Lunar: Legend, Section 2


2.1) MERIBIA - Start of the Adventure

(A group... but, I...) Now that you're in Meribia, Nash thanks Alex and splits for Black Rose St., the popular magicians hangout and the only place in Meribia where clerical robes are in. Ramus, likewise, runs off to see about selling that diamond. Luna, keeping in mind Alex's dream of becoming a Dragonmaster, suggests that since Mel, one of the four heroes and friend to Dyne, is in Meribia, that he go to meet him.

Now, Alex! If you'd like, try to hit me however you can! You need to visit Mel, check up on Ramus, and see how Nash is doing while you're here. You can take care of those three tasks in any order, but since Mel's Mansion is the closest I'll assume you're going there first. His house is just to the north of where you start off. Enter his room and he'll introduce himself as Mel de Alkirk. He asks why they've come; Nall tells him Alex is on a quest to be Dragonmaster. Mel seems to be interested in this--so interested he asks for a little spar. Don't worry, though: he won't kill you. After you lose, he'll tell Alex to keep working hard. (Now, it is barely possible to defeat him, but you have to be wickedly overlevelled to do that. Good luck if you want to try.)

Well, it doesn't matter whether or not you got it from the White Dragon. Now that you can leave, your next stop should be to see how Ramus is holding up. Go back down and west on the main road, across the park, and enter the funny-looking shop: that's Dross, the jeweler. Enter and you'll hear Ramus and Dross arguing. Go up and talk to Ramus. He's telling Dross that it's a 100% pure Dragon Diamond, it should be worth a fortune--Dross, of course, is meanwhile trying to screw over Ramus on the price. They're deadlocked, and Luna suggests to visit Nash on Black Rose Street.

Hmhmhm, welcome to my fortunetelling store Leave the shop. The entrance to Black Rose Street is further West. There's a Card Shop at the end of the street, but you probably shouldn't spend anything on cards right now (for an explanation of the whole card system, see the Miscellaneous page; for information on how to obtain cards, see the Secrets - Cards part). Once there, go to the end of the road and enter the small, round building. Nash should be in there with Royce; when you step in he's telling her about Luna's magical singing abilities. Nash notices Alex and Luna, says hello, and Royce introduces herself. Talk to Nash; he's unfortunately busy right now and so can't help out--although, I doubt his help would mean much anyway. If you talk with Royce, she'll offer to read a few of your fortunes.

Hm, alright then. Say this wasn't a Dragon Diamond, how much would you offer for it? Anyway, leave the place and head back to Dross'. Ramus, after a little more argument, is able to settle with Dross' offer of 20000S; asked what you think of it, you can either respond: 1) I think it should be alright, or 2) Hold on.... Pick #2 six times in a row and Dross won't offer you more silver, but will give you a book instead; the book is said to have been given by a dragon to a swordsman long ago. He'll ask you what you think: 1) Agreed, or 2) Hold on.... Pick #1 this time and he'll hand the Master Book over first (this item is useless until you find the Angel Sword much later on), then take your diamond and go back to get his money... sure... After Nall flies up and sees that Dross is nowhere to be around, they realize that they've been cheated. The girl behind the counter knows nothing about this--honestly. She suggests you go talk to Mel to see if he can help any.

Well then, boy, you shouldn't have much of a problem. Why, you should easily be able to take care of Dross! So, go to Mel's and have a word with him. He's had trouble with Dross before, but tells Alex that since he's planning on becoming Dragonmaster and all, he should be able to handle this little mishap by himself. No problem, right? Well, before you go trudge back to Dross', stop by at the weapons, armor, and items shops in both Meribia and Black Rose Street to upgrade your stuff. I recommend at least buy the Broadsword for Alex and Hard Frying Pan for Luna (in the Items shop); if you have enough money, also buy Plate Armor for Alex, Robe for Luna, Iron Shield for Alex, Iron Helm for Alex, Platinum Wrist for Luna, and Hairband for Luna (you likely won't have money for all, so just buy what you want). And don't forget to heal up at the Althena's Statue at the north of town before you go in.

2.2) MERIBIAN SEWERS - Recovering the Diamond

Dungeon Items:
[First Floor] Mental Gum (4), Heal Gum, Poison Clean, 500S (2)
[Basement 1] Poison Clean
[Basement 2] Heal Gum, Lucky Ring
[Basement 3] 500S

Wha... this place feels so strange. It gives me the creeps... Enter Dross' place and talk with the woman behind the counter. Telling her that Mel let you handle this on your own, she lets you through. Enter the doorway and step into the Meribian Sewers. The enemies are quite tough here, especially if you're still at an early level (like 9). I highly suggest that you make a few trips into the sewers, grab some items and flip some levers, and head back out to heal. You'll level up a bit this way and the next boss won't be too much trouble. Also, with frequent healing you won't have to save up your MP until your last trip to the sewers, which means you can feel free to cast more spells while levelling up here. As an added bonus, soon enough you'll be able to afford the rest of that armor you may not have been able to buy.

We found you! Give back the diamond! Anyway, the gist of the dungeon is that you need to pull various levers to let down bridges to cross over canals. It's not terribly difficult with a little exploring. When you finally get through, you'll come to Dross himself. You should be at least at Level 12 here, since you have some pretty good spells you gain at Levels 10, 11, and 12. Dross is none too happy that you found him, so much that he summons up his pet aqualizard, Rin Rin, to take care of you.

Rin Rin You should have a few more spells in your list by now. I suggest starting out having Alex use Kiai to up his attack, and Luna use Power Song on Alex if she has no one to heal the first turn. Afterwards have Alex use Sword Dance and Luna heal as necessary; Ramus is useless by now--he can use a mental gum on Alex if needed. He should be disposed of in a few more turns.

Who did you say sold it to you? The diamond isn't yours, it was sold to the shop! After he's done with, you're back to dealing with Dross. Upset at the loss of his pet, he gives Ramus the money. More than that, Ramus pushes him into giving up his store, too. He doesn't stop of that though... See, Ramus also figures that since he originally sold the diamond to the store, and now the store is his, the diamond likewise has fallen back into his possession. Right after you leave to go back up, Royce beams in; to no surprise, she was watching the whole thing with interest.

2.3) MERIBIA - Above Ground Once Again

There's a man named Ghaleon in the Magic Guild of Vane who's supposed to know a lot about the Dragons. Now that you're here, Ramus decides to stay behind to discuss terms with Dross. Nall suggests you go back to see Mel; so, leave and return to Mel's Mansion. Upon talking to him, he congratulates Alex on his success and suggests that next he try to meet Ghaleon, at the Magic Guild of Vane. Nall remembers Nash saying he was one of Vane's l33t, so that's your ticket to the Magic City.

Nall, Ramus has a dream too, just like Alex's dream of becoming a Dragonmaster. Leave Mel and go back to Black Rose Street and the house where you met Royce. Enter and talk to her; she'll say Nash just stepped out looking for you. Leave here and go back to Dross' former shop (now Ramus', no less) and you'll find Nash inside. Go up and talk to him. Nash, impressed by Alex's ability to handle the problem with Dross without much magic, invites him and Luna to Vane to meet Ghaleon. Since that's just what you needed, Alex gratefully accepts and they head off for Vane right there. Ramus stops you though. Wishing you luck on your own dream, he's decided to stay here in Meribia to pursue his. Now that he has his own store he feels that he'd only get in the way of Alex's quest to become Dragonmaster. Alex understands and they part ways. Then again, you can visit back in Meribia any time you want.

Angel Tear found! Now that Nash is back in your party, go back through the various shops in Meribia and Black Rose Street once again to upgrade all your weapons and armor. You have a nice 10K share from the diamond sale, so there should be no problem at all with money. Get a Flame Rod for Nash, and Bandanna for Nash. Once you're done with this, leave town. Before you leave, be sure to stop by the docks (east side of town) and look in the warehouse in the southwest to pick up an Angel Tear. Heal up at the Althena Statue on your way out and leave town.

2.4) TRANSMISSION SPRING- Something's Not Right

Dungeon Items:
[Section 2] 500S
[Section 4] Lapis Lazuli
[Section 5] 500S
[Section 8] Heal Ring, 500S, Gentle Hat

Argh... something is very wrong! The Transmission Spring is the closest location you can go to on the map. Head there and step down on the spring. Nash will explain that since Vane flies in the air, the only way to get there is via transmission magic. Luna's not feeling so well for some reason, though; something about the magic in the air, although she's keeping that to herself. Nash asks if you're ready to go, to which you can reply: 1) Anytime!, or 2) Wait a minute. Choose the first option and off you go... Or maybe not. Apparently something's screwy with the flow of magic to the spring; though once it gets to working, you don't end up in Vane. Nash notices that the magic power going to the transmission spring has weakened; the source of the drain must be somewhere around there. If they want to get back to Vane, then they'll have to restore the power.

Perhaps... this unpleasant feeling is because of that? So, you're off to find the cause. The monsters here aren't terribly difficult, so not having a way back isn't much of a problem; but if you spot a Chiro (little white muskrat), be sure to use Alex's Sword Dance on it as they pack a lot of EXP. Those blue crystals you see are doorways; walk up to them and they'll take you to another part of the cave. The rest of the dungeon is fairly straightforward; I have the sections above labelled in the order you go through the screens, rather than by floor. Now, if you continue a little bit, Nash feels a disturbance in the force and a tremendous amount of power coming from just ahead--which hints that they may be closer to Vane than he thought. Luna again doesn't feel so well; Alex is concerned, but she just says she's feeling tired. Privately, she wonders if the strong power Nash is feeling has something to do with her discomfort.

No, that's not it. This statue has strong magic power, but... Continue on and you'll find a giant Althena's statue. Nash recognizes it and it verifies completely that they must be underneath Vane somewhere (alternatively, he could've looked at the save file for this part of the game, which reads "Vane Underground"). Oddly enough, that statue wasn't the magic power Nash felt just a moment ago--of that he's certain.

We can't! First, we need to handle this creature; Luna can't rest now! You can heal at the Althena's Statue if you'd like. Above there is 500S, and the exit on this floor is to the southeast. On the fourth floor be sure to pick up the Lapis Lazuli, and take the second crystal, not the first, to get another 500S. Double back and take the first crystal you skipped to continue. The rest is straight, but pick up the Heal Ring in the eighth section (you'll see it clearly on the side of the path). This is a really valuable item that lets you heal a little HP each round of battle. Keep going to the left and around the corner to find 500S. Finally, Head back and go south from where you got the Heal Ring; you'll run into a situation--a Wind elemental that apparently was the cause of the faulty transmission. Luna's feeling even worse right now--so much so that she can't bring herself to fight. Alex and Nash must go at it alone.

Evil Mist Now, this battle wouldn't be so hard if you had Luna, but you have to make up for it using heal items and such. I suggest you have Alex eqipped with the Heal Ring and Nash with the Lapis Lazuli. Have Alex use Kiai the first turn and then attack with Sword Dance and Nash's magic until Nash is low on HP, then have him just use Heal Gums to keep both party members alive. You may need to use a Mental Gum to refill Alex's MP, too. It should take about 10-12 turns or so.

Just as Royce said, is there some connection between song and magic? After that's taken care of, Luna should be feeling slightly better. You still should get her someplace to rest soon. Continue on (be sure to pick up the Gentle Hat in the treasure chest; it's the first in the Equipment Series) and you'll be taken back to the Althena's Statue. Go back the way you came from the transmission springs and you should be able to leave. As you go, though, Nash privately wonders to himself why Alex and Luna insisted that they didn't know how to use magic back in Burg; yet, Luna felt strange earlier due to the presence of magic power. Perhaps there's a relationship between song and magic, as Royce once told him. Well, no matter, you're on your way back now.

A little west along the road from here is the Shrine of Althena! Step back onto the transmittor and you'll return to the springs. Luna's feeling a little better, but Nash suggests that she should still get some more rest. There's a major Shrine to Althena to the West where she can recuperate. So, leave the springs and go to the Shrine at the base of the Goddess Tower.

2.5) SHRINE OF ALTHENA - Creepy Music and Stained Glass

Welcome to the Shrine of Althena As you enter, Phacia, one of the priestesses, comes to greet you. Alex asks if they have a room available so Luna can rest and she'll show you the way. At Luna's bedside, Nash asks if he can have a word with you. He asks Alex directly if, back in Burg, he was certain about their lack of magic ability. He theorizes that, based on what he's seen, Luna has latent magic powers; that might have had something to do with the events at the Vane Underground. If that's the case, unnoticed magic ability can be dangerous as it is hard to control; so, it's important that she come to the Magic Guild. Though if Luna's presence had something to do with the faulty transmission, it may be impossible to get to Vane. Although, the priestesses here at the Shrine may have some way to use the power of Althena to get Luna through the transmission to Vane. So, they decide that once Luna wakes up, they'll go speak to the director of the shrine.

Then... could you meet with Ghaleon? Step outside and Phacia will come to see how Luna and Alex are doing. They thank her and one of the priestesses runs up, addressing her as the director of the shrine. So, since Alex has found the director already, he and Nash explain their problem with transmission. She gives you an item, the Light Emblem, which has the capability to help keep in control unchecked magic power--which, if you remember, Luna apparently has (it also enables the Charge limit spell when equipped; see Item-based Spells for more information). Phacia tells Nash to hold onto it and consult Ghaleon once he reaches Vane.

This is the Shrine to the Goddess of Love and Beauty, Althena. How may I help you? After you're through speaking with Phacia, you can leave the shrine by just going south. The woman at the entrance to the shrine can heal you if you speak to her and pick the first option.

I'm ok. My head is still hurts a bit, but there's no need to worry. Go back to the transmission spring and use it again. This time, it'll actually take you where you're suppose to go: the Magical City of Vane. After you make it there, step outside the building you transport into.


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