Ephemeral Fantasia Walkthrough :
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Walkthrough - FAQ/Walkthrough
Ephemeral Fantasia (PlayStation 2) Walkthrough Document written by PyroFalkon (email@example.com) Current version: 2.3a Last update: 1 November 2003 +---------------+ |+-------------+| ||LATEST UPDATE|| |+-------------+| +---------------+ v2.3a (1 November 2003) It's been nearly a year, but unfortunately my site is down for the count. Luckily, IGN has decided to host my FAQs too, so it's all good. A new copyright notice is the only change. +-------------------+ |+-----------------+| ||TABLE OF CONTENTS|| |+-----------------+| +-------------------+ 1. Intro a. The Golden Rules of RPGs 2. Walkthrough 3. Blacksmith shops 4. Mini-games a. Music b. The Drinking Game c. Musical Dominos 5. Unconfirmed Information 6. Confirmed Information 7. Version History 8. Copyright Info 9. Contact Info +----------+ |+--------+| ||1. INTRO|| |+--------+| +----------+ I would like to start by saying that IGN.com, GameSpot, and other reviews didn't do this game justice. While it has its problems (most of which slap you in the face right off the bat), I think it's much better than it's being given credit for. Okay, that's off my chest. I played about an hour into the game, then I realized, "Hey! I could do an FAQ about this! Woo hoo!" So I started the game over, and I wrote as I played. I'm going to assume you've read the manual at least enough to know how to walk and all that basic stuff. After the end of this tiny section, I jump into the game, so if you want character bios, this isn't the place, although I'll offer my own comments about personalities and such along the way. For example, if there's something particularly stupid in the diaglogue, I'll make a note of it. Feel free to submit your own! This FAQ is designed to take you from the very beginning to the very end in 52 game days. There are spoilers all over the place, including plot lines, so don't say I didn't warn you. One thing I pride myself on is making complete, accurate, and detailed instructions on how to get from point A to point B. I can't stand FAQs that simply say, "You need to be here, so go here and follow the path." Well, that path may have a million intersections, and I don't like getting lost. If you ever do get lost, e-mail me and I'll make sure to fix the directions for the next update. I used Bodi Anderson's FAQ on this game (also available at GameFAQs) as a reference, although his is for the Japanese version. My strategy may differ from yours. If you have anything to add, by all means e-mail it my way. This game is EXTREMELY non-linear after day 5, so you can do most of what I did in a different order and still be okay. If you have a better suggestion of how to do things, e-mail it to me, and I may put it in the next update. You'll get credit where it's due, yada yada. Enough of that, it's game time! +----------------------------+ |1a. The Golden Rules of RPGs| +----------------------------+ Three simple rules that dictate play in any and all role-playing games. Read 'em, memorize 'em, and practice 'em. 1. Talk to everybody. 2. Explore everything. 3. Search everywhere. +----------------+ |+--------------+| ||2. WALKTHROUGH|| |+--------------+| +----------------+ +-----+ |Intro| +-----+ Let's see... eject button... disc in... loading up... yay! Title screen! Okay, if you're a fan of the Final Fantasy series (or, really, any other RPG series out there), I recommend you head to the options, then choose Battle Config, then turn off Command Memory. This has the same effect as the Cursor Memory option of FF games, and I don't really like it. Then again, if you do, by all means leave it. Choosing start... now loading... wow! Shakespeare! So there's this boat in the ocean. It looks small enough to fit inside my living room. Okay, our orange-haired hero is riding this boat and heading to Pandule Island. He wakes up as a seaman tells him the island is just over the bend. Apparently, he's been asked to write this happy song for a royal wedding. Pattimo, the lute that our hero has on his back, starts talking (maybe our hero got a really bad case of motion sickness; I know that when I do, the ship itself starts talking back to me). Pattimo makes some off-hand (is that off-string?) comment about our hero getting too distracted by women, and that he really should try to behave on Pandule. Yeah, right, I can already see where this is heading. The ship lands; our hero disembarks, and is told he'll be picked up in six days. Sounds like a plan. After that, you get manual control, but as you walk south, you'll be forced into another automatic converation with seaman Kyte, some jabroni that's holding a swordfish. Moments later (while still in automatic control), you run into Royal Guard Rummy, a strawberry blond who apparently doesn't like wearing too much. Gotta love anime. Anyway, you finally get to name your hero... The default name is Mouse? Blech... Oh well, I always stick with defaults. No one named Pyro will be running around this island, I can tell you that. (The game zooms in on Rummy here. It's funny, when you look at anyone straight on, their nose seems to disappear.) Apparently, Rummy is Mouse's guide on the island. She'll lead you to the inn while talking, and everything is still in auto control. She gives you a bit of info about the island, like the fact that there's only 400 people there, and that everyone is going nutty with preperations for the wedding. As they continue, you learn that Sir Xelpherpolis is marrying the princess, which does sound like a pretty darn important event. Immediately after, Pattimo makes a comment about Rummy's breasts (which, I'm sure you've noticed, have been merrily bouncing this whole time). Man, games have changed in the past decade. Rummy and Mouse make their way to the inn, and Rummy shows Mouse to the room. She says that she'll escort you to the palace at 5 PM, but you're free wander the city while you wait. She then leaves, and Pattimo and Mouse again strike up a conversation. That thing makes me nervous, but apparently Rummy makes IT nervous. It wonders whether Rummy has a private adgenda, and warns you not to let your guard down. Then it reveals that apparently Mouse is not only a good musician, but a thief as well. With the island in chaos over the event, swiping valuables should be no big challenge, in theory. Then, the inn keeper pops into your room and talks your ears off. He finally goes away, indirectly giving you a piece of map (accessed by hitting the Select button). Finally, you get freedom. +-----+ |Day 1| +-----+ Off the bat, search the other two rooms carefully for items. You get your first chance to save when you exit the inn; from what I can tell, you can save anytime you're not in a building or dungeon. I would just like to state for the record that I love "save anywhere, anytime" games. Hmm... it seems that every house has at least one item to swipe. Not too bad. Just make sure to search every nook and cranny inside the houses if you enter them. The townspeople don't have anything too important to say, but Golden Rule #1 still holds merit. Quotable quote #1: "Drinkers always want to drink. They just want to always be drinking!" ~Aldon's Brother Anyway, explore to your heart's content. Make mental notes and directions so you can get to the mall and Pubilc Office whenever you need to. The former lets you buy items and weapon upgrades for Mouse, and latter is a source of money soon, which I'll explain in a second. At 5 PM, Rummy finds you no matter where you are and escorts you to the palace, making automatic control kick in again. You and Rummy meet General Bagoth at the palace doors. Sir Xelpherpolis is waiting for everyone, so you're led to his throne room. (He looks like a nicer version of Sephiroth from Final Fantasy 7, I notice.) He talks a bit, giving everyone a bit of Mouse's past and reputation. He repeats his request that Mouse write and perform a song for the wedding, knowing full well that 5 days is a bit unreasonable. After agreeing to perform (you're forced into it), Xelpherpolis -- you know what, I'm going to call him Xel from now on -- Xel declares you a friend and offers to pay you 100,000 gold once the wedding is done with. He pays you 10% in advance now. Just then, Princess Loreille enters the scene. She's the chick on the front cover of the game, and she, like Rummy, thinks clothes are out of style and skin is in, and I'm certainly not complaining. For some reason, I have this thing for anime chicks with that aqua-colored hair. Bah, I still think Rummy is hotter. Um, ahem, anyway... Mouse is completely overcome by Loreille's beauty and drops Pattimo on the ground. Loreille silently picks it up for Mouse, then hands it to them. As they both hold it, Mouse is inspired for his song. Now, I'm gong to interject here and explain how this lute-playing thing works, because I don't think the game did a good enough job at it. First off, hit select to bring up options, and choose controller type. Four buttons will be used, but you'll need extremely nimble fingers. Still, I recommend the default control type. Anyway, the way this works... see those three vertical columns on the left? As the song plays, lines (the measures of the song) will scroll up from the bottom, and sections will be colored. What you have to do is hold the correct button matching the section. Then, as the color lines up with the colored bar near the top of the column, you hit the pick button. For example, the first note is colored red. So you'd hold L2, lighting up that entire column. As the note hits the red bar near the top, you would hit Circle to pluck the guitar and make the note. Of course, that's all under the type-A control scheme. Your buttons may vary. Watch out for the very last note since you'll need to hold all three buttons at once, which is a weird task in the type-C and type-D schemes. Man, if only Rummy and Bagoth are clapping, they're sure making a lot of noise. Anyway, don't worry if you totally bomb this on your first attempt (I certainly did), because you can practice anytime afterwards. However, if you do exceptionally poorly, Xel will take back some of his advance. Do exceptionally well, and he'll give you a small raise. After the impromptu performance, an angry Rummy escorts Mouse out of the palace. She's a bit jealous of Loreille... I thought it was because my crappy performance. You get your manual control back, and now you can practice the song anytime you wish by accessing Pattimo through the item screen. Anyway, now you can explore the city again. Remember I told you to keep the location of the Public Office in mind? To get your advance, head to the Public Office building on your map and talk to Cofotober, the guy on the east wall. Now that you have some money, it's time to go shopping. Exit the building and go southwest a little to the intersection, then take the west path. The road is linear if you ignore all the buildings. The road will turn south, then it will turn west again. After it makes that west turn, a building will be on the south side of the road. Enter; this is where you can buy Antidotes and other status-restoring potions. Don't worry about buying anything now, but make sure you remember where this building is. You'll need a bunch of Antidotes eventually. After that, I recommend you buy Live Berries (northwest building of the mall) and upgrade Mouse's weapon once (south-central building of the mall). Although the weapon is a high priority, those antidotes and Live Berries are a little more important at the moment. After you have your stuff, keep on exploring. Start where you left off and keep pillaging the poor people. If you get antsy and want to hurry to the next event, head back to the inn and check your bed. You can sleep and advance the clock there by a few hours. +-----+ |Day 2| +-----+ At either midnight (if you stayed up) or when you wake up, Pattimo will suggest that you head to the palace. You're forced into it, but you don't have to worry about walking there since you're teleported automatically. You begin at the entrance of the palace, so move around and get a feel for the place. Eventually, you'll want to head to the throne room. It's on the second floor, and stairs are provided toward the northwestern corner of the first floor. In the throne room, Pattimo and Mouse look around but find nothing to steal. Pattimo suggests that you "look over there," although it doesn't tell you what exactly "there" is. On the north end of the throne room, you can head east or west, though you won't get anywhere important if you go east. When you finally do head through the northwest door, follow the extremely linear path to Loreille's bedroom. You automatically walk out onto her balcony to find her staring out at the starry sky. Pattimo starts talking out loud, and it notices that Loreille doesn't seem to care that Mouse just broke into the room (or the fact that the thing is talking at all). For the first time, Loreille speaks, and calls the island paradise a prison. Hmm... She then walks away, and Pattimo tells Mouse that they should leave. That seemed rather pointless. You're deposited at the castle entrance at the base of her tower, and you can go back in... You can't talk to Loreille any more, though. I hate it when they keep secrets from me. Anyway, you get freedom, so go exploring. Quotable quote #2: "People who take things are thieves." ~from a piece of paper inside a treasure box in the NE part of town At a hair before 6 AM (again assuming you stayed up and explored), you're thrown back to your room. The innkeeper whishes you good morning, then tells you that the Holy Gem ceremony is happening today. Pattimo suggests you go. Sounds like a plan. At the beach where the event supposedly will take place, all is quiet and empty with no one in sight. Well, not until Mouse looks over to his right, anyway. Standing in the water is Rummy, wearing even less than normal. She says that the ceremony starts at 8 AM and is held a bit north of where you're now standing. She then decides to escort you, which just makes the day that much better. As you head north, you enter your first fight. Rummy is strong enough to kill it herself, but she'll comment on how strong Mouse is whether he actually did anything. I'm interjecting here again. Now that battles come into play, I want to talk about the styles (or stances, as I call them). Before and during each fight, you can select what stance you want your fighters to take: offensive, defensive, or balanced. Offensive gives you more attack, but you take more damage. Defensive does the opposite, and balanced lies somewhere in between. Through most of these early stages of the game, I recommend a balanced stance, although you can probably get away with an offensive stance, especially if you're packing plenty of Live Berries to heal HP. You can pick up a D.H. Egg in a treasure box on the west end of beach (head down to the Confirmed Information for more about D.H. Eggs, but reailze that there are a million spoilers in that section). Within a few seconds, it will be time for the Holy Gem Ceremony, and you'll be transported there automatically. Some weird funky magic happens as mummies do pelvic dances, and eventually the Holy Gem appears after Loreille, who is looking absolutely stoned, passes out. It's times like this that you just stare at a game and say "Oookaaayyy..." After the ceremony, General Bagoth talks to Mouse and asks him to be at the palace in the afternoon. Don't worry, like usual, you'll be transported there automatically when the time comes. Rummy, the ever curious one, wants to know what's going on, but doesn't stick around to pry. You're left alone with the talking banjo again, and you're given freedom to explore the forest. Explore it at your leisure, and make sure to level up as much as possible. Ignore Pattimo's request to head back to the inn; fighting is more important. After the cutscenes, run south a bit, then turn west into the grassy plain. Keep heading southwest until you find a sign post in the middle of the plain, then head north to the farmers' house. In the house, you can find another map piece, this one for your immediate area in the forest, in the little bookshelf by the beds. (There's another set of houses nearby to the east, but they don't contain any map piece.) At 11:30, Pattimo warns that you probably shouldn't go to the palace, but realizes that you're going to go anyway. At 1 PM, Pattimo says that it's time to go talk to the general, and you're teleported there automatically. At the palace, you find Rummy in one of her really ticked off moods again. ("Unfortunately, I'll be escorting you," she says. It's not unfortunate to me!) She escorts you to Bagoth's chambers anyway, where he greets you happily. He asks Rummy to fetch the two of you drinks, then mentions how she's always angry at everything. Bagoth leads Mouse to a different room before Rummy gets back, leaving her even more angry than how she started. Bagoth confides in you that he's been sensing evil approaching the island, and he asks if you think he's crazy. I answered yes, because I'm mean like that. He leaves you alone, giving you freedom to explore, and Pattimo suggests we get the heck off the island. Well, we shouldn't do anything that rash yet... so for now, let's explore the castle. Within a few steps of leaving the little area, you're attacked. Pattimo wonders aloud what the creature is, but lets it pass. I assure you that all the enemies in this place are realatively easy, as long as you avoid the offensive stance since you'll take mediocre amounts of damage. I just stayed balanced and performed well. Anyway, now you can explore the castle. The paths are generally linear, but you could get lost. The shortest route to the exit from your starting position is to head west, go down the stairs, follow the hallway around, north at the next intersection, go down those stairs, then just said straight south. However, I stick around a bit, grabbing items and talking everyone, not to mention leveling up. Of course, it's up to you. If you head through the east path closest to the palace entrance, then enter the room on the east edge, one of the soldiers there will give you a map piece. It's not that detailed, but hey, it's something. At precisely 5 PM, Rummy appears out of nowhere no matter where you are. She invites you to join her at the restaurant in town at 7:30 PM and provides you with a map. Unlike the events so far, you are NOT teleported there automatically when the time comes. If you're on the other side of the palace, you need to hurry to the exit to get to the restaurant in time. I would suggest that you save, just in case you don't make it and need to do a second attempt. I timed that it takes 1 hour and 10 minutes to get from the castle entrance to the restaurant if you run full speed, don't make wrong turns, and don't talk to anybody. Therefore, the absolute latest you can leave the palace is at 6:20, and that's cutting it close. If you get there early, I'd suggest practicing the song. Practice makes perfect, as the saying goes. Okay, here's how to get to the restaurant. Exit the castle, then cut through the town square. Exit the square from the southwestern exit, then head north immediately (like you're going to the Public Office). Turn east at the next entrance and pass under the bridge, then take the first north. Go up the little ramp, then head east (the only way you can). After the next section loads, keep going east. The road will end and turn north, then give you another intersection. Go north, then turn east when you come to the next T-section. You'll pass a little well on the north side of the road, and the next building you see is the restaurant. (Double-check your map to find the exact place.) In any event, once you're in the restaurant and 7:30 rolls around, Rummy appears at a table. You sit with her, dine, and can ask her questions about Loreille, Xel, the wedding, or Rummy herself. If you want the most information, choose Loreille last and choose the others repeatedly until she starts repeating herself. Once you're ready to continue (or if you're in a hurry to just get on with it), ask her about Loreille twice to trigger the next event. Rummy gets rather mad again and walks out to the balcony, where Mouse follows her. There's a short dialogue exchanged, then Rummy leaves. It's 8 PM, and you again have the freedom to explore. You may want to get the piece of map on the east side of town. It's held by a peace-keeping officer inside the church, which is two buildings south of the restuarant. Things are getting a little creepy on the island, so let's take Pattimo's suggestion of getting out of here (just humor me). Once you get the map piece, exit the church and head east. Cross the stone bridge and follow the road around as it eventually heads south. At the intersection, keep going south, and you'll go down a small ramp. You'll be on some dirt in an area behind some houses if you're on the right track. Cut west between the buildings until you find the cobblestone road, then turn south. This road is linear for a long while before giving you an intersection. At it, go west, then keep following the road north. At the next intersection, go west down the little ramp. At the next intersection, go south. Yet again the road become extremely linear. Take the west turn when you get to the T-section, and you'll be back at the harbor that you started the whole adventure on. Keep going west, and you'll enter automatic control. Mouse sees a guy sleeping on the job, so he sneaks past him and heads to a little red rowboat. Mouse heads out to see, thinking about things, and Pattimo notices that the boat didn't get very far before turning around. Loreille's words about the island being a prison come back to haunt Mouse. He decides to just head back to island, and you're given manual control. +-----+ |Day 3| +-----+ It's now 6 AM, and we need to book it back to the inn. From the harbor, go east, and take the north path at the intersection. The cobblestone road is linear for a long time, then you reach a familiar T-section. Go north here, then turn west when the cobblestone road shortly ends. Wind your way through all the tents and everything, and you'll eventually cross a stone bridge. Keep going west through the mall and town square, then head north as if you're heading to the Public Office. Go east, pass under the bridge, and jump into the inn just beside you. Talk to Rinna's father from across the desk. He mentions that the bandits are active, so the town is a bit dangerous at night. After a few more warnings, Rinna, the innkeeper's daughter, pops up from nowhere and offers to give you a tour of the island. Go for it. She'll show you several places in the town, then take you to her "special place" (it's an area in the forest, you sick pervert!). There, you'll have to perform the song for her. You don't get or lose anything no matter how well you do, but it's nice to have a high score and to hear Rinna's applause. After the song, the Holy Crown Ceremony commences near the clearing. Rinna leads Mouse to it. The mummies do more of their pelvic dances, Loreille passes out again, and a gold crown appears on the pedestal. After that, you get to explore and fight in the forest. Rinna will assist you in fights, but be careful with her, because she's a total wussie. You may want to keep her in a defensive stance; she's not all that strong on offense anyway. I mean, just how much damage CAN you do with a mop? By the way, immediately after you get manual control back, head northeast. In a treasure box there obscured slightly by the trees will be a map piece. You should also head back to Rinna's special place to grab the treasure box you saw when you performing the song for her. Hit Select to bring up the map piece you just got. Her special place is that little clearing in the southeast corner of the map. Anyway, run around the forest leveling up until 4 PM when you'll be teleported automatically back to the inn. Rinna departs to get ready for the Dancing Ceremony, and the innkeeper says that your presence is requested at the castle for the wedding reception, but it's not for a few hours. You're free to do as you please. At 6 PM, it starts raining, but dancers appear in the town square along with a bunch of people anyway. The citizens have some nifty things to say, some of which is of course totally pointless. However, you're still not due at the castle for another hour, so just explore or relax. When 7 PM rolls around, a Lady of the Court will appear and teleport you to the palace automatically. There, Xel publicly thanks everyone for supporting him, then summons Loreille to appear in her wedding dress. (Isn't that bad luck?) She is, of course, stunning, although she has one funky hat. Unfortunately, the party is crashed by bandits, led by their leader, Gallhint. During the battle, Loreille says that the whole thing is staged and that Xel would win by stabbing the leader in the chest. It happens that way exactly, with the stab accompanied by a fountain of blood. Xel reveals for apparently no reason that he's actually controlling the people on the island, and everyone eventually forgets their identity to act how Xel himself chooses. In other words, not only does Xel LOOK like Sephiroth, he's just as evil. You're left to wander around on your own. +-----+ |Day 4| +-----+ At just a hair before 6 AM, you're thrown into a cutscene with Ano, the magic scientist. He makes a comment about the Sacred Sword, and then the scene cuts again to Xel and Loreille on her balcony. We find out a bit more just how detestable Xel is. After that, the scene changes back to Mouse, wherever you were standing when the scenes started, and you're free to explore again. At some point in the morning, if you head to the castle, you'll trigger an event. Xel more or less threatens you, although he does it in such a way that you can't just bash him over the head with Pattimo, although that would certainly be a nice option right now. Anyway, Ano pops up, informing Xel of a few problems with the Sacred Sword because the Demon Reactor is having issues. Ano leaves after making his report, and Xel invites you to dinner with him that night since it'll be the only chance you have to see all the treasures up close and personal. He says that the dinner in the castle is as 8 PM, and then he leaves you in peace to wander everywhere again. Immediately, go west along the path past plants. You'll pass Loreille's tower, and after you take a few more steps, you'll see the princess herself in a cutscene. She dismisses her aides and is left alone with Mouse. She asks you what you want from her, and either choice more or less produces the same answer. Either way, she basically says that Xel can't be stopped, and we're all screwed. We'll see about that! You're free to wander around again now, and there's a quick stop we need to make. From the castle, go south so you cross the long bridge and fly down the stairs. Bear west around the town square, then go north as soon as you can (as if you're going to the Public Office). Turn east and keep running, going PAST the inn. At the end of the road to the north side is a gray stone building. Enter this, then talk to the guy in the back of the room. He'll thank you for being a tourist, then he'll give you a Monster Chart, accessible through the Item menu. This is a record of the monsters you've fought, although it's pretty darn empty at the moment. You won't be able to get more info for the monsters for a long time, but I'll mention it when we get there. Now you're free to do as you please until 7:30 PM, when a nameless royal guard will appear and escort you to the palace automatically for the dinner. Rummy is there to serve drinks, but Xel senses something and takes Loreille's drink away from her, then orders Rummy to drink it herself. Rummy tosses the blue glass away, which bursts into flames (that's some powerful stuff). Rummy is taken away for her attempted murder, although Xel doesn't seem too concerned. Loreille isn't pleased, but Xel insists that everyone is going to end up being his puppets. What a nice guy! An explosion in the Demon Reactor sends Mouse scurrying to the scene. Many are dead, including Geneal Bagoth. He managed to save the Sacred Sword though, so it's not all bad... Although, he was a nice guy. Pity we couldn't get him on our side. You have freedom, and you can even walk into the building that just exploded. However, there's nothing inside the building except for enemies. The