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  1. Riddle of Mana
  2. Lore

05 The Sea of Wonders

Nearby the party should easily find the edge of the Sea of Wonders. Near the edge of the sea is a small dock with a ferry, captained by Karon, a friendly squirrel beast-kind. He offers the party to ferry them across the Sea to the Moon Palace.

The Moon Palace is a modest building, but upon entering the darkness inside seems to go on forever. No outside light source seems to penetrate the darkness very far. Through high investigation, meticulous searching, or pure luck the party can find a magic orb that will activate the path to the main chamber if Lumina's magic is cast on it.

The main chamber of the Moon Palace is serene and you can seal the Mana Seed of the Moon with ease. Once the seed is sealed Luna will appear and offer their Moon Spells to The Girl and The Sprite. Luna has not seen Sage Joch. The party must return to Jecht again and learns that Sage Joch has traveled to the Republic of Tasnica.

Nearly Inaccessible unless by airship the main city of Tasnica is accessible to the party while riding Flammie. Upon landing Jema will greet the party, but inform them that their are spies within the city, and the King may be in danger. He asks the party to help and suggests they speak to the King as soon as they can.

In the King's throne room the King will immediately claim the party are spies themselves! The Boy has advantage to perceive that the King is being controlled by a hidden Ninja. Upon being spotted the spy will reveal themselves, claiming they were to overthrow the kingdom acting as the king, but blaming the party for his death will do as well...

BOSS -Dark Stalker- Effective behind the scenes or working in the shadows, this ninja is not suited for direct combat, The Boy should have an easy time cutting down this boss.

Defeating the Dark Stalker will release the King from the ninja's influence. His memory of the events like a dream, but he informs the party he was initially concerned of the reports of a child claiming the Mana Sword, but now he is assured and grants The Boy a +orb for the Mana Sword. Jema will tell the party they should seek Sage Joch at his hermitage to face the trial of courage. Only after completing these tasks does Jecht reveal Sage Joch never left and shows the party the way to Sage Joch.

Sage Joch lives in a small hut along a mountain wall. Speaking in the old tongue Sage Joch asks the party if they wish to take the trial of courage. If they agree Joch will open the cave wall, leading the way to the trial of courage. The path to the trial is filled with enemies with high evasion and explosively enchanted pumpkins. Numerous hidden walls that can be smashed with the axe and make the path through easier. The Whip will also be needed to pull the party across a gap. The final room of the trial is a nearly perfectly round room, with three mirrors in the center. Approaching the mirrors will start the trial.

BOSS -Shadow of selves- Pouring from the mirrors will be shades reflecting the party themselves. Each party member will have to defeat a version of themselves. Although the shades act like they are hasted versions, their attacks lack full power and they have relatively low health. Defeating your selves completes the Trial of Courage. Sage Joch then tells you the Empire seeks to raise the sunken continent and the last seed they need is in the Tree Palace.

The Tree Palace lies on the Sunken Contenent, a vast coral reef that lives in the shallow sea. Entering the Tree Palace and you will encounter Emperor Vandole and two of his Generals. Sheex, tells the General that he will take care of the Mana Heroes and the Emperor and the other General leaves as Sheex transforms into a Plant-Demon.

BOSS -Sheex, Aegagropilon- A bipedal giant Plant-Demon that casts Sleep and Burst spells. It also uses it massive body to slam into targets.

Defeating Sheex Aegagropilon will clear the way to the Mana Seed of the Tree, but you are too late, you cannot reseal the barrier with your Mana Sword. The seed is withering too fast, the continent is rising! The ground shakes and Dryad appears and tells the party to leave. The party will need to convince Dryad to leave and not go down with the palace. Once outside the palace Dryad thanks the party by giving The Sprite and The Girl access to two of her spells each, Thanatos has locked her full power behind his Mana Magic spell. Flammie will quickly land at your side once you emerge from the Tree Palace as the ground is shaking and the continent is rising out of the ocean. Waves recede and a land sunken by the ancient Mana War is once again heralding the surface world.

The newly risen continent still shows the prominent features of the Grand Palace(the Tree Palace was just the top spire of the humongous structure) Jema lands in a small Airship with a troop of Tasnican Knights and informs the party that the Emperor has likely made his way to the Underground City beneath the Grand Palace. The Party must hurry to stop him from rising the Mana Fortress.

The Grand Palace is waterlogged and soaked, a few areas still have a funneling of rushing water. Many aquatic monsters are here. Reaching the path to the Underground City is difficult terrain and once found is guarded by the Hydra.

BOSS -Hydra- A Fire and Poison version of the Jabberwocky. It has high physical defense and is weak to Salamando's magic.

The Underground City. The Underground City is a relic of the ancient civilization that nearly destroyed the world. The technology burried underwater for unknown millennia still functions as it is exposed to the air. Conveyored walkways help the party move between large areas, but the mana corrupted guardian bots are also functional. The path to find the Mana Fortress and the Emperor is highly secured and the Party will need to find some security badges from various patrol bots.

After you find the passage you will run into the Scorpion Gang who came to the continent to exploit the situation. Still angry for the times you ruined their plans they quickly activate their new guardian robot against the party.

BOSS - Kettle Killroy- An upgraded version of Killroy. Not much different, he casts a barrier spell that can reduce melee damage significantly.

Upon witnessing the destruction of their combat bot The Scorpion Gang recognizes The Boy as the Mana Knight and they flee, "...Before we get hurt!" The Mana Palace is nearby.

The Mana Palace is a secure palace where the Ancient Civilization harnessed the power for the Mana Fortress. Dangerous enemies lurk here. Each floor is blocked by a different magic orb that requires different magics from each of the different Mana Spirits.

The main ritual room the party will find Emperor Vandole, but he is dead and not moving. The opening beyond will lead to a path guarded by Phanna. Phanna laughs and says Thanatos betrayed the emperor and now will use the Mana Fortress to take over the world. Phanna, enthralled and enchanted with Thanatos' magic attacks.

BOSS -Hexas- Phanna is enhanced with demonic powers and fights with ferocity in her augmented form. Killing her is the only way to stop her.

The room beyond the stage has a teleport-platform that sends the party to the sunken Mana Fortress. Guarding the path is a mana augmented Ghestar in his Mech Rider 3 form. Thanatos has twisted mana into Ghestar as a living machine.

BOSS -Mech Rider 3- Fast, the Mech Rider casts 'Speed Up' and 'Wall' on itself, making it difficult to catch and damage. Upon defeating the Mech Rider, Ghestar, in a moment of lucidity, thanks you as he has been controlled by Thanatos and now welcomes death as release.

Thanatos has integrated with the Mana Fortress circuts and activated it's defenses. As unauthorized persons you find yourself teleported outside, the risen continent now crumbles as the Mana Fortress rises through the rocks and coral. The massive fortress quickly rises airborne as the continent below once again sinks below the waves. Before you are swallowed again by the collapsing ocean Flammie will take you to the air. Jema in the Tasnican Airship will follow you and inform you that to take on a fully powered Mana Fortress will require the Mana Sword at full power. To do that you will need to find the way in the Lost Continent, a grand forest usually shrouded by impenetrable mist, but now with the world's Mana being drained by the Mana Fortress, the barrier should be down.

Lost Continent. When you land, you'll be in a heavily forested area and hear a voice that says 'I've been waiting for you. Come quickly!' The enemies here will be difficult. You'll come to an open area with a small stream. You can go down the small waterfalls if you want, but it will just bring you back to an earlier spot and you have to come back. Go up and into the cave to fight a boss, the Dragon Worm.

BOSS -Dragon Worm- A larger and more ferocious variant of the Great Viper.

Beyond the forest of the Dragon Worm will lead to a stone gate, the voice will tell you to defeat a nearby Dragon before you can enter.

BOSS -Snow Dragon- With an area Breath Wing attack and the ability to freeze targets this Snow Dragon can be a threat. Upon defeating the Snow Dragon the Stone Gate will now let you pass.