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I'm playing through the classic Mana games! Let's all go plant trees!(Trials of Mana complete!)

I'm curious what changes in the game with this patch, I hadn't heard of it until now.

Per the description, and recommendations of the folk here, it should only fix the game's bugs with agility, crit rate and anything else. I wouldn't normally mod the games for the purposes of this playthrough thread, I applied that patch because it only purports to fixing bugs and otherwise letting the game work as intended.
I thought all the status were explained in the menus where you see party status? I haven't seen any of those stat/option screens in your screenshots yet so curious if you've explored them @Second Duke Revier?

I did look at them, though not in detail.

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I found this stat page, which displays the character stats, but not how they factor into each other.

That being said, I did notice the background being vaguely shaped like a contiguous level, which was kinda cute. Especially since it seems to evoke the last areas of Final Fantasy Adventure.
Which isn't the intended solution, but with no redo option, the danger of ruining my build is just too big. No idea, if you can really do that here.

Let's hope not! Lol.
Also, I guess it was my age, because at least the one screenshot of Charlotte talking was kinda hilarious.

Yeah. Like, people told me before getting into this that Charlotte was going to be annoying, but so far, she really hasn't been that bad. I do get how she can seem reminiscent of Kard the sprite, but this playthrough isn't going to be using her anyway, so her backstory here is probably all we're gonna see of her.
 

Violentvixen

(She/Her)
Per the description, and recommendations of the folk here, it should only fix the game's bugs with agility, crit rate and anything else. I wouldn't normally mod the games for the purposes of this playthrough thread, I applied that patch because it only purports to fixing bugs and otherwise letting the game work as intended.
Oh nice, I'm glad someone fixed that.

I found this stat page, which displays the character stats, but not how they factor into each other.

That being said, I did notice the background being vaguely shaped like a contiguous level, which was kinda cute. Especially since it seems to evoke the last areas of Final Fantasy Adventure.
Ah, I guess I misremembered descriptions of each. And the level shown is one you get to go to later in the game!
 
The game isn't tuned so hard that you can't overcome difficulties with the power of grinding.

That said, I'm hoping you get some great synergy. It seems like Secret of Mana suffered from being blown through. Although, the secret sauce for a lot of kids for Secret of Mana is the multiplayer.
 
My Trials of Mana playthrough is on hiatus for a bit, as I'm playing this Secret of Mana romhack that purports to fix the half assed second half of the game: https://romhackheaven.com/games/snes/secret-of-mana/secret-of-mana-plus/

So far it's been a great experience; while there aren't any major changes until the Wind Palace, the mod has some pretty great qol, like consumables stacking beyond four, the party automatically phasing through obstacles to reach the player controlled character when they're far away, and the party AI in general being noticeably less dumb. I experienced the expanded Wind Palace dungeon not too long ago, and it was a delight to play. If it keeps this quality up, it could very well elevate Secret into being the great game it was always aiming to be. Definitely check it out!
 

FelixSH

(He/Him)
Does it make the game harder, in any way? For some reason, no matter what romhackers want to fix, they so often feel the need to make it harder.

Also, you know about Secret of Evermore? It might be worth checking out too, if not, considering you are trying to learn about this series. Dunno if it fits, though, as it definitely isn't part of the same world as the other Mana games.
 

Lokii

(He/Him)
Staff member
Moderator
Yes and no. It borrows some ideas from SoM like the ring menu and action-rpg context, but that’s about it. It was the first and only game from a US based studio Square attempted to launch at the time. So in a lot of ways big and small it marches to its own drum, but with the budget and support of a big publisher behind it. It’s pretty cool with lots of unique ideas and absolutely oozing with atmosphere.

Plus it's about a dog who is many dogs, so big win there.
 
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FelixSH

(He/Him)
To be honest, I could never really get into Secret of Evermore. Every time I tried, i gave up very fast.

But it plays very similar to SoM. Except now, you start as a teenager who finds a crazy scientist, and get transported back in time, together with your dog (who is your second and final party member). I think instead of magic, you gather ressources and build your items and spells, something like that. But it has the same real-time battle system with recharging accuracy as SoM has. Storywise, though, I don't think it has anything to do with the Mana series.

Others can probably tell you more about it. I don't like SoM that much, which is probably a reason why SoE also doesn't work for me. But if you like SoM in general, you should give it a shot. There seem to be a lot of people, who count this as a hidden gem.

And Lokii is right, it feels very atmospheric, from the little bit I played.
 
My Trials of Mana playthrough is on hiatus for a bit, as I'm playing this Secret of Mana romhack that purports to fix the half assed second half of the game: https://romhackheaven.com/games/snes/secret-of-mana/secret-of-mana-plus/

So far it's been a great experience; while there aren't any major changes until the Wind Palace, the mod has some pretty great qol, like consumables stacking beyond four, the party automatically phasing through obstacles to reach the player controlled character when they're far away, and the party AI in general being noticeably less dumb. I experienced the expanded Wind Palace dungeon not too long ago, and it was a delight to play. If it keeps this quality up, it could very well elevate Secret into being the great game it was always aiming to be. Definitely check it out!
I want to hear more about your experience with Secret of Mana Plus. Are the changes made improving the problems you had with the game?

Without knowing much about it I'm guessing the additions are not adding a whole bunch of l new tile sets or enemies bosses that are not reskins. It felt like that was some of your major issues with the rushed back half - although maybe fleshing out the temples more would be enough to alleviate seeing a 2nd or 3rd reskins of a boss?
 

FelixSH

(He/Him)
Yeah, even without screenshots, I'm just curious about how the experience is different, and if you keep enjoying it.
 
I want to hear more about your experience with Secret of Mana Plus. Are the changes made improving the problems you had with the game?

Without knowing much about it I'm guessing the additions are not adding a whole bunch of l new tile sets or enemies bosses that are not reskins. It felt like that was some of your major issues with the rushed back half - although maybe fleshing out the temples more would be enough to alleviate seeing a 2nd or 3rd reskins of a boss?

You are correct in that the mod can't help much with the recycled bosses, tilesets or enemies, given that it's mostly the work of one modder. To be honest, I do think the author restrained himself a bit too much with overhauling the game's second half - all of the Northtown ruins, Dark Palace, Tasnican spy scenario, Jehk's test, the Grand Mana Palace and the Pure Land are unchanged, which was a little disappointing as they were greatly in need of change.

That being said, what levels he did change and add are pretty solid, especially since he went to the effort of scripting new cutscenes and tying them to the story. Additionally, the qol changes let the game play far better, especially since the team has much more MP to work with, and leveling magic is no longer an arduous exercise. That's not to say that the gameplay doesn't have its rough moments still, but it was a lot less painful and a lot more enjoyable, and it let the underlying game shine a lot more brightly.

Without the mod, I would put the original game below all of the classic NES and SNES era Final Fantasies; with it, I put it above FF1 and 2, and below FF5 and 6. It's not quite on par with the best classics, but it is at least a firmly solid, enjoyable experience that I can see myself returning to, and it made me understand what people liked about the game better.

Anyhow, I just got done with my Secret of Mana replay! My Trials of Mana playthrough should be resuming soon.
 
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Wendel is a pleasant enough town, dedicated to religious worship of the Mana Goddess. The people here largely share the same concerns as the Astorians over the Beastmen's recent invasions, and there is also talk of the monsters growing more violent lately. Also Charlotte is missing, and the priests all seem to be immensely worried about it.

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The temple itself is a nice spacious building, though I'm a little unenthused about them recycling Hawkeye's fortress' tileset, especially this early on. The grand priest listens to Hawkeye's plight, but knows little about uncursing Jessica's amulet, as it's apparently bound with an ancient, powerful spell. Riesz bluntly asks him to help her regain her kingdom, but uh, that's obviously beyond him, as he's a priest, not a general.

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The fairy finally spills the beans on her mission - the Mana tree has been withering, and if it falls, the eight beasts of legend shall be unleashed upon the world, causing its ruin. The priest informs Hawkeye that he has been chosen to retrieve the Sword of Mana from the Goddess' sanctuary, which of course startles him and leaves him fuming over his abrupt burden. The fairy tells him that the sword could destroy Isabella and uncurse Jessica, and after an impromptu lecture on the sword's nature, Hawkeye agrees to his destiny.

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Of course, there's still the problem of getting to the sanctuary. The fairy doesn't have enough power left to power up the portal to the place, but thankfully, the priest has some leads. Apparently, the eight stones sealing the beasts store enough power to open the portal, if they activate all of them. Of course, that's not easy either - activating them normally involves invoking a cursed spell that can kill the caster. Thankfully, the fairy knows of an alternate method - harness the elemental spirits near the stones, then cast the portal opening spell. The priest directs them to the nearest elemental stone, the stone of Light, which is in the cave they just traversed, and finally, finally, this big expository scene ends.

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On the way back they run into Charlotte, who beseeches them to take her in, but they refuse, because she's a child and because I didn't select her as part of the team. Lol. The fairy also examines the waterfall on the bridge they'd found Charlotte on, and concludes that Lumina, the spirit of Light, must be nearby.

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They reach the ledge directly above, and are prompted to use their items or elements. None of the items do anything, but the fairy counts as an "element", and lets them rush across the gap by harnessing the mana power in the waterfall, somehow. This takes them to a new part of the cave, infested with bats, zombies, and Secret of Mana's goblins. None of them put up any real challenge, though the goblins did manage to kill Hawkeye once with a thrown axe.

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They run into a trapped room, which holds their first boss, a giant crab! Despite its intimidating appearance, the crab is fairly simple mechanically - all it ever does is use damaging abilities from time to time, and its hitbox is really big, making scoring hits on it absurdly easy. It does fell the party once, but after upgrading Hawkeye's gear and stocking up on candy, they defeat it easily.

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The victory poses return, and with greater vigor, as they jump up and down in celebration! Oh, and that crab held Lumina, who is glad to see them, and promptly joins them to save the Mana tree from withering out - the fairy had filled it in via telepathy during their fight! Heh, convenient. It also grants them its powers, whatever they are. I checked their movelists, but didn't find anything new unlocked.

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On the way back, they get ambused by beastmen, who promptly toss them to the bottom of the waterfall! Turns out, they had discovered the barrier had been unsealed, and had taken advantage of that to invade the cave! Uh oh.

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Powerless to stop them, the fairy reenters Hawkeye's head and sleeps, and we get a flashback to the intro, but from her point of view. It turns out, the four lights were four fairies, but three of them had tired out before they could reach earth, leaving her alone by herself.

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The party awakens in prison, with a beastman held in the cell opposite theirs. He introduces himself as Kevin, then gets the guard to release him by pointing out that he's the future king of Ferolia, and putting him under bars could get him into trouble. Kevin promptly locks the guard in, steals his keys, and frees the party. He also formally joins them, being the third party member!

Their plan: use the chaos of beastmen moving in to invade Wendel to free Jadd, capture a ship, and figure things out from there. Sounds like a fine plan indeed! But we shall execute it next time, as this is where my session ends. Until then!
 

Violentvixen

(She/Her)
finally, finally, this big expository scene ends.
Aw, you cut out his speech that uses music from Secret. I always liked that scene with the overlaid text.

I'd also forgotten that if Carlie is in your party you have three team members for the Full Metal Hugger fight. That boss is in a lot of the games!
 

FelixSH

(He/Him)
I know, I repeat myself, but this game looks great. The bosses especially, always loved them.

When I played this in the early 00s, I found a website dedicated to it. It had maps of all areas (stitched together from screenshots, clearly because the characters were in the maps multiple times), and cutouts of the bosses. Really cool.
 
Does a big pinch count as a hug?

Took me a while to get this. Lol.
When I played this in the early 00s, I found a website dedicated to it. It had maps of all areas (stitched together from screenshots, clearly because the characters were in the maps multiple times), and cutouts of the bosses. Really cool.

I'd be surprised if someone didn't already upload "proper" maps of this to a site like vgmaps or something. While the game wasn't big outside Japan, thanks to it not getting an official global release until 2020, it still built up a decent fanbase on the back of fan translations, much like FF5. Granted, this is from the Mana franchise, which was always a little niche and much smaller in popularity compared to the Final Fantasy franchise, but still.
 
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The liberation of Jadd goes off without a hitch - not only is the party at full strength, the beastmen themselves turn into adorable yet weak dogs for some reason. Also Kevin transforms into a werewolf and completely tears them apart.

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After liberating Jadd, they rescue the captain who had sailed Hawkeye here, and leave. On the way, however, the fairy urges them to focus on their mission at hastens them towards Maia, a location which we've not heard of so far. Hawkeye also explains the fairy's deal to Kevin, and the latter dumps his backstory. Apparently, his pet had turned feral and attacked him, and, in an uncontrollable fit of rage, he transformed and killed it. But it was all the machinations of his king, who is also behind the beastmen ruthlessly invading places of late.

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The fairy hilariously promises him that the Mana Goddess will revive his pet while she awakens. Now I'm sure the pet was dear to him, and I'm sure the Goddess is capable of bringing him back, but like, we have more important problems here! Thankfully, this does get him to tag along, and they travel to Maia without any further fuss.

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The city of Maia is full of chatter about the happenings around the world. The king of Valsena is very knowledgeable about the elemental stones sealing the ancient beasts; the grand priest of Wendel put up a second, stronger barrier and repelled the beastmen, but this caused him enormous strain and made him fall ill; dwarves can be found in a tunnel located in the Stonesplit Gap; and finally, there's a direct route from their city to the merchant town of Beiser, which used to be frequented in the past, but has seen little use ever since monsters have grown in number.

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They also find this eccentric dwarf who promises to build a cannon that'll send them flying to Valsena...once it's done.

Welp. Nothing to do but head to Valsena...after buying a bunch of unremarkable headgear and sleeping at the inn. Actually, I should comment on the equipment interface - it's a lot more clunky and complicated than Secret of Mana, and feels like a solid step back, especially since that game let you breezily handle equipment swaps on the fly. Ah well, they all can't be winners, and it's a minor complaint in the grand scheme of things.

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The road ahead is populated with brigand rats and bugs, neither of which are very dangerous. Nightfall adds a creepier, if not harder collection of zombies and bats to the mix. They reach the gates of Beiser in no time...

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Only to be turned away, as they're afraid of an Altenan invasion. Jeez, looks like everyone's invading these days!

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They turn and take the other route, which gets them ambushed by Altenans! They bring forth two robots, who, despite their unassuming appearance, pack quite the punch! They kill off Kevin and Hawkeye with their rockets, and had I not got two revival cups, the battle could've ended right there.

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Thankfully, the robots don't have much health, and the rest of their attacks aren't as dangerous, so the team eventually stabilized and eked out a win over them! Their victory was short lived, though, as the robot blew up the bridge, forcing them to retreat. Time to go back to the eccentric inventor!

The inventor is done building the cannon...but doesn't have the fuel to power it! The townsfolk mention the dwarves having it, and suggest looking for a passage in the cave leading to Valsena. Wisp shows its power by moving a rock that was apparently a "refracted illusion", despite being solid rock prior to this, and, after a long winding passage, they reach the dwarven village.

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The dwarves are mostly like their counterparts in Secret, though one dwarf is rather rude and unbecoming. They point to Watts for the fuel, and also sell some solid armor and weapon upgrades. I pick both of those up, then continue down the path Watts journeyed through.

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It is blocked, but a dwarf unblocks it...by blowing up the obstacles in his, and by extension, the party's faces! This makes them all collapse in a heap, but the dwarf remains unperturbed. He then mocks them for being weak, and leaves. It's all kinds of hilarious.

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The cave is host to yet another set of weak enemies. At least it pulls some cool perspective tricks, like with these bridges here. I kept expecting the game to get harder, and well, so far it hadn't. At least the vistas were pretty, and the story still decently interesting.

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The party finds Watts, who offers them the fuel at a hilariously exorbitant price! He lowers the price a little, then begins to huff it out of there when they still don't take his deal. Riesz stops him, and he spills the beans on his adventure - he's looking for Gnome, the earth elemental spirit, and also the dwarves' patron spirit. With all the quakes happening lately, he's concerned about its safety. Then he leaves, digging a deeper passage and letting the party explore further. The enemies are still unremarkable, though some of them get to cast spells at least.

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Up ahead, they run into Watts, who has misgivings of the nearby holes, and quickly leaves. Turns out, the area is the habitat of a huge porcupine, who pokes its head out of the holes! He sticks to wimpy regular attacks at first, but eventually starts unleashing a bevy of spells on the team, including a nasty dash that hits everyone for nearly one third of their life! I ran out of healing items, and almost ran out of revives!

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But, they prevail, and Watts steps back in. He reveals that the porcupine was actually a legendary monster that only shows up once every thousand years. Apparently, this was actually an unnaturally early appearance. Then Gnome enters the scene, talks about how Jewel Eater nearly devoured it, and agrees to join the party to help them out! Watts gives them the fuel, and everyone is happy. The end.

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Just kidding, obviously there's still the whole Valsena subplot to take care of. The inventor acts all dumb like, until Riesz draws her spear on him! He sets the cannon up and offers them travel to Valsena, but they shall go there later, as this is where this session ends. See you then!
 

gogglebob

The Goggles Do Nothing
(he/him)
mTVwGSj.png


The fairy finally spills the beans on her mission - the Mana tree has been withering, and if it falls, the eight beasts of legend shall be unleashed upon the world, causing its ruin. The priest informs Hawkeye that he has been chosen to retrieve the Sword of Mana from the Goddess' sanctuary, which of course startles him and leaves him fuming over his abrupt burden. The fairy tells him that the sword could destroy Isabella and uncurse Jessica, and after an impromptu lecture on the sword's nature, Hawkeye agrees to his destiny.
So I want to say this is where the Mana franchise picked up one of its weaker plot threads: The Sword of Mana is magically omnipotent or maybe a butterknife. In Final Fantasy Adventure and Secret of Mana, the Mana Sword is an important object, but the best it ever does is reactivate Dime Tower or ruin Thanatos's day. Mana Magic cutting down the Mana Beast was kind of zero sum in the scope of things. Here in Trials, this little section winds up applied to each of the six heroes, so whether Hawkeye wants to break a curse or Kevin wants to kick his dad's ass, that character is told is told the Sword of Mana will solve their problems. In other words, the Sword of Mana now grants wishes, and future Mana games will vacillate between the titular Holy Sword being little more than a stick (literally happens!) or it singlehandedly having the power to remake the world. Some degree of Mana Sword power creep was probably inevitable, but this is likely why you barely get your hands on the ol' sword in future games.


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Then he enters a cave, which is fairly short, and runs into this weird crab at its end. The crab "attacks" by dancing around and sometimes switching sides. Boss fights are not this game's strength.
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They run into a trapped room, which holds their first boss, a giant crab! Despite its intimidating appearance, the crab is fairly simple mechanically - all it ever does is use damaging abilities from time to time, and its hitbox is really big, making scoring hits on it absurdly easy. It does fell the party once, but after upgrading Hawkeye's gear and stocking up on candy, they defeat it easily.

As I believe VV mentioned earlier, this guy got a glow-up.

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The party awakens in prison, with a beastman held in the cell opposite theirs. He introduces himself as Kevin, then gets the guard to release him by pointing out that he's the future king of Ferolia, and putting him under bars could get him into trouble. Kevin promptly locks the guard in, steals his keys, and frees the party. He also formally joins them, being the third party member!

If memory serves, if you have Charlotte on the team, you already have a party of three, and the character that helps you break out is either Duran or Angela (I do not know who winds up as the helper if you have a team of Duran, Angela, and Charlotte). In a weird bit of sexism, Duran will jump the guard, but Angela will flirt her way out of the cell with a distinctly butt-y animation:

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Noting this because her canned flirting animation was completely dropped from the Trials Remake, along with the fact that she slept in the nude in this 16-bit version. Basically just noting that Angela was clearly designed to be some level of "fan service" character back in 1995, but that was dialed back in future editions.

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The liberation of Jadd goes off without a hitch - not only is the party at full strength, the beastmen themselves turn into adorable yet weak dogs for some reason. Also Kevin transforms into a werewolf and completely tears them apart.

I think the implication is that the wolves were left as guard dogs while the Beastmen were out partying. It was established when you were sneaking out of town the first time that their werewolf forms were not good at keeping an eye on things.

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But, they prevail, and Watts steps back in. He reveals that the porcupine was actually a legendary monster that only shows up once every thousand years. Apparently, this was actually an unnaturally early appearance. Then Gnome enters the scene, talks about how Jewel Eater nearly devoured it, and agrees to join the party to help them out! Watts gives them the fuel, and everyone is happy. The end.

Good-bye forever, Watts! After (a version of) Watts was omnipresent in Secret of Mana, you now literally never have a reason to visit Trials of Mana Watts ever again. Toodles!
 
439maam.gif


Noting this because her canned flirting animation was completely dropped from the Trials Remake, along with the fact that she slept in the nude in this 16-bit version. Basically just noting that Angela was clearly designed to be some level of "fan service" character back in 1995, but that was dialed back in future editions.
Apparently, I am a foul "well- actually-" guy: All of the protagonists sleep roughly-equally-nude. Although it is telling that the archivists over at https://www.spriters-resource.com/snes/trialsofmanajpn/ don't bother capturing Hawkeye's sleeping sprite but do bother capturing Angela and Riesz's.
 
I didn't pay much attention to the sleeping sprites, though Kevin has an absolutely excellent animation, but don't they all sleep with the sheets above them? Like so:

zqMqVYJ.png


So I don't think they intended the players to see any of the nudity, that's just a thing in the assets either made as a cute little gesture of overdetail, or a small bit of horniness from one of the artists sneaking in.
 
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The inventor, or more accurately, the cannoneer fires them off to Valsena, but something's off...this is clearly not a city!

The path here has fairly weak, unremarkable enemies, though I do enjoy the presence of some spearbees.

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Up ahead they run into Duran, who warns them that the Altenans have already begun attacking his kingdom, and then runs off to fight them. There's also a weird statue here, but examining it doesn't do anything more than draw surprised reactions from the team. The path also has weird warp holes in the ground, but they're not particularly complicated to follow.

Indeed, the path is fairly straightforward, if a little long winded, and they soon arrive at Valsena.

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The city has seen better days - Altena has already invaded it, and the streets are filled with dead soldiers. The party quickly hurries to the castle.

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After a few skirmishes with the Altenan soldiers, they run into the throne room, where a man in a deep red cloak is currently intimidating the king! He drops word of the Altenan queen seeking to control the Mana stones, and flees when confronted by the party! The king immediately recognizes the fairy and her purpose, and narrates of how he was himself chosen by a fairy once to wield the Mana Sword, but sadly couldn't protect her from being cut down by the Dragon Emperor.

They then quickly get down to business, and tell the party to head for Laurent's elemental stone, the stone of wind, next, as they will need the powers of the wind elemental, Sylphid, to collect the other elementals.

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With the red wizard gone, the city is liberated, and the shops immediately reopen! They start selling chocolates and honey pots here, and I stock up on both. They also start selling MP consumables, which would be great if I had any damn spells to use the MP on! Arrggh!

The town's residents have pretty mundane dialogue, aside from one amusing incident with the local fortune teller where the fairy in Hawkeye's head screws with his predictions. The inventor's brother conveniently installs a cannon to return the team back to Maia, and they head back down the Golden Road to Beiser, which welcomes them in, now that there's no threat of invasion.

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Beiser is all about the night life - specifically, a lively night market that sells all kinds of exotic goods, from throwing weapons, to spellcasting coins, to powerful consumables. But it's not all sunshine and rainbows, as they also actively deal in slaves. 😱 One of them was presumably Riesz's brother, which gets Riesz quite inflamed indeed! She draws her spear on the slave trader, and he meekly agrees to change his ways. Jeez, talk of a dark turn!

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They then travel to Palo, which is part of Laurent, and thus currently under control of Nevarl's forces. Hawkeye panics a bit first, but then notices something strange - they don't seem to recognize him, or indeed, have any volition of their own. He deduces that Isabella must have mind controlled all of them. Riesz gets ready to fight them, but Hawkeye stops her, presumably out of concern for his old mates.

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They run into a Laurentian spy posing as a waitress! She informs her that a decent bit of her forces survived the invasion, and are gathered in the mountains ahead. Looks like we're set to go liberate yet another place! Yeah!

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The mountains are pretty, if not exactly very challenging. Most of the enemies here are of the flying variety, as you'd expect. Aside from doing a slight bit more damage, and having an attack that miniaturizes their targets, they're not very notable.

The party explores the mountain, and comes across a locked up cave passage, some curiously empty alcoves, the royal castle of Laurent itself...

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And runs into a bed of sleep inducing flowers, which promptly knocks them out! Welp.

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Thankfully, the Laurentian resistance rescues them, and informs them that they are planning to reclaim the kingdom soon with a decisive counterattack. They then invite the party to a strategic meeting.

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The strategy is this: find an amazing strategist of yore, consult him for advice, then return with his advice. There's just one tiny little complication though - he is a tiny folk, and lives in a village of tiny folk that hates humans. So they need to pretend to be them via a miniaturizing hammer. Rumor has it that someone in Beiser's night market sells it, so that's where they're headed again. The game thankfully saves me some hassle by making one of the resistance operate a cannon to shoot them back!

Sure enough, someone in Beiser willingly gives up the hammer, without even charging anything for it! They then get back to the forests around Jadd, and begin furiously combing it for the entrance to the tiny folk village.

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Thankfully, it doesn't take too long to find it - they briefly spot the elder entering it, and access is controlled by the weird gargoyle statues briefly seen earlier, which readily respond to them in tiny form and open the entrance. Inside, the sage comments on them "smelling human", and then pulls the old "pretending not to be himself" trick, sending the party on a wild goose chase around the village before being willing to speak to them. I am not amused. 😠

Anyway, the plan is to enter the formerly locked wind cavern in the Laurentian mountains, navigate it to retrieve Sylphid, and then use it to blow the sleeping flowers' pollen into the castle. Sounds like a solid plan to me! Let's do it!

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The wind caverns feature these statues which can be rotated via buttons to face away from the team, and hurl heavy gusts of wind around. Besides them, they are essentially an extension of the mountains, having more or less the same enemies, and so there isn't much to report. They switch the music out for an ominous wind horn, which is technically fitting for the place, but does make traversing it less exciting.

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Eventually, they come across one of the elemental seals themselves! Aside from sealing the ancient beasts, they also have the power to change the characters' classes...if they were the right level. They are currently not experienced enough, unfortunately. Ah well.

Next time, we retrieve Sylphid and likely liberate Laurent! That should be an exciting time!
 
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Violentvixen

(She/Her)
if they were the right level. They are currently not experienced enough, unfortunately. Ah well.
I think the upcoming bit of the game after you do this assault on the wind kingdom directly benefits from grinding . Spoilers for next couple events of the game: I have never been clear if the design intent is to leave without class changing, do the Ghost Ship (one of my favourite areas) and Bucca Island then come back ready to class change. Because both those areas are ones where spells of the first class change are incredibly helpful and Bucca Island is just really tough overall so maybe the intent is to have the player grind? I can't remember now if the royal family tells you to go back and class change after you've freed the place, I think so? I always spent a bit of of time leveling up so I could class change before I got on the boat.
 

gogglebob

The Goggles Do Nothing
(he/him)
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Up ahead they run into Duran, who warns them that the Altenans have already begun attacking his kingdom, and then runs off to fight them. There's also a weird statue here, but examining it doesn't do anything more than draw surprised reactions from the team. The path also has weird warp holes in the ground, but they're not particularly complicated to follow.

Indeed, the path is fairly straightforward, if a little long winded, and they soon arrive at Valsena.

Gonna be talking about the remake a lot here! The Molebear Hills are much more of a dungeon in the 3-D remake, with a unique-to-the-area dynamic of having interconnecting underground caves contrasting a spacious overworld. Give or take anyone noting the "random warp holes", I don't think anyone remembers this area after running past it, so it was funny it got upgraded significantly for the remake.

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Beiser is all about the night life - specifically, a lively night market that sells all kinds of exotic goods, from throwing weapons, to spellcasting coins, to powerful consumables. But it's not all sunshine and rainbows, as they also actively deal in slaves. 😱 One of them was presumably Riesz's brother, which gets Riesz quite inflamed indeed! She draws her spear on the slave trader, and he meekly agrees to change his ways. Jeez, talk of a dark turn!
Illusion of Gaia and Trials of Mana: weird that we got two different 16-bit games where they randomly veer into the moral of "child slavery is bad".

And remake check-in:

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Thankfully, it doesn't take too long to find it - they briefly spot the elder entering it, and access is controlled by the weird gargoyle statues briefly seen earlier, which readily respond to them in midget form and open the entrance. Inside, the sage comments on them "smelling human", and then pulls the old "pretending not to be himself" trick, sending the party on a wild goose chase around the village before being willing to speak to them. I am not amused. 😠

FURTHER REMAKE CHECK-IN: This whole area gets turned into a really neat "mini" village with homes you can enter and explore (like, jump around, not just say hi to a guy and leave). It is effectively the exact same "experience" as in the original, but they really went all out on producing a "this is your perspective when you're tiny" area. I was convinced they went to all the effort because they added additional mini areas... but nope. Someone just wanted the tiny village to glow for its one scene.

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Eventually, they come across one of the elemental seals themselves! Aside from sealing the ancient beasts, they also have the power to change the characters' classes...if they were the right level. They are currently not experienced enough, unfortunately. Ah well.

The Remake, by some forbidden balancing alchemy, makes sure you're the exact right level to Class Change by the time you clear the boss of this area (and you've been keeping up on fighting presented monsters). Like VV, I recommend class changing before you leave the area, because future bits of the game really assume you have done so, and there isn't another obvious opportunity for some time.

ALSO, to my recall, this version of Trials of Mana (not the remake) makes class changes permanent. You can choose between two classes, and then you will later choose another branch off your initial choice. You cannot change this decision at any point if you regret it. Given the length of Trials of Mana, I would recommend checking a FAQ for some foreknowledge. There are no wrong choices, but you basically have to play the game all over again if you realize way too late you missed a route to something cool sounding.
 
The remake stuff sounds cool, and I did hear a lot of good press about it. I just wish it was drawn with pixel art instead of rather middling(though still mildly enjoyable) 3D models.

Given the length of Trials of Mana, I would recommend checking a FAQ for some foreknowledge. There are no wrong choices, but you basically have to play the game all over again if you realize way too late you missed a route to something cool sounding.
Alright, I'll bite: what are all the classes available to my current team? What would your personal recommendations be? Everyone, feel free to chip in on this matter, without worrying about spoiler tags.
 

gogglebob

The Goggles Do Nothing
(he/him)
At this stage...

Kevin I 100% recommend taking the light/Monk path, as either of his next steps from there are broken/good (but in different ways).

Hawkguy can go light or dark. Light will eventually give him some really weird tools that can be fun to experiment with, and could potentially make him the elemental mage of the party. Dark side goes down a route where you get some "spells" with extremely quick turnarounds, so if you liked "stacking magic" as an offensive option in Secret of Mana, it's basically that. DPS for days. Also, darkside is ninja, which is relevant if you are 12 and think ninja are cool (like me).

Riesz is basically a choice between if you want a class that buffs allies (Light) or debuffs opponents (Dark). For my money, I prefer buffing over debuffs, but either one works well in this combat system. Riesz might also be where you want to look ahead at what "ultimate spell" fits your preferences, as she gets one summon attack for each final class. Some people have strong opinions on Jörmungandr.
 

gogglebob

The Goggles Do Nothing
(he/him)
Incidentally, it was a coincidence that SDR started Secret of Mana coverage just as I was wrapping up research for writing an article, which prompted a lot of Secret of Mana trivia in this thread. That article is now live, so if you want the Goggle Bob definitive opinion on Secret of Mana (and, oddly enough, Final Fantasy 9), that is now available.

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