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Difference between revisions of "Rabillion's Sandbox"

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Now at the Sanctuary’s gates, the duo enters the hallowed grounds, defeating the many obstacles on their way. They meet Julius’s Shadow at the end of the labyrinth, claiming his master to have ascended godhood. The shadow proceeds to show each of the hero and heroine’s companions’ dark feelings in an attempt to bring out despair. Each shadow replica start attacking the protagonist with dark magic, but they are helped by prayers from familiar faces all around the world. The figures change back into their real selves and confront the evil magician. Julius’s Shadow calls upon his master to bring him more power and Lord Granz is summoned in the process. Each companion are seen combating a shadow while the hero and the heroine face off against the real Julius. The sorcerer reveals the heroine’s fate to become the new Mana Tree, and the rusty sword from the volcano gets powered up into the Mana Sword. After a difficult battle, Julius is no more and peace has returned. The hero swears to protect the heroine as she transforms into the new [[Mana Goddess|goddess]].
Now at the Sanctuary’s gates, the duo enters the hallowed grounds, defeating the many obstacles on their way. They meet Julius’s Shadow at the end of the labyrinth, claiming his master to have ascended godhood. The shadow proceeds to show each of the hero and heroine’s companions’ dark feelings in an attempt to bring out despair. Each shadow replica start attacking the protagonist with dark magic, but they are helped by prayers from familiar faces all around the world. The figures change back into their real selves and confront the evil magician. Julius’s Shadow calls upon his master to bring him more power and Lord Granz is summoned in the process. Each companion are seen combating a shadow while the hero and the heroine face off against the real Julius. The sorcerer reveals the heroine’s fate to become the new Mana Tree, and the rusty sword from the volcano gets powered up into the Mana Sword. After a difficult battle, Julius is no more and peace has returned. The hero swears to protect the heroine as she transforms into the new [[Mana Goddess|goddess]].
===[[Children of Mana]]===
Ten years ago, a [[Great Cataclysm]] swept the land of [[Fa’Diel]], summoning countless hordes of monsters who decimated the global population. Amidst the chaos, a small group of people led by [[Moti (Children of Mana)|Moti]] managed to survive by launching an expedition to [[Illusia Isle]]. The global turmoil was eventually stopped by the [[Mana Goddess]], who sealed the evil beyond the [[Door to Mavolia|gate to Mavolia]]. Once the world was again at peace, the settlement grew into a [[Mana Village|village]] and attracted more people with the four main characters, [[Ferrik]], [[Tamber]], [[Wanderer (character)|Wanderer]], and [[Poppen]], coming to stay there.
One day, [[Watts (Dawn of Mana)|King Watts]] comes to visit his friend Moti and shows him a peculiar [[Gems|gem]]. Shortly after, the central stone in the village is cracked by a tremor causing panic in the community. One of the Mana [Nana|maidens]] runs back from the [[Mana Tower]] in a frazzle, claiming the tower was swallowed by a white light with [[Tess]] still inside. The protagonist volunteers to rescue her and Watts gives them the [[Gem Frame]] as a way to increase their power.
The main character finds the Mana Tower surrouned by an eerie glow and discovers it swarming with monsters inside. With the help of a [[Mana Spirit|Mana spirit]], the warrior reaches the top of the structure and find Tess. However, a giant ball of light coalesces in front of them, with a large flaming [[Xangar|beast]] emerging from it. Despite their best efforts, no weapon seems to damage it. A mysterious [[Mana Sword|sword]] falls from the heavens out of the blue, breaking the magical barrier surrounding the foul creature. The protagonist manages to defeat it, but a strange [[Mana Lord|man]] appears before the duo. The darkly-clad individual tries to reach for the sword, but a peculiar force field prevents him to grab it. He then claims the birth of a new era with those gone soon returning and the current world ceasing to exist, and vanishes in a black vortex. Moments later, giant pillars of light appear on the horizon.
The protagonist takes the holy blade and escorts Tess back to the Mana Village. As they tell them what’s happened, Moti fears that the Mana Lord’s speech would harbor another cataclysm. He entrusts the main character to look into the three columns of light that appeared around Fa’Diel, starting with [[Star Lake|Topple]]. He also gives the [[Spin Drum]] to call the guardian spirit [[Flammie (Dawn of Mana)|Flammie]]. The protagonist thanks Moti and heads to Star Lake.
There, they face off with [[Galem]] in the deepest part of the area, where the monstrous creature comes out of a green light. Despite being protected with a force field like the other [[Malevodon]] atop the Mana Tower, the hold blade starts ringing at their command and dispels the barrier. After defeating the threat, a vision of an old [[Treant|tree]] deity manifests before the main character. He reveals himself to be Treant, an ancient tree spirit who lived on Illusia ten years ago. He tells the protagonist that Mana power is surging out of control and may indeed destroy the world. He then assigns the protagonist the mission of quelling each column of light and gives them the [[Branch of Treant]]. Back to the village, the hero discloses what they’ve learned and are asked by Moti to head for the [[Fiery Sands]] in Jadd.
The hero calls the Guardian Beast and to toward their next destination. On Jadd continent, a powerful sandstorm rages on, but is dispelled by the branch Treant gave to the protagonist. After roaming for several hours, the main character comes face to face with a gigantic Malevodon called [[Thaydol]]. They successfully slay the beast by disarming it with the Mana Sword like they did with the previous ones. A ghostly rock face appears after the monster’s been defeated, calling himself [[Gaia (Dawn of Mana)|Gaia]]. He explains that violent forces made [[Benevodons]] transform into Malevodon, but now that the hero has defeated the creatures, they were reborn as their original state. Gaia adds the main character must stop the Mana Lord even if it defies the will of the planet. He then gives the [[Stone of Gaia]] to the protagonist, and then disappears the hero can ask more questions. They ride Flammie to Illusia Isle and report on the situation. Tess reveals that monsters have been terrifying the Lorimar population and asks the main character to investigate.
The [[Ice Citadel]] is protected by a thick magical barrier, but the hero manages to break it with the help of Treant’s branch and Gaia’s stone. Inside the fortress, they meet with the Mana Lord who is shocked to find they’ve been able to break in by neutralizing the barrier. He explains that dwellers of Fa’Diel once wrought vessels to harness the power of Mana, using them as channeling orbs. As the cataclysm raged on, the spheres went buried underground. The overlord confides in the hero he wants to release those orbs all at once and scorch the world anew. The hero confronts him by telling how insane his plans are, but the Mana Lord retaliates by summoning [[Landmund]]. The protagonist tries to break the barrier surrounding the Malevodon, but the blade remains silent. Tess’s voice can be heard, allowing the holy weapon to shine through the protection around the beast.
The hero defeats the creature, with the villain assessing the eight Benevodons now born from the ensuing battles. The main character tries to swing the Mana Sword at the overlord, but the blade simply moves on its own and stabs them instead. The Mana Lord states the blade to be forged by the Goddess herself and thus mortals cannot control it. The blade heeds its master’s call and returns to the Mana Lord. Watts and Tess rush back to the main character before they are stricken by another blow, but a powerful earthquake starts, revealing all channelings orbs unleashing their power in unison. This creates a gigantic storm in the sky as the Mana Lord escapes in one of his black vortexes.
The party returns to Illusia Isle, with Watts lamenting the fact the Mana Lord now wields the holy blade. Shortly after, Treant’s branch and Gaia’s stone start levitating, revealing the two guardian spirits. The two deities warns the protagonist that a massive surge of Mana is coming near Wendel. The hero must subdue the Mana tempest by combining the energies of the eight Mana elementals. The main character accepts his daunting task despite their wounds and heads to [[Brightwood]].
They manage to reach the epicenter of the storm in the lush forest, with the hero commenting on how quiet the eye of the storm is. As they try to summon the guardian deities with the two artifacts, the Mana Lord emerges from his black holes and taunts them with the sword. He declares the world would cease to exisit should the protagonist fail to stop him, which he’s delighted to test out by summoning the [[Mana Storm]]. The hero defeats the threat, making the storm subside, but the Mana Lord mocks them by saying they cannot truly eradicate the tempest without the Mana Sword. Gaia and Treant’s spirits appear along with the eight elementals, foiling the villain’s plans for now. Enraged, the Mana Lord casts several bolts of lightning toward all the spirits, making them disappear. He then wounds the protagonist, but as he is about to strike them down, gems start sprouting out and clinging to the holy blade. The annoyed overlord brushes them away, but remembers Tess’s powers as a Mana Maiden and manages to warp to her location to steal her away.
The large stone of at the Mana Village starts glowing eerily, which draws the hero in. They are teleported into a [[Illusia Ruins|desolate place]]. They find the captured Mana Maiden with the Mana Lord deep within the ruins. He orders her to lend him her powers, but she doesn’t understand what he wants from her. According to the villain, the Seed of Mana lies dormant somewhere in these ruins. Should he use its powers, the Mana surge would grow out of control and engulf the whole world. Tess still refuses to answer his commands, pleading him to give the sword back instead. As the protagonist rushes to her side, the Mana Lord reveals the ruins to be the [[Sanctuary of Mana|Mana Sanctuary]] several thousand years yet to come. A bright ball of light comes swallowing the protagonist, filling the void with illusions of their former relatives. As they reach for them, they hear Tess’s voice calling for them, snapping them back to reality. The Mana Lord reveals he’s a collection of the lost, a bridge between the world and the hereafter. Millions of souls who have died during the Great Cataclysm have returned due to the recent surge of Mana. The villain tells the main character they’ll some become part of them if they let Mana consume them. The shadows merge into a grotesque monster that the hero must slay.
After the fight, the shadowy creature splits up to the deceased relatives and one of them gives the hero a memento. The Mana Lord returns and knocks the hero back with the holy blade. A surge of gems comes out of the ground and start to pummel the overlord. He wipes them away, then casts a huge ball of light toward the protagonist and the Mana Maiden. However, another sphere absorbs his magic, revealed to be the Seed of Mana. The Mana Lord boldly grabs it then escapes through his vortex.
Back to the present times, Tess and the hero explains how the Mana Sanctuary will be reduced to ruins in the future as the [[Mana Tree]] slowly withers. Tess believes the Goddess to have a plan in mind and Treant and Gaia disclose the Mana Lord’s location being the [[Path of Life]], where the source of Mana lies deep under the roots of the holy tree. As the villain is close to swallowing the world with Mana, the protagonist hurries at the base of the Mana Tree. The memento they got back at Illusia Ruins stats glowing, creating a portal.
As the main character reaches the lowest floor of the dungeon, they find the overlord about to strike the Seed of Mana with the holy sword. However, gems emerge near him and create a force field around the seed, preventing its destruction. Realizing the crystals are memories of former people refusing to let their world go to waste, he tries to hit the seed again to no avail. Meanwhile, a cutscene shows Tess praying before the Mana Tree. Outraged by his inability to usher in his new world filled with Mana, the villain engages the hero in battle but ultimately loses. He then speaks of the Goddess just now being born into this world and taking the form of the [[Scion of Mana]]. He gives the Mana Sword back to the protagonist, revealing he knew the Goddess has chosen them to stop the chaos. He then jumps into a pool of Mana, making a portal appear atop the Mana Tree.
The protagonist returns safely back to the village, but the holy sword is now covered in black vines. Moti wonders is defying the Goddess is a wise idea, but Watts and the hero won’t let the surge destroy their world. The hero is ready to face its last opponent and soar toward the portal above the Mana Tree.
Now in the Cosmic Rift, the hero meets with the Scion of Mana as the Mana Maiden prays in front the holy tree. The hero brandishes the Mana Sword and successfully turns it back to normal. With it, they plunges the blade into the ground and defeats the forsaken child. Back on the surface, the Mana Tower vanishes and the hero is warped back to Illusia. Treant and Gaia explains to Tess and the hero about the newborn Child of Progeny, produced by the fusion of the Mana Seed and Mana’s child. With Illusia Isle becoming unstable, Moti has informed the population to board ships and quit the island. Illusia is slowly getting sealed off as it becomes the start of the Mana Sanctuary guarded by the eight Benevodons. Tess has decided to remain there to stay with the Mana Tree. As the player sorrowfully looks at the fading island, the Benevodons merge into one blast of light, making the Illusia Isle disappear for good.

Revision as of 02:06, June 22, 2024

Echoes of Mana

Max Bond Dialogues

Duffle

'Anythin' fun goin' on?'

'I swear uponst a knight's blade to be-ith there-ith whenever thou art in need of me! Or whatever!'

'Aw, man, I wish I was the mana swordsman. It's so cool! But I guess you'll have to settle for the even cooler Duffle!'

'Our Last adventure was the BEST! We have got to do that again!'

'Wanna go check out Lady Moti's? Just LOVE that place! So many new things to see every time I go!'

'Yo Watts! Check out my sword! Lookin' real sharp, eh?!'

'Oh. My clothes? It's kind of like a house style, me and my fam are into.They're really easy to move around in!'

'Hey! I was just thinking about a new pose! It goes like...this! ...Or maybe more...like this?'

'Just let your girl Duffle know if you need anything! Protecting the peace is what I do!'

'You see that book Honeycomb is reading? How many pages you think it's got?'

'Yup! Training today, too! those new moves won't learn themselves!'

Honeycomb

'You in some kind of trouble again? ...Well just let me know if you need my help.'

'If you need me to do something, just say it. I am one of your knights after all.'

'You should read the legend of the Mana Tree... Because it'd be helpful, and, uhhh, we could talk about it, too?'

'I'm surrounded by idiots. Can't imagine what would happen if I wasn't there... Guess I better stick around, you know, just in case.'

'...Wonder if Lady Moti ever smiles...'

'Watts is a trusted member of this town, got it? Don't go causing him any trouble.'

'Of course you have to try hard at it. Goals just don't meet themselves, you know.'

'I'll have you know these clothes are standard sorcerer attire!'

'Hey, I'm a lot more useful out there than your average adult. So don't treat me like some kid.'

'Duffle is at it again, eh? Where does she find all that energy?'

'I'm a busy guy you know. If you don't need me for anything, I'm goin' home.'

Blainchet

'Feel free to come to me with anything you need. I'm much older and wiser, you see.'

'I beg of you, be more careful. Don't rush into danger alone.'

'You want to... pet me? How to respond...'

'I'm not good at hiding things. You just see it in my face.'

'Say, have you seen anyone around who could be wolfkin?'

'Shopping, eh? Can'r say I'm want for anything especially.'

'My clothes? Someone gave them to me quite a long time ago.'

'Right now I'm in the middle of handling a request. Nothing major, but I welcome the work!'

'Do you have anything you might need help with? All this waiting around makes me anxious.'

'What a nice place this is...'

Raxa

'Ain't scared of nothin', huh? That's why I like you!'

'Best to spread your wings while you're young. Yeah, I'm talkin' about you, brat.'

'How 'bout we go sell some of that loot, eh?'

'Hey, better keep your distance. I'm getting kinda hungry, here!'

'They say I'm poisonous... wanna find out?'

'Think I'm scary don't ya? Eh, I'm used to it!'

'Sticking around here's only gonna make you soft!'

'Yeah, yeah, we're all peace, love, and plants here, right?'

'Hear anything good lately?'

'Ugh, this is so boring. Why don't we go out and do something, eh?'

Mousseline

'Wish could just vanish together. Can't do it? Boooriiing.'

'The Mana Tree... Source of all things, huh.'

'I say just have fun, forget all the other stuff.'

'No one likes a third wheel. How bout we go out, just the two of us?'

'Looking for something? Or maybe... you're looking for me?'

'My age? Hm, gimme a second. I'm trying to remember.'

'Wanna know more about me, huh? Hee hee, where shall we start?'

'What a small town... Very local vibe going on here.'

'Humans are such busy bees... but I haven't the faintest idea why.'

'Maybe I should take a nap!'

Ebon Knight

'What awaits at the end of this fate once fulfilled is something I want to see through the end...even if it means you're along for the ride.'

'Tell me, where does your drive come from?'

'Leave me be...'

'No matter where I look, all I see is the hopeless futility of it all.'

'I still haven't forgiven you, best remember that!'

'What have I been brought here for...?'

'Who am I, you ask? The Mana Goddess knows very well.'

'Oh why, Mana Goddess...'

'You are an enemy to this world. Don't you ever forget this.'

'Be it this town, or my very self... Everything is but an illusion.'

Sumo

'Don't think I've ever had, uh, time off? A vacation? No-fight time? Er, anyway, I'm at loss as to what to do with myself. Must be what peace feels like.'

'I'd love to go out on another adventure, see all kinds of worlds. Without my sword, this time though. Just me and someone I care about, seeing the sights.'

'Dwarves are sure a lively bunch, eh? Used to know a Watts. Funny thing though, not the same Watts that's in this town. Seems like a popular name?'

'I can use magic all right, but if I had to pick which I'm better at, I'd say it's the sword. You can thank Bogard for that.'

'Amanda and me have spent most of our life fighting to survive, you know. It's been though, but we survived by the help of all our friends.'

'You know what this town needs? I mean, don't get me wrong, I love the atmosphere here, but if Lester was here playing his harp? It'd be perfect.'

'You know what a Chocobo is? They're these big yellow birds you can ride? Anyway, don't think I coulda finish my quest without 'em.'

'Been on the road so long, feels kind of weird to finally settle down. I think I could get used to this.'

'Going out on another adventure? Well, if you ever need and extra sword, I'm always ready.'

'How's it going? Let me know if you need anything.'

Amanda

'You seen Sumo around? Fine if ya haven't. Just askin' is all.'

'Take me on your next adventure, will ya? Don't worry, I can hold my own.'

'Favorite food? Well I ain't had a whole lot to begin with, so I guess you could say they're are my favorite.'

'Seen a lot of places over the years, and I gotta say, this town sure is unique. I mean that in a good way, by the by.'

'Don't like talkin' 'bout the past, if I'm bein' honest. Ain't a lot of good memories back there.'

'Might not look it, but I'm pretty handy with a knife. It's the only weapon I use, after all.'

'Time goes by reeeal slow here. This kinda slow you wish you were spendin' with somebody else, ya know what I mean?'

'Wanna go on a date? Now look at that, you look redder than an apple. D'ya think I was serious?'

'Ever heard my brother play the harp? He's pretty good, so if ya haven't, you should!'

'Doin' okay?'

Dark Lord

'You have proven to be quite the worthy ally, indeed. Say, I am looking for a new right hand, what do you say?'

'There will come a day when I will get my revenge. And there is nothing you can do to stop me.'

'You may take me on your pity adventures. But do not get in my way, and do not expect me to help.'

'This towns defenses are a joke. Why, it would take a small Granzian battalion a day to secure it.'

'You friends are not as weak as I expected. They'd make fine slaves, indeed.'

'So that...is the Mana Tree... What at precious little thing...'

'I see Julius is here as well... Hmph. His ambitions are of no interest to me.'

'I have enough of this. I don't care where, take me into battle. I can suffer this boredom no longer.'

'What is it? You finally ready to give me some kind of challenge?'

Julius

'I'm more suited to war than peace. Don't you agree?'

'There are types of magic being used here I've never seen before. Oh? The magic I wield is rarer than all of them? Interesting...'

'You're an odd one, wanting to travel with someone like me.'

'This world's strange power... could it be connected to Mana?'

'Sumo and I have history. But our story's end must come.'

'I won't do anything to Fuji, don't worry. She is too important of a pawn for me to risk putting her in harms way.'

'Could the Dark Lord be here too? Heheh, very interesting.'

'Keeping an eye on me, are you? No need. I'm quite harmless.'

'A Mana Tree exists here too... Hm? No, only thinking aloud.'

'What are you up too? If I can be of help, let me know anytime.'

Fuji

'I just wanted to thank you for protecting me and...Ah, never mind. Just was on my mind and I thought I should tell you.'

'Fighting to others is no easy task. But for as hard as it is, the result is worth it.'

'I seem to always be the one getting save, but I hope that someday I can be the one who saves. Be a real help to Sumo, you know?'

'I'd love to teach ou about the healing arts, but my tomes come from my world and I'm not sure you'd be able to read them...'

'I want to go out on adventures with you all! I won't hold you back, I promise!'

'The mana tree there is a bit different than the one I know, but there's something familiar about it. This unnerving feeling you get... Just me?'

'You ever seen one of those flying ships before? I've been on one. I was a bit scary, If I'm being honest.'

'I'm quite good at healing magic, in case you didn't know. So feel free to pay me a visit when you're hurt!'

'This town is so lively and full of color. You can have fun just by looking around!'

'How are you doing? Don't overdo it out there, okay?'

Marcy

'MY PURPOSE WAS TO DISCOVER AND TRANSLATE TABLETS IN THE TOWER, BUT HELPING YOU ON YOUR JOURNEY MAKES ME HAPPY.'

'I AM LEARNING SO MUCH JUST BEING IN THIS SPOT. SO MUCH ABOUT THIS WORLD AND THE PEOPLE WHO INHABIT IT.'

'I REMEMBER SUMO. I WAS HIS GUIDE WHEN HE WENT EXPLORING ONCE.'

'I YOU HAPPEN TO VISIT ANY RUINS THEN TAKE ME WITH YOU. I AM SURE I CAN BE OF ASSISTANCE.'

'I SAW SOMEONE WHO MOVES IN A STRANGE WAY. I AM UNABLE TO IMITATE IT UNFORTUNATELY.'

'DO YOU THINK WATTS COULD SE TO MY MAINTENANCE?'

'ARE THERE ANY PEOPLE AROUND WHO KNOW A LOT ABOUT AUTOMATONS?'

'THE WORLD OUTSIDE THE TOWER IS FASCINATING. PLEASE TAKE ME WITH YOU TO ALL SORTS OF PLACES.'

'I WOULD LIKE TO SEE THE PROFESSOR AGAIN SOMEDAY. AND GIVE HIM A GOOD TALKING TO.'

'SHALL WE GO EXPLORING TODAY?'

Randi

'There is something about you, you know. I feel like we have this deep bond. Can't quite explain it. but uh... Aw man,you got me blushing.'

'I'd be lying if I say I don't still think about things back then... But in the spirit of being honest, it's a lot more fun being here with you.'

'Looks like someone's having a good day! Nope, don't even try and hide it! I can see it written all over your face!'

'There was this one time I fell from a really high waterfall. And wouldn't you know it, not a scractch on me. Can you believe that?'

'I heard you're Popoi's newest lackey! Yeah... it's not the kind of thing you can really back out on, so I say just own it.'

'You wanna know how best to use the mana sword? I mean, I don't think it's the kind of thing you teach. You kinda... just do it?'

'What do you do for fun when you're not out there adventuring? I'm looking for a hobby so if you got something, let me know.'

'I got a thing with Primm and Popoi later... Hey, wanna come with?'

'I honestly prefer you treat me just like any other guy. I'm more than just the Mana Sword's Chosen, you know?'

'Oh hey, what's up?'

Primm

'Not a lot of folks out there I can count on to have my back out there. Says a lot about how much I trust you! Heh.'

'Hey. You're a lot stronger than you think. Show some confidence!'

'Going out on adventures with you... Seeing all those new sights... I could get used to that.'

'You'd never think it by looking at her, but Luka down at that water palace is hundreds of years old!'

'You can't ignore that self care. For mind AND body.'

'And if you practice those martial arts, you bet no one's gotta... Stop looking at me like that! I have hobbies! I do other things!'

'This town's not that bad, honestly. I'd say it's about on par with Pandora.'

'Rippin' and rarin' to go. Just let me know when you're ready for adventure!'

'Fancy seein' you here.'

Popoi

'Startin' to think of you like one of my family, bro. Aw man, look at me, gettin' all sentimental!'

'Hey, there goes my favorite lackey! Good lookin' out, bro!'

'Just happy to see me, is it?'

'Training? You can do that later. Let's go have some boss 'n' lackey fun, eh?'

'Bro, you gotta hide me. Sis is comin' and she knows about the prank I pulled!'

'Got some treasure did ya? I'd be beamin', too! Geheh!'

'I don't got the wings and all, but I am a faerie you know? So, uh, handle me with care. Got it?'

'May not look like it, but I'm quite the actor, you know? Geheh!'

'Come to pick up you boss, eh? Now that's a good lackey!'

'Boy, am I bored. Don't suppose your favorite lackey could provide some entertainment, eh?'

Sheex

'I could use a flunkie like you. No... How does 'general' sounds?'

'Say the word, and I'll teach you how to become a dark stalker.'

'My power comes from Mavolia's realm, so I may rule this one!'

'Carelessness is akin to a death wish. Keep cool if you want to live.'

'Gotta put those miserable wretches to their place.'

Fanha

'Heh, you're the type I'd certainly take my time with.'

'If you would just swear loyalty to the Empire...I might actually try a little.'

'I've been wanting a new deputy, and I think I found just the one.'

'Well, this just feels like fate, does it not?'

'My plan was to use mind control to get what I wanted. But, I no longer care enough to exert the effort.'

Thanatos

'You shall be my next... Wait, I have a better use for you.'

'Take a peak under this mask a be prepared to feel my wrath.'

'Want to see my true face, do you? Hmph. You couldn't handle it.'

'The sword's chosen hero, huh? Ha! And what makes one chosen?'

'Wouldn't you love my powers? Even monsters bend to my will!'

'This life energy! It's... Hmmm... Never mind.'

'Who could research ancient magic in a place as wretchedly happy as this?'

Duran

'With you on my team, we can't lose! Here's to all the battles we've won, and all the battles we'll win.'

'Even I get a little shaky when I'm up against someone strong. But that just means I'm excited for what's to come.'

'It's easy to let power get to you–restraint is what's hard.'

'You can't slack when you're on the battlefield. I train everyday so that my inexperience doesn't put my team in danger.'

'Limits are meant to be broken, friend. Now let's go train!'

'Feelin' pretty pumped today. Hey, wanna spar a little?'

'No one I respect more than the Hero King himself. He's the reason I train, so I gotta make sure I live up to that.'

'If all that can be said of me is that I'm the best up and comer, then I still got a lot of work to do.'

'Your weapon is part of who you are, and you FORGOT it?! You gotta take better care of yourself, man!'

'Hey, Up for some training?'

Angela

'I dunno, is it just me, or are we totally soulmates? ...On the battlefield, I mean!'

'I feel like you're doing all the heavy lifting in this relationship. If you need me to do something, all you gotta do is ask, okay?'

'We all have trials we gotta face someday. That's just life. You just gotta remember 'we' includes you, too.'

'I don't really have anything to say at the moment. Okay, actually, wait. Do I talk too much? I feel I've been talking, like, A LOT.'

'So much about this place is just... I dunno... 'different'. Not at all like Altena, that's for sure.'

'You know I'm a princess, right? I'm not the type to flaunt their status, but would it kill you to let me get my way every once in a while?'

'You would not believe how amazing it felt to finally use magic. Living up to all those expectations? Oh yeah. That's the stuff.'

'Yeah, there was this whole this with the Crimson Wizard. I mean, there's not much to say, but you-know-who is still not quite over it.'

'Go study magic? Nah, I mean, you're welcome to, but no that José's not around, a girls gotta go out and live her life, you know.'

'You look like you're having a good day. What's up?'

Kevin

'Mmm... You smell just like Karl smell. It the good person smell! we now friends forever!'

'Karl is my best friend! Very special to me. You, also very special friend! I you need help, ask me! I help! Always!'

'I HATE sitting around! I want to go on adventure! ...I always ready for adventure...'

'During night time, Beastmen go through change. We get very strong, but some beastman also get very mean. I say, be careful around beastmen at night.'

'Ludgar...he does not like humans very much. But, many beastman DO like humans. Like me, I am a beastman that like human.'

'I very bad at puzzles, so not very fan of dungeons. I more like forests and outside. Fewer puzzle.'

'Mmmm I smell very delicious smell coming from...that way! Do you want to come with?'

'Oh, good to see you again! Now, this time? We spar, yes? You spar?'

'I...not a good talker. But talking with you...I like.'

Charlotte

'So gwad to have a fwiend wike you. With Mik not awound, you make the pewfect wackey!'

'We've become such gweat fwiends, haven't we? I'd say if thewe was such a thing as a fwiend wevew we'd be at 'fwee massages', don't you think?'

'Good thing you got me awound, someone with weal stweet smawts! Pwincesses like Wiesz and Angewa aw so cwuwess they couldn't even give ya diwections!'

'Oh! Just who I was wooking fow! Now, I need you to go out and get me a few things. Now, off you go!'

'Going to new pwaces is weawwy weawwy fun! So, next time we go out. Take me somepwace new!'

'Twaining? Aww that's good fow is getting tiwed! Duwan and Kevin, it's aww they evew tawk about. I just don't get the appeaw.'

'Ugh! Evewyone is tweating me wike I'm a wittwe kid! Evewyone except Hawkeye, that is. You shouwd weawn fwom him!'

'You evew have a nap you think onwy lasted fow a few houws, onwy to find out it was mowe wike 24? ...Yeah...me neithew...'

'I may sound wike a baby, but I'm actually 15 yeaws owds! No! Sewiouswy! Evewyone says I'm wise beyond my yeaws!'

'Hey, what awe you up to? If it's something fun, Chawwotte wants in!'

Hawkeye

'Just let Hawkeye here protect you, okay? ...What? I'm being serious!'

'What was that? Come on! We're friends! No need to act all polite.'

'Sure do love talkin' to you. I could do it all day, in fact.'

'You gotta be aware of your surroundings out there. Nothin' more dangerous than mother nature herself.'

'Teach you how to be a thief? Kid, you can't learn to be a thief, go gotta go out there and steal yourself.'

'There's more to thievin' than stealing you know. You gotta be a master of disguise as well. It's a lot of work!'

'You think knife-work like this is easy? The Nevarl style is harder than it looks!'

'Never let a target get away. That's the thief's code.'

'Hey, you on break too? Can't be all business all the time, am I right?'

Riesz

'I feel my heart is at peace when you are near. You are a rare one, indeed.'

'Perhaps if my journey had included you, it may have been a lot more fun.'

'I'm afraid I still quite do not know the lay of the land just yet. Do you mind showing me around?'

'I often think upon the beauty of my home, Laurent. Perhaps, it is because I have found its equal?'

'I began by quest as a girl alone, but now... Fate has a strange way of weaving its web, does it not?'

'What do I want? Heh... The simple act of asking is more than enough for me.'

'One must properly prepare for an adventure! If you need any help buying items, I'm more than happy to help!'

'My quest to find my brother was filled with great trials. T'was a lonely road indeed...'

'My brother is very, very special to me.'

'Well, well. You look to be in good spirits! Care for a quick joust?'

Bil

'I would teach you my greatest technique if you so asked.'

'Why not add the power of darkness to your arsenal? Just think of the possibilities.'

'Flashy magic and giant swords are unnecessary when it comes to burying your target.'

'The way of the ninja has no shortcuts!'

'There are some skills that can only be done when two ninjas are uniquely in tune with one another. Something you will never be.'

'Have you ever thought of becoming a ninja? I think you'd be pretty good at it.'

'Your skills in stealth are impressive indeed. Might even be better than me!'

'You better be ready to pay up if you need our services. We don't work for cheap.'

'Looks like you found me... Not bad.'

Ben

'You know what? From now on, all your ninja related needs are half off. I call it the shinobi sidekick discount!'

'As a token from our friendship, I bethroth onto you this Nevarl ninja garb... Mm? You don't want it?'

'Our skills take countless hours of practice to master. You can't just learn them overnight.'

'One might find peace with the comfort this place provides, but to a Nevarl ninja, comfort only breeds anxiety.'

'The best information is worth it weight in gold.'

'I won't reveal my identity for no good reason...'

'A ninja must forgo the light and live in shadow. It is our way. The mission always comes first.'

'Surely this is fate. Help us and I'll teach you my skills.'

Ludgar

'Perhaps it was plain jealousy... the more I see you all, the clearer it becomes.'

'When I eventually wear the crown, I will be sure to keep you in my inner circle.'

'Kevin if my rival, but one day I will... No, let's not.'

'I cannot express in words the joy I felt when I was named leader...'

'You need not only power, but fear to break a foe's spirits.'

Crimson Wizard

'Sometimes I ponder on the possibility of a life different from the one I chose. Hm...'

'I have traveled this road for so long, yet I feel no closer to the end than since I had began. Power....what am I missing?'

'I trust too deeply in the power of dark magic, is it? Hmph. How long has it been since anyone has lectured me?'

'This magic will someday... You know what, never mind.'

'You are no average minion, indeed.'

'You look almost ready to learn about the dark arts... What say you?'

'Teach you magic? Hmph. I doubt you could handle it.'

'Wicked purpose? Mere propaganda. What is wicked to some is virtue to others.'

Isabella

'Say, won't you help me revive the Dark Majesty? He is my everything, you see...'

'So, you've defeated a benevodon, have you? Hm, there may be more to you than meets the eye.'

'You want power too, yes? Then join me, and I shall give you the power of darkness!'

'Love? Ha, I am not so naive... It is power I need. Without it, there is nothing I can protect!'

'It is not that I am eager to throw my life away, but rather...I am ready to give it up if it will make him happy...'

'Isabella... Belladonna... Call me what you like as it makes no difference to me.'

'Tell me, is that vexatious lad here as well?'

'Belladonna...? Ah, a name familiar to me indeed...'

'I will do anything to see the Dark Majesty's return. Anything...'

'I have sworn my loyalty to the Dark Majesty...'

Goremand

'And what are you looking at, hm? Watch it or I'll put you in my belly!'

'You won't get in the way of my next meal! Understand?'

'I'm too busy to fool with little brats like you. Now scram!'

'I'm still feeling full from my last feast! Hee hee hee!'

'Nothing like a tasty soul to sooth my appetite!'

'Do not forget I am a wizard who serves the Masked Mage!'

'Hee hee hee! Call on me if you're in need of my service in you journey. I'm quite good at disposal the fallen!'

'Is there anyone you're looking to get rid of? For I know just who can help...in exchange for their soul.'

'Oooh! If only I could get my hands on the Mana Sword!'

'I do enjoy a place full of LIFE, you see... And this one is as lively as they come! Hee hee!'

Lekius

'Don't get me wrong. I love Illusia, but this place is pretty great, too.'

'If I'm to protect the people of Illusia I've got to get a lot stronger than I am now.'

'If you need my help, just say the word.'

'Are there are guardian beasts in this world too?'

'You seem to know your way on a battlefield... Ever try going long range?'

'Say, have you seen Keldy? I figured you'd be together.'

'Hey, what's your Def Flora?'

'This place is pretty great, don't you agree?'

'If you need an archer, you won't find one better than me!'

'You look well!'

Keldric

'The people here are so warm and friendly...almost as much as the people in Illusia!'

'A blacksmith named Watts? The king of Ishe shares the name.'

'Call on me for anything, okay? I'll be there to help!'

'This feather is from a guardian beast. Name was Flammie, I think?'

'No Tree Folk here, but this place has all sorts of folks!'

'What's the deal with the vines? Gonna be honest. I have no idea.'

'Buju's run off again! I should probably go catch him, eh?'

'Hey, you wanna come play with me and Faye?'

'Hm? Is there something on my face?'

'Hey, how's it going?'

Shiloh

'I left Bud and Lisa to keep watch back home, but I wonder how they're doing...'

'We'd better go and tell tell Li'l Cactus what we got up to today.'

'These coins? Yeah, I think they look neat too! And they're etched with images of elemental spirits, see?'

'I can play a pretty mean harp, you know. No fooling!'

'So do you have a workshop around here? Let me know and I'll get our gear tempered to tip-top shape!'

'I bet the orchard's bearing fruit right about now...'

'Something about this place just puts me at ease. As if I were home in my own village.'

'I'm pretty good at mastering all sorts of weapons in little to no time.'

'Being swift and nimble has always come easy for me.'

'Ever heard of artifacts? They can look just like about anything!'

Serafina

'Duba Duda Dubba... Just practicing my dudbear. Ever heard of it?'

'There are times when we need the strength to shield the ones most dear to us.'

'I'm no stranger to hard work. I've raised some pets that were literal monsters, tended and orchard, and even did a little bit of weapon tempering. All on my own, too!'

'Where I come from, we've got penguins for pirates! Would you believe it?'

'I've seen a few familiar faces around here already! I think I'm gonna like it here.'

'Do you come home to this place? It's a wonderful thing, don't you think? Having a place to come home to.'

'Say, have you seen Shiloh around?'

'Meeting all sorts of folks on your journey will be the key to your strength. I just know it!'

'I've had my fair share of adventures, too, journeying all over. So I know a thing or two about wielding a weapon.'

'You know, the feel of this place reminds me so much of home. I just can't help but feel at ease here.'

Niccolo

'If there's anything you want, I'll find it for you!'

'If only I could be reborn into a world of cats and rabbits.'

'It's too dangerous for folks like us to wander outside town.'

'I bought all sorts of things so it's about time to sell it off.'

'The secret to good business it being sincere. Take it from me.'

'Business flourishes wherever I go!'

'Smile! Let the world know you're happy!'

'Let me know if there's anything you might want!'

'I'd just like to keep on adventuring as I always have, but now, with you!'

'Good seeing you again!'

Sierra

'I promise here and now to protect you with all I have. For this too, is my duty.'

'I hope one day you have the honor of meeting Vadise. I am almost certain he will take a liking to you.'

'You remind me of my brother. And I assure you, that is no compliment.'

'Vadise is my master and my friend. To be in his service fills me with great pride.'

'A dragoon is a protector of their master dragon. It is a bond unlike any other.'

'If you feel my strength is any of use, you need only just call.'

'I fight to preserve order. Do you?'

'I am a dragoon and I serve only my master, Vadise.'

'You look healthy.'

Larc

'You know, I feel I can overcome even a thousand-year curse.'

'Once the curse breaks, you ask? I want to see my sister again.'

'I know what I've done was wrong.But I have no regrets.'

'Yeah, Sierra's my sister. Tough I can't say I've been the best brother...'

'The laws of the dragoon must be obeyed. No matter what.'

'The name 'Larc The Conqueror' brings back memories.'

'Come with me to the underworld and... you know what, forget I said anything.'

'I'll lose my edge hanging around a place like this.'

'Have you come to invite me on an adventure?'

'What are you up to today?'

Lady Blackpearl

'Seeing you reminds me of an old friend. You're similar in ways.'

'Is there some you are bound to protect? If so, stay with them always. That is where I failed.'

'Those who cry for Jumi turn to stone. You'd best be careful.'

'Every Jumi's core is different. Mine is black pearl, Elazul's is Lapis Lazuli.'

'Jumi only die if our core is damaged. There is no natural limit on our lives.'

'There was once a time long ago when I was a Jumi Knight.'

'Elazul? Looking for me? Doubt it. Likely it was Pearl.'

'There's a jewel hunter... Er. Nevermind. Just be sure to keep an eyeone anything you'd rather not have stolen.'

'Florina... I wonder where you are right now...'

'You look well. As for me, I'm much the same.'

Elazul

'You hurt Pearl and you're dead. Got it?'

'Are there Jumi in this town? Better to train now before it's too late. You've got someone to protect after all, don't you?'

'Don't feel like you gotta shoulder all this on your own. We're all here for you.'

'Knights need only bonds to one guardian. That's Pearl for me.'

'The Jumi have knights and guardians. Knights protect guardians, and guardians can heal knights with their tears... Or so I hear.'

'Me? I'm out there looking for this other Jumi I know...'

'You always so busy, you know? Is, uh, whatever it is you got going on really all that important?'

'I you need any help, all you gotta do is ask. All right?'

'Wouldn't hurt to invite me out to one of your adventures very once in a while, you know? I'm standing right here.'

'You seem chipper. Me? Same old same old.'

Escad

'You have a heart of justice. I can tell!'

'Something's off about you. I get the feeling you'll trip me up if I'm not careful. But for now, I'll take you at your word.'

'I'll admit you're starting to grow on me. Maybe I'll keep you company on this journey a little longer.'

'Is there someone you want to protect? For me, I must defend Matilda. And for that reason, I will defeat Irwin!'

'Will you stand for justice with me? Or be like Daena, an enemy to humans an protecting demons?'

'My master once told me that you decide your destiny. There is no victory for those who dend their will.'

'I'm meeting all sorts of folks around here. Is your fluffy friend an elemental spirit? If it's a demon... let's just say I don't take too kindly to them.'

'Scared of death? Ha. I have no fear of dying.'

'No one will stop me from fulfilling my destiny.'

'Did you want something? I don't mind, as long as you stay out of my way.'

Elle

'Being here makes me want to sing to my heart's content! And you wouldn't mind, would you?'

'I'm not a fan of fighting, but I can use magic if I must!'

'It hurts to admit it. But my voice would would sink ships into the sea...'

'Would you mind taking me along one of you adventures every now and then?'

'I'm quite good with musical instruments, too!'

'Flameshe and Monique are two of my good friends!'

'I'm a siren, you know! I can fly through the sky!'

'I wonder if Gilbert is around...'

'I want to go and see the world. Perhaps little by little tough, since it's a bit daunting.'

'I really love to sing, you see...'

Sandra

'If only I or even Florina had someone like you in the Bejeweled City... Never mind. That's long passed now.'

'Survival of the fittest–or rather, the strongest–is the very law of nature, you know.'

'You must protect those who are important to you, even if it means hurting someone else. You understand, right?'

'Oh, have you come to capture me? Do me a favor and let me go for today!'

'Be sure to lock up when you go out. Thieves won't pass up their chance if they find one.'

'...What's gotten you so excited? Did you find a tasty mark to target perhaps?'

'You have a Jumi scent about you...'

'What a curious town! And yet something about this place feels nostalgic.'

'You should invite me along once in a while when you go, alright?'

'You're looking well.'

Ferrik

'I'm gonna keep training till I become the greatest swordsman of all time!'

'You can leave the fighting to me, all right? My skills with the sword are second to none.'

'Heard to downed a big one all by yourself. Did you really? I kinda find that hard to believe.'

'Dudbears can go anywhere in the world they want with just a shovel. Can you imagine that? I'm kinda jealous, actually.'

'Bet you didn't know I can play the harmonica, did ya? Yup. Wandere taught me how.'

'I should probably train with other weapons. Don't wanna become a one trick pony, you know?'

'Seamoon sure is something, you know? A real role model!'

'Off for some monster hunting? Aw man, I wanna go!'

'How bout we do some training later? Could always use for some more practice with the sword, you know?'

Wanderer

'Ever heard of an island called Illusia? I love it there, and I'd say I love being here almost just the same.'

'I'm a bit of an oddball in the Niccolo community. Or so I've been told.'

'You seem like an experienced adventurer. Mind if I join ya next time?'

'Don't have a shop, I just wander wherever the wind takes me.'

'Now this here harmonica is very important to me. Lot of sentimental value, you see.'

'I much prefer going on adventures to merchant work.'

'Been to a lot of countries in my time. Remember a beautiful one, lush greens all around. And oh, there was one with a castle made entirely out of ice, too.'

'I am afraid the years have not been the kindest to the ol' stomach region. Used to be solid muscle, now...not so much.'

'I've traveled the world over, and I've seen lots of places. So I know the good and the bad. And here, it's good.'

'Surrounded by nature, and perfect weather to boot. Quite the place you got there.'

Tamber

'You know, you have a great voice! How about we do a duet?'

'I started dancing when I was little. Guess I always knew I was going to grow up to be a dancer!'

'How about a dance?'

'Know any places around here to pick medicinal herbs?'

'If you're stressing over something, you can talk to me.'

'I'm great a singing and dancing. A real multi-talent. If you ever wanna learn, let me know!'

'If you're in trouble, don't hesitate to ask for help. Okay?'

'Gotta keep up the morning exercices, right?'

'You've been going a it pretty hard lately. Let me help!'

'I see you're in high spirits today!'

Aria

'The Mana Sword? Could it be you possess a brilliant soul too?'

'Say, is your floating friend a doll? Seems pretty haughty for one though. Did you use a technique for transferring its soul?'

'Angels and demons can sense the voices of souls.'

'Excuse me, do you know how I can reach the celestial land?'

'Is your world like mine? A world that someone created? I knew it... We're just alike!'

'Being here brings me comfort. And in that case, maybe I don't need to go home...'

'Just call me if you need any help! I'll fly off in a flash!'

'I wonder if he made it here too... We were one for so long, it still takes some getting used to now.'

'I can only sense the voice of a soul when I need to. It's odd though, because I can never sense yours...'

'I'm meeting people of all sorts here–a lot like the Forsaken City!'

Van

'I used to think Cacao was the only one. But you just might have a brilliant soul too!'

'You're a good kid. A lot like someone I know...'

'I searched for the Mana Sword too once, you know! But back then, we were always together...'

'I can't sense the voice of your soul, but I wonder if an angel could.'

'In the mortal world, demons aren't one with angels, so my powers get weakened.'

'Neither a celestial nor a mortal place, but it's not bad here. I'm even starting to like it!'

'Is your fluffy friend using a technique for transferrng his soul? Is that how he gets about?'

'I've been running into all kinds of people here. But how about some demons like me?'

'Searching for the Mana Sword, huh? Can't be the same one we're looking for, can it?'

'Hey! Would ya know the way back to the celestial land from here?'

Legend of Mana

Below is a list of base stats for this weapon (without any modifiers).

Sword menu icon LOM sprite.png Altena Alloy Sword
アルテナソード
Material Price Attack Power Weapon Proprieties
Slash Heavy Force Tech
Stats
Power menu icon LOM sprite.png
Power
Skills menu icon LOM sprite.png
Dexterity
Defense menu icon LOM sprite.png
Defense
Magic menu icon LOM sprite.png
Magic
HP menu icon LOM sprite.png
Constitution
Spirit menu icon LOM sprite.png
Mind
Charm menu icon LOM sprite.png
Charm
Luck menu icon LOM sprite.png
Luck
Elemental Proprieties
Attributes Wisp menu icon LOM sprite.png
Wisp
Shade menu icon LOM sprite.png
Shade
Dryad menu icon LOM sprite.png
Dryad
Aura menu icon LOM sprite.png
Aura
Salamander menu icon LOM sprite.png
Salamander
Gnome menu icon LOM sprite.png
Gnome
Jinn menu icon LOM sprite.png
Jinn
Undine menu icon LOM sprite.png
Undine
Resistance
Essence
Markers
Immunity
Effects

Trials of Mana HD unique dialogue

Due to the amount of possible playable party combinations, Trials of Mana has multiple optional lines players might not come across during a single playthrough. Here is a comprehensive list below of all optional lines uttered by each main characters.

Chapter II

Ghost Ship

While consulting the ship's log.

Duran: Huh? Is this the ship's log?

Angela: Is this the ship's log?

Kevin: What? Ship's log?

Charlotte: What's this book fow? The ship's what?

Hawkeye: Hm? Is this the ship's log?

Riesz: Oh! Is this the ship's log?

Captain's Dieary:
deathdeathdeathdeathdeath
deathdeathdeathdeathdeath
deathdeathdeathdeathdeath

Duran: Woah! That's disturbing!

Angela: Ah! No way! What!?

Kevin: Wah! Scary!

Charlotte: Eek! No! Too scawy!

Hawkeye: Woah! That's disturbing!

Riesz: Ah! What is this!?

Matelo: Hello there! It's me! Matelo the supernatual enthusiast! I have fulfilled a dream of mine... I'm a ghost! But now that I've tried it out, I think I'll go home. No it's your turn to try! Farewell...

Duran: Wait, what!?

Angela: Wait, what!?

Kevin: Wait, what!?

Charlotte: Wait, what!?

Hawkeye: Wait, what!?

Riesz: Wait, what!?

The main character turns into a ghost.

Duran: Ack! No way! I can't give up the ghost yet! Geez, life ain't fair...

Angela: Eek! Is this the end of the line for me!?

Kevin: Ack! Not a ghost! No! Too young!

Charlotte: Woah! Ha ha! I'm see thwough!

Hawkeye: No! Wait! This can't be the end of it all! I'm too beautiful to die!

Riesz: Oh my! No...this cannot be! Have I died!?

Faerie: Looks like whatever cursed that man has passed to you. Once you're cursed, you can't get off this ship until to give it to someone else...

Duran: Give it to someone else?

Angela: N/A

Kevin: Give it to someone else?

Charlotte: Oh, that's aww? Weww in that case...

Hawkeye: Give it to someone else?

Riesz: Give it to someone else?

The other two party members run away.

Duran: Hey! What gives!? You're gonna abandon me, then? Is that it? ...Jerks.

Angela: Hey! No fair! You're gonna leave me behind!? Some friends you turned out to be!

Kevin: Huh!? Wait! ...They ran ...How mean...

Charlotte: Oh no! They wan away! I was twavewing with such big cowawds and meanies! To think they wouwd ABANDON me wike this...

Hawkeye: Hang on! Don't leave me here! Come on...

Riesz: Wait! Please don't abandon me! How cruel...

Faerie: Does it really matter? You were considering switching places with one of your friends. Don't deny it.

Duran: Ha ha... You got me.

Angela: Tee hee... You caught me.

Kevin: Ha ha... Caught me.

Charlotte: Tee hee! You caught me!

Hawkeye: Ha ha... You caught me.

Riesz: Ha ha... You caught me!

Faerie: Whoever or whatever made this curse is on this ship. The rest of the group should look for it!

Heroes of Mana extra descriptions

These are descriptions taken directly from the game.

Mana Spirits

Salamander
The spirit of fire
A hot-blooded firecracker, Salamander has the power to throw fireballs. He can even cause lava to erupt!

Gnome
The spirit of earth
An aloof man fond of its naps. Gnome has the power to shake the earth. Even rocks and stones obey his command.

Wisp
The spirit of light
Wisp's light shines dazzlingly bright to ward off even the most wicked of evils. She doesn't sweat the small stuff.

Dryad
The spirit of wood
As a symbol of vitality, Dryad holds the power of strong trees within, but her personality is quite timid.

Undine
The spirit of water
Undine gathers cold air and makes icy rain. Whenever she sees people in dire straits, she turns on her own waterworks.

Jinn
The spirit of wind
Just like the wind he controls, Jinn is a breezy and mischievous boy who also controls clouds and lightning.

Luna
The spirit of the moon
Luna captivates the hearts of those who look at her beautiful yet mysterious moonlight. He heart overflows with kindness.

Shade
The spirit of shadow
An intimidating fellow, Shade has the uncanny power to fill those who come near him with dread.

Character stats

HP
The unit's health points.
When HP is completely depleted, the unit is incapacitated and disappears from the field.

Attack Power
The unit's offensive strength.
The higher the number, the more damage dealt per attack.

Attack Rate
The unit's attack frequency.
Higher numbers indicate a shorter cooldown preriod between attacks.

Attack Range
The unit's range of attack.
Higher numbers indicate the ability to deal damage over a wider area.

Neck Accessories
Equipment for the neck.
Possible effects include an increase in HP and a wider range of attack.

Arm Accessories
Equipment for the arms
Possibile effects include an increase in HP and a higher attack power.

Finger Accessories
Equipment for the fingers
Possibile effects include an increase in HP and a higher attack rate.

Spirit
The elemental spirit equipped by the unit. The spirit influences the magic that can be used by the unit.

Abilities

Battle Skill
A skill unique to every leader unit.
This skill is applied on the battlefield; each leader's skill influences surrounding units in a different way.

Standby Skill
A skill unique to every leader unit.
This skill is applied not in battle; each leader's skill affects building facilities or producing units.

Roget
Combat Aura
Increases by 20% offensive and defensive strength of ally units within a 5-square radius.

NONE

Yurchael
Haste Aura
Increases moving speed and attack rate of ally units within a 5-square radius.

Engineer
Decreases cost of building facilities.

Qucas
Attack Aura
Increases by 50% the attack power of ally units within a 5-square radius.

Architect
Increases speed of building facilities.

D'Kelli
Precision Aura
Increases by 30% the rate of critical attacks of all ally unit types within a 5-square radius.

Summoner
Enables gatherer and special units to be summoned instantly.

Gemière
Gravity Aura
Decreases moving speed and attack rate of enemy units within a 5-square radius.

Pilot
Increases speed of ship's movement.

Gauser
Terra Aura
Increase by 30% the attack power of ground ally units within a 5-square radius. The rate of critical attacks becomes 100%.

Fast Terra
Enables ground units to be summoned instantly.

Alma
Aero Aura
Increases by 30% the attack power of flying ally units within a 5-square radius. The rate of critical attacks becomes 100%.

Fast Aero
Enables flying units to be summoned instantly.

Belgar
Regen Aura
Slowly restores HP of ally units within a 5-square radius, excluding ratherer and special units.

Fast Restore
Increases amount of HP restored through the healing house.

Falcon
Missile Aura
Increases by 30% the attack power of missile ally units within a 5-square radius. The rate of critical attacks becomes 100%.

Fast Missile
Enables flying units to be summoned instantly.

Loki
Armor Aura
Increases by 30% the attack power of heavy ally units within a 5-square radius. The rate of critical attacks becomes 100%.

Fast Armor
Enables heavy units to be summoned instantly.

Valda
Defense Aura
Increases by 30% the defense power of ally ally units within a 5-square radius.

Craft Barrier
Halves damage to ship.

Children of Mana extra descriptions

These are descriptions taken directly from the game.

Items

Gumdrop
Flower faeries make these clear, round treats from moondrops and pollen. One bite fills the mouth with a delectable sweet and sour flavor that invigorates body and soul.

Chocochomp
Made by a special process from a blend of cocoa and herbs, fed by sacred streams, this slightly bittersweet confectionary offers a burst of strength and energy to those who eat of its goodness.

Magic Walnut
Found only in forests inhabited by spirits, it is a rare as it is mysterious. Removed from its protective shell, the fragrant nut is able to clear the mind with one refreshing mouthful.

Pep Root
A medicinal plant cultivated worldwide. Typically eaten as a mixture of new leaves and roots, its curative effects are immediate.

Stardust Herb
A mystical plant grown where holy water flow. It can be made into an antidotal tea so potent that it can neutralize even the strongest poison.

Angel's Grail
Long ago, an artisan crafted a chalice in the image of one thought used by angels. When raised towards the sky, an angel in a brilliant light confers upon its divine protection.

Key Items

Spin Drum
A foreign instrument consisting of a handle attached to a small drum head flanked by beaded strings. It is used to call forth Flammie, the four-winged guardian spirit.

Powerless Sword
Covered by black vines that nullify its power, this blade was neutralized when Mana's rampage grew fierce.

Seed of Mana
The new life that will become the next Mana Tree possesses the enormous potential and power of Mana.

Wooden Horse
Left behind at the ruins by the ghosts of your late family, this wooden toy horse holds a sense of poignant nostalgia and curious power.

Magic Rope
A magician's rope imbued with special senses. When its power is released through touch, it can lead a person back home.

Gem Frame
A creation of Professor Bomb, the inventor of Ishe, this ornately edged plate allows the placement of gems in such a way that their hidden powers may be released.

Stories

Final Fantasy Adventure

Enslaved by the Glaive Empire along with his comrades, the hero is forced to battle monsters daily to entertain his lordship. One fateful day, his friend Willy is morally wounded and asks his friend to seek the aid of Bogard, an old Gemma Knight and tell them about the Dark Lord’s plan to seek the power of Mana. After escaping his prison, the hero overhears his Lordship conversing with is adviser Julius about the location of the Tree of Mana atop the falls nearby. According to Julius, they need a key from a maiden to unlock the path to the Sanctuary. The Dark Lord notices the young knight and chases him down to a cliff where the hero falls into.

The hero miraculously survives the fall and discovers a helpless girl shrieking for help in the wilderness. Her escorting knight, who fell prey to the monsters, pleads the young man to bring her to Wendel with the help of Bogard residing near the waterfalls. There, the old Gemma Knight recognizes the pendant the maiden is wearing as the Pendant of Mana worn by the girl’s mother when Vandole (character) tried to conquer the world in times of yore. The Gemma Knights were about to lose when the mysterious maiden helped them regain their will and secure their victory. He entrusts a Mattock to the hero and tells him to seek the guidance of Cibba his friend in Wendel.

During their journey, the hero and the lady decide to stay at Kett’s Manor to get some rest, but the maiden is kidnapped in her sleep. Searching for the clues to her whereabouts, the hero stumbles into a Mysterious Man inside the Marsh Cave who tells about many girls having disappeared in Kett’s. The two join forces and defeat the Hydra deep within the dungeon to retrieve the Moon Mirror, said to show someone’s true identity. The hero uses the artifact on the butler back a Kett’s Manor to turn him into a werewolf. The young knight reunites with the lady deep within the mansion and escape.

The duo reaches the sacred town of Wendel and meets Cibba. There the maiden has a vision of her late mother who reveals to her she’s a member of the Mana family. Her mother transformed into a tree and sealed the waterfalls with the pendant to prevent malevolent forces to get their hands on Mana power. She instructs her daughter to keep the tradition of guarding the Mana Tree, but the whole city is attacked by the Glaive Empire. The girl is unfortunately kidnapped by Julius who disguised himself as the mysterious man from before and take her into his airship.

After taking a side trip to a nearby mines and gain a Chunk of Mythril from a friendly dwarf, the hero is able to hop on the enemy’s airship and, with the help of Bogard, reach the maiden. However, he is discovered by Julius and is blown away moments after taking the pendant from the girl. The hero wakes in the small village of Menos where he finds Amanda, a fellow slave from Glaive who also escaped from the area. However, as the hero recuperates from his fall, she nabs the pendant and flees to the desert.

After waking up, the young knight starts looking for her, but finds a peculiar egg that hatches into a large bird. The fowl follows the hero like it’s his mother and the two stumble into the desert city of Jadd where he learns from the local tyrant Davias the girl has been heading for the Cave of Medusa. There, Amanda apologizes for stealing the pendant, stating her brother Lester has being turned into a parrot by Davias and he asked her to retrieve the Mana relic to him should she want him back into his former self. Davias tricked her, unfortunately, but she then heard that tears of a Medusa can cure his brother. The hero pairs up with her and find the creature at the end of the maze. However, Medusa bites Amanda before dying, cursing her to become a monster herself. She urges the young knight to kill her before she full transform and shed tears as she passes away.

Swearing revenge, the hero ventures into Davias’s Mansion and sprinkle the collected tears onto the bird, which turns back into Lester. The two reach the top of the mansion to find Davias. However, the sorcerer has already entrusted Garuda with the pendant to fly back to Glaive Castle. After his defeat, Lester makes the poisonous mist vanishes with his lyre to open the hero’s path to Mt. Rocks.

After climbing his way back to Glaive, the hero finds the maiden and the Dark Lord within the fortress. The young knight slays his arch enemy, only to find a fake pendant on him. He notices a dazed maiden bing controlled by Julius going toward the waterfalls and recite a chant to inverse its flow, open the way to the sacred temple. Turns out he is the sole remnant of the Vandole Empire and wishes to gain Mana power for himself. The hero tries to stop him, but is trounced once again by the evil magician.

The unconscious hero is brought to the village of Ish by his trusty Chocobo. There, he finds an injured Bogard resting next to him and bemoans Julius’s victory and his own helplessness. However, a nearby inventor gives the knight’s steed, allowing it to glide over water. Bogard reveals the hero can best Julius should he finds the legendary sword as he defeated the power of Vandole before.

During his search for the aforementioned blade, the young knight finds a castle whose inhabitant are incased in ice. The ruler of this kingdom tells of a demon who cursed this land. Cibba fell prey to the fiend and is also frozen in place. After slaying the monster, Cibba tells the hero about the sword lying deep within the Undersea Volcano. Inside, the hero defeats its guardian, only to find a rusty sword.

After gaining the legendary spell, the hero opens the path to the Cave of Ruins allowing him to raise the fabled Dime Tower. There, he partners with an ancient robot and climb the structure to defeat Garuda at the top. The tower buries itself along with Marcie the robot, leaving the hero alone in front of the Temple of Mana. After reaching the innermost depths of the temple, he meets with the girl’s mother who restores his rusty sword back into Excalibur. He then confronts Julius near the Tree of Mana, but the evil sorcerer destroys the tree in the process.

The girl’s mother appears in front of the hero and the maiden, stating her daughter must take her place as the new tree, as their family are its seeds. She once took the guise of the tree before as Bogard became her Gemma Knight and entrusts the hero to protect the new tree as his predecessor did. Even though she is the last descendent of the Mana family, the girl accepts her duty. The mother asks the knight to thank Bogard as her last request and her daughter transforms into the new tree while the hero becomes her guardian.

Secret of Mana

Following a local rumor of a fabled treasure, three friends venture in the off-limits Potos Falls to investigate. One of them named Randi loses its balance and plummets into its basin. There, he hears a mysterious voice luring him to a rusty sword wedged in a rock. He pulls out the weapon as ordered by the ghost, unleashing a big blast of light. Upon returning to his village he learns the sword he took was the legendary Mana Sword and used to protect the village from monsters, now swarming the outskirts. After defeating a Mantis Ant, a strange man named Jema asks him to visit the Water Palace to learn more about the sword. Unfortunately, the elder has no other choice but to banish Randi from the village.

During his visit to the Water Palace, the hero meets with Luka with Jema as his side. She tells him he was able to pull out the sword thanks to the weakening of Mana power in the world. The shift in Mana revived monsters, but some can restore some of the sword’s powers kept in orbs. She entrusts the boy to visit the Dwarfs in Gaia’s Navel to reforge the blade. She also warns Jema of the Empire seeking to revive the Mana Fortress which can destroy the world by using all of its Mana. Should the hero visit all eight palaces like the Water Palace and merge the legendary sword with its corresponding seeds he can gain their power before the Empire unseal them. She asks Jema to seek an audience with the King of Pandora, then the boy merges the sword with the Water Seed’s power.

On his way to Gaia’s Navel, Randi is ambushed by a bunch of goblins. He is rescued by a feisty young lady who doesn’t disclose her name. He meets with the girl named Primm inside Pandra’s castle who asks Randi for help to save the man she loves called Dyluck. In the throne room, they learn the King sent Dyluck to stop the witch Elinee in the Hunted Forest from turning his inhabitants into zombies. Going to the woods proves to be a roadblock since they need an axe to venture further in.

They decide to head to Gaia’s Navel and find a peculiar sideshow being held at Dwarf Village. The Dwarf Elder robs them of their money, but apologizes after being caught along with a stray sprite who was swept away by a recent flood and lost all their memories. After defeating a Tropicallo, the path to the Underground Palace is open, but they need Elinee’s magic to unseal the temple. The sprite joins their ranks in hopes to regain their memories by interacting with the Mana Seeds. A local blacksmith named Watts reforges the boy’s sword, allowing his hammer to forge better versions of other weapons.

The trio head back to the Haunted Forest where they find the Witch’s Castle deep within, and crosses paths with Elinee who sends a brainwashed Dyluck to her master Thanatos to Pandora Ruins. They slay his pet Spikey Tiger, and reverts the old witch back to her normal self. She reveals to have lost her powers and having traded villagers for Thanatos’s herbs. Outside, Luka telepathically speaks to the party, pressing them to head back to the Water Palace.

Luka tells the party the barrier surrounding Undine’s Cave has vanished and the elemental might be in danger. The trio rescue Undine who grants Popoi and Primm with ice magic. She adds that Randi will once wield the Mana Sword and will surpass any magic user with it. With Ice magic in hand, the party unseal the Underground Palace and rescue Gnome from the fearsome Fire Gigas. Focusing their mind onto the Mana Seed, Popoi remembers they’re from the Upper Land forest and asks their friends to bring them here.

Back at the Water Palace, Luka informs the heroes she hasn’t heard of Jema for a while and is starting to worry. While searching around Pandora, they discover Primm’s friend Pamaela wandering around the ruins. She vanishes and is found at the deepest part of the dungeon, where they meet with Thanatos. He tells the party he needs life energy to create a new world and revive the Mana Fortress, then mentions having much use of Dyluck since he has a special power within him. The sorcerer escapes the ruins by trapping the party in the sacrificial room, but they manage to defeat the scourge and liberate the town from its possession.

Meanwhile, the Water Seed has been stolen from the palace. Luka locates the seed deep within Gaia’s Navel. There, they find Jema and the Dwarf Elder next to a large hole in the middle of Dwarf Village. Jema tells the party to chase after the thieves while he defends the palace. The heroes find the culprits inside a ship and calling themselves the Scorpion Army. They use the seed to power their robot, but the party foil their plans and they are forced to retreat. Back at the Water Palace, the Empire has taken Luka hostage and a general named Geshtar demands the seed in exchange for her life. Either choice leads to the party being trapped with a monster to defeat. Randi and friends restore the seal onto the seed before heading to the Upper Land forest.

Popoi loses some of their memories after hitting their head while landing from their Cannon Travel trip. The party learns from the local Moogles their home has been invaded by pebblers, so they slay the nuisance to let them enter their village again. Talking to moogles again makes the sprite remembers how to solve the puzzle of the Forest of Seasons and access their village again. However, they find the settlement in shambles and it sole survivor being Popoi’s Grampa. The party learns the Empire had attacked them and the old man went blind while attempting to find refuge in the Wind Palace. He entrusts Sylphid to the heroes and they venture deeper in the Great Forest.

After learning about the legend of Matango and meeting with King Truffle, they rescue a lone white dragon pup from a serpent and head to the next palace located in Kakkara Desert. They are unfortunately made prisoners on a Sandship, but a freed after defending it from an imperial attack. In the desert town they learn the Fire Seed had been stolen and head for the frozen wasteland up north to investigate. There they rescue Salamando from the Scorpion Army who attempted to get rich by making a tropical paradise out of heating an icy patch of land. The heroes then rescue none other than Santa himself from a curse and retrieve the Fire Seed they put back on its altar in the Fire Palace.

The party travels to the imperial continent where they meet with Krissie, the leader of a Resistance against the Empire. They learn about Dyluck draining people’s energy and rescue Pamaela from Thanatos’s influence. Primm’s love interest robs her from her life force, but is found to be controlled by the evil sorcerer. They manage to undo the curse, but Dyluck is gone yet again. Meanwhile, the Resistance has been summoned to the Imperial Palace to make a truce, but this is revealed to be a trap from Emperor Vandole. The party is saved from the burning castle by King Truffle who rode a grown-up Flammie.

With the help of the white dragon, the party flies to the Lofty Mountains in hopes of learning about courage from the wise Sage Joch. However, his subordinate Jehk claims he’s been traveling several times and the party is forced to visit the Palace of Darkness, the Light Palace, the Moon Palace and the Republic of Tasnica before finally meeting his Sageness. After conquering the Passage of Trials, Jekh reveals himself to be the true Sage Joch and having to test the heroes beforehand. Now with their hearts strengthened, the party must go to the Sunken Continent to retrieve the last elemental.

Emperor Vandole and his generals await them at the entrance, with Sheex stalling them enough for the Undeground City to rise again. Jema orders the party to chase after Vandole before they revive the Mana Fortress. However, Thanatos and Fanha betray their master by killing him and rule the world themselves. While Fanha is defeated by the heroes, Thanatos activates the Mana Fortress. Jema reveals the existence of the Pure Land where the Mana Tree is said to reside. Only the tree can now fully restore the Mana Sword to its former glory. And thus, the party sets sail to the holy grounds.

They arrive too late, sadly, as Thanatos fires a laser toward the Mana Tree, destroying it in the process. With the Mana Fortress consuming all the world’s Mana, all the beasts from the world will unite to summon the Mana Beast, an uncontrollable harbinger of destruction. The only way to avoid such disaster is to use the Mana Sword and slay the beast wielded by the Tribe of Mana. The spirit of the Tree reveals itself to be Randi’s mother and his father being Serin the ghost from the falls. Randi’s mother apologizes for not being present in his life, and then vanishes.

Storming the Fortress leads the party to Thanatos who is about to transfer his soul into Dyluck, his new host. However, Dyluck’s soul prevents the sorcerer to fully take advantage of his body, killing him in the process. A desperate Thanatos takes revenge on the party but is defeated. Suddenly, the Mana Beast resurfaces and attacks the Fortress. Randi is conflicted as killing the Beast means that Popoi will disappear from this world. With the sprites’s encouragements, the party unleashes the power of the Mana Sword and slays the Beast. With the monster and Popoi gone, a gentle snow starts falling while Randi and Primm head back to their respective home while the spirit of the sprite is seen gazing at the moon.

Trials of Mana

In a time long ago, eight great beasts of the elements, the Benevodons, wrought havoc in the void of space. The Mana Goddess appeared, and with Her golden wand in hand, she battled and subdued the beasts, sealing each inside a Mana Stone of its same element. With their power, She created the world. Weary from Her labors, She became the Tree of Mana, and Her wand became a sword, resting at Her feet. Countless centuries pass as the world flourishes. Nations form around the Mana Stones and their rulers come to an agreement on how to keep their power safe, for if any harm were to befall the Stones, destruction would reign anew.

Around twenty years prior (see Heroes of Mana), a series of battles awakened three great evils that were subsequently subdued. It seemed that humanity had kept the peace and the balance of mana power intact, but at great cost. Many great heroes of the era never return. Mana is critically weakened.

With the recent shift in the power of mana, the nations of Altena, Ferolia and Nevarl wage war between themselves and against the world at large in a race to open the portal to the Sanctuary of Mana, retrieve the fabled Mana Sword and rule the world. One hero from each of five nations escapes their troubled lives in hopes to find guidance from the Priest of Light in Wendel.

Nevarl, at one time a den of do-gooder thieves, moves against the mountain fortress of Laurent to its north when the former's leader, Flamekhan, is rescued by a woman who becomes his advisor. To seize the Windstone, she manipulates Flamekhan into disbanding his thieves' guild and anointing himself as king. The king's son Eagle and his best friend Hawkeye smell a rat, but the woman, "Isabella", and a vampire co-conspirator quickly catch onto them. Isabella uses dark magic to provoke Eagle into attacking Hawkeye, forcing the latter to strike the former down. Hawkeye is subsequently framed for murder and sent into confinement, with a warning that if he should speak the truth of what he saw, his friend Jessica will die. He escapes with the help of his feisty feline friend. Amid the ensuing siege of Laurent, its princess and captain of the guard is stripped of all she holds dear, and must search for the only family she has left.

Altena moves against Valsena. As a mysterious figure in red calls the shots in this particular conflict with the goal of making his nation the mightiest in the world, a princess sought for sacrifice escapes. A young knight, meanwhile, feels he must atone for failing to defend his kingdom.

Ferolia moves against the high holy city of Wendel, with seemingly no other motive than vengeance against its oppressors. Its exiled prince is pushed to the edge in his battle with his father, who drove him to kill his only friend. At the same time, he seeks to revive his friend.

Meanwhile, in Wendel's Temple of Light, the clergy sense the shift in mana, believing it to be at the root of recent strange happenings around the world. The Priest of Light sends his foremost protege, Heath, to look into as odd light near Astoria and discern whether it relates to these events. As Heath prepares to leave, he advises his mentor to erect a magic ward to keep invading beastmen from approaching Wendel. This also rouses the Priest's granddaughter, Charlotte, who senses an ill omen from Heath's mission and decides to go after him out of fear for his safety and well-being. However, Charlotte's physiology relative to her true age has kept her under the watchful gaze of the temple guard, and so she must depart from the temple under cover of night with help from a young acolyte she befriended. One of the other five recovers Charlotte and takes her to Astoria's inn. The next morning, Charlotte heads into the Rabite Forest to search for Heath and finds him being accosted by beastmen. A dark jester figure then arrives on scene. Heath direct's Charlotte out of harm's way, but soon vanishes with the jester. A flabbergasted Charlotte rushes back to town for help and, finding none, makes it her mission to rescue Heath. She must first report back to Wendel and tell her grandfather what has happened. She stumbles on her way there (if she is not the Chosen).

After escaping from Jadd Stronghold (or the Rabite Forest in the case of Charlotte), one of those six individuals finds a weakened Faerie in the nearby woods who grant them the title of the Chosen. Meanwhile, the invading Ferolian forces destroyed the lakeside town of Astoria, setting now their sight on the holy capital of Wendel itself. The Chosen finds another adventurer near the sealed waterfalls who chooses to tag along after learning that Faerie can unlock the path.

After reaching Wendel, they meet with his Eminence to inquire about each of their predicament, but Faerie reveals her story to be of much more importance, as the Mana Tree is withering, causing Mana power to disappear from this world. The Priest of Light fears this might cause the eight Benevodons to break free from their respective Mana Stones and explains how the Mana Goddess created the world and sealed the eight fearsome monsters inside. The Chosen was selected by the Faerie and thus must wield the Mana Sword to restore peace onto this land. With the fabled blade, the hero could resolve their conflict that forced them to exile in the first place. The Priest of Light adds that by activating the Mana Stones, the portal can be opened again. If they borrow the powers of the elementals residing next to the Mana Stones, Faerie could open the portal. According to locals, the Lightstone is said to be found inside Cascade Cavern.

After venturing in an alternate path of the cave, they confront a huge crab-like monster and rescue Lumina, the light elemental. However, the Mana Stone is inaccessible at the moment. The party is captured on their way back by invading Beastmen whose leader Ludgar thanks Faerie for erasing the barrier, making their raid to Wendel easier. The adventurers wake up inside a jail cell next to their last party member who gladly joins them and the now fully fleshed team escapes Jadd by hopping on a ship sailing to Maia. In the port city, they learn that the Priest of Light has gotten severely ill from erecting an emergency barrier around town. As they press on to Golden Road and then to Stonesplit Gap to reach the Valsena territory, they meet with Altenish guards who trap the party on the bridge and blows it up, severing the only link to the kingdom. As the party look for an alternate route, they learn from an inventor in Maia called Von Boyage he is about to finish a Cannon able to blast people from place to place. The kooky old man asks the party to fetch him some Nitromyte from the Dwarfs near Stonesplit Gap. Inside, they learn about the item shop owner Watts wandering in the tunnels nearby. The party successfully nabs the fuel and heads back to Von Boyage.

The inventor is revealed to be a lousy shot, as he blasts them in the middle of Molebear Moors. The team finds their way to reach the Kingdom of Valsena only to find it invaded by Altena. Making their way to the throne room, they save the Hero King Richard from the Crimson Wizard’s grasp and learn about the remaining Mana Stones of the world. According to His Majesty, their next target should be the Windstone of Laurent. The party takes a ship from Beiser to Palo but finds the town overtaken by the Nevarlan army. After some scouting, they hear from a bartender speaking about a flowerfield nestled in the nearby Heavensway. As they go there, the Somnosa flowers immediately makes them lose consciousness. They wake up inside Laurent’s Hideout where the Amazonian forces plot to retake their lost citadel from Nevarl. The elder asks the party to seek the aid of Domperi the Koropokkur as he was an invaluable asset in ancient times to win battles. After acquiring the Minor Mallet in Beiser’s Night Market the party heads to the Rabite Forest where the tiny village is said to be.

There, the jolly little tactician reveals they must use Sylphid’s power to blow the Somnosa flowers onto the citadel to put the invaders to sleep. The wind elemental is said to reside in Gusthall near Laurent. The party heads there and discovers a strange black-clad knight draining energy from the elemental. The cursed spirit transforms into a flying monster that the team takes care of. Back in his former self, Sylphid joins the party and summons a gust of wind in the vicinity of the citadel, putting the Nevarlan soldiers into a lull. The Amazonian guard storms the fortress, successfully pushing their enemy away. Victorious, the party bids farewell to Laurent and boards a ship to Valsena.

They wake up in the middle of the night wondering why they are still sailing. They are about to realize they boarded the Ghost Ship when Faerie notices the presence of a Mana spirit. After searching the vessel, they beat the evil entity leading the ship, and meet Shade the dark elemental. Alas, the Mana Stone was lost during the ancient war and is nowhere to be found. With no supernatural activity powering the ship, it starts to sink and the party washes up on Beucca Island. Unfortunately for them, the volcano is about to erupt and they must find the Ruler of the Seas to escape their dire fate. They find him in the depths of Seaside Cavern, and hop on his shell all the way to Valsena.

The Hero King welcomes the heroes back to his kingdom and reveals the last four Mana Stones locations. He gives them the Ferry Flute to call on the marine creature that saved them earlier at will. The adventurers sail to the northern fields of Altena, where they find the Darkshine Knight from before summoning an army of Machine Golems as roadblock. They defeat them, but Altenish forces have already released the seal from the Waterstone inside the Labyrinth of Ice. They pair up with Undine, the water elemental, then set the Burning Sands as their next destination. There they meet with the Nevarlan leader Belladonna holding a girl hostage. Fortunately, the lady is set free and but the Firestone’s energy is released. Salamando the fire mana spirit teams up with the rest of the party.

The second-to-last Mana Stone is said to be deep within Duskmoon Forest, where Beastmen call their home. Inside, the heroes confront their commander and a unsettling adviser at the foot of Chartmoon Tower. The leader ends up being slain but Luna, the moon elemental, revives him as an infant. Now setting sail to the Lampbloom Woods, the party finds the secret path to Flowerburg, the elfin village. There, they learn about the Woodstone being nearby and successfully rescue Dryad the Wood spirit from a gargantuan plant monster.

With all eight elementals in hand, the heroes head to Oblivisle to open the path to the Sanctuary. However, Mana power is so weak that the portal opens by itself in the sky, prompting each of the three evil factions to rush toward it. With no way to reach it by foot, the adventurers head back to Laurent where they befriend the Winged Defender atop Celestial Peak. They fly to their destination, only to find the three factions slaughtering each other inside the Sanctuary.

The Chosen finally finds the Mana Sword resting at the foot of the Mana Tree, but Faerie is kidnapped as they pick up the holy blade. The Mana Goddess appears before them, telling them Faerie was taken by evil forces. She gives them the Flammie Drum to summon the white dragon wherever they go. They find the kidnappers at the Sanctuary’s entrance. Using Faerie as a bargaining chip, they ask the Chosen to give them the Sword in exchange. They reluctantly do so, but the sword resists the evildoers at first. Hoever, the blade quickly adapts to the darker side, allowing the villains to release the Benevodons from their shackles. The party must now defeat all eight powerful creatures before reclaiming the holy blade. After slaying seven of them, they learn about the mythical city of Pedda. They time-shift to the past there and learn about the Darkstone’s location. After wandering near the enemy’s base, they find the Mana Stone and defeat the Benevodon inside. Doing so makes all eight of them fuse with the Mana Sword, making the leader of the evil faction all-powerful. Confronting them proves to be quite the challenge as they destroy the Tree of Mana and the Mana Goddess along with it, making their delusional world domination a reality. They attempt to kill the party, but Faerie revives them, allowing the heroes to engage them into a long and grueling fight. They eventually succeed and defeat the villain, but Faerie and the Mana Goddess are gone, leaving the world empty of Mana. However, a spirit of Faerie appears before them, stating she shall be reborn as the next Goddess of Mana. It may take a thousand years to restore the world’s Mana back, but the newly appointed Goddess is willing to commit to it. Having completed their tasks, the heroes return to their homelands, back to their families and friends they left behind.

Legend of Mana

Jumi Arc

The protagonist finds a brash man interrogating a helpless barmaid in Domina, claiming a person dear to him is missing. The main character convinces him to tag along and they venture inside the Mekiv Caverns. There they find the Pearl Princess hidden behind a rock formation.

Sometime later, the hero visits the Gato Grottoes and witnesses an aching Sproutling complaining of a belly ache. The local keeper of the flame, Rubens, reveals he’s heard of a thief who’s after the temple’s flame. The next scene shows Rubens being interrogated by a peculiar Nun about the Popo Bug’s cure-all proprieties, stating it can revive his pretrified girlfriend in Geo. The Jumi of Ruby is shocked to hear she knows about her location but doesn’t want to interfere on anybody’s life. This angers the nun who claims he doesn’t care about the Sproutling or his girlfriend, stealing his core in the process. Inspector Boyd rushes to the scene and tries to devise a plan to catch the Jewel Hunter before she runs away. The protagonist follows the clues left by the Sproutling all the way to the Cancun Bird’s nest, where they arrive just in time to witness Sandra escaping with the bird.

A rumor of a ghost haunting the Seaside Hotel in Polpota Harbor is plaguing the establishment’s reputation. The owners ask the protagonist to investigate and crosses path with Thoma, an imperial soldier who tells them of one his fellow crewmen sinking in the ocean. Back at the hotel, a rich entitled guest makes his entrance and book the stage room all to himself as he is obsessed with the dancer Revanshe. The main character stumbles on Inspector Boyd who claims he’s got a note from the Jewel Hunter stating she will steal the Blue Eye. After inquiring around, a guest tells of Basket Fish’s heirloom jewel being able to gaze below the waves. Thona and Boyd rushes to the stage room to ask Mr. Fish about his prized jewel. The vision reveals of a siren’s voice sinking an imperial ship. The local ‘ghost’ erupts into the room and grabs the Blue Eye in exchange of sparing the fish’s life. Basket Fish is now bankrupt and Inspector Boyd realizes he’s been had once again by Sandra.

Pearl is seen standing in front of the Tower of Leires, telling the main character something’s been calling her from within. They pair up and ascend the structure until they reach the Room of Fate, where she reveals this room to be where people meet their past. Inside, they find a Pearl lookalike who summons a monster at her. Elazul reunites with Pearl afterwards, but she needs more time to recall her past. While the Lapis Lazuli knight waits below, she accompanies the protagonist outside the room where she discover one of Sandra’s notes stating she’s after her core. Sandra summons a Jewel Beast but it is quickly defeated by the hero.

While attempting to gather fellow Jumi people, the main character and Elazul find Esmeralda, the Jumi of Emerald attending class at the Academy of Magic in Geo. She confides in needing to talk to the hero in the library and reveals she’s currently looking for her fellow sisters’s cores scattered around town. Her siblings were slain by The Deathbringer’s army before the Jumi population scattered all around Fa’Diel.

Esmeralda was brought in the Academy with Nunuzac as her mentor. While looking for the cores, the party stumbles on Diana, the leader of the Jumi. She claims Florina’s the only Jumi healer is dead, sealing the fate of her race to extinction. Esmeralda doesn’t want to give up hope and is given one of her sisters’ cores by Diana. After locating all cores, Esmeralda finds a note on the ground from Sandra, threatening to claim all her cores. The Jumi of Emerald rushes to the Academy for safety but is ambushed by the Jewel Hunter in the process, who kills her by stealing her own core.

Pearl has wandered off on her own again and Elazul teams up with the protagonist to find her. They pinpoint her location as being the Mekiv Caverns, and find a strange morose man who shows them the way, making Elazul feel uneasy about this. They find Pearl being interrogated by Sandra who tries to make her remember who she really is. The Lapis Lazuli knight orders the thief to let her go, but she throws a card at him, scratching his core. Sandra claims both Pearl and Elazul has lost their sparkle, which makes Pearl transforms into Lady Blackpearl. The Jewel Hunter runs away and Elazul is escorted to the hero’s Home to rest.

Unwilling to let Pearl unattended, Elazul runs off to the Tower of Leires despite his injuries and finds Pearl staring at her lookalike from before. Lady Blackpearl states she wishes to reach the Stratum of Clarius and become Florina to give life to the Jumi race. She adds Pearl must give her life in tears of crystal to fulfill her role. She engages the party in a battle, but is defeated and forced to retreat for now.

Elazul and Diana agree to meet Diana in Geo. However, the Jumi of Diamond has turned into stone and Pearl recognizes it as a partner selection ceremony where a Jumi must gathers keys of their guardian’s heart to become their knight. After gathering all the keys, Diana is resuscitated and reveals that Sandra wants to enact revenge against the Jumi for abusing Florina’s powers by shedding healing tears to revive downed allies. However, the Jewel Hunter has heard everything and kills Diana by taking her core before making an escape.

The protagonist finds Fluorite inside Pandora’s Box who complains about having terrible nightmares. With the help of Belle the witch, the hero ventures into her mind to find the source of her pain. Inside, they see a vision of Elazul begging Lady Blackpearl to become her knight as he has no one to protect. Blackpearl leaves the Lapis Lazuli knight disgusted as he left her guardian to die and only wants to serve Florina. Elazul replies the Jumi of Fluorite already has a newly appointed knight called Alexandra. Another scene shows Lady Blackpearl confronting Sandra, stating she is here to send her to the Underworld. However, Blackpearl collapses from the desert heat. The dream ends with Pearl joining Elazul.

Lady Blackpearl reveals her identity and Sandra’s past as the protagonist, Elazul and Florina regroup inside the jewelry shop in Geo. Alexandra stole Florina and hid her away in her jewel shop as her life force was drained every time she shed tears to heal her comrades in the war against the Deathbringer. She believes the Jumi doesn’t deserve to live and threw a card at Lady Blackpearl’s core in an argument, rendering her amnesiac in her Pearl state. Florina believes it is Lady Blackpearl’s duty to stop Florina, but without harming her. The party decides to venture into the Bejeweled City to confront Sandra. There, the Jewel Hunter reveals her plan to feed each Jumi core to the Lord of Jewels to bond them together so Florina won’t have to shed tears ever again. The Lord of Jewels swallows either Elazul or Pearl’s core and transforms into his 999 form, attacking the protagonist. After failing to defeat them, Sandra sacrifices her own core, turning her acolyte into his 1000 form. He is defeat for good, but the main character sheds a single tear to revive every single Jumi, turning themselves into stone in the process. The whole Jumi race then gather around and cry to revive the hero, summoning a great storm at the same time. The main character is lastly seen returning home with Pearl and Elazul.

Faerie Arc

One day in Domina, the protagonist encounters a monk soldier named Daena at the local inn. She asks them if they know about the Mana Tree and what happens to people’s soul as they die. She then tells she wants to meet Gaia and head to Luon Highway along with the main character. She confides in the Wisdom about her best friend being on her deathbed from a demonic curse and asks what to do about it. Gaia answers back, saying she honor her friend’s wishes as people has the power to make their own decisions.

The hero discovers a bunch of Faeries harassing a helpless nun in the middle of the Jungle. They reveal searching for a suitable queen as this one won’t do and the previous one died. A young knight named Escad comes to rescue the nun by defeating the faeries. He then urges the protagonist to bring the lady to Rosiotti, but the injured nun stands on her two legs and thanks him before leaving. The Holy Knight of Liotte wonders why the Faeries are siding with Irwin and advises the hero to stay out of trouble.

Escad has come back to visit Matilda in Gato Grottoes after ten years of being secluded in the Underworld. He blames Irwin the demon for taking away her elemental powers back then, rendering her prematurely old and weak. The knight swears to kill Irwin and storms off when he notices the protagonist. As they leave the Dreamweaving room, a suspicious nun enters it and teleports Matilda away. They find the kidnapper inside a sealed meditation room inside the grottoes and defeat the creature. Back safely in her room, Matilda explains to Escad that Irwin wanted to free her from a life bound by rules, but the knight calls her a fool for believing a demon and exits the temple.

The protagonist is asked by Matilda to look for Daena in Lake Kilma, as she hasn’t returned for a while. There, the warrior monk reveals she’s here to meet with Irwin and confronts the demon about robbing her friend of her magic ten years ago. She asks for the demon to give her friend’s powers back, but he strikes her instead before escaping in a magic Faerie portal. After making their report to the Abbess, Matilda is seen conversing with Selva, one of the Wisdoms. The spirit tells her she is destined to become the seventh Wisdom.

Upon visiting the Ulkan Mines, the protagonist is whisked by Pokiehl in a time-shifted world to witness the past events that caused Irwin to steal Matilda’s powers. A young Escad claims he’s looking for Matilda & Irwin. Further in, the young priestess and the demon are seen exploring the cave. She asks Irwin why Escad hates him so much, but a tremor causes her to become worry about a cave-in. Irwin replies she’s protected by her ancestors, but the young lady tells him she cannot be friends with a demon due to her upbringing. Irwin tricks Matilda by asking her to summon her elemental to light the way, but end up absorbing her powers instead, seconds before Escad tries to rescue her friend, sending him into the Underworld.

Daena has come back to the temple to escort Matilda to the Land of Faeries, as she believes to be the only way to prolong her lifespan. However, Escad retorts the demon has poisoned Daena’s mind and that he should defeat Irwin instead. The argument makes Matilda cast a teleporting spell, sending the party to the Land of Faeries. Matilda and Irwin are seen discussing atop the Tower of Winds, comparing their appearances after all those years. The demon wants to make her his queen and she replies she’ll only accept his request if he asks it out of free will. Meawhile, Daena and Escad are fighting each other and the protagonist has the option of siding with either of them, with the remaining one dying in the process. The surviving ally and the main character rejoin with the Abbess who claims she won’t be staying in the land of Faeries, as seeing Irwin was enough to feel her youth return to her. She willingly accepts his decision of destroying the world as not to impede on his free will.

Returning to the Dreamweaving Room have Matilda tells of the legend of the Wyrm of Light who put the world asunder after swallowing a volcano. According to the Abbess, Irwin is trying to revive the creature to scorch the land once again. Her surviving friend replies they will kill the demon, but Matilda won’t prevent them to do so, as she wishes not to encroach on their decision. With the help of the Cancun Bird, the protagonist and the ally fly to the fortress of Lucemia to defeat Irwin once and for all. Defeating him makes the structure collapses as they escape. Back at Gato, they learn about Matilda’s passing. The following cutscene shows her accessing Olbohn’s office in the Underworld and accepting her duty as the seventh Wisdom. She then meet with Irwin in the lower levels, but learns his heart won’t open for her the way she does, and is left sobbing in silence.


Dragoon Arc

Upon exploring the Macabre Tombstone, the protagonist is whisked into the Underworld where they meet Larc, the dragoon warrior of Drakonis. The hero must then have to prove his strength by traversing the many levels of the underground labyrinth. Before that, they must go to Olbohn, the Archdemon of Hell to grant them permission to receive the Baptism of Flame. Afterwards, the dragoon must further test the warrior by defeating Hitodama. They succeed, and both descend to the lowest room where Larc’s master awaits. Drakonis explains his powers have been robbed off him by fellow dragons and he was sent in the Underworld as a result. He needs the main character to avenge him by slaying those three dragons and harnessing their Mana powers. The protagonist accepts their new mission and is sent back to the surface.

The hero and Larc’s set their sight on the Norn Peaks to defeat Akravator the Guardian of Winds. They are stopped early by Sierra, Larc’s sister, who confronts his sibling by claiming he’s being used by Drakonis. This doesn’t faze the dragoon in any ways and the two adventurers proceed to ascend the mountain and repel the Wind Callers attempting to fend them off. They both succeed in killing Akravator, with Larc taking the energy from his Mana Crystal.

The second dragon is said to reside deep within the Bone Fortress. Larc and the main character are about to enter when they are ambushed by a Skeleton Soldier. They defeat him, but are immediately separated after pushing the wrong switch and activating a hole under Larc’s feet. While searching for his teammate, the hero is stopped by Sierra again as they end up battling each other. She loses and is forced to retreat. The adventurer reunites with Larc and they both venture into Jajara’s lair. After a grueling fight, they dispose of the bone dragon and the dragoon absorbs the energy from his crystal.

Larc and his acolyte venture into The White Forest to slay the last remaining dragon, Vadise. Following the creature’s scent, they arrive at the Ancient Tree, where they encounter Sierra who once again confronts her brother on his intent to side with Drakonis. Larc replies he’s entirely aware of the implications as the two start raising their weapons. The Dragon Princess interrupts their bickering, and tells Drakonis’s dragoon where her Mana Crystal is located. After taking the energy from it, Larc declares having no need from the protagonist anymore and waltzes back to the Underworld. Vadise asks the hero if they can show their strength to her and Sierra, as both of them engage the main character in battle. The defeated dragon pleads them to follow Larc as her last request before dying.

Keeping their promise, the protagonist heads to the Underworld but is stopped by Sierra who forces her way into the party. They are met with a horde of monsters summoned by Drakonis. They defeat them, and manage to access the lowest level, where they reunite with Larc. Sierra tries to reason with her brother again, but he replies he’s all too aware of that and announces to his master he shall defeat him in a duel, as only the winner shall be revived. However, Drakonis transforms his dragoon into a mindless centaur who immediately attacks the party while the Crimson Dragon steals the Mana energy and runs back to the surface. The mortally wounded Larc apologizes to his sister, stating he only wanted to be with her in the end, but the whole Underworld starts shaking, revealing Drakonis’s fortress beneath. At the entrance, a vision of Vadise tells Sierra not to go alone as she will be consumed as her brother was. The duo braves the many dangers of the hellish castle and defeats the Crimson Dragon, who plummets back into the Underworld. Larc is revived but is still afflicted with his master’s curse and must remain for another thousand years below. The trio of dragons is brought back to life and each of them are seen being visited by Sierra and the protagonist.

Sword of Mana

The Granz Empire has recently been relentless in his quest to arrest and subdue the Mana clan members whom the Dark Lord calls heretics. One fateful day, he spearheads the eradication of a whole Mana Village by bringing a whole battalion around town to burn it down. A young girl who was about to depart with a Mana swordsman this day is quickly escorted away by her mother, but are caught up by His Lordship’s advisor Julius. The girl’s mother reveals not to be her real mom and teleport both her and Bogard to a Castle Town. The owner of a mansion recognizes his old friend and agrees to take her in.

Meanwhile, a young boy listens intently at Lord Granz’s song inside the mansion. He bemoans the fact the minstrel cannot sing about his own exploits as a Gemma Knight who defeated the Vandole empire. The boy spots the Dark Lord at his door speaking about the heretics his dad is sheltering. He runs off to altert his father who is speaking with Bogard, but Prince Stroud busts the door open, claiming he’s here to punish Herman for harboring heretics. Bogard tries to defend his friend by is arrested in the process. The boy’s mother runs away with her son as instructed by Hermann and wakes up the girl. Both kids escape in a secret door while the mother holds the imperial guards back. The boy trips while running and get caught by the guards as the same time the girl manages to hide in the wilderness.

The boy was enslaved in Granz Castle and was forced to battle beast daily for the entertainment of the imperial citizens. During a match, the young man escapes from the arena with his friend Willy but are cornered on a bridge by the Dark Lord’s private guards. He draws his sword at the overlord when he learns he’s the one responsible for killing his parents, but is overpowered and plummets down a cliff.

Meanwhile, the girl was brought over to a remote cabin where she grew under Bogard’s care. She reveals having recurrent nightmares about what happen that day she escaped and feels guilty for abandoning the boy. Her mentor advises her to seek out the Mana clan survivors and to visit the nearby village to start off her journey.

The pair reunites when the heroine is spotted by Julius near Topple. He summons a monster to kill her, but the hero comes to her rescue. Initially hesitant to see a knight wielding a bloody sword, the heroine keeps her guard up until she is escorted back to the village. She encounters the knight again in her house and accuses him of siding with Granz Empire, but she’s ultimately mistaken about him and decides to join him in his adventure.

The couple ends up at the gates of Vinquette Hall, where they are greeted by a butler. They ask to speak with the master, but he is unfortunately absent. They decide to stay for the night and makes acquaintances with Isabella who tells the party about Count Lee being a vampire and about a water spirit being held captive in the nearby marshes. Following one of the butlers in the halls the heroes find Count Lee putting Isabella to sleep inside one of his coffins. He reveals he’s made a promise to keep maidens visiting his lair under his safety to someone. After defeating the Vampire, a spirit of Lord Granz reveals he’s the one who asked the Count to keep Mana women safely in coffins. He then tells the heroine there is a reason she musn’t die and entrusts the hero to protect her.

The hero and the heroine acknowledge each other having met in their childhood and make amends, then head to the Marsh Cave as instructed by Count Lee. There, they discover the Moon Mirror deep in the cavern but triggers a fight with the powerful Hydra whom they must defeat to obtain the water spirit. They heal the injured spirit and use its power to uncover a path to the Town of Wendel.

There, they find a young minstrel playing for crowd in the central plaza. A peculiar man congratulates him and offers him to escort him to Granz Castle. They reunite with Bogard in Wendel cathedral and are introduced to the sage Cibba. The hero is shocked to learn that Bogard and Cibba were two of the three Gemma Knights who overthrew the Vandole Empire. The young knight asks the sage about the Sword of Mana, but is rebuked by the fact he must learn to learn to be a true hero. He rushes outside just as the whole town is attacked by imperial forces. Julius confronts the boy and pushes him back with his dark magic which makes the Moon Mirror explodes. Cibba catches a glimpse of Julius’s real face through a broken shard. The heroine surrenders herself to the Dark Lord and is brought to their Airship.

Cibba the Sage tells the hero to get to Westlake by reaching the Gaia Cave while Bogard attempts to climb aboard the imperial airship near Granz Castle. At the same time, the Dark Lord crosses sword with Isabella and invites her to ride his airship. Some time later, the hero learns from local dwarfs he needs some mythril in order to enter Gaia Cave. He ventures into the Abandoned Mine where he meets with Watts the dwarf blacksmith. They join forces and explore the cave all the way into a large mythril deposit. Now in possession of the precious ore, the protagonist manages to get into Gaia and crosses to the other side. There, he meets with Cibba who pairs up to search for the captured heroine inside the enemy’s fleet.

In the meantime, the heroine wakes up inside a room on the airship, a woman next to her. The Dark Lord and Julis pay her a visit, asking the girl to join them in their crusade, but she refuses. As they head back to their headquarters, the heroine learns about Marley’s backstory and her ties with the Granz family. A tremor is felt, revealed to be a reactor malfunction by one of the guards. Dark Lord orders his crew to make an emergency landing a Westlake. Meanwhile, the girl manages to find a secret passage leading to Isabella’s private quarters. She overhears a conversation between Isabella and the Dark Lord, the latter being revealed to be half-mavole, half-human. Their discussion is interrupted by a guard telling them about the heroine’s disappearance. However, the heroine is spotted by His Lordship and taken to his cabin, were Marley is held there by Julius. The advisor reveals his plan to find the key to access the Mana Sanctuary. Julius attacks the girl by hurling dark energy at her, demanding she tells him where the key to the Sanctuary is.

Without him noticing, Cibba casts light magic at Julius from outside the cabin as the heroine tosses her pendant at the hero, revealing it to be the key to the Sanctuary. He loses his balance and falls from great hights. Sage Cibba teleports himself away as a soldier escorts the girl back to her room to heal her wounds. The guard turns out to be Bogard in disguise and they join forces until they find the ship’s reactor in the control room and destroy it. The imperial vessel crashes down near a town called Menos.

During that time, the hero is found in Menos Outskirts by his friend Amanda who escaped Granz’s arena some time after he did. He is nursed back to health in her house in Menos. While he’s recovering, Devius pays Amanda a visit and makes her agree to exchange medicine for his pendant. She feels sorry for her action and runs off while Bogard and the heroine spot her storming off the village. The hero wakes up with both of them at his side, but panics when he discovers the pendent gone. He learns from locals that Amanda went to Jadd and tells Bogard and the heroine to go up ahead while he continues searching the area.

The party arrives in Jadd and visits Devius Manor where the place seems overflowing with magic. The hero gets to the mansion first, and meets Amanda inside along with Lady Medusa. She apologizes for stealing his pendant but did it to save his life. The former slave recognizes the melody a caged bird is singing to be the one her brother sang. They start to suspect the bird is Lester as she pries the cage open. This angers Medusa, who unleashes lightning bolt in her direction, barely missing her. The spell hits a rabite, turning it into a bird, confirming their hypothesis. Lady Medusa leaves for the Altar of Time in hopes to see her departed husband, Lord Granz. The hero releases the bird and both start following it.

One the heroine’s path, the head steward named Genoa about Lady Medusa, her ties to Lord Granz and the curse associated with her name. She reveals the location of her mistress to be the Dune Maze. Outside, they find Lester in bird form and decide to follow it.

The hero and Amanda find Lady Medusa in a meditative state at the Altar of Time. Amanda pleads her to change her brother back, but is bitten by Medusa in the process. She then turns into a monster and the warriors defeat her in battle. Bogard and the heroine rush back at their side, just in time for Lady Meduse to give her husband’s lute to him before dying. The Dark Lord and Devius witness the scene and accuse them of killing their mother. Bogard is teleported to Devius Mansion for defending the hero. After both villains take their leave, Amanda is seen wincing in pain due to the bite, slowly turning into a Medusa. She begs the protagonist to kill her before she completes her transformation. The hero reluctantly agrees and slays her friend, making her bleed. The blood splashes on Lester who reverts into his human form.

The party goes back to the mansion to avenge Amanda and rescue Bogard. The hero manages to defeat Devius, but a mysterious jester enters the scene via a portal and suck up the villain’s soul as he dies. The team regroups after the confrontation to head to Granz Castle for the final confrontation against Dark Lord.

After crossing Miasma Glen and ascending Mt. Illusia, the party is finally at the castle gates as they find Isabella stating she’s defending the fortress. Goremand interrupts her, telling her to let them through. They reunite with Willy who’s still been in captivity for all this time and ascend the highest tower to meet Dark Lord. The hero and heroine engage him in battle, where His Lordship ultimately meets his demise. His death attracts Goremand, who gobbles up his soul as he did his brother’s. Enraged by all this, Isabella transforms into her beast form, triggering an earthquake.

The hero and heroine are seen unconscious in the middle of the Glass Desert. They are rescued by a woman named Selah who take them into her home in Ishe, where everyone is reunited. Cibba explains to the group about Julius getting his hands on the heroine’s pendant, likely using it soon to open the path to the Sanctuary of Mana. The Sage then reveals the existence of the Sword of Mana kept deep within the Subsea Volcano and entrust the two heroes to retrieve it.

While searching for the fabled blade, the heroes visit the snowy Lorimar Castle and meet its monarch. The king explains his realm has succumbed to the curse of Malyris, turning every single of his subjects into ice. However, Marley comes in and accuses him of selling his people to the empire for Mana power. She gives the key to the door leading to the ice demon’s lair to the heroes. With it, they get there and slay the demon, lifting the curse plaguing the northern country. Durac, King Lorimar’s son and heir to the throne, is declared to be the new leader.

The party continues their search and are lead to the Subland River, directly connected to the volcano. They defeat the fiery beast guarding the sword and take the artifact back to Ishe. They now learn that in order to reach the Sanctuary, they will need to find and ascend the Dime Tower, an ancient technological weapon used by the Vandole Empire who sank in the middle of Glass Desert.

The heroes manage to undo the seal on the Ruined Path leading them to the aforementioned tower. Inside, they befriend an ancient warbot named Marshall who help them solve the mysteries of the structure. With their help, they defeat the guardian protecting the place, but inadvertently trigger the tower’s defense system, making it slowy sinking into the ground again. The hero and the heroine successfully attempt to get to safe ground, but Marshall must remain inside the tower, as their system would shut down it they venture outside.

Now at the Sanctuary’s gates, the duo enters the hallowed grounds, defeating the many obstacles on their way. They meet Julius’s Shadow at the end of the labyrinth, claiming his master to have ascended godhood. The shadow proceeds to show each of the hero and heroine’s companions’ dark feelings in an attempt to bring out despair. Each shadow replica start attacking the protagonist with dark magic, but they are helped by prayers from familiar faces all around the world. The figures change back into their real selves and confront the evil magician. Julius’s Shadow calls upon his master to bring him more power and Lord Granz is summoned in the process. Each companion are seen combating a shadow while the hero and the heroine face off against the real Julius. The sorcerer reveals the heroine’s fate to become the new Mana Tree, and the rusty sword from the volcano gets powered up into the Mana Sword. After a difficult battle, Julius is no more and peace has returned. The hero swears to protect the heroine as she transforms into the new goddess.

Children of Mana

Ten years ago, a Great Cataclysm swept the land of Fa’Diel, summoning countless hordes of monsters who decimated the global population. Amidst the chaos, a small group of people led by Moti managed to survive by launching an expedition to Illusia Isle. The global turmoil was eventually stopped by the Mana Goddess, who sealed the evil beyond the gate to Mavolia. Once the world was again at peace, the settlement grew into a village and attracted more people with the four main characters, Ferrik, Tamber, Wanderer, and Poppen, coming to stay there.

One day, King Watts comes to visit his friend Moti and shows him a peculiar gem. Shortly after, the central stone in the village is cracked by a tremor causing panic in the community. One of the Mana [Nana|maidens]] runs back from the Mana Tower in a frazzle, claiming the tower was swallowed by a white light with Tess still inside. The protagonist volunteers to rescue her and Watts gives them the Gem Frame as a way to increase their power.

The main character finds the Mana Tower surrouned by an eerie glow and discovers it swarming with monsters inside. With the help of a Mana spirit, the warrior reaches the top of the structure and find Tess. However, a giant ball of light coalesces in front of them, with a large flaming beast emerging from it. Despite their best efforts, no weapon seems to damage it. A mysterious sword falls from the heavens out of the blue, breaking the magical barrier surrounding the foul creature. The protagonist manages to defeat it, but a strange man appears before the duo. The darkly-clad individual tries to reach for the sword, but a peculiar force field prevents him to grab it. He then claims the birth of a new era with those gone soon returning and the current world ceasing to exist, and vanishes in a black vortex. Moments later, giant pillars of light appear on the horizon.

The protagonist takes the holy blade and escorts Tess back to the Mana Village. As they tell them what’s happened, Moti fears that the Mana Lord’s speech would harbor another cataclysm. He entrusts the main character to look into the three columns of light that appeared around Fa’Diel, starting with Topple. He also gives the Spin Drum to call the guardian spirit Flammie. The protagonist thanks Moti and heads to Star Lake.

There, they face off with Galem in the deepest part of the area, where the monstrous creature comes out of a green light. Despite being protected with a force field like the other Malevodon atop the Mana Tower, the hold blade starts ringing at their command and dispels the barrier. After defeating the threat, a vision of an old tree deity manifests before the main character. He reveals himself to be Treant, an ancient tree spirit who lived on Illusia ten years ago. He tells the protagonist that Mana power is surging out of control and may indeed destroy the world. He then assigns the protagonist the mission of quelling each column of light and gives them the Branch of Treant. Back to the village, the hero discloses what they’ve learned and are asked by Moti to head for the Fiery Sands in Jadd.

The hero calls the Guardian Beast and to toward their next destination. On Jadd continent, a powerful sandstorm rages on, but is dispelled by the branch Treant gave to the protagonist. After roaming for several hours, the main character comes face to face with a gigantic Malevodon called Thaydol. They successfully slay the beast by disarming it with the Mana Sword like they did with the previous ones. A ghostly rock face appears after the monster’s been defeated, calling himself Gaia. He explains that violent forces made Benevodons transform into Malevodon, but now that the hero has defeated the creatures, they were reborn as their original state. Gaia adds the main character must stop the Mana Lord even if it defies the will of the planet. He then gives the Stone of Gaia to the protagonist, and then disappears the hero can ask more questions. They ride Flammie to Illusia Isle and report on the situation. Tess reveals that monsters have been terrifying the Lorimar population and asks the main character to investigate.

The Ice Citadel is protected by a thick magical barrier, but the hero manages to break it with the help of Treant’s branch and Gaia’s stone. Inside the fortress, they meet with the Mana Lord who is shocked to find they’ve been able to break in by neutralizing the barrier. He explains that dwellers of Fa’Diel once wrought vessels to harness the power of Mana, using them as channeling orbs. As the cataclysm raged on, the spheres went buried underground. The overlord confides in the hero he wants to release those orbs all at once and scorch the world anew. The hero confronts him by telling how insane his plans are, but the Mana Lord retaliates by summoning Landmund. The protagonist tries to break the barrier surrounding the Malevodon, but the blade remains silent. Tess’s voice can be heard, allowing the holy weapon to shine through the protection around the beast. The hero defeats the creature, with the villain assessing the eight Benevodons now born from the ensuing battles. The main character tries to swing the Mana Sword at the overlord, but the blade simply moves on its own and stabs them instead. The Mana Lord states the blade to be forged by the Goddess herself and thus mortals cannot control it. The blade heeds its master’s call and returns to the Mana Lord. Watts and Tess rush back to the main character before they are stricken by another blow, but a powerful earthquake starts, revealing all channelings orbs unleashing their power in unison. This creates a gigantic storm in the sky as the Mana Lord escapes in one of his black vortexes.

The party returns to Illusia Isle, with Watts lamenting the fact the Mana Lord now wields the holy blade. Shortly after, Treant’s branch and Gaia’s stone start levitating, revealing the two guardian spirits. The two deities warns the protagonist that a massive surge of Mana is coming near Wendel. The hero must subdue the Mana tempest by combining the energies of the eight Mana elementals. The main character accepts his daunting task despite their wounds and heads to Brightwood.

They manage to reach the epicenter of the storm in the lush forest, with the hero commenting on how quiet the eye of the storm is. As they try to summon the guardian deities with the two artifacts, the Mana Lord emerges from his black holes and taunts them with the sword. He declares the world would cease to exisit should the protagonist fail to stop him, which he’s delighted to test out by summoning the Mana Storm. The hero defeats the threat, making the storm subside, but the Mana Lord mocks them by saying they cannot truly eradicate the tempest without the Mana Sword. Gaia and Treant’s spirits appear along with the eight elementals, foiling the villain’s plans for now. Enraged, the Mana Lord casts several bolts of lightning toward all the spirits, making them disappear. He then wounds the protagonist, but as he is about to strike them down, gems start sprouting out and clinging to the holy blade. The annoyed overlord brushes them away, but remembers Tess’s powers as a Mana Maiden and manages to warp to her location to steal her away.

The large stone of at the Mana Village starts glowing eerily, which draws the hero in. They are teleported into a desolate place. They find the captured Mana Maiden with the Mana Lord deep within the ruins. He orders her to lend him her powers, but she doesn’t understand what he wants from her. According to the villain, the Seed of Mana lies dormant somewhere in these ruins. Should he use its powers, the Mana surge would grow out of control and engulf the whole world. Tess still refuses to answer his commands, pleading him to give the sword back instead. As the protagonist rushes to her side, the Mana Lord reveals the ruins to be the Mana Sanctuary several thousand years yet to come. A bright ball of light comes swallowing the protagonist, filling the void with illusions of their former relatives. As they reach for them, they hear Tess’s voice calling for them, snapping them back to reality. The Mana Lord reveals he’s a collection of the lost, a bridge between the world and the hereafter. Millions of souls who have died during the Great Cataclysm have returned due to the recent surge of Mana. The villain tells the main character they’ll some become part of them if they let Mana consume them. The shadows merge into a grotesque monster that the hero must slay. After the fight, the shadowy creature splits up to the deceased relatives and one of them gives the hero a memento. The Mana Lord returns and knocks the hero back with the holy blade. A surge of gems comes out of the ground and start to pummel the overlord. He wipes them away, then casts a huge ball of light toward the protagonist and the Mana Maiden. However, another sphere absorbs his magic, revealed to be the Seed of Mana. The Mana Lord boldly grabs it then escapes through his vortex.

Back to the present times, Tess and the hero explains how the Mana Sanctuary will be reduced to ruins in the future as the Mana Tree slowly withers. Tess believes the Goddess to have a plan in mind and Treant and Gaia disclose the Mana Lord’s location being the Path of Life, where the source of Mana lies deep under the roots of the holy tree. As the villain is close to swallowing the world with Mana, the protagonist hurries at the base of the Mana Tree. The memento they got back at Illusia Ruins stats glowing, creating a portal.

As the main character reaches the lowest floor of the dungeon, they find the overlord about to strike the Seed of Mana with the holy sword. However, gems emerge near him and create a force field around the seed, preventing its destruction. Realizing the crystals are memories of former people refusing to let their world go to waste, he tries to hit the seed again to no avail. Meanwhile, a cutscene shows Tess praying before the Mana Tree. Outraged by his inability to usher in his new world filled with Mana, the villain engages the hero in battle but ultimately loses. He then speaks of the Goddess just now being born into this world and taking the form of the Scion of Mana. He gives the Mana Sword back to the protagonist, revealing he knew the Goddess has chosen them to stop the chaos. He then jumps into a pool of Mana, making a portal appear atop the Mana Tree.

The protagonist returns safely back to the village, but the holy sword is now covered in black vines. Moti wonders is defying the Goddess is a wise idea, but Watts and the hero won’t let the surge destroy their world. The hero is ready to face its last opponent and soar toward the portal above the Mana Tree.

Now in the Cosmic Rift, the hero meets with the Scion of Mana as the Mana Maiden prays in front the holy tree. The hero brandishes the Mana Sword and successfully turns it back to normal. With it, they plunges the blade into the ground and defeats the forsaken child. Back on the surface, the Mana Tower vanishes and the hero is warped back to Illusia. Treant and Gaia explains to Tess and the hero about the newborn Child of Progeny, produced by the fusion of the Mana Seed and Mana’s child. With Illusia Isle becoming unstable, Moti has informed the population to board ships and quit the island. Illusia is slowly getting sealed off as it becomes the start of the Mana Sanctuary guarded by the eight Benevodons. Tess has decided to remain there to stay with the Mana Tree. As the player sorrowfully looks at the fading island, the Benevodons merge into one blast of light, making the Illusia Isle disappear for good.