Main Walkthrough

Recommended Level: 17

The second chapter of Castti's story is split into two parts, and you can choose to do either once you've completed her introductory chapter. If you choose to take the slightly shorter, slightly easier route then you're headed to Sai, a city in Hinoeuma. Head west from Canalbrine to the Canalbrine bridge, then south to the Western Conning Creek Coast, then west to the Southern Sai Sands. The exit to Sai is in the north of that final route.

Upon arrival in Sai, assuming you have Castti in your active party, you'll be prompted to begin the chapter right away. If you decide to hold off you can visit the tavern and choose Hear a Tale when speaking to the barman. Castti's will be here.

This guide provides a summation of everything you can find in Sai. At the very least you should visit the dojo in the north of Sai, as you can receive a Warrior License by speaking to its master. This allows you to change other characters besides Hikari into Warriors.

Following the details written down in her treatment log, Castti believes - hopes, at least - that Sai, which is mentioned in the log, will help jog her memories. She arrives just in time, as someone rushes in yelling of an injury. It appears that Sai has poor relations with their neighbors, and there's no apparent reason why. A Townsperson will point Castti towards the local hospital.

Head northwest until you see a large, white tent. Use the 'door' on the left side to enter, where Castti will find a cruel man named Edmund demanding his troops get back into the field, despite their injures. Speak to the Apothecary once Edmund leaves - her name is Mao - and Castti will help mend the soldiers. Mao recognizes Castti, and if you Inquire her she'll fill Castti in on a few things - namely, that Castti was higher-ranked in Eir's Apothecaries than she might have thought.

A man will run up and ask for help on the front lines. Castti is quick to respond, as usual. Stock up on essentials - the item shop is in the East District, if that's what you need - then make for the Sandflow Pass. The exit is south of the hospital tent.

Sandflow Pass


  • Assassin Bug - Weak to Spear, Dagger, Fire, Ice - Drop / Steal Inspiriting Plum
  • Desert Ape V (day only) - Weak to Sword, Staff, Ice, Wind - Drop / Steal Grape Leaf
  • Giant Scorpion - Weak to Spear, Dagger, Axe, Wind - Drop / Steal Cleansing Leaf
  • Sandworm - Weak to Spear, Axe, Wind, Light - Drop / Steal Dual Flower
  • Withered Wanderweed - Weak to Sword, Axe, Fire, Wind - Drop / Steal Herb of Awakening

Upon entering this area you'll see Edmund gloating that the enemy soldiers have been buried in quicksand. Castti treks out to help. Before you continue west into the Sandflow Pass, however, check the house on your right. The Soldier out front is the only one here who is susceptible to Path Actions, and he's carrying a Healing Grape, a Healing Grape (M), and a Healing Grape Bunch. Get him away from the house he's guarding and inside you'll find chests containing a Quartz Blade, a Steel Lance, and Bone Mail. Nice haul.

Save near the house, then begin trekking west. There's a chest ahead containing an Empowering Lychee (M), just as the path veers north. Follow the stairs until they become slightly rounded, then check the rocks on your right as you climb. There's a hidden path to a chest containing a Stimulating Bracelet.

At the top of the steps you'll hit a cut scene, and Castti will locate the victims. She proves to be quite authoritarian when needed, and presses Edmund into service. Once the soldiers are saved their commander, Griff, will explain that a monster attacked them. Edmund assumes a Sand Lion is responsible. Castti and Edmund decide they will deal with the threat.

Continue west a bit further. As the road turns south you'll see a huge rock in the foreground on your left. Check behind it and you'll find a hidden path to a chest containing Strengthening Syrum. Return to the main path and it will take you to the next area.

Old Campsite

Upon arrival at the ruined campsite Castti and Edmund will spot one survivor - though when Edmund tries to help, both men get swallowed by the sand. Well done. Check the ruined flooring on the right side of the camp to find a chest containing a Dual Flower, then save and enter the cave to the north.

Sand Lion's Den


  • Assassin Bug - Weak to Spear, Dagger, Fire, Ice - Drop / Steal Inspiriting Plum
  • Giant Scorpion - Weak to Spear, Dagger, Axe, Wind - Drop / Steal Cleansing Leaf
  • Sandworm - Weak to Spear, Axe, Wind, Light - Drop / Steal Dual Flower
  • Savage Scorpion - Weak to Spear, Axe, Ice, Light - Drop / Steal Herb of Light
Sandy. Follow the path north until it starts to veer left. Check beside one of the torches and you'll find a hidden path to the left that leads to a chest containing an Olive of Life (L). Across the eastern landbridge you'll spot a chest, and if you cross under the ground you were walking on you'll find that it contains a Healing Grape Bunch.

The path splits as you head south. If you take a right you'll find a wide passage with a chest, though you'll need to dip into a smaller passage at the end in order to double back and open it. This chest contains a Poisoned Hatchet.

Continue to follow the main path south, following the torches. Castti will find Edmund, somehow unhurt... and the Sand Lion is nearby. North of here you'll find the obligatory save point, which means that a fight is on its way.

Sand Lion

Shields: 5 / 7 / 9
Weaknesses: Spear, Axe, Ice, Light, Dark
Drops: Refreshing Jam
Steal: Refreshing Jam
  • Vice Grip, a powerful melee attack on one character
  • Great Sandstorm, which damages the whole party and inflicts Blind
  • Shifting Sand / Drag Below, which temporarily removes one character from the battle and absorbs their HP while they're trapped
  • Quick Sand, which temporarily removes two characters from the battle and absorbs their HP while they're trapped
  • Turbid Stream, a charing attack that damages the whole party and traps two party members
This fight isn't overly complicated. It starts out with the Sand Lion either smacking your characters, using Great Sandstorm to Blind everybody, or Drag Below to trap someone. Break the Sand Lion and it will increase its shield count to 7, then move on to Quick Sand, which traps two characters rather than one. Break it a few more times and the Sand Lion will pump its shields again and begin charging up. Fail to Break the creature and it will use Turbid Stream.

Castti is well-equipped to Break the Sand Lion if you've been keeping up with your ingredients. Concoct a brew that uses Lily of the Light and Darkdelion and she can target two of the Sand Lion's weaknesses without using any BP. Her Latent Power will make this less taxing on your inventory. Otherwise, just smack the thing with Castti's Axe. If you equipped the Poisoned Hatchet from earlier Castti can Poison the Sand Lion, or she can just use Poison Axe. Both will slowly sap the beast of health. Use Cleansing Leaves on the party if Blind gets annoying.

Key to this battle is not gobbling up your BP too quickly. The Sand Lion's various moves that trap party members can become irritating, and you need the ability to immediately free them by Breaking the Sand Lion. This is especially important when the Sand Lion reaches nine shields and begins to charge, as Turbid Stream is painful for your party. So long as two or three characters can reliably target the Sand Lion's weaknesses multiple times in a turn its trap moves shouldn't be a problem. Keep attacking and the Sand Lion will go down.

After the battle the two sides of the war will agree, at least temporarily, to a truce. Griff, the enemy commander, knows something about Eir's Apothecaries, as well. Inquire Griff and you'll learn something rather bizarre about the people the group helped, which sparks a memory. It appears that one bad apple may have spoiled the whole bunch. Chapter... half complete?

Main Walkthrough