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Yamata

charleysdrpepper Jun 6th, 2017 (edited) 5 Never
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  1. It is translating.
  2. It is translating.
  3. [F00F] uses [F175].[F002]
  4. It is translating.
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  34. [F00F] got[000A][F175]!
  35. [F00F] is in the clutches of a curse![F002]
  36. [F00F] got[000A][F175]![F008]7
  37. It is translating.
  38. It is translating.
  39. It is translating.
  40. [F012][F002]
  41. Not enough PP! [F002]
  42. [F012]...[F001]But nothing happened...[F002]
  43. Use [F012]?[F003]
  44. [F012] doesn't work here.[F002]
  45. Monsters won't attack so often now.[F002]
  46. [F012]'s effects have worn off.[F002]
  47. Use [F011]?[F003]
  48. The [F011] has worn off.[F002]
  49. Change Target
  50. Pivot to Aim
  51. It is translating.
  52. But nothing happened...[F002]
  53. It is translating.
  54. [F00D] opened the chest...[F001]
  55. [F00D] checked the jar...[F001]
  56. [F00D] checked the barrel...[F001]
  57. [F00D] checked the wall...[F001]
  58. [F00D] took a closer look...[F001]
  59. [F00D] examined the rock...[F001]
  60. [F00D] peered into the hole...[F001]
  61. [F00D] examined the grave...[F001]
  62. [F00D] checked the tree...[F001]
  63. [F00D] searched the underbrush...[F001]
  64. [F00D] checked the door...[F001]
  65. [F00D] looked up the chimney...[F001]
  66. [F00D] opened the wooden box...[F001]
  67. [F00D] checked the bed...[F001]
  68. [F00D] checked the bookcase... [F001]
  69. [F00D] inspected the sarcophagus...[F001]
  70. [F00D] checked the fireplace...[F001]
  71. [F00D] peered into the water...[F001]
  72. [F00D] checked the stone pillar...[F001]
  73. [F00D] examined the stalactite...[F001]
  74. [F00D] checked the boards...[F001]
  75. [F00D] peered into the fountain...[F001]
  76. [F00D] looked in the oven...[F001]
  77. [F00D] looked on the table...[F001]
  78. [F00D] checked the stone statue...[F001]
  79. [F00D] examined the stone tablet...[F001]
  80. [F00D] searched the shelf...[F001]
  81. [F00D] peeked into the wardrobe...[F001]
  82. [F00D] checked the firewood...[F001]
  83. [F00D] looked through the books...[F001]
  84. [F00D] peered into the well...[F001]
  85. It is translating.
  86. It is translating.
  87. It is translating.
  88. It is translating.
  89. It is translating.
  90. It is translating.
  91. It is translating.
  92. It is translating.
  93. It is translating.
  94. It is translating.
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  96. It is translating.
  97. This chest is empty.[F002]
  98. It's just an empty pot.[F002]
  99. It's a barrel. Unremarkable and empty.[F002]
  100. There's nothing really unusual about it.[F002]
  101. There's nothing really unusual about it.[F002]
  102. It looks like a very hard rock...[F002]
  103. Seems like there may be something there...[F002]
  104. The gravestone feels cool to the touch. [F002]
  105. Its thick roots are visible. [F002]
  106. There isn't anything there.[F002]
  107. The door is tightly locked. [F002]
  108. It's a beautiful painting.[F002]
  109. A well-built wooden box.[F002]
  110. Ugh... It's really dusty.[F002]
  111. They're all very scholarly books.[F002]
  112. It's just a sarcophagus.[F002]
  113. It looks hot. [F002]
  114. It's rippling.[F002]
  115. It's just a stone pillar. [F002]
  116. It's cool to the touch. [F002]
  117. It seems impossible to get through. [F002]
  118. There might be something here...[F002]
  119. This oven is well maintained. Very clean.[F002]
  120. There's nothing unusual about it. [F002]
  121. This statue looks like it could[000A]spring to life at any moment. [F002]
  122. It has some writing on it. [F002]
  123. Everything is kept very tidily.[F002]
  124. There's nothing in the drawers.[F002]
  125. [F00D] found nothing of interest. [F002]
  126. They don't seem to contain[000A]anything very interesting. [F002]
  127. It's a long way down. [F002]
  128. This is a beautiful hanging scroll.[F002]
  129. It's a hanging scroll covered in writing.[F002]
  130. [F00D] found[000A][F175].[F001]
  131. [F00D] got [F013] coin[F164].[F002]
  132. [F00D] got[000A][F175].[F002]
  133. [F00D] gave [F175][000A]to [F00F].[F002]
  134. [F00D] found[000A][F175][000A]but can't carry any more. [F002]
  135. [F00D] checked the chest again. [F001]
  136. There's something strange about it... [F002]
  137. but [F00D] can't open it...[F002]
  138. [F00D] touched[000A]the Psynergy Stone. [F001]
  139. The party's Psynergy Points[000A]are fully restored! [F001]
  140. The Psynergy Stone shattered![F002]
  141. The treasure chest was actually a Mimic! [F002]
  142. The party's Psynergy Points[000A]are fully restored! [F002]
  143. It is translating.
  144. [F00D]'s Psynergy Points are at maximum! [F001]
  145. [F00D] and party[000A]got [F175].[F002]
  146. [F00D] checked on the ground...[F001]
  147. [F00D] didn't find anything...[F002]
  148. It is translating.
  149. What do you want to drop?[F002]
  150. Discard [F175]?[F019]
  151. [F00D] dropped[000A][F175].[F002]
  152. [F00D] has a full backpack and[000A]can't carry the [F011].[F002]
  153. This [F011] seems important.[000A]You should hold on to it.[F002]
  154. It is translating.
  155. It is translating.
  156. It is translating.
  157. [F00F] joined your party. [F003]
  158. [F00F] left your party. [F002]
  159. [F015]?The Venus Djinni [F024];[F012][F007][000A]joined you! It's set to [F00F]![F003]
  160. [F015]?The Mercury Djinni [F024]<[F012][F007][000A]joined you! It's set to [F00F]![F003]
  161. [F015]?The Mars Djinni [F024]=[F012][F007][000A]joined you! It's set to [F00F]![F003]
  162. [F015]?The Jupiter Djinni [F024]>[F012][F007][000A]joined you! It's set to [F00F]![F003]
  163. [F015]?[F00D] can now summon[000A][F012]![F001]
  164. [F015]?To summon [F012], you need[000A]the following Djinn on standby:[F001]
  165. [F024];[F013] Venus  [F007]
  166. [F024]<[F013] Mercury  [F007]
  167. [F024]=[F013] Mars  [F007]
  168. [F024]>[F013] Jupiter  [F007]
  169. [F001]
  170. [F015]?[F00A]
  171. It is translating.
  172. [F015]<[F014][F003]
  173. [F015]<[F014] [F00A][F003]
  174. [F015]=This shows a pirate treasure's location.[000A]Coming from the south, go west when[000A]you reach a reef shaped like a hand.[F002]
  175. [F175] is resonating...[000A]The other one is that way![F002]
  176. [F175] stops[000A]responding.[F002]
  177. [F00F] decided that now[000A]is not the time to use that.[F002]
  178. [F015]=To Ku-Tsung, general of the Kaocho army:[000A]The courier of this letter, [F00E]0,[000A]has pledged his loyalty to our royal cause.[F001]This loyal servant and his companions have[000A]sworn to use their Psynergy to help you[000A]crush Ayuthay.   [2014]Wo, King of Kaocho[F002]
  179. [F015]=Dear Mr. Kraden,[000A]I bet you're surprised to get this[000A]letter. I'm surprised I'm writing it.[F001]I don't have a lot of time, so I'll[000A]make this short and to the point.[000A]I need your help.[F001]My son was captured in Morgal.[000A]They're planning to execute him[000A]by boiling at the next full moon.[F001]I heard the kids of the Vale warriors[000A]are running around Ei-Jei. Please get[000A]them to help.[F001]I wouldn't be asking, but he's[000A]my son and I'm desperate.[000A]                      [2014]Briggs[F002]
  180. You can't just sit around [000A]reading books all day![F002]
  181. [F00F] took a close look[000A]at [F011].[F002]
  182. It is translating.
  183. It is translating.
  184. Settings
  185. Travel Log
  186. Psynergy
  187. Djinn
  188. Items
  189. Status
  190. Encyclopedia
  191. Djinn Guide
  192. Atlas
  193. Load
  194. Use
  195. Equip
  196. Remove
  197. Give
  198. Drop
  199. ???
  200. Buy
  201. Sell
  202. Artifacts
  203. Repair
  204. ???
  205. ???
  206. Yes
  207. No
  208. Revive
  209. Cure Poison
  210. Repel Evil
  211. Remove Curse
  212. It is translating.
  213. It is translating.
  214. It is translating.
  215. It is translating.
  216. It is translating.
  217. It is translating.
  218. It is translating.
  219. It is translating.
  220. It is translating.
  221. It is translating.
  222. It is translating.
  223. It is translating.
  224. Change game settings.
  225. Save your quest.
  226. Use Psynergy outside of battle.
  227. Set or trade Djinn among the party.
  228. Use or equip an item.
  229. Check characters' status or change order.
  230. Open the Encyclopedia of Weyard.
  231. Open the Djinn Guide.
  232. Open the atlas and look at a map.
  233. Load data from the Travel Log.
  234. Use [F011].
  235. Equip [F011].
  236. Remove [F011].
  237. Give [F011].
  238. Drop [F011].
  239. It is translating.
  240. Buy an item.
  241. Sell an item.
  242. Buy an artifact.
  243. Repair an item.
  244. It is translating.
  245. It is translating.
  246. It is translating.
  247. It is translating.
  248. Return a downed character to the fight.
  249. Cleanse the body of poison or venom.
  250. Exorcise spirits haunting a character.
  251. Remove a cursed item.
  252. It is translating.
  253. It is translating.
  254. It is translating.
  255. It is translating.
  256. It is translating.
  257. It is translating.
  258. It is translating.
  259. It is translating.
  260. It is translating.
  261. It is translating.
  262. It is translating.
  263. It is translating.
  264. It is translating.
  265. It is translating.
  266. It is translating.
  267. It is translating.
  268. It is translating.
  269. It is translating.
  270. It is translating.
  271. It is translating.
  272. Whose Psynergy do you want to use?
  273. Whom will you use the Psynergy on?
  274. Set shortcuts for [F017]2 and [F017]3.
  275. It is translating.
  276. It is translating.
  277. It is translating.
  278. You don't have enough Psynergy Points!
  279. It is translating.
  280. Whose item?
  281. Whom will you use the item on?
  282. To whom will you give this item?
  283. Exchange with which item?
  284. How many do you want to drop?
  285. It is translating.
  286. It is translating.
  287. How many do you want to give?
  288. Equip [F011]?
  289. Drop [F175]?
  290. It is translating.
  291. It is translating.
  292. Can't remove
  293. [F00F] has reached the limit for items[000A]carried. Please choose an item to replace.
  294. You can't use that right now.
  295. It is translating.
  296. It is translating.
  297. It is translating.
  298. It is translating.
  299. It is translating.
  300. Can't drop
  301. Can't remove
  302. Artifacts
  303. It is translating.
  304. 0 in stock
  305. [F013] in stock
  306. [F013]
  307. Coins
  308. Attack factor
  309. Defense factor
  310. Attack factor varies with class, Djinn, and weapon skill.
  311. Defense factor varies with class and Djinn.
  312. Give to [F00F].
  313. It is translating.
  314. It is translating.
  315. It is translating.
  316. It is translating.
  317. It is translating.
  318. It is translating.
  319. It is translating.
  320. It is translating.
  321. It is translating.
  322. Check whose status?
  323. Check the status of [F00F].
  324. Switch out [F00F] and [F00F].
  325. It is translating.
  326. Recovering
  327. Weapon Skill
  328. Item Details
  329. Items Equipped
  330. Character Stats
  331. Change Page
  332. Change Page
  333. Select the Items option to access your items.
  334. Select the Travel Log to save your game.
  335. First, open the Psynergy menu.
  336. Then select the Psynergy you want to use.
  337. You may use certain kinds of Psynergy often...
  338. Assign those to [F017]2 and [F017]3.
  339. It is translating.
  340. It is translating.
  341. To equip yourself with weapons[000A]and armor, touch the [F017]? icon on the[000A]bottom right to open the menu.
  342. To use Psynergy outside of battle,[000A]touch the [F017]? icon on the bottom right[000A]to open the menu.
  343. It is translating.
  344. It is translating.
  345. [F011]: 0 in stock
  346. [F011]: [F013] in stock
  347. Sell [F00F]'s item.
  348. Repair [F00F]'s item.
  349. Forge [F00F]'s item.
  350. It is translating.
  351. [F013] coin[F164]
  352. It is translating.
  353. It is translating.
  354. Use
  355. Equip
  356. Remove
  357. Give
  358. Drop
  359. Exchange
  360. Weapons
  361. Armor
  362. Shield
  363. Head
  364. Boots
  365. Ring
  366. Other
  367. Set
  368. Standby
  369. Give
  370. [F017]4Set/Standby
  371. [F017]5Set All/Standby
  372. Trading Djinn with[000A]yourself will not[000A]change your status.
  373. Djinn can't be traded[000A]during their recovery.
  374. Use
  375. [F017]7Weapon Skill
  376. [F017]7Show item details
  377. [F017]7Show items equipped
  378. [F017]7Character Stats
  379. It is translating.
  380. Class will not change.
  381. It is translating.
  382. [F00F]'s Psynergy
  383. This is [F00F]'s inventory.
  384. It is translating.
  385. It is translating.
  386. It is translating.
  387. Weapon Skill
  388. It is translating.
  389. [F00F] dropped [F175].
  390. [F00F] got [F013] [F1D5].
  391. [F00F] got [F175].[F001]
  392. [F00F] equipped [F175].
  393. [F00F] removed [F011].
  394. You equipped an item you can't remove!
  395. [F00F] has been cursed!
  396. This item can't be removed!
  397. Can't give any more [F011].
  398. [F1C5] was broken!
  399. The Djinni was given.
  400. It is translating.
  401. It is translating.
  402. The Djinn were switched.[F002]
  403. All of [F00F]'s Djinn are now set.
  404. All of [F00F]'s Djinn are now on standby.
  405. The Djinni has been set.
  406. All Djinn on standby are now set.
  407. The Djinni is on standby.
  408. All set Djinn have been put on standby.
  409. Cursed! [F002]
  410. It is translating.
  411. It is translating.
  412. It is translating.
  413. It is translating.
  414. It is translating.
  415. It is translating.
  416. It is translating.
  417. It is translating.
  418. It is translating.
  419. It is translating.
  420. It is translating.
  421. It is translating.
  422. It is translating.
  423. It is translating.
  424. It is translating.
  425. It is translating.
  426. It is translating.
  427. It is translating.
  428. It is translating.
  429. It is translating.
  430. It is translating.
  431. It is translating.
  432. It is translating.
  433. It is translating.
  434. It is translating.
  435. It is translating.
  436. It is translating.
  437. It is translating.
  438. It is translating.
  439. It is translating.
  440. No effect.
  441. Maximum HP
  442. Restore HP
  443. Maximum PP
  444. Restore PP
  445. Agility
  446. Luck
  447. Maximum HP
  448. Restore HP
  449. Maximum PP
  450. Restore PP
  451. Attack
  452. Defense
  453. Agility
  454. Luck
  455. Power
  456. Power
  457. Power
  458. Power
  459. Resist
  460. Resist
  461. Resist
  462. Resist
  463. More critical hits
  464. More counters
  465. Curse is removable
  466. Turns
  467. More encounters
  468. It is translating.
  469. It is translating.
  470. It is translating.
  471. It is translating.
  472. It is translating.
  473. It is translating.
  474. It is translating.
  475. It is translating.
  476. It is translating.
  477. It is translating.
  478. It is translating.
  479. Multiple uses
  480. Single-use
  481. May break when used
  482. Bestows Psynergy
  483. Item will change
  484. It is translating.
  485. It is translating.
  486. It is translating.
  487. It is translating.
  488. It is translating.
  489. It is translating.
  490. Equip Effect
  491. Effect
  492. Number
  493. [F013] in stock
  494. It might break
  495. if used in battle.
  496. It's broken, so
  497. it can't be used.
  498. X [F013].[F013]
  499. Can't remove
  500. 0 in stock
  501. Unleash
  502. Can't equip
  503. Equippable
  504. Equipped
  505. No item
  506. It is translating.
  507. It is translating.
  508. It is translating.
  509. It is translating.
  510. No effect
  511. Downed
  512. Antidote
  513. It is translating.
  514. It is translating.
  515. It is translating.
  516. Max HP
  517. Max PP
  518. Attack
  519. Defense
  520. Agility
  521. Luck
  522. Your status is normal.[000A]Carry on adventuring!
  523. You are down. Recover at a Sanctum, with[000A]the Water of Life, or with Revive Psynergy.
  524. You're afflicted with poison. Remove it[000A]with Antidote or Cure Poison.
  525. You're afflicted with venom. Remove it[000A]with Antidote or Cure Poison.
  526. A cursed item has immobilized you.[000A]Visit a Sanctum to remove it.
  527. You're being damaged by evil spirits.[000A]Have them exorcised at a Sanctum.
  528. Your name and level.[000A]Experience points increase your level.
  529. Experience points.[000A]You need [F013] more to gain a level.
  530. Your current and maximum Hit Points.[000A]At 0 HP, you are down and cannot fight.
  531. Your current and maximum Psynergy Points.[000A]You regain PP as you travel.
  532. The number of Djinn set to you,[000A]and total Djinn per element.
  533. Your elemental levels indicate your[000A]skill with each element.
  534. Power reflects the damage you can inflict[000A]with effects from each element.
  535. Resistance reflects your defensive [000A]strength against each element.
  536. This is your experience-point total.
  537. In recovery. Djinn will set themselves[000A]automatically when they're ready.
  538. You recovered all Hit Points!
  539. You recovered Hit Points!
  540. You couldn't recover Hit Points.
  541. Everyone recovered Hit Points!
  542. Your Hit Points are at maximum!
  543. You recovered all Psynergy Points!
  544. You recovered some Psynergy Points!
  545. Your Psynergy Points are at maximum!
  546. Everyone recovered Psynergy Points!
  547. Your Psynergy Points are at maximum!
  548. The poison was purged!
  549. You're not poisoned.
  550. You were revived!
  551. You're not down.
  552. The curse was removed.
  553. You are not cursed.
  554. Your maximum Hit Points increased!
  555. Your maximum Psynergy Points increased!
  556. Your Agility increased!
  557. Your Luck increased!
  558. Your Attack increased!
  559. Your Defense increased!
  560. It is translating.
  561. It is translating.
  562. It is translating.
  563. It is translating.
  564. It is translating.
  565. It is translating.
  566. It is translating.
  567. It is translating.
  568. It is translating.
  569. It is translating.
  570. It is translating.
  571. It is translating.
  572. It is translating.
  573. It is translating.
  574. It is translating.
  575. It is translating.
  576. It is translating.
  577. It is translating.
  578. It is translating.
  579. It is translating.
  580. It is translating.
  581. It is translating.
  582. It is translating.
  583. It is translating.
  584. It is translating.
  585. It is translating.
  586. It is translating.
  587. It is translating.
  588. It is translating.
  589. It is translating.
  590. It is translating.
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  592. It is translating.
  593. It is translating.
  594. It is translating.
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  596. It is translating.
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  599. It is translating.
  600. It is translating.
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  604. It is translating.
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  608. It is translating.
  609. It is translating.
  610. It is translating.
  611. It is translating.
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  613. It is translating.
  614. It is translating.
  615. It is translating.
  616. It is translating.
  617. It is translating.
  618. It is translating.
  619. It is translating.
  620. It is translating.
  621. It is translating.
  622. [F013] / [F013]
  623. Map List
  624. Now in: [F00A]
  625. Map Legend
  626. It is translating.
  627. Map Legend
  628. Weapons
  629. Armor
  630. Inn
  631. Items
  632. General Store
  633. Weapons/Armor
  634. Temple
  635. It is translating.
  636. It is translating.
  637. It is translating.
  638. It is translating.
  639. Ext.
  640. 1F
  641. 2F
  642. 3F
  643. 4F
  644. 5F
  645. 6F
  646. 7F
  647. 8F
  648. 9F
  649. 10F
  650. B1
  651. B2
  652. B3
  653. B4
  654. B5
  655. B6
  656. B7
  657. B8
  658. B9
  659. B10
  660. It is translating.
  661. Would you like to use Retreat?[F019]
  662. Settings
  663. Message Speed
  664. Speech Sounds
  665. Furigana Display
  666. Quick Select
  667. Set message display speed.
  668. Turn speech sounds on or off.
  669. Set how to display Japanese furigana.
  670. Change how to select commands.
  671. Messages will be displayed at this speed.
  672. Sounds will play during dialog.
  673. No sound will play during dialog.
  674. Display furigana above the text.
  675. Display furigana only when text is tapped.
  676. Make selection when tapped once.
  677. Make selection when tapped twice.
  678. Confirm by tapping the middle command.
  679. Confirm by tapping the command once.
  680. Confirm by tapping the Psynergy in the middle.
  681. Confirm by tapping your choice once.
  682. Confirm by tapping the middle option.
  683. Confirm by tapping your choice once.
  684. Confirm by tapping the character in the middle.
  685. Confirm by tapping your choice once.
  686. [F022]0 Menu Controls: [F022]2 If using a stylus, select commands by sliding. [F00A] Tap[F017]1 to return. [F022]1 If using buttons, select commands with[F017]8 and confirm your choice with[F017]0. Press[F017]1 to return. [F022]3
  687. [F022]0 Character Selection: [F022]2 If using a stylus, select a character by sliding. [F00A] Tap[F017]1 to return. [F022]1 If using buttons, select a character with[F017]8 Confirm your choice with[F017]0. Press[F017]1 to return. [F022]3
  688. [F022]0 Psynergy Selection: [F022]2 If using a stylus, select a Psynergy by sliding. [F00A] Tap [F017]2 or [F017]3 to create a shortcut. Tap[F017]1 to return. [F022]1 If using buttons, select a Psynergy with[F017]8. Confirm your choice with[F017]0. Use [F017]2 or [F017]3 to create a shortcut. Press[F017]1 to return. [F022]3
  689. [F022]0 Character Selection: [F022]2 If using a stylus, select a character by sliding. [F00A] Tap[F017]1 to return. [F022]1 If using buttons, select a character with[F017]8. Confirm your choice with[F017]0. Press[F017]1 to return. [F022]3
  690. [F022]0 Item Selection: [F022]2 If using a stylus, select an item by sliding. [F00A] Tap[F017]1 to return. [F022]1 If using buttons, select an item with[F017]8. Confirm your choice with[F017]0. Press[F017]1 to return. [F022]3
  691. [F022]0 Item Command Selection: [F022]2 If using a stylus, select a command by sliding. [F00A] Tap [F017]7 to toggle item information. Tap[F017]1 to return. [F022]1 If using buttons, select a command with[F017]8. Confirm your choice with[F017]0. Press [F017]7 to toggle item information. Press[F017]1 to return. [F022]3
  692. [F022]0 Character Selection: [F022]2 If using a stylus, select a character by sliding. [F00A] Tap [F017]7 to toggle information for the selected character. Tap[F017]1 to return. [F022]1 If using buttons, select a character with[F017]8. Confirm your choice with[F017]0. Press [F017]7 to toggle information for the selected character. Press[F017]1 to return. [F022]3
  693. [F022]0 Character Selection: [F022]2 If using a stylus, select a character by sliding. [F00A] Tap [F017]7 to toggle information for the selected character. Tap[F017]1 to return. [F022]1 If using buttons, select a character with[F017]8. Confirm your choice with[F017]0. Press [F017]7 to toggle information for the selected character. Press[F017]1 to return. [F022]3
  694. [F022]0 Yes/No Controls: [F022]2 If using a stylus, select [Yes] or [No] by tapping. Tap again to confirm your choice. Tap [F017]7 to toggle information for the selected item. Tap[F017]1 to return. [F022]1 If using buttons, select [Yes] or [No] with[F017]8. Confirm your choice with[F017]0. Press [F017]7 to toggle information for the selected item. Press[F017]1 to return. [F022]3
  695. [F022]0 Selecting No. of Items: [F022]2 If using a stylus, tap [F017]; or [F017]< to change the number of items and tap to confirm your choice. Tap [F017]7 to toggle information for the selected item. Tap[F017]1 to return. [F022]1 If using buttons, change the number of items with[F017]8. Confirm your choice with[F017]0. Press [F017]7 to toggle information for the selected item. Press[F017]1 to return. [F022]3
  696. [F022]0 Djinn Controls: [F022]2 If using a stylus, select a Djinni by tapping. Tap again to toggle between Set and Standby. Trade Djinn by sliding. Tap a character's icon to toggle all of that character's Djinn between Set and Standby. Tap[F017]1 to return. [F022]1 If using buttons, move the cursor with[F017]8. Press[F017]0 to select a Djinni. Press[F017]0 again to toggle between Set and Standby. Move the cursor and press[F017]0 to switch the Djinni to another character. Press[F017]4 to toggle between Quick Set and Standby. Press[F017]5 to toggle all Djinn between Set and Standby. Press[F017]1 to return. [F022]3
  697. [F022]0 Yes/No Controls: [F022]2 If using a stylus, select [Yes] or [No] by tapping. Tap again to confirm your choice. [F022]1 If using buttons, select [Yes] or [No] with[F017]8. Confirm your choice with[F017]0. [F022]3
  698. [F022]0 Status Controls: [F022]2 If using a stylus, select a character by tapping. Tap again to display detailed status. Switch between characters by sliding. Tap[F017]1 to return. [F022]1 If using buttons, move the cursor with[F017]8. Select a character with[F017]0. Press[F017]0 to display detailed status. Move the cursor and press[F017]0 to switch characters. You can also switch characters with [F017]2 or [F017]3. Press[F017]1 to return. [F022]3
  699. [F022]0 Detailed Status Controls: [F022]2 If using a stylus, switch tabs by tapping. Tap [F017]2 or [F017]3 to change characters. Tap[F017]1 to return. [F022]1 If using buttons, switch tabs using[F017]8. Press [F017]2 or [F017]3 to change characters. Press[F017]1 to return. [F022]3
  700. [F022]0 Encyclopedia Controls: [F022]2 If using a stylus, choose an entry by tapping. Tap [F017]2 or [F017]3 to switch tabs. Change pages by tapping [F017]; or [F017]<. Tap [F017]= or [F017]> to jump to the next entry. Tap[F017]1 to return. [F022]1 If using buttons, move the cursor with[F017]8. Press[F017]0 to confirm your choice. Press [F017]2 or [F017]3 to switch tabs. Use[F017]8 to change pages. Press and hold up or down on[F017]8 to jump to the next entry. Press[F017]1 to return. [F022]3
  701. [F022]0 Atlas Controls: [F022]2 If using a stylus, tap to choose a map. Tap again to display your choice. Tap[F017]1 to return. [F022]1 If using buttons, use[F017]8 to choose a map. Press[F017]0 to confirm your choice. Press[F017]1 to return. [F022]3
  702. [F022]0 Map Controls: [F022]2 If using a stylus, change the map level and display area by tapping. Tap[F017]1 to return. [F022]1 If using buttons, select a map level using[F017]8. Confirm your choice with[F017]0. Use[F017]8 again to change the displayed area. Press[F017]1 to return. [F022]3
  703. [F022]0 Settings Controls: [F022]2 If using a stylus, tap to select an item. Tap the item again to change its setting. Tap[F017]1 to return. [F022]1 If using buttons, use up and down on[F017]8 to select an item. Use left and right on[F017]8 to change settings. Press[F017]1 to return. [F022]3
  704. [F022]0 Travel Log Controls: [F022]2 If using a stylus, tap to select an item. Tap again to save in the chosen slot. Tap[F017]1 to return. [F022]1 If using buttons, use[F017]8 to select an item. Press[F017]0 to save in the chosen slot. Press[F017]1 to return. [F022]3
  705. [F022]0 Yes/No Controls: [F022]2 If using a stylus, select [Yes] or [No] by tapping. Tap again to confirm your choice. [F022]1 If using buttons, use[F017]8 to select [Yes] or [No]. Press[F017]0 to confirm your choice. [F022]3
  706. It is translating.
  707. It is translating.
  708. It is translating.
  709. It is translating.
  710. It is translating.
  711. It is translating.
  712. It is translating.
  713. Grow small plants into a climbing rope.
  714. Freeze pools of water into ice.
  715. Summon a downpour that extinguishes fires.
  716. Burn an object with a blazing fireball.
  717. Evaporate a water source with great heat.
  718. Send things flying with a tornado's power.
  719. Send things flying with a wind god's power.
  720. People - [F013]
  721. Venus Djinn - [F013]
  722. Mercury Djinn - [F013]
  723. Mars Djinn - [F013]
  724. Jupiter Djinn - [F013]
  725. Tap on any underlined word to find out more [000A]about it. You can refer back to this[000A]information anytime in the encyclopedia.
  726. Entries read
  727. Entries obtained
  728. /
  729. ????
  730. Encyclopedia
  731. Djinn Guide
  732. Contents
  733. Adepts
  734. Alchemy
  735. Alchemy Dynamo
  736. Alchemy Forge
  737. Alchemy Well
  738. Anemos
  739. Angara
  740. Apollo Lens
  741. Arangoa Prelude
  742. Arid Heat Psynergy
  743. Ayuthay
  744. Barai Pond
  745. Beastmen
  746. Belinsk
  747. Bilibin
  748. Border Town
  749. Carver's Camp
  750. Champa
  751. Cold Snap Psynergy
  752. Craggy Peak
  753. Crush Psynergy
  754. Crush Tusk
  755. Djinni
  756. Douse Psynergy
  757. Dream Leaf
  758. Dream Tree
  759. Eastern Sea
  760. Echo Gems
  761. Eclipse Tower
  762. Ei-Jei
  763. Elemental Lighthouse
  764. Elemental Star
  765. Elements
  766. Endless Wall
  767. Exathi
  768. Fireball Psynergy
  769. Fori
  770. Gabomba Statue
  771. Glyph Book
  772. Golden Sun
  773. Goma Mountains
  774. Gondowan
  775. Grave Eclipse
  776. Great Serpent
  777. Grip Crystal
  778. Grip Psynergy
  779. Growth Psynergy
  780. Harapa
  781. Harun Village
  782. Hermes' Water
  783. Ice Queen
  784. Ice Queen Stone
  785. Imil
  786. Indra
  787. Insight Glass
  788. Insight Psynergy
  789. Izumo
  790. Jenei
  791. Jupiter Lighthouse
  792. Kaocho
  793. Karagol Sea
  794. Khiren Mountains
  795. Kolima Forest
  796. Kolima Village
  797. Konpa Ruins
  798. Kraken
  799. Laurel
  800. Lemuria
  801. Luna Mask
  802. Magma Orb
  803. Mars Lighthouse
  804. Mercury Lighthouse
  805. Mind Read Psynergy
  806. Morgal
  807. Mount Aleph
  808. Mountain Roc
  809. Mourning Moon
  810. Move Psynergy
  811. Neox
  812. Nihan
  813. Osenia
  814. Otka Sea
  815. Ouroboros
  816. Passaj
  817. Patcher's Place
  818. Port Rago
  819. Poseidon
  820. Psynergy
  821. Psynergy Stone
  822. Psynergy Vortex
  823. Saha
  824. Sana
  825. Sanan People
  826. Sanan Sea
  827. Sand Prince
  828. Sand Prince Stone
  829. Search Psynergy
  830. Slap Glove
  831. Slap Psynergy
  832. Sludge
  833. Soarwing
  834. Sol Mask
  835. Sol Sanctum
  836. Spirit Sense Psynergy
  837. Tanglewood
  838. Te Rya
  839. Teppe Ruins
  840. Thermal Psynergy
  841. Third Eye
  842. Tonfon
  843. Track Psynergy
  844. Tree Flute
  845. Tret
  846. Tuaparang
  847. Umbra Gear
  848. Umbra Map
  849. Vale
  850. Venus Lighthouse
  851. Waelda
  852. Wards
  853. Warriors of Vale
  854. Watchtower
  855. Weyard
  856. Whirlwind Psynergy
  857. Wise One
  858. Yamata City
  859. Zol
  860. [F00E]0
  861. [F00E]1
  862. [F00E]2
  863. Isaac
  864. Garet
  865. Ivan
  866. Felix
  867. Patcher
  868. Kraden
  869. Carver
  870. Nowell
  871. [F00E]3
  872. Blados
  873. Nhamu
  874. Nhemo
  875. Sheba
  876. Bogho
  877. Baghi
  878. [F00E]4
  879. Ku-Embra
  880. Ku-Tsung
  881. King Wo
  882. Kan-Shuku
  883. Meisa
  884. Chalis
  885. Paithos
  886. Veriti
  887. Ryu Kou
  888. Hou Zan
  889. Hou Ju
  890. [F00E]5
  891. Volechek
  892. Lord McCoy
  893. [F00E]6
  894. Vande
  895. Jenna
  896. Briggs
  897. Piers
  898. Mia
  899. Arcanus
  900. Ikan
  901. Kaba
  902. [F00E]7
  903. Susa
  904. Kushinada
  905. Takeru
  906. Uzume
  907. Emperor Unan
  908. Emperor Ko
  909. Lady Hinechou
  910. Lord Kuan
  911. Obaba
  912. Mountain Rocs
  913. Fireball
  914. King Paithos
  915. Paith
  916. Unan
  917. Kuan
  918. Hinechou
  919. Khiren range
  920. Goma range
  921. Echo Gem
  922. Elemental Stars
  923. Elemental Lighthouses
  924. Djinn
  925. Psynergy Vortexes
  926. vortex
  927. vortexes
  928. Sanans
  929. Beastman
  930. Mourning Moons
  931. Mt Aleph
  932. Those who can use Psynergy are[000A]known as Adepts.[000A][000A]Adepts are the rare descendants of[000A]an ancient culture that has long[000A]since passed. Wind Adepts are[000A]especially rare.
  933. The force of the four elemental powers[000A]and the study of how they combine[000A]to create reality is known as Alchemy.[000A][000A]The ancients sealed away the force of[000A]Alchemy, and the Warriors of Vale went on[000A]their Golden Sun quest to restore Alchemy.
  934. This ancient machine is found in the Belinsk[000A]ruins. It is said to be dangerous but is not[000A]currently functioning.
  935. This ancient machine was built by the Neox[000A]and is powered by the element of fire. It is[000A]thought to create wondrous things.
  936. This ancient machine was built by the[000A]Neox to produce water in vast quantities.
  937. This tribe of Wind Adepts is said to have[000A]raised its ancient city into the sky, where[000A]its underside is still visible as the moon.[000A][000A]All modern Wind Adepts are thought to[000A]be descended from the Anemos.
  938. This continent is in upper Weyard. It is[000A]divided by long mountain ranges that make[000A]travel between its regions difficult.[000A][000A]The northern side of Angara is cold, while[000A]the southern part is very dry. Mount Aleph[000A]and the Goma Plateau are in the west.
  939. This ancient machine amplifies light.[000A]In theory, it has the ability to end[000A]an eclipse.
  940. This ancient musical incantation has no[000A]sheet music[2014]each of the six parts is given[000A]by a master musician to one apprentice.[000A][000A]While it is extremely demanding to play,[000A]properly performed the piece is said to[000A]cause miracles.
  941. This fire-based[000A]Psynergy can[000A]evaporate a water[000A]source in the[000A]blink of an eye.
  942. This country is[000A]well known for its[000A]beautiful stonework.[000A]Its towers, walls, and[000A]courtyards are the[000A]envy of all Ei-Jei.
  943. This man-made pool was built by the[000A]Ayuthay. It serves as a reservoir for[000A]runoff water from the Alchemy Well.[000A][000A]At the bottom is an underwater temple[000A]containing untold treasures.
  944. This is the term applied to the people and[000A]animals that were transformed into hybrid[000A]forms by the Golden Sun.[000A][000A]Besides their altered appearance, some[000A]beastmen are said to possess strange[000A]powers that humans cannot gain.
  945. This fortress city is the[000A]capital of Morgal, the[000A]country of beastmen.[000A]It is a bastion of both[000A]military might and[000A]cultural sophistication.
  946. Once a small town, Bilibin has grown[000A]since the time of the Golden Sun[000A]to the point that it's now a country. [000A][000A]While supposedly governed by the[000A]McCoy men, it's rumored that the[000A]queen actually is ruling the realm.
  947. This town is the major[000A]crossing point between[000A]Morgal and Bilibin.
  948. This lumberjack camp[000A]stands at one end of[000A]a valley that leads[000A]through the Goma[000A]Mountains to Bilibin[000A]and the rest of the[000A]continent beyond.
  949. This seafaring nation[000A]has a long tradition of[000A]piracy. Despite their[000A]reputation as seagoing[000A]thugs, the Champa[000A]people have a strong[000A]national pride.
  950. This water-based[000A]Psynergy produces an[000A]arctic chill. By focusing[000A]its power on a specific[000A]point, the user can[000A]turn a water source[000A]into a pillar of ice.
  951. This mountain was once home to the Neox.[000A]Their ancient but highly advanced civilization[000A]created many remarkable devices.
  952. This fire-based[000A]Psynergy strikes an[000A]object with great force.[000A]It can be used on[000A]cracked boulders and[000A]weakened floors to[000A]shatter them.
  953. This relic of Sludge[000A]retains some of his[000A]destructive power.[000A]It can be worn to[000A]gain the Crush[000A]Psynergy.
  954. A Djinni is a creature of pure elemental[000A]energy. Adepts use Djinn to enhance[000A]their own powers and summon spirits.[000A][000A]Djinn fall into four elemental[000A]categories: Mars (fire), Mercury (water),[000A]Venus (earth), and Jupiter (wind).
  955. This water-based[000A]Psynergy conjures[000A]a small storm cloud[000A]that can extinguish[000A]fires and fill small[000A]cavities with water.
  956. These leaves grant[000A]pleasant dreams to[000A]those who eat them.[000A]They grow from a[000A]rare tree in Kolima,[000A]and people travel[000A]far to buy them.
  957. This is the source of the dream leaves that[000A]grant pleasant dreams. It is also one of the[000A]great trees that Kolima Village is built into.[000A][000A]Because of an unknown disease, the[000A]Dream Tree's leaves have been altered[000A]to cause nightmares.
  958. This great sea lies to the east of Angara[000A]and includes both the Otka Sea and[000A]the Sanan Sea within its expanse.[000A][000A]In the wake of the Golden Sun event,[000A]it was separated into northern and[000A]southern regions.
  959. These gems are only[000A]useful in pairs. Each[000A]taps into its holder's[000A]life force to emit light[000A]and communicate[000A]with the other stone.
  960. This lighthouse-like structure is hidden[000A]away in the Belinsk ruins.
  961. This is a general term for the region in[000A]the southeast part of Angara that includes[000A]Ayuthay, Kaocho, Sana, and Champa.[000A][000A]It is generally a sophisticated and[000A]prosperous area.
  962. There are four of these towers that sent[000A]their beams of elemental energy over Mount[000A]Aleph to cause the Golden Sun event.[000A][000A]This released the force of Alchemy,[000A]which had been sealed away by the[000A]ancients, back into the world of Weyard.
  963. These four crystals, the keys to starting[000A]the Elemental Lighthouses, were once[000A]sealed up in Sol Sanctum by the ancients.[000A][000A]Thirty years ago, the crystals were taken[000A]from the sanctum and used in the quest[000A]to cause the Golden Sun event.
  964. The elements of earth, wind, water, and[000A]fire are the building blocks of matter,[000A]and also promote the growth of all things.[000A][000A]When the Elemental Lighthouses were lit,[000A]elemental power surged back into the world,[000A]making the use of Alchemy possible again.
  965. This massive, ancient edifice divides[000A]Ei-Jei and Morgal. Its origin and purpose[000A]are largely unknown.
  966. This ancient people gained the respect[000A]of the world[2014]and even the Jenei[2014]with[000A]their great craftsmanship.[000A][000A]Though the Exathi had no Psynergy, their[000A]skill made them partners with the Jenei in[000A]creating things that used elemental power.
  967. This fire-based[000A]Psynergy focuses[000A]heat energy into a[000A]ball of flame that[000A]the user can throw[000A]to incinerate a target.
  968. In ancient days, the Fori were those[000A]who had neither Psynergy of the Jenei[000A]nor the craftsmanship of the Exathi.[000A][000A]The word itself[2014]Fori[2014]even seems to[000A]be an ancient insult that meant[000A]"simple people."
  969. This huge statue was revered by a[000A]village in central Gondowan.[000A][000A]The statue was the entrance to a[000A]vast clockwork labyrinth that was[000A]powered by Psynergy.
  970. This tome is a primer to[000A]the lost language of the[000A]ancients. It was kept[000A]safe in Konpa so that[000A]future generations[000A]could learn its legacy.
  971. This powerful explosion happened above[000A]Mount Aleph 30 years ago, releasing[000A]elemental energy throughout Weyard.[000A][000A]Though the Golden Sun event brought the[000A]dying world back to life, the magnitude of[000A]the power released has caused disasters.
  972. This range divides the[000A]Vale refugees from the[000A]rest of Angara. Isaac's[000A]cabin is on a plateau[000A]that is part of the[000A]new highlands raised[000A]up by the Golden Sun.
  973. This vast continent is south of Angara.[000A]The Warriors of Vale famously traveled to[000A]Gondowan to light the Venus Lighthouse.[000A][000A]This continent, once joined by land to[000A]Angara, has since split away due to the[000A]seismic effects of the Golden Sun.
  974. This terrifying phenomenon is caused by[000A]the Eclipse Tower. While the tower swallows[000A]up all light, monsters of shadow reign.[000A][000A]The Eclipse Tower doesn't merely obstruct[000A]light, it actually absorbs it, though what[000A]this might portend is unclear.
  975. This fierce dragon, more formally known[000A]as the Great Serpent of Mikage, slept in[000A]Mount Mikage on the island of Nihan.[000A][000A]When the Venus Lighthouse was lit, the[000A]dragon awoke. Using sunlight to weaken it,[000A]the Warriors of Vale slew the beast.
  976. This Jenei artifact was[000A]hidden in the Konpa[000A]ruins. It must be[000A]equipped to gain[000A]Grip Psynergy.
  977. This earth-based[000A]Psynergy can grasp[000A]faraway objects and[000A]bring them close.[000A]It can also carry the[000A]user across some gaps.
  978. This earth-based[000A]Psynergy causes plants[000A]to grow rapidly,[000A]sometimes creating[000A]climbable vines to new[000A]locations.
  979. This former ruin has[000A]been rejuvenated[000A]into a thriving city[000A]since the Golden[000A]Sun event. Elemental[000A]energy now flows[000A]throughout Harapa.
  980. This small village on[000A]Harun Island is home[000A]to some ancient[000A]ruins with a legacy of[000A]traditions. It is famous[000A]for the local seaweed.
  981. This water is from a[000A]spring in Imil. It has[000A]the power to heal and[000A]revive any living thing.
  982. This cruel woman was once imprisoned in a[000A]gemstone, luring men who were foolish[000A]enough to be attracted by her beauty.[000A][000A]Her freezing powers helped revive the[000A]Harapa area from near ruin.
  983. This gem was created[000A]by the ancient Neox.
  984. This snowy northern land is home to the[000A]Mercury Lighthouse and its protectors,[000A]the Mercury Clan.[000A][000A]Hermes' Water flows naturally[000A]from the local springs, a product of[000A]the lighthouse's elemental influence.
  985. This continent was where the Warriors of[000A]Vale found the ship that allowed them[000A]to sail around the world.[000A][000A]Indra was once east of Gondowan,[000A]but the seismic effects of the Golden Sun[000A]have pushed it far from that continent.
  986. This ancient Jenei[000A]artifact is Ayuthay's[000A]most treasured[000A]possession.
  987. This water-based[000A]Psynergy allows the[000A]user to view the[000A]true solution[000A]required, among[000A]other deeper views.
  988. This village once rested upon Nihan,[000A]but it was destroyed by massive[000A]tsunamis that flooded it.[000A][000A]It was once terrorized by a monstrous[000A]dragon called the Great Serpent until[000A]the Warriors of Vale slew the beast.
  989. In ancient times, those who could use[000A]Psynergy were known as the Jenei.[000A][000A]With their powers and their understanding[000A]of Alchemy, the Jenei created a great[000A]civilization, which all faded when Alchemy[000A]proved too dangerous for the ancient world.
  990. This lighthouse provided the wind energy[000A]that combined with the other three[000A]elements to power the force of Alchemy.[000A][000A]This tower is now in western Gondowan's[000A]Atteka region and was one of the four that[000A]were lit to trigger the Golden Sun event.
  991. This powerful nation[000A]was founded by[000A]King Wo, who wages[000A]war against Passaj[000A]and Ayuthay from[000A]its rich palace.
  992. This vast inland sea once was a vital[000A]crossing between Angara and Gondowan.[000A][000A]After the two continents were split from[000A]each other by the Golden Sun, the[000A]Karagol Sea became joined to the ocean.
  993. This massive mountain range separates[000A]Ei-Jei in the south of Angara from[000A]Morgal in the north.[000A][000A]Its tall, snowcapped ridge seems to[000A]go on forever, and the Khiren Glacier[000A]is nestled among its highest peaks.
  994. This mysterious forest is in northeastern[000A]Angara. Isaac's old friend, Tret, can be[000A]found somewhere among its trees.
  995. This town is essentially[000A]built into the four great[000A]trees that comprise it.[000A]Its troubled history[000A]leads neighboring folk[000A]to think of it as cursed.
  996. These ruins are thought to have been[000A]a major center where ancient Adepts[000A]could share ideas with visitors.[000A][000A]Little else is known about this[000A]mysterious location, which only came[000A]to light after the Golden Sun.
  997. This giant squid plagued the Karagol Sea,[000A]capsizing all ships that fell into its grip.[000A][000A]While sailing across the Karagol, the[000A]Warriors of Vale slew the vicious squid.
  998. This member of the Waelda tribe is one[000A]of the guardians of Kolima Forest, along[000A]with Tret.[000A][000A]Her emissary, Pewter, has some trouble[000A]remembering his manners.
  999. This legendary island city is home to an[000A]advanced civilization isolated from the world[000A]by surrounding and ever-present mists.[000A][000A]Time passes slowly for its citizens, who[000A]sometimes travel the world in powerful[000A]ships of distinctive design.
  1000. This ancient artifact[000A]puts the Alchemy Well[000A]into operation.[000A]It is a silvery, shining[000A]mask crafted by the[000A]ancient people of[000A]Passaj.
  1001. This object is a power[000A]source strong enough[000A]to fuel the Alchemy[000A]Dynamo.
  1002. This lighthouse provided the fire energy[000A]that combined with the other three[000A]elements to power the force of Alchemy.[000A][000A]This tower is now in the lands north of[000A]Angara and was one of the four that were[000A]lit to trigger the Golden Sun event.
  1003. This lighthouse provided the water energy[000A]that combined with the other three[000A]elements to power the force of Alchemy.[000A][000A]This tower is in the Imil region of Angara[000A]and was one of the four that were lit to[000A]trigger the Golden Sun event.
  1004. This wind-based Psynergy allows the user[000A]to listen to the thoughts and strong[000A]emotions of people and animals.[000A][000A]Only very specialized Wind Adepts such as[000A]Ivan and Sheba can master this esoteric[000A]technique.
  1005. This country occupies the northeastern[000A]part of Angara, with the capital city of[000A]Belinsk at the center.[000A][000A]Morgal is home to many wonders, from[000A]the tree village of Kolima to the ancient[000A]dock facilities of Port Rago.
  1006. This mountain, home to Sol Sanctum,[000A]was mostly destroyed when the[000A]Golden Sun effect exploded above it.[000A][000A]The mountain once stood over the town[000A]of Vale, which was obliterated by that[000A]cataclysmic event 30 years ago.
  1007. These gigantic birds are so rarely seen[000A]that they're beyond legendary.[000A][000A]A single feather can provide enough[000A]material to help craft a soarwing.
  1008. This immense Psynergy Vortex once[000A]unleashed unimaginable destruction[000A]in the center of Angara.[000A][000A]The misery it caused was so widespread,[000A]it became known as the Mourning Moon.
  1009. This earth-based[000A]Psynergy allows the[000A]user to move objects[000A]along the ground. [000A]Objects far too heavy[000A]for human hands can be[000A]moved with little effort.
  1010. The Jenei ruled all civilization with their[000A]powers. Those who lived in what is now[000A]called Craggy Peak were called the Neox.[000A][000A]The Neox worked with the Exathi to create[000A]the Alchemy Machines. But when Alchemy[000A]vanished from the world, so did the Neox.
  1011. This eastern island was once home to[000A]the village of Izumo before it was flooded.[000A]The surviving villagers founded Yamata City.[000A][000A]The dominant feature of the island was[000A]Mount Mikage (also called Gaia Rock),[000A]which was home to the Great Serpent.
  1012. This large continent is far to the south,[000A]across the ocean from Angara.[000A][000A]The Warriors of Vale crossed its desert[000A]expanse and scaled its immense Air's Rock[000A]plateau using wind-based Psynergy.
  1013. This eastern sea lies between Port Rago[000A]and Yamata City. It is quite dangerous,[000A]with rough waters and deadly monsters.[000A][000A]The only ships that consistently survive[000A]crossing it are those made in Port Rago.
  1014. This legendary labyrinth is said to be[000A]quite serpentine, ensnaring those[000A]who dare to enter its twists and turns.
  1015. This mountain town is[000A]home to craftsmen.[000A]Though atop a remote[000A]peak, Passaj is said to[000A]have gotten its name[000A]because it is, or was,[000A]a passage of some sort.
  1016. This general store[000A]serves up just about[000A]everything refugees[000A]from Vale might need[000A]to survive. A small[000A]settlement is huddled[000A]around the store.
  1017. This harbor is home to[000A]proud shipwrights in[000A]the ancient Exathi[000A]tradition. The docks[000A]there are a beautiful[000A]heirloom of the town's[000A]distant past.
  1018. This sea god stood in the way of all those[000A]who tried to sail past him.[000A][000A]The Warriors of Vale had to acquire the[000A]Trident of Ankohl in order to breach[000A]Poseidon's invulnerability.
  1019. Controlling the elements with the[000A]mind is known as using Psynergy.[000A][000A]Those who use Psynergy are called[000A]Adepts[2014]masters over earth, wind,[000A]fire, and water. Many effects are[000A]possible through the use of Psynergy.
  1020. This is a Psynergy-rich mineral that[000A]forms over many years as elemental[000A]power slowly crystallizes.[000A][000A]Adepts can regain Psynergy Points by[000A]touching a stone, which then shatters.
  1021. These are distortions in space that[000A]suck the elemental energy out of[000A]the world[2014]and from Adepts.[000A][000A]They're thought to be an aftereffect[000A]caused by the Golden Sun event.
  1022. This town rests on the[000A]former marshland made[000A]habitable by Kolima[000A]Village's migration.[000A]It is a popular stop for[000A]people wanting to buy[000A]dream leaves.
  1023. This country makes up the eastern part[000A]of the Ei-Jei region. It used to be a[000A]fearsome and aggressive colonial power.
  1024. The Sanan people have spread from their[000A]homeland, Sana, throughout much of[000A]Angara[2014]including Kaocho and Morgal.[000A][000A]Their original country has been both an[000A]aggressor and a peacekeeper throughout[000A]the history of Angara.
  1025. This body of water in the southeast of[000A]Morgal borders Sana and Champa. A number[000A]of valuable trade routes run through it.[000A][000A]Where there are trade ships, there is[000A]piracy. [F00E]6 in particular has made[000A]himself the scourge of the region.
  1026. This legendary man, whose powers are[000A]based in fire, has been sealed in the Sand[000A]Prince Stone since the era of the ancients.[000A][000A]He has waited below Ayuthay for someone[000A]worthy enough to claim the gemstone, for[000A]it holds a great power.
  1027. This gem was created[000A]by the ancient Neox.
  1028. This earth-based[000A]Psynergy is unique to[000A][F00E]7. It allows[000A]her to discover hidden[000A]objects and other[000A]secrets.
  1029. This glove creates the[000A]same effect as the[000A]Slap Psynergy unique[000A]to beastmen. Even[000A]those without Psynergy[000A]powers can use this[000A]treasure of Morgal.
  1030. This wind-based[000A]Psynergy conjures a[000A]blast of air with unusual[000A]properties. It's good[000A]for knocking things[000A]around or waking up[000A]sleeping people.
  1031. This monster was born from the angry[000A]spirits of the creatures killed when the[000A]Golden Sun relocated Kolima Village.[000A][000A]Its curse altered the Dream Tree to[000A]produce nightmare-causing leaves.
  1032. This remarkable[000A]invention allows its[000A]wearer to glide upon[000A]the winds. Soarwings[000A]are hard to make and[000A]so are quite rare.
  1033. This ancient relic is[000A]said to be related to[000A]the Alchemy Forge[000A]in some way.
  1034. This ancient temple hidden in Mount Aleph[000A]was said to be the birthplace of Alchemy[000A]and the repository for the Elemental Stars.[000A][000A]After the stars were used to start the[000A]Elemental Lighthouses, creating the Golden[000A]Sun, the resulting havoc ruined the temple.
  1035. This wind-based[000A]Psynergy allows users[000A]to read minds. Only[000A][F00E]5 can wield[000A]this power, though Ivan[000A]and Sheba were known[000A]to use a similar ability.
  1036. This forest is said to transform at night,[000A]changing into a wood that ensnares[000A]those brave[2014]or foolish[2014]enough to[000A]enter it after dark.
  1037. This nomadic tent village[000A]is located in the snowy[000A]Khiren Mountains. Its[000A]people survive by[000A]staying mobile and[000A]following their flocks[000A]of sheep and goats.
  1038. This ancient home of the Jenei Adepts[000A]was built into the northern face of the[000A]Khiren Mountains.[000A][000A]Time has not been kind to the Teppe ruins,[000A]and the Golden Sun event damaged them[000A]further. They crumble a little more each day.
  1039. This fire-based[000A]Psynergy creates a[000A]warm updraft strong[000A]enough to lift the user[000A]up to otherwise[000A]inaccessible heights.
  1040. This white gem was[000A]sealed away inside the[000A]Watchtower of[000A]Warrior's Hill. There's[000A]an unusual sigil in[000A]the center.
  1041. This city is the capital[000A]of Sana. It is known[000A]for its exquisite[000A]architecture as well[000A]as being a center of[000A]fishing and commerce.
  1042. This Psynergy heightens[000A]a user's sense of smell,[000A]making it possible to[000A]detect faint odors[000A]and track them back[000A]to their source.
  1043. This flute is said to[000A]be made from ancient[000A]trees that once grew[000A]near Ayuthay Castle.[000A]Its craftsmanship is[000A]undeniably old.
  1044. This is an old friend of Isaac's who lives[000A]in Kolima Forest. Apparently he has useful[000A]information about Mountain Rocs.
  1045. This enigmatic nation has great scientific[000A]and military prowess. They fly in a giant[000A]airship, giving them the name "Zenith Tribe."[000A][000A]They are obviously interested in all things[000A]related to Alchemy, including ancient[000A]devices and Psynergy Vortexes.
  1046. These items of equipment were[000A]created by the ancient Jenei to[000A]harness the powers of darkness.
  1047. This weathered map of[000A]Morgal was left by the[000A]Jenei so that their[000A]descendants could find[000A]the Umbra Gear.
  1048. This village lay at the foot of Mount Aleph[000A]until the Golden Sun event, when Aleph[000A]exploded, devastating the area. [000A][000A]The people of Vale have settled elsewhere,[000A]with most making their home around the[000A]new Goma Plateau and the Goma Mountains.
  1049. This lighthouse provided the earth energy[000A]that combined with the other three[000A]elements to power the force of Alchemy.[000A][000A]This tower is in Gondowan and was one[000A]of the four that were lit to trigger[000A]the Golden Sun event.
  1050. These plant-based beings live for many[000A]human generations and gather immense[000A]knowledge over their long lives.[000A][000A]Certain Waelda tribesmen, such as Tret and[000A]Laurel, have gained enough wisdom to be[000A]deified and known as enlightened trees.
  1051. These ancient systems protect the ruins[000A]beneath Belinsk by replicating the will of[000A]the Warden of the North, a Jenei official.[000A][000A]The systems test Adepts who wish to[000A]enter, and only those who pass are allowed[000A]access to the Alchemy Dynamo's core.
  1052. This group of Adepts saved the world by[000A]unsealing the force of Alchemy and causing[000A]the Golden Sun event 30 years ago.[000A][000A]But because that event also brought[000A]mass destruction, the Warriors of Vale[000A]are widely seen as a controversial group.
  1053. This legendary building sits atop[000A]Warrior's Hill on Harun Island, waiting for[000A]worthy champions.
  1054. The world of Weyard is a flat, disklike[000A]planet composed of four elements:[000A]earth, wind, fire, and water.[000A][000A]The elemental forces of Alchemy, once[000A]sealed away, have returned to Weyard,[000A]bringing new life[2014]but also destruction.
  1055. This wind-based[000A]Psynergy summons a[000A]small tornado. Light[000A]objects may be blown[000A]away by the wind. The[000A]whirlwind also pushes[000A]the user back slightly.
  1056. This absolute being looks like a floating[000A]boulder with one central eye. He watches[000A]over Weyard and holds unimaginable power.[000A][000A]The Wise One is now known to be what[000A]the ancients called a Philosopher's Stone,[000A]a creature they forged through Alchemy.
  1057. This city is the primary[000A]settlement on Nihan.[000A]Its culture is centered[000A]around spirituality, with[000A]many prayer shrines.
  1058. This unique mineral, also[000A]called "floating stone,"[000A]floats in the air when[000A]touched by the wind.
  1059. This young man is a promising Earth Adept,[000A]just like his father was when he started[000A]his adventures 30 years ago.[000A][000A]And just like Isaac, who led the famous[000A]Warriors of Vale, [F00E]0 is a person of[000A]few words but strong convictions.
  1060. This young Wind Adept has long known[000A][F00E]0 and [F00E]2, often visiting[000A]them at their Goma Plateau cabin.[000A][000A]Her father, Ivan, was a Warrior of Vale.[000A]She has inherited her father's indomitable[000A]spirit and powers of observation.
  1061. This young man is a Fire Adept, following[000A]in the footsteps of his father, Garet.[000A][000A]He has a reputation for being a[000A]troublemaker, but [F00E]0 is still[000A]proud to call him his best friend.
  1062. This Earth Adept left his hometown of[000A]Vale over 30 years ago[2014]and returned to[000A]find it destroyed by the Golden Sun event.[000A][000A]He lives in a cabin that looks upon distant[000A]Mount Aleph, where he trains his son,[000A][F00E]0, in the use of Psynergy.
  1063. This old friend of Isaac's fought alongside[000A]him as a Warrior of Vale in the events[000A]leading to the Golden Sun phenomenon.[000A][000A]He is [F00E]2's father and a Fire Adept[000A]just like his son. He lives near Mount Aleph,[000A]helping Isaac monitor the area.
  1064. This Warrior of Vale traveled with Isaac[000A]during their quest 30 years ago.[000A]He now lives in the nearby land of Kalay.[000A][000A]He and his daughter, [F00E]1, are Wind[000A]Adepts, descendants of the Anemos,[000A]an old civilization thought long gone.
  1065. Another one of Vale's Earth Adepts led a[000A]second party that joined up with Isaac's[000A]group in the days before the Golden Sun.[000A][000A]Felix's sister, Jenna, and the scholar Kraden[000A]were others from Vale in his party. He left[000A]his homeland[2014]and has not been seen since.
  1066. This Vale refugee has built a large[000A]general store and inn for fellow[000A]survivors of the Golden Sun event.[000A][000A]Though not exactly a mayor,[000A]Patcher is the closest thing to a[000A]leader this outpost has.
  1067. This old scholar is one of Weyard's[000A]foremost authorities on Alchemy,[000A]Psynergy, and ancient cultures.[000A][000A]He traveled with the Warriors of Vale,[000A]and he now conducts his research with[000A]two young apprentices.
  1068. This leader of the lumberjack camp is[000A]known as Carver, though as an old Vale[000A]refugee, it's unknown whether he's always[000A]been called that[2014]or just loves his job.[000A][000A]He never shies away from a task at[000A]hand, which sometimes worries his men.
  1069. This young woman is one of Kraden's[000A]two highly promising Alchemy students,[000A]along with her brother, [F00E]3.[000A][000A]She has immense respect for her mentor[000A]and spends most of her time studying[000A]ancient ruins and artifacts with him.
  1070. This Water Adept has traveled the world[000A]with his teacher, Kraden, studying Alchemy[000A]and other traces of the ancient world.[000A][000A][F00E]3 is the son of Mia, a Water Adept[000A]who traveled with the Warriors of Vale,
  1071. This master swordsman is commander[000A]to a mysterious group of soldiers.
  1072. This fortune-teller peers into the[000A]distant future by gazing into[000A]her crystal ball.[000A][000A]She and her partner, Nhemo, provide[000A]their psychic talents in the city[000A]of Harapa.
  1073. This fortune-teller probes the[000A]near future by looking into the[000A]calm waters in her golden bowl.[000A][000A]She and her partner, Nhamu, provide[000A]their psychic talents in the city[000A]of Harapa.
  1074. This Warrior of Vale helped Felix and his[000A]compatriots trigger the Golden Sun. She is[000A]a brave ally and a skilled Wind Adept.[000A][000A]While her actual origins are still unknown,[000A]some say she is a child of the gods, since[000A]she literally fell out of the sky as a baby.
  1075. This elder of Passaj, like all descendants[000A]of the ancient Exathi, is a blacksmith[000A]of great craftsmanship.[000A][000A]He is stubborn and short tempered[000A]but devoted to protecting his people,[000A]especially against incursions from Kaocho.
  1076. This young man helps his grandfather,[000A]Bogho, look after Passaj.[000A][000A]He lost his parents at an early age[000A]and has since devoted himself to[000A]serving the people of Passaj.
  1077. This nephew to King Paithos is the[000A]prince of Ayuthay. He is also a[000A]good friend to Baghi from Passaj.
  1078. This younger of the two Kaocho generals[000A]is celebrated for his swordsmanship.[000A]He is a master of the Zealous Fury attack.[000A][000A]Ku-Embra is brash and temperamental,[000A]unlike his cogeneral and brother, Ku-Tsung.
  1079. This older of the two Kaocho generals[000A]is renowned for his combat skills.[000A]He is a master of the Dragon Spark attack.[000A][000A]Ku-Tsung is fairly reasonable, unlike his[000A]cogeneral and brother, Ku-Embra.
  1080. The military-minded ruler founded the[000A]new country of Kaocho in the name of[000A]his home empire, Sana.[000A][000A]He spends his days plotting how to take[000A]over more of Ei-Jei and has mysteriously[000A]built his palace upon ancient ruins.
  1081. This cabinet minister in King Wo's court[000A]oversees Kaocho's military efforts in[000A]Passaj and Ayuthay.[000A][000A]Kan-Shuku has grown frustrated by[000A]the failures of his troops, and he fears[000A]King Wo's growing displeasure.
  1082. This woman is the assistant to King Wo's[000A]advisor, Kan-Shuku.[000A][000A]In practice, however, Meisa is the one who[000A]keeps King Wo's court on course. Her[000A]shrewd insights have earned her a[000A]permanent place next to his throne.
  1083. This woman brims with a beauty that's[000A]rarely seen among the people of Angara.[000A][000A]Chalis has become a trusted advisor in[000A]King Wo's court, though it seems that her[000A]strange wealth of information is what has[000A]caught the Kaocho ruler's attention.
  1084. This ruler of Ayuthay is known as[000A]King Paithos. He has presided over a[000A]new era of prosperity brought by the[000A]restarting of Ayuthay's Alchemy Well.
  1085. This Ayuthay was [F00E]4's mother,[000A]who passed away not long after her[000A]child was born. She was also the[000A]sister of King Paithos.
  1086. This hotheaded Sanan youth has taken up[000A]residence in Te Rya village after apparently[000A]being on the run.
  1087. This elderly man is Ryu Kou's tutor,[000A]mentor, and friend. His calm, rational[000A]manner balances his pupil's fiery nature.
  1088. This young girl is much beloved by the[000A]villagers of Te Rya and especially Ryu Kou.
  1089. This beastman Adept has enhanced[000A]senses and can read others' minds[000A]and render scents visible.
  1090. This leader of beastmen is the king of[000A]Morgal. He was crowned after leading the[000A]successful uprising against Sanan colonists.
  1091. This ruler of Bilibin got his start as the[000A]mayor of a small town. Over the years,[000A]it has grown into a full-fledged kingdom.[000A][000A]While Lord McCoy is the ruler of his domain,[000A]there are widespread rumors that his wife[000A]plans to put her son on the throne.
  1092. This young pirate has succeeded his[000A]father, Briggs, as the scourge of the[000A]Eastern Sea.[000A][000A]He has been captured by Morgal forces[000A]and is being held in Belinsk.
  1093. This musician is a member of Belinsk's[000A]popular minstrel troupe. He has visited[000A]many lands in search of musical inspiration.
  1094. This Fire Adept was a Warrior of Vale who[000A]fought at Felix's side. She currently resides[000A]in Kalay, along with other Vale survivors.[000A][000A]While her son [F00E]0's powers are[000A]inherited from his father, he did get her[000A]bright and determined spirit.
  1095. This grizzled sailor is the de facto ruler[000A]of the notorious Champa pirates and[000A]father of [F00E]6.[000A][000A]Despite his brash demeanor, he has a[000A]sentimental side, as seen in his attachment[000A]to his old and worn-out ship.
  1096. This Water Adept from the remote[000A]civilization of Lemuria joined Felix's[000A]party in his quest to ignite the lighthouses.[000A][000A]He now sails the world in his ancient ship,[000A]investigating mysterious phenomena.
  1097. This Warrior of Vale traveled with Isaac.[000A]She is a Water Adept whose powers were[000A]inherited by her son, [F00E]3.[000A][000A]She is descended from the Mercury Clan,[000A]keepers of the Elemental Lighthouse of[000A]the same name.
  1098. This masked man is apparently in[000A]league with the Tuaparang.
  1099. This storyteller is the historian of[000A]Harun Village. He is distracted by worry[000A]since his son and grandson disappeared.
  1100. This boy has been missing since[000A]the eclipse.
  1101. This young girl is daughter to Susa and[000A]Kushinada of Yamata. She supposedly[000A]possesses remarkable powers.
  1102. This king of Yamata is father to [F00E]7[000A]and Takeru and husband to Kushinada.[000A]He was a hero of Izumo in his youth.[000A][000A]While the younger Susa was wild and[000A]uncontrollable, age has mellowed him, and[000A]he has earned the respect of his subjects.
  1103. This queen of Yamata is the mother of[000A][F00E]7 and Takeru. Since [F00E]7's[000A]illness, she has led continuous prayer vigils.[000A][000A]As a young woman, she was chosen by[000A]lottery to be sacrificed to a monster but[000A]was saved by the Warriors of Vale.
  1104. This courageous warrior is the son of Susa[000A]and Kushinada, making him the prince of[000A]Yamata and heir apparent.[000A][000A]After his sister, [F00E]7, had a vision of[000A]the world in peril, he went abroad on an[000A]important mission.
  1105. This Earth Adept was sister to Susa and[000A]the de facto ruler of Izumo before the[000A]village was destroyed by tsunamis.[000A][000A]She died of an illness shortly after[000A]shepherding her people to Yamata.
  1106. This wise and educated monarch rules[000A]Sana from the capital of Tonfon.[000A][000A]He succeeded the warlike Emperor Ko[000A]after a bloody civil war, uniting and bringing[000A]peace to his war-torn country.
  1107. This warmongering tyrant was once emperor[000A]of Sana and known as the Dread Emperor[000A]for his aggressive expansionism.[000A][000A]On his death, a civil war in Sana eventually[000A]crowned Unan as the new emperor, bringing[000A]much-needed peace to the region.
  1108. This Sanan royal is mother to Ryu Kou and[000A]Hou Ju. Besides having lost her husband[000A]to war, both of her children are missing.
  1109. This Sanan royal was killed during[000A]the battle in which Morgal won its[000A]independence.
  1110. This formidable Champan lady is Briggs's[000A]grandmother. She is respected (and[000A]occasionally feared) by her countrymen.[000A][000A]She is descended from the ancient Ankohl[000A]civilization, and she maintains their advanced[000A]blacksmithing tradition.
  1111. This ancient Alchemy Machine sealed the[000A]Eclipse Tower in the Belinsk ruins.[000A][000A]After being reactivated with the Magma Orb,[000A]it causes the Grave Eclipse.
  1112. This ancient machine was built by the Neox[000A]and is powered by the element of fire.[000A][000A]The machine can be put in reverse with[000A]the Cold Snap Psynergy from the[000A]Ice Queen Stone.
  1113. This ancient machine was built by the[000A]Neox to create water in vast quantities.[000A][000A]The machine can be put in reverse with[000A]the Arid Heat Psynergy from the[000A]Sand Prince Stone.
  1114. This tribe of Wind Adepts is said to have[000A]raised its ancient city into the sky, where[000A]its underside is still visible as the moon.[000A][000A]All modern Wind Adepts are thought to[000A]be descended from the Anemos.
  1115. This ancient machine amplifies light.[000A]It concentrates and magnifies light[000A]into a beam of astounding intensity.[000A][000A]Concerned that its power might fall into[000A]the wrong hands, the ancient Jenei sealed[000A]it away in Apollo Sanctum.
  1116. This ancient musical incantation has no[000A]sheet music[2014]each of the six parts is given[000A]by a master musician to one apprentice.[000A][000A]When played, the music mesmerizes any[000A]non-Adept who hears it. It also will open[000A]the secret entrance to the Belinsk ruins.
  1117. This fire-based[000A]Psynergy can[000A]evaporate a water[000A]source in the[000A]blink of an eye.
  1118. This is the country of[000A]master stoneworkers[2014][000A]descendants of the[000A]Exathi. The waters[000A]from its Alchemy Well[000A]have restored its[000A]fortunes.
  1119. This fortress city is the[000A]capital of Morgal, the[000A]country of beastmen.[000A]The ancient ruins on[000A]the surface conceal the[000A]Eclipse Tower below.
  1120. This town is essentially[000A]two towns: one in[000A]Bilibin and one in[000A]Morgal. As the nations[000A]involved become more[000A]hostile, the town is[000A]increasingly divided.
  1121. This camp stands at one[000A]end of a valley that[000A]leads through the Goma[000A]Mountains to the[000A]continent beyond. But[000A]its bridge to Bilibin has[000A]been destroyed.
  1122. This water-based[000A]Psynergy produces an[000A]arctic chill. By focusing[000A]its power on a specific[000A]point, the user can[000A]turn a water source[000A]into a pillar of ice.
  1123. This mountain was once home to the Neox.[000A]Their ancient but highly advanced civilization[000A]created many remarkable devices.[000A][000A]The Neox were wiped out when Alchemy[000A]was sealed away. Their legacy lives on in[000A]the form of ruins that dot the mountain.
  1124. This fire-based[000A]Psynergy strikes an[000A]object with great force.[000A]It can be used on[000A]cracked boulders and[000A]weakened floors to[000A]shatter them.
  1125. This relic of Sludge[000A]retains some of his[000A]destructive power.[000A]It can be worn to[000A]gain the Crush[000A]Psynergy.
  1126. A Djinni is a creature of pure elemental[000A]energy. Adepts use Djinn to enhance[000A]their own powers and summon spirits.[000A][000A]Djinn fall into four elemental[000A]categories: Mars (fire), Mercury (water),[000A]Venus (earth), and Jupiter (wind).
  1127. This water-based[000A]Psynergy conjures[000A]a small storm cloud[000A]that can extinguish[000A]fires and fill small[000A]cavities with water.
  1128. This is the source of the dream leaves that[000A]grant pleasant dreams. It is also one of the[000A]great trees that Kolima Village is built into.[000A][000A]Hermes' Water has cured the disease that[000A]ravaged the Dream Tree, and its leaves[000A]are again healthy.
  1129. These gems are only[000A]useful in pairs. Each[000A]taps into its holder's[000A]life force to emit light[000A]and communicate[000A]with the other stone.
  1130. This ancient edifice is sealed away in the[000A]Belinsk ruins. It radiates power in a manner[000A]similar to the Elemental Lighthouses.[000A][000A]It was sealed away because of the[000A]forbidden energies associated with it.
  1131. This is a general term for the region in[000A]the southeast part of Angara that includes[000A]Ayuthay, Kaocho, Sana, and Champa.[000A][000A]It is generally a sophisticated and[000A]prosperous area. This prosperity can be[000A]traced to several Alchemy Machines.
  1132. There are four of these towers that sent[000A]their beams of elemental energy over Mount[000A]Aleph to cause the Golden Sun event.[000A][000A]This released the force of Alchemy,[000A]which had been sealed away by the[000A]ancients, back into the world of Weyard.
  1133. These four crystals, the keys to starting[000A]the Elemental Lighthouses, were once[000A]sealed up in Sol Sanctum by the ancients.[000A][000A]Thirty years ago, the crystals were taken[000A]from the sanctum and used in the quest[000A]to cause the Golden Sun event.
  1134. Elements[2014]such as those of earth, wind,[000A]water, and fire[2014]are the building blocks of[000A]matter, and promote natural growth.[000A][000A]When the Elemental Lighthouses were lit,[000A]elemental power surged back into the world,[000A]making the use of Alchemy possible again.
  1135. This massive, ancient edifice divides[000A]Ei-Jei and Morgal. Its origin and purpose[000A]are largely unknown.[000A][000A]The wall extends west from Sana into the[000A]heart of Angara and ends at Apollo Sanctum.
  1136. This huge statue was revered by a[000A]village in central Gondowan.[000A][000A]The statue was the entrance to a[000A]vast clockwork labyrinth that was[000A]powered by Psynergy.
  1137. This tome is a primer to[000A]the lost language of the[000A]ancients. It was kept[000A]safe in Konpa so that[000A]future generations[000A]could learn its legacy.
  1138. This vast continent is south of Angara.[000A]The Warriors of Vale famously traveled to[000A]Gondowan to light the Venus Lighthouse.[000A][000A]This continent, once joined by land to[000A]Angara, has since split away due to the[000A]seismic effects of the Golden Sun.
  1139. This Jenei artifact was[000A]hidden in the Konpa[000A]ruins. It must be[000A]equipped to gain[000A]Grip Psynergy.
  1140. This earth-based[000A]Psynergy causes plants[000A]to grow rapidly,[000A]sometimes creating[000A]climbable vines to new[000A]locations.
  1141. This water is from a[000A]spring in Imil. It has[000A]the power to heal and[000A]revive any living thing.
  1142. This cruel woman was once imprisoned in a[000A]gemstone, luring men who were foolish[000A]enough to be attracted by her beauty.[000A][000A]Her freezing powers helped revive the[000A]Harapa area from near ruin.
  1143. This gem was created[000A]by the ancient Neox.[000A]It is the key to gaining[000A]the power to put the[000A]Alchemy Forge in[000A]reverse.
  1144. This snowy northern land is home to the[000A]Mercury Lighthouse and its protectors,[000A]the Mercury Clan.[000A][000A]Hermes' Water flows naturally[000A]from the local springs, a product of[000A]the lighthouse's elemental influence.
  1145. This continent was where the Warriors of[000A]Vale found the ship that allowed them[000A]to sail around the world.[000A][000A]Indra was once east of Gondowan,[000A]but the seismic effects of the Golden Sun[000A]have pushed it far from that continent.
  1146. This Jenei artifact is[000A]Ayuthay's most[000A]treasured possession.[000A]It has a consciousness[000A]and chose [F00E]4[000A]as its master.
  1147. This powerful nation[000A]was founded by[000A]King Wo, who covets[000A]the treasures of the[000A]Ei-Jei region and wages[000A]war against Passaj[000A]and Ayuthay.
  1148. This vast inland sea once was a vital[000A]crossing between Angara and Gondowan.[000A][000A]After the two continents were split from[000A]each other by the Golden Sun, the[000A]Karagol Sea became joined to the ocean.
  1149. This mysterious forest somehow blocks[000A]visitors with strange magic. The few Waelda[000A]tribesmen live within and guard the forest.[000A][000A]The Golden Sun event somehow moved the[000A]forest far to the east.
  1150. This giant squid plagued the Karagol Sea,[000A]capsizing all ships that fell into its grip.[000A][000A]While sailing across the Karagol, the[000A]Warriors of Vale slew the vicious squid.
  1151. This object powers[000A]the Alchemy Dynamo.[000A]It appears as a jewel[000A]that pulses with power.[000A]It is found inside[000A]the body of the[000A]Mountain Roc.
  1152. Mountain Rocs are rare and powerful[000A]enough to be worshipped as gods of[000A]birdkind.[000A][000A]Alchemy Machines can be powered by[000A]the Magma Orbs that form in their[000A]bellies.
  1153. This earth-based[000A]Psynergy allows the[000A]user to move objects[000A]along the ground. [000A]Objects far too heavy[000A]for human hands can be[000A]moved with little effort.
  1154. This large continent is far to the south,[000A]across the ocean from Angara.[000A][000A]The Warriors of Vale crossed its desert[000A]expanse and scaled its immense Air's Rock[000A]plateau using wind-based Psynergy.
  1155. This labyrinth below the new Kaocho Palace[000A]was built by the ancient ancestors of[000A]those living in Ayuthay.[000A][000A]It is said to hold an important mask that is[000A]a critical piece of ancient machinery.
  1156. The Exathi descendants[000A]in this town mine the[000A]floating ore, zol. Passaj[000A]is said to have gotten[000A]its name because it is,[000A]or was, a mountain[000A]passage of some sort.
  1157. This sea god stood in the way of all those[000A]who tried to sail past him.[000A][000A]The Warriors of Vale had to acquire the[000A]Trident of Ankohl in order to breach[000A]Poseidon's invulnerability.
  1158. Controlling the elements with the[000A]mind is known as using Psynergy.[000A][000A]Those who use Psynergy are called[000A]Adepts[2014]masters over earth, wind,[000A]fire, and water. Many effects are[000A]possible through the use of Psynergy.
  1159. This country makes up the eastern part[000A]of the Ei-Jei region. It used to be a[000A]fearsome and aggressive colonial power.[000A][000A]After Emperor Ko's death, Sana fell[000A]into a deadly civil war of succession. Unan,[000A]who desired unity, was eventually crowned.
  1160. This legendary man, whose powers are[000A]based in fire, has been sealed in the Sand[000A]Prince Stone since the era of the ancients.[000A][000A]He has waited below Ayuthay for someone[000A]worthy enough to claim the gemstone, for[000A]it holds a great power.
  1161. This gem was created[000A]by the ancient Neox.[000A]It is the key to gaining[000A]the power to put the[000A]Alchemy Well in[000A]reverse.
  1162. This earth-based[000A]Psynergy is unique to[000A][F00E]7. It allows[000A]her to discover hidden[000A]objects and other[000A]secrets.
  1163. The feather of a[000A]Mountain Roc is what[000A]gives this invention[000A]its gliding power.[000A]If trained, Adepts can[000A]use a soarwing to fly[000A]with high precision.
  1164. This ancient relic is[000A]required for operating[000A]the Alchemy Forge.[000A]This golden mask was[000A]crafted by the ancient[000A]Exathi of Passaj.
  1165. This wind-based[000A]Psynergy allows users[000A]to read minds. Only[000A][F00E]5 can wield[000A]this power, though Ivan[000A]and Sheba were known[000A]to use a similar ability.
  1166. This fire-based[000A]Psynergy creates a[000A]warm updraft strong[000A]enough to lift the user[000A]up to otherwise[000A]inaccessible heights.
  1167. This white gem was[000A]sealed away inside the[000A]Watchtower of[000A]Warrior's Hill. The Adept[000A]it chooses can use it[000A]for a third eye and see[000A]the unseen.
  1168. This Psynergy heightens[000A]a user's sense of smell,[000A]making it possible to[000A]detect faint odors[000A]and track them back[000A]to their source.
  1169. This Waelda tribesman is one of the elders[000A]and guardians of Kolima Forest, along with[000A]Laurel.[000A][000A]Over time he has grown into a massive[000A]tree and has protected all of Kolima from[000A]numerous calamities.
  1170. These five items were left by the Jenei[000A]for their descendants in the event of[000A]another Grave Eclipse.[000A][000A]When worn, this equipment shields the[000A]wearer from the power of light, though[000A]only beastmen are able to use it.
  1171. This legendary building sits atop[000A]Warrior's Hill on Harun Island, waiting for[000A]worthy champions.[000A][000A]The Third Eye, a countermeasure against[000A]the eventual awakening of Luna Tower,[000A]rests here.
  1172. The world of Weyard is a flat, disklike[000A]planet composed of four elements:[000A]earth, wind, fire, and water.[000A][000A]The elemental forces of Alchemy, once[000A]sealed away, have returned to Weyard,[000A]bringing new life[2014]but also destruction.
  1173. This wind-based[000A]Psynergy summons a[000A]small tornado. Light[000A]objects may be blown[000A]away by the wind. The[000A]whirlwind also pushes[000A]the user back slightly.
  1174. This unique mineral, also[000A]called "floating stone,"[000A]floats in the air when[000A]touched by the wind.[000A]It can be melted down[000A]to create a floating gas.
  1175. This young man is a Fire Adept, following[000A]in the footsteps of his father, Garet.[000A][000A]He has lived up to his reputation for[000A]being a troublemaker by crashing[000A]the soarwing[2014]the event which has[000A]propelled the heroes into action.
  1176. This Vale refugee has built a large general[000A]store and inn to support fellow survivors[000A]of the Golden Sun aftermath.[000A][000A]This unofficial leader of this area welcomes[000A]all who visit, except [F00E]2, who once[000A]nearly burned down his place.
  1177. This Tuaparang commander is a master[000A]swordsman constantly looking for a fight.[000A][000A]He works closely with Chalis in manipulating[000A][F00E]0's group to accomplish their[000A]own sinister goals.
  1178. This Warrior of Vale helped Felix and his[000A]compatriots trigger the Golden Sun. She is[000A]a brave ally and a skilled Wind Adept.[000A][000A]While her actual origins are still unknown,[000A]some say she is a child of the gods, since[000A]she literally fell out of the sky as a baby.
  1179. This young man helps his grandfather,[000A]Bogho, look after Passaj.[000A][000A]He lost his parents at an early age and[000A]has since devoted himself to serving his[000A]people, which has won him the[000A]friendship of Ayuthay's [F00E]4.
  1180. This prince of Ayuthay long thought he was[000A]a miracle born purely of his mother's powers.[000A]King Paithos has revealed the truth.[000A][000A]His mother had no powers, and [F00E]4 has[000A]inherited his Water Adept abilities from a[000A]strong Adept whose identity is a mystery.
  1181. This younger of the two Kaocho generals,[000A]who passed during the Grave Eclipse,[000A]was celebrated for his swordsmanship.[000A][000A]His restless spirit lingers, caught[000A]within the earthly realm.
  1182. This older of the two Kaocho generals,[000A]who passed during the Grave Eclipse,[000A]was renowned for his tactical leadership.[000A][000A]His frustrated spirit still lingers, trapped[000A]within the earthly realm.
  1183. This woman is the assistant to King Wo's[000A]advisor, Kan-Shuku.[000A][000A]In practice, however, Meisa is the one who[000A]keeps King Wo's court on course. Her[000A]shrewd insights have earned her a[000A]permanent place next to his throne.
  1184. This Tuaparang agent uses her enchanting[000A]wiles to bewitch King Wo and manipulate[000A]Kaocho from behind the throne. [000A][000A]She is partnered with Blados, subtly[000A]pushing [F00E]0 and his friends to[000A]accomplish their goals.
  1185. This ruler of Ayuthay has presided over a[000A]new era of prosperity brought by the[000A]restarting of Ayuthay's Alchemy Well.[000A][000A]He has sheltered his people from attack by[000A]ordering everyone into the underground[000A]part of his city. He is [F00E]4's uncle.
  1186. This Ayuthay has long been heralded[000A]as an Adept who worked miracles.[000A][000A]King Paithos is one of few who know the[000A]truth: a mystery man whom she was in love[000A]with was truly this Adept. She died not long[000A]after giving birth to his child, [F00E]4.
  1187. This member of the Sanan royal family[000A]triggered the Grave Eclipse in the hopes[000A]of saving his sister, Hou Ju.[000A][000A]After his father was killed in Morgal's[000A]revolt, he escaped into Te Rya village[000A]with his sister and Hou Zan.
  1188. This elderly man was Ryu Kou's tutor,[000A]mentor, and friend. His calm, rational[000A]manner balanced his pupil's fiery nature.[000A][000A]Despite his age, Hou Zan was a master[000A]of martial arts. He died defending Ryu Kou[000A]and Hou Ju during the Grave Eclipse.
  1189. This young girl is Ryu Kou's sister.[000A]She was held prisoner in Belinsk in[000A]the aftermath of Morgal's revolution.[000A][000A]She seems to inspire a fierce devotion[000A]in all who know her, as evidenced by[000A]her brother and the villagers of Te Rya.
  1190. This beastman is part of the Czamaral[000A]clan, royal family of Morgal. She is[000A]King Volechek's younger sister.[000A][000A]Her unique powers let her read minds[000A]and render scents visible. In battle, she[000A]can transform into a ferocious beast.
  1191. This leader of beastmen is the king of[000A]Morgal and [F00E]5's older brother.[000A][000A]His long war with Sana and Bilibin has driven[000A]his anger and desperation, causing him to[000A]activate Luna Tower.
  1192. This young pirate has succeeded his[000A]father, Briggs, as the scourge of the[000A]Eastern Sea.[000A][000A]As a Fire Adept, [F00E]6 has an edge[000A]in piracy. Free spirited like his father, he[000A]is also loyal and respected by his crew.
  1193. This musician is a member of Belinsk's[000A]popular minstrel troupe, the only band[000A]capable of performing "Arangoa Prelude."[000A][000A]He spends much time traveling in his[000A]search for musical inspiration, so he is[000A]known throughout Morgal.
  1194. This grizzled sailor was the de facto ruler[000A]of the notorious Champa pirates and[000A]father of [F00E]6.[000A][000A]His bravery saved [F00E]6, but he was[000A]killed by monsters during the Grave Eclipse.[000A]He died a hero aboard his beloved ship.
  1195. This Adept's machinations were largely[000A]responsible for the Golden Sun event, which[000A]granted him tremendous power.[000A][000A]While he currently cooperates with the[000A]Tuaparang, his goals in doing so remain[000A]mysterious.
  1196. This storyteller is the historian of[000A]Harun Village. His duty is to direct brave[000A]champions to Warrior's Hill.[000A][000A]He is much beloved for his stories[000A]by the village children, including his[000A]grandson, Kaba.
  1197. This boy is the grandson of Ikan, storyteller[000A]of Harun Village. [000A][000A]When his father was wounded during a[000A]shipwreck caused by the eclipse,[000A]he carried the injured man to safety.
  1198. This young girl is daughter to Susa and[000A]Kushinada of Yamata. She is also an Earth[000A]Adept chosen to bear the Third Eye.[000A][000A]Despite her youth and relative inexperience,[000A]she possesses powerful Psynergy and can[000A]see into the future.
  1199. This queen of Yamata is the mother of[000A][F00E]7 and Takeru. She has taken ill,[000A]exhausted by constant prayer.
  1200. This Sanan royal is mother to Ryu Kou and[000A]Hou Ju. She has at last been reunited with[000A]her children and lives with them in Tonfon.
  1201. This former lord of Morgal was father to[000A]Ryu Kou and Hou Ju. He was killed in battle[000A]against Volechek.[000A][000A]While he lost his domain and life to the[000A]beastmen, he did manage to arrange for[000A]his children to escape.
  1202. dream leaf
  1203. fireball
  1204. elements
  1205. beastman
  1206. beastmen
  1207. soarwing
  1208. Barai pond
  1209. Barai[000A]pond
  1210. VOLECHEK
  1211. Konpa ruins
  1212. zol
  1213. Teppe ruins
  1214. Warriors[000A]of Vale
  1215. WATCHTOWER
  1216. Kolima[000A]Forest
  1217. Sanan people
  1218. JENEI
  1219. Great[000A]Serpent
  1220. Umbra map
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