You'll regain your senses in a cloudy land far from any area you've ever even thought of. Welcome to Magicant! This is the most integral place in the game, so spend as much time as you want exploring every nook and cranny of it.
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If you head to the southwestern part of the main town, explore the houses to find the Mysterious Mimicker. He'll act as a phone during your stay in Magicant -- be sure to save here when you can!
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Also down this way in the Mysterious Goods-keeper. She lives in the house with the mint green door and will act as a waypoint to Minnie's storage. You may as well store your GGF's Diary as it isn't needed any more.
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Somewhere else in town, a Magicantean will want to borrow your ATM Card. If you let him and then talk with him right afterwards, he'll give you the Big Bag, a helpful item early on. It has 30 Magic Herbs inside for healing whenever necessary.
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As you'll notice in the shops, there are many pricey defensive items for sale. However, chances are you have no money, so you'll have to use the Old Man of the fountain outside of town. Get ready for battle!
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The enemies here range in difficulty. Magic Snails have tough defenses making them hard to kill. Levelling up to around 15 is probably more than enough for now once you get your defensive items equipped and the new weapon in the next section (Queen Mary's Castle). It'll be much easier with a beefier offense, so you might want to get the weapon first.
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Be especially wary of Raeb Yddets. They're tough by themselves, but if you find one that's off-center, it might summon the super-powerful Sky Yddet. Sky versions hit HARD, so vamoose any way you can unless you think you can handle them. 4th-D Slip works wonders here if you have it.
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Big Woodohs are also a tough rival. When they expire, they go out in flames -- literally! This burst is usually not desirable, so run from those as well. Be careful, though, as they can confuse you.
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Grouchos aren't terribly threatening, but there's a trick to milk more Exp from them. If you don't attack them, they'll eventually leave on their own and grant you some easy experience.
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If battles are tough, there's a building far north in the main area of Magicant (behind the castle). Inside are bird-like beings called Flying Men. They'll join your party and help fight for you, taking hits for you. They're great if you're underlevelled, and the extra help quickens random encounters. However, once one is dead, it's dead forever, so use all 5 carefully!
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There are some neat properties that Flying Men have. While they don't have status that you can see, visiting the Magic Fountain will restore all lost HP in a Flying Man, and they can even steal experience from Groucho bouts!
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At the northwest corner of Magicant is Queen Mary's magical fountain. It heals all HP when you touch it! Also, if you use Telepathy on it, your soulful cry will summon the Old Man of the Fountain. He acts like an ATM, though he can only let you withdraw money. If you have enough cash, the maximum equipment costs $3410 total. It hurts your account, but the defense is integral to survival.
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Also of note is the fountain's magical Property of Weeds: If you place a Red Weed picked in Magicant inside the fountain, it becomes a life-healing Magic Herb! Stock up if you don't want to deplete your Big Bag.
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There's a section of town outside the village walls, requiring you to move through the enemy-infested area to access it. There are a few creatures to talk with, including one of the two Swimming Cats. They have helpful items, but they only give them to specific needy people. Return later when you have more party members to receive the items.
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The house at the far corner of Magicant is home to a Legendary Bard. While he's rather baffling, he'll agree to sing you his latest work -- once you get tougher.
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