you about a monster lurking in the sewers,an adamantoise, the same as the Snow Cave boss (note: weak to ice). Walk around to find it. Some people say you need to find it in the water, but I've found it on land and without talking to the boy first. Just do whatever works for you. You'll find the exit by following the general path of the level. Thanks to Rinoa for confirming (by finding out the hard way!) that you can encounter Adamantoise on land and without talking to the boy first, even as the first enemy you'll get in the level. Cave ---- Gained word: Wizard Level hints gained: none Goal: Find the old man's box. Talk to the old man, who'll mention that is box is hidden under one of the blue stones in the level. It's random so you'll have try them all yourself. A wrong one will pit you against 5 or so Stunners, and occasionally a stone will have nothing beneath it. Upon finding the box (it can take a while) give it to the old man for your new word. The exit is to his left. Wizard ------ Gained word: Candelabra Level hints gained: none Goal: Defeat the 4 sorcerers and save the girl Towards the top left you'll see a passage blocked with four blue orbs. Scattered about the level are four traditional FF looking black mages. Talk to them to fight a sorcerer and remove a blue orb from the pasage. Once they're all dead talk to the girl to get the word. Exit to the upper right. Candelabra ---------- Gained word: none Level hints gained: ??? Goal: Reach the exit. Straight forward level this time. The lights in here go on and off, and you can fall off the edge too. Same deal as the Mirror level though. Simply use the teleporter to start over. The exit is in the lower left and pretty easy to find. As of now I haven't found if there's a level hint in this place, and any input would be much appreciated. Airship ------- Gained word: Wind Level hints gained: none Goal: help with repairs by getting hammer, nails and saw. I haven't written detailed directions yet but this isn't too hard. Three guys are looking for hammer, nails and a saw to repair their ship. Talk to the various sailors (right word?). one will tell you to check the crate near him for nails, while the other tools are held by the various sailors. They say what they're looking for, so it's not too hard. I'll make more detailed directions if there's demand. The exit is in plain sight to the north. Wind ---- Gained word: none Level hints gained: ??? Goal: Reach the exit without being blown away This is similar to the previous Mirror and Candelabra levels in that you can fall off the edge, but this time it's considerably harder. A constant wind blows and its direction is indicated by flying debris. A few seconds after it starts blowing, you'll be blown one square in whatever direction it's moving. It helps to stand one square in the opposite direction of the wind to avoid being blown away. The exit is to the top right, but it'll probably take a few attempts. Sunfire ------- Gained word: none Level hints gained: Goddess' Bell Goal: Warm the cold soul Wandering the level are flaming souls (why are souls in this game shown as flames anyway?) and talking to them will force a fight with 2 mine enemies. One of them, however, is 'good' and complains of being cold. This one resides in the bottom left corner and needs something to warm up. Remember the dreadnought level? Give this guy (I assume it's a guy since he mentions his l ove as a 'she', although I know it could still technically be a woman. I'm not being sexist here.) a hot item like a fire tome or hellfire and he'll give you a hint on the Goddess' Bell level. Exit to the top right. Goddess' Bell ------------- Gained word: Dense Fog Level hints gained: none Goal: Follow the bell What you have to do is follow the ringing sound, which increases as you draw nearer to your goal and decreases as you get further away. When you get next to the source, you'll see a sparkle located near the right of the map. Talk to it for the word. The exit is near the north in a hall filled with pillars. You can't miss it. Dense fog --------- Gained word: none Level hints gained: Dragoons Goal: Open the locked chest To the left of the starting point is a locked chest which you can't open just yet. Towards the north you'll find an explorer who wants whatever's in the chest, namely the ancient text. To open the chest, go east from him, then take the second north path. Keep following it to find an obvious switch on the wall that looks like a plate or something. Hit it, open the chest and then return the ancient text to the explorer. He'll tell you the story, and how to solve, the Dragoons level. The exit is to his north. Dragoons -------- Gained word: none Level hints gained: Wyverns Goal: Despatch the spirits in order. Okay, I thought I knew how to do this but I got the story wrong from the above level wrong. No wonder I got stuck... Rinoa sent in how to solve it so rather than re-writing I'll just copy and paste. Thanks :). "The reason you're struggling so much with Dragoon is that you interpreted the story in Dense Fog wrong. The story is that the Laird was to kill the dragoons Orga, Vishuss and Maya. The three of them were brothers: Vishuss being the eldest and Maya being the youngest. However, the story reads that they were killed in reverse order of their ages. The explorer then asks you to repeat it. So, in the Dragoon level, you have to kill Maya, then Orga, then Vishuss. After that, the Laird (a blonde man) will appear somewhere in the middle of the level, near the broken bridge. He gives you a clue how to beat the Wyvern level." Wyverns ------- Gained word: Darkness Level hints gained: none Goal: Speak to the wyvern. N.B. You'll need Goddess' bell and Pendant key titems, and a potion. I recommend you do this immediately after to Dragoons level as there will be no random encounters. It makes navigating this place much easier. In a large room to the south you'll find a sleeping wyvern. Wake it with the Goddess' Bell key item, then talk to him using the Pendant key item. Give it a potion to heal it and it'll give you your word. Exit to the west. Darkness -------- Gained word: Thundercloud Level hints gained: none Goal: Free the spirits from the darkness This one's one of the more frustrating levels. At first glance it looks like one simple path, but in the middle area is an invisible floor. It's easier with a map, and one was made by Gamefaqs member Galya15. I haven't been able to contact him or her for permission but by linking to it I hope I'm not breaking any rules. After all, it was made to help people. If you're the author, (cartographer actually) please contact me for full credit. Thanks. http://www.keencat.com/ff/ff2-archane-lab-darkness.gif Thundercloud ------------ Gained word: none Level hints gained: Mask Goal: Harness energy for the man I was way off when I first attempted this. I thought it was just a generic maze and man was I wrong. Good thing Rinoa came to the rescue again with the solution. "In this one, from the beginning, go straight down and to the right, and a man will ask you to harness energy for him. If you run for a little while over the electric squares and then go back to him, he'll give you a clue on how to pass the Mask level." Mysidia ------- Gained word: Desert Level hints gained: none Goal: Give items to the Fire Gigas to receive cryptic tablet and give to explorer. You'll need a potion, ether and elixer. This place is horrible to navigate. Make your way north and you'll eventually see a Fire Gigas infront of an altar. Talk to him and choose not to fight, and then he'll ask for a potion, then an ether, and finally an elixer. After that he'll vanish. Talk to the statue to receive a cryptic tablet, and locate the explorer and give it to him for the word. You probably passed the exit on the way through, but in any case it's to the east of the explorer. Desert ------ Gained word: Oasis Level hints gained: none Goal: Sink in the quicksand. Find a column in the north-west of the map and head directly south of it. (some of the explorer guys drop hints to do this.) Eventually you'll fall through some quicksand. Talk to the explorer down there for the word and take the teleporter back out. The exit is directly south of where you warp out to. Oasis ----- Gained word: none Level hints gained: Ekmet Teloess Goal: Guide the spirit to the pillar. You'll find a spirit to the west of where you start. To guide him to the pillar, answer him: Yes, yes, yes, no, no, yes. Once you arrive he'll tell you about the Ekmet Teloess level. Exit is in the south east. Mask ---- Gained word: Tundra Level hints gained: none Goal: Get the doppleganger onto the red switch. This is frustrating. You'll notice another Firion in this level that moves when you do. It goes left and right as you do, but its up and down are reversed. Your goal is to get it on the red switch, and it isn't easy. The only real solution I can offer is playing around yourself, and this does take a while but just be paitent and keep trying. You can talk to it and choose to reset if you so wish. The exit is way to the north. Tundra ------ Gained word: Greed Level hints gained: none Goal: Don't take the beaver's treasures. Relatively straight-forward. Don't steal from the chests that are guarded by beavers. Other chests are fine. Also note that the spiked floor hurts you at the rate of one HP per step. The lone beaver in the south east of the level will give you the word provided you didn't open any guarded chests. Feel free to loot them on subsequent trips. Greed ----- Gained word: Authority Level hints gained: none Goal: Give gold to the greedy mask-king. You'll need a gold needle, shield, armour and cuirass. Make your way north and you'll find a throne room with one of those masked guys from the Tropical Island. The greedy little prick will ask you for a gold needle, shield, armour and cuirass. Once you sate his greed he'll give you a new word. Note that all these items can be purchased in Fynn once it has been liberated. Authority --------- Gained word: none Level hints gained: Woodlands Goal: Give the king spirit and wisdom. You'll need Saint's Spirit and Sage's Wisdom. In this maze-like castle, you'll find a throne room to the north. Talk to the seated king and he'll as for the spirit of a saint (Saint's Spirit) and the wisdom of a sage (Sage's Wisdom) Give these to him and he'll give you a hint for the woodlands level. Thanks to Rinoa for the level hint. I didn't have enough items to do it a second time for the guide. Ekmet Teloess ------------- Gained word: Woodlands Level hints gained: none Goal: Choose a path and defeat the behemoth Head north and you'll find 3 paths, increasing in difficulty from left to right. The left path has a boy who lets you past for nothing and you fight a behemoth for no reward. The middle path pits you against a king behemoth for a phoenix down. You'll have to give the old man a Unicorn Horn to pass. The right path makes you fight a Dark behemoth and you must tell the knight 'Ekmet Teloess' to pass. By winning you'll gain Woodlands. Exit to the west of the level Woodlands --------- Gained word: Fire Level hints gained: none Goal: Kill four worms for glory Talk to the boy and he'll mention some worms on the move to the south. Head south and you'll see them (can't miss 'em). Talk to the lead one to fight a Roundworm, the same as the Leviathan boss. Several will spawn but to finish the level you only need to kill four as per the Authority guy's instructions. Thanks to Rinoa for telling me that you only need to kill four. I thought it was all of them. Fire ---- Gained word: Cauldron Level hints gained: none Goal: Save the cat from the fire Head north through the damaging fire to find a woman loking for her 'Elizabeth', a cat. Head east from her and down slightly and you'll see a cat. Talk to the cat to rescue it and return it to the woman. She'll grant you the next word for your efforts. Exit is to the north. Cauldron -------- Gained word: none Level hints gained: Ultima Tome Goal: Find the man inhabiting a cauldron This level is full of cauldrons, and each one has a surprise in store. The man at the start says he saw a head in one, but he forgot which one, so you'll have to search them all. You can either get a random fight or item, but sometimes you'll find one full of poison that'll inflict poison on your whole party. Eventually you'll find the old man down one (I think it's random) and he'll tell you how to do the Ultima Tome level. Ultima Tome ----------- Gained word: Sorcery Level hints gained: none Goal: Help with research with a Toad Tome Head up and left and you'll find a mage, who needs help with research and needs a free tome. Give him a Toad Tome (that he hasn't studied) and he'll give you the next word. Exit to the north. By the way, he won't take the Ultima Tome from you for some reason... It's not like I'll ever use it anyway. Sorcery ------- Gained word: Soul Level hints gained: none Goal: Help the mage by killing his creations. Throughout the level you'll find half a dozen or so Chimeras. 'Talk' to one and a mage'll pop up and offer to boost your magic if you help him by killing his creations. Agree to do so and fight a Chimera Sphinx. I've never noticed much increase in my magic in these fights but you can just kill them with weapons anyway. After tracking down and killing them all (5 or so) you'll be given the next word. The exit is to the west, slightly south of where you started. Soul ---- Gained word: Mercy Level hints gained: none Goal: Guide the souls to their graves. Talk to the old man standing near one of the graves (third from the right) to find out you have to guide the souls to their graves. At random grave areas you'll find flame-souls that just need to be pushed towards the top area of the graves. There are 3 in total. You can talk to the souls and read the graves to find out who goes where if you get stuck. Talk to the old man when finished to get the next word. The exit's on the North-western most grave. Mercy ----- Gained word: none Level hints gained: none Goal: Get healed for free Very easy and straight-forward level. Follow the path and talk to the big goddess-statue to be completely healed for free. That's it. You should be able to find the exit easily enough. Cyclone ------- Gained word: Giants Level hints gained: none Goal: Find the old man As you might have guessed, the electric floors hurt you at 1HP per step. Anyway, you'll have to make your way through secret passages, and most will allow you to bypass the electric floors altogether. Thick black walls are usually secret passages. You'll find an old man that can be reached by a secret passage near the exit. Talk to him for the word and exit to his west. Giants ------ Gained word: Utopia Level hints gained: none Goal: Reach the giant's leader This can be hard at low levels. The only enemies are the 3 types of Gigases; fire, ice, thunder. You can tell the apart by their sprites. Talk to them to fight, but unlike FF MQ, you can't avoid them. Follow the path while taking out the Gigases and you'll reach the leader, a fire Gigas. Talk to him and he'll give you the keyword. Exit is nearby. Thanks go to Rinoa for correcting me on this one. I originally had that you had to fight the leader. That's what happens when you try to write from memory. Utopia ------ Gained word: none Level hints gained: Palamecia Goal: Raid the treasures In the eastern part of the level you'll find a room full of chests. I'm not sure how it works exactly but after opening several chests one wil contain a tablet giving a hint to the Palamecia level. Once this happens, the remaining chests will open and you'll loose whatever what was inside. Exit to the south east. Palamecia --------- Gained word: Iron Bars Level hints gained: none Goal: Escape the traps and pitfalls and find the trapped man. This is probably THE most frustrating one of them all. As of now I can only recommend trial and error since you have to fall down a certain random hole to find a man trapped at the bottom who'll give you the keyword. Take note of where you've fallen before on some paper for a much easier time. Remember the most obvious way usually has a trap in it. Sorry i'm not much help but this is one where you'll have to help yourself. Iron Bars -------- Gained word: Chronicles Level hints gained: none Goal: Gain entrance to the pirate's cell. Talk to the guard to fight a pathetically easy soldier who'll drop a note mentioning the keys are in the darkness or something along those lines. Yup, it's another walk-through-black-walls level. Near the start you'll see a pirate in a cell. He's your goal. Now the keys that the note mentions are floor switches hidden within the dark walls that make a chink sound when tripped, opening a cell door/gate. They are located in the left hand wall, the right hand, one the the walls of the central cells (go through an opened gate). Once you have the cell next to the pirate open, make your way through the walls to the left hand cell and through the bottom wall to get to him. Talk to him for the word and exit to the north centre. Chronicles ---------- Gained word: Miasma Level hints gained: none Goal: Help reshelve the 10 books Remember Bartz and the playboy in FFV (RPGe's SNES translation)? Similar deal here with reshelving books. Talk to the woman left of the entrance who asks you to find ten books and reshelve them to her right. Check all the shelves for the books 1-10 (it might help to jot down the numbers when you get them). The placement seems to be random and you might get into a battle against a Green Slime at times, cf. the pots/wells of previous levels. Once the books are all collected and reshelved, talk to the woman again for the next word. Exit directly north of where you started. (Anyone find the two words Chronicles and Miasma together interesting? A reference to Crystal Chronicles perhaps...) Miasma ------ Gained word: none Level hints gained: Jade Passage Goal: Release the traveller's friend's monsterised souls. I hate this place. The yellow clouds that drift over the screen are more than just asthetic pleasantrys. They hurt. (Where's the Chalice when you need it?) And so do the yellow acid pools. You may need to keep an eye on your HP. Talk to the ghost near the start who tells you that his friends were killed and turned to monsters by the miasma. Anyway, talk to the ghosts around the level (they look the guys in Wild Rose) to fight 4 Skulls. You'll find one in the eastern path, one on the south-western path and the third and final one on the south-east path. Talk to the original ghost when finished for the word and exit to the north. Jade Passage ------------ Gained word: Oblivion Level hints gained: none Goal: Find the passage behind the waterfall Rememebr walking behind waterfalls does very slight damage. I wouldn't have had a clue if I didn't solve the Miasma level first on what to do here. Make your way to the southern lot of waterfalls and go behind the south-western most one and walk up. Open the chest to fight Beezlebub again and defeat him/it to gain your next word. Take the stairs to the left up to find the exit. Oblivion -------- Gained word: Hope Level hints gained: none Goal: Find Deumion in the besieged town. This is the town of Perseria, and you'll be seeing more of it later. If you played FF IX you might remember the Ramuh quest that told Josef's story and mentioned 33 towns. Perhaps this is another one of them since the main story has nowhere near that number? It plays an important part in Deumion's story as you'll see. To the north you'll find a blonde woman searching for her son, who you'll find to the north-east. He's the only one not running around and can be identified by his silver hair and blue head band. Look familiar? Anyway, talk to his mother afterwards and exit just south of where you found him. Hope ---- Gained word: Destruction Level hints gained: none Goal: Find Deumion in the maze The exit is directly north of the start behind a soldier. Talk to it to fight two Beast Demons. These guys are scattered all around the level blocking off corridors but they're no real threat, and you'll have to fight several to progress. Head all the way east then north and folow the path. The last soldier will be a tough-ish fight against three generals. Head north after that and right into a trap. Luckily a certain silver-haired man will save you (as if you really needed it) and give you the next word. Head all the way back to the start to the exit. Destruction ----------- Gained word: Guardian Level hints gained: none Goal: Help create the ultimate destructive magic. First talk to the people in the main hall to learn of their last- ditch attempt to win the war. Then make your way through this huge but enemy-less level (thank Yevon). Talk to the southern-most black mage who requests that you bring him three different coloured pieces of Magicite from the labs. Trek about the level and examine the pots and other furniture next to the various black mages until you have three pieces and then return them to the mage from the beginning. Next talk to the General in the main hall twice to gain the next word. I guess this is how the inventors of the atmoic bomb must've felt... Anyway, Exit to the north-west. Guardian -------- Gained word: none Level hints gained: none Goal: Reach Deumion before the guards do. Obtain the Light of Hope. Once again I'll let Rinoa take over with the explanation. EVen after hours of fiddling I couldn't get this and now I've finally got the answers. hopefully this'll help a lot of people :). (Slightly edited) "Okay, this one's got a really long explanation. Bear with me. I finally worked it out. ^^ If you give him the Light of Hope, you can apparently continue to claim weapons, but obviously if you select Destruction, you won't be able to! Secondly, in this level it's important to keep your step count as low as possible while following my directions. Too many steps and you won't be able to catch the guards at the junctures. Okay, you complete this stage as follows. 1.) Talk to the guards directly below you. 2.) Talk to the boy on your left. 3.) Take the path just above and to the left of the boy. Follow that path until you reach the first fork down, and take that until you can go right, where you should see a man in white. Talk to him. 4.) Continue to the right. You'll be directly under the guards. Talk to them. 5.) Once they run off, continue to the right, past the main road if you're still on the left of it, and then take the very next fork down. When you hit the top of the house, you should be able to see the guards convening in the bottom left of your screen. Head down to the left to talk to them again. 6.) They'll run off again. Go back to the right except this time take the first path down, rather than going back up. You'll hit a house, so move right and continue going down until you can go left again. Then go left, and you'll be able to see the guards. Scoot around the house and go to talk to them. :: Here you'll see a scene of Deumion and his mother running for their house, before the soldiers follow them. :: 7. DO NOT PURSUE THE GUARDS. Instead, head up and take the second path to your left. Follow that to the very last fork leading down, and head down from there. You'll run into the soldiers right outside of Deumion's house, except while they're usually at the door, they'll be a few feet away. Run into the house and you'll witness a scene. After the scene, you'll be back outside the house. A few feet up from Deumion's mother will be a glimmering light. Pick it up, and you're done!" Me again. As you might know you can give Deumion the Light of Hope and be rewarded with Revive tome. The magic takes all your MP and compeltely heals everything, even enemies. But say Destruction to him and you'll be thown into a fight with Deumion. He doesn't have a Bestiary entry so I don't know his stats, but don't expect him to be a pushover. He was made guardian for a reason. But if you've come this far, even he probably won't be able to stand in your way. Just be ready for a long fight. After winning you'll receive the Destruction tome which completely consumes MP and leaves only 1HP of the caster and destroys everything else on the screen. I felt like a right bastard when I killed him off, so I just reset and got Revive instead. Take Destruction if you can live with it on your conscience :(... Mind you, come end-game you don't REALLY need either. Change Log: 12/3/08 V 0.3 Guide started and several levels finished. I don't want to do too much off the bat in case it gets rejected. 13/3/08 V0.6 Added all words up to Authority. 2/4/08 v0.6 Tried re-submitting due to demand Added words up to Sorcery 7/4/2008 Resubmitting. Gamefaqs won't say why it's rejected or anything. If this fails, I'll go elsewhere. Added words to Utopia and finished guide outline. Nearly finished guide. 9/4/2008 v1.0 (finished) Finished bar a few slight omissions I'll need reader help with. Don't reject it for that please Gamefaqs. It's as finished as it'll get right now. If anyone can help with any of the levels I'm stuck on, please contact me. 20/4/08 added Supercheats.com to host list 25/2/08 Completed/fixed Aquifer, Authority, Dragoons, Woodlands, Giants, Thundercloud and the annoying Guardian thanks to Rinoa who contributed an email that was like a guide in itself. Sorting out other hosting requests too. Thanks ------ Gamefaqs for the site and hosting this guide and giving me $30 for my last one. Rinoa, my one and only contributor to date for helping fill in some (huge) gaps and correcting/contributing entirely to levels Aquifer, Authority, Dragoons, Woodlands, Giants, Thundercloud and Guardian. Without her help I'd still be attempting to get the Light of Hope in vain. Now I need to find something else to occupy my bus trips :). The email was essentially another guide for the AL. And thanks for pointing out the missing keyword for Destruction. Myself for writing this late at night to hopefully help out people who keep asking on the boards. Various board members (whose names I can't remember sorry) for helping me with the odd level when I first played through. My dog if I had one My ferrets for walking across the keyboard and 'contributing' with undecipherable hints and tricks. They originally told me how to do the Guardian level but I just couldn't read it... Squenix for yet another remake of a remake of a remake of a remake. You really know how to get my money...