So Seth's quest is done. Time to wrap it up? Eh, not quite. There are some extra fun things for him to do. Why Seth? Because he likes to explore and because I can and because I suspect no one else in the roster really has the stomach to handle what I'm going to make them do.

Alright, first and foremost I promised to explain what is up with the Canceller. This is the lengthy and wordy part of the update. I recorded this particular scene way back with Raja but this will happen if you talk to Wren and try to leave Zelan without picking up the Canceller regardless of party configuration. Stepping next to the elevator down prompts Wren to say the following. He will only say this once.
Wren: Wait a moment! Presently Kuran is in Stealth mode. You will not be able to locate it with the shuttle's radar. There is a 'Stealth Canceller' in the cargo room on the right. I will go get it.
I get the feeling the devs had more backstory about Kuran they wanted to put in the game but couldn't. Here's what happened as I understand it. All of this is solely as the game itself describes and progresses through events.
Six months before the game begins communication between Zelan and Seed in the Bio-Plant is severed. Rika mentions that she hasn't been able to contact Wren for that time period. Meanwhile at the same time orders are sent (from an entity that appears to be Zelan) through the network to the environmental control systems on Motavia to begin converting Motavia into a barren wasteland. At the same time orders are sent to the Weapon Plant on Dezolis to begin manufacturing weapons. Shortly after this Zio seizes control of Nurvus and erects his fort on top of its only entrance to keep everyone out. When Demi, the android tasked with monitoring and maintaining this system, tries to intervene Zio imprisons her at the top of the fort.
It turns out the orders were sent from Kuran, a space station designed to have a supporting role in the network. Somehow Dark Force got aboard the station and has had control of it for at least six months. Hacking into the network and getting set up takes some time so it isn't clear just how long Dark Force has actually been on board.
All of that comes to light when the party takes a shuttle to Zelan to find the source of the network problem and instead finds Wren waiting for them. Presumably Zelan's sensors detected the shuttle's approach as the station at that time has no connection to the network. Wren explains the situation from his limited perspective since he knows only the source of the disruption but not the cause. When the party says they'll go to Kuran Wren joins them. En route to Kuran a Chaos Sorceror attempts to sabotage the shuttle but the shuttle's sensors detects a problem with the engine and the party intervenes. In the battle the shuttle suffers too much damage (Rune gets the blame but it's not clear if he was really the cause) and has to crash on Dezolis.
(End of summary.)
Where did the Chaos Sorceror come from? Well, setting aside the notion that they teleported onto the shuttle they either snuck aboard on Motavia or they were already on Kuran when the party arrives. Perhaps the sorceror was monitoring Wren to make sure he couldn't interfere. I'll come back to this character later.
Why am I bringing all this up in the discussion of one item? Well, because that one item ties into the overall strategy of the various Dark Forces in the series. As grotesque and powerful as Dark Force is it has always operated from the margins. Despite all of its powers it hides in the shadows using proxies and minions to obfuscate its influence.
In the original Phantasy Star Dark Force helped Lassic/Lashiec become absolute dictator and grip the solar system with his despotic ambition causing great strife and suffering. Lassic/Lashiec was tempted by the promise of eternal life and became the head of his own cult. As his reign continued he increasingly isolated himself from his subjects until at last he had a floating castle hidden by a barrier that made it invisible. When Lassic/Lashiec was killed Dark Force was still unknown and attempted to possess the governor of Motavia but was found and destroyed by the player. Before the player can rescue the governor, however, they have to navigate a labyrinth under the mansion filled with Dark Force's minions. Dark Force is down at the bottom with the governor. For his part the governor seems unaware and was apparently snatched out of the blue.
Why does the governor have a labyrinth under his mansion? Well who's to say this is the first time Dark Force has tried the "possess the governor of Motavia" trick? The mansion could also have been built over an older structure or was repurposed and renovated with that subterranean area sealed off and left unused.
In Phantasy Star 2 the earthmen had already built Mother Brain and put the planets under her control. At some point prior to the start of the game Dark Force got control of them and Mother Brain in order to cause much greater destruction. That meant a steady deterioration of conditions in the system and increasingly draconian policies being enacted by the government. Dark Force, Mother Brain, and the earthmen were all on a space ship hidden at the edge of the Algo solar system. Finding out where Mother Brain actually is proves to be quite difficult in the game. Her location is not shared with anyone in the government.
On board the ship the player will find Dark Force hidden in "Pandora's Box" blocking a passage. To proceed Dark Force must be killed. Directly above the box is Mother Brain and past her are the earthmen. In this point in the development of the series the millenial cycle hadn't been established yet so the whole Pandora's Box thing is a reference to the same object from Greek mythology - the source of all evil in the world as well as Hope, down in the very bottom of the box. Opening the box and letting Dark Force out releases the evil but also provides the only means of destroying it and retaining some hope of getting control away from Mother Brain. At no point in the game is it made explicit that Dark Force is what has caused the earthmen to do what they've done. That would be retconned in later. The closest the game gets is that when a new game is first started the protagonist, Rolf, explains that he has been having nightmares every night and that screen shows Alis fighting Dark Force (he doesn't know who they are).
In Phantasy Star 3 the Dark Force that snuck aboard the worldships was eventually trapped on the Alisa III by Orakio and Laya. Sometime in the timeline (the game doesn't specify beyond the generic 1,000~ish years between the Laya/Orakio war and the time period the game starts in) it twisted Orakio's twin brother Rulakir into its pawn. As part of the process it kept him alive for centuries. (There are also enemies all over Lashute who look like Rulakir so there's some weird cloning thing going on too.) When the millenial clock again rolled around Rulakir's minions manipulated people to get the old war going again... somehow, despite being trapped in the Terminus dome. Once the player freed Dark Force from the ruins in the lake in Landen Dome the fiend didn't attack the party but instead went to Terminus Dome where it hid itself in the bowels of Rulakir's floating city, Lashute.
Phantasy Star 3's plot requires a lot of smiling and nodding before heading to whatever the next objective is. The player just sort of has to roll with it. There are good, solid reasons it is considered the black sheep of the classic series. The fourth game pretty much destroys the millenial cycle present in PS3 but that is a rant for another time.
Anyway hidden deep within Lashute sits Dark Force once again with an army of minions between itself and those seeking to destroy it. In what is a clear shout out to Phantasy Star 2 the battle with Dark Force is triggered by opening a seemingly-ordinary treasure chest. There's no text or remark from the player characters. It's just a case of chest then BAM FINAL BOSS TIME! This Dark Force is the least active of the bunch (at least the one in Phantasy Star 2 appeared in that dream sequence in the beginning) but given it already has a long-established pool of loyal minions and it spends most of the plot sealed up there's not much it can do. It seems most of its accomplishments this time around are thanks to minions who survived from the last cycle.
In Phantasy Star 4 Dark Force once again twists a human into a servant, this time a man named Zio to whom Dark Force grants magical power. Zio pledges his loyalty to Dark Force and establishes a cult in Kadary. With his magic he erects a tower on top of Nurvus, the central control for all of Motavia's environmental control systems, and with an army of humans and monsters begins striking out to attack other points on Motavia. While this is going on one Dark Force, seizing on a weakness in the environmental control system occupies Kuran, usurping central authority over the environmental network and cutting Zelan (and its control android Wren) off from Motavia. Meanwhile a second Dark Force takes form on Dezolis, builds the Garuberk Tower, and begins creating a blizzard. At some point a third Dark Force also takes form, this time on Motavia but apparently does nothing of note before being outed by the light of the Aero Prism and killed by the player. That third entity might have been the one directing Zio but the game doesn't offer any details. The Profound Darkness does immediately send minions to Rykros to attack the denizens there having followed the path laid out by the Aero Prism.
I am getting back to the Canceller, don't worry. There is a point to all of this!

Presumably to protect itself the second Dark Force creates the Garuberk Tower and the forest of carnivorous, regenerating trees at the tower's base. Then it holes up, blanketing the area around the tower with a constant infusion of the Black Energy Wave. According to Rune this wave can be felt anywhere on Dezolis but only has tangible effects relatively close to the tower. Reshel has been abandoned, overrun with the living dead, and the people of Meese are hanging on only because espers from the Esper Mansion are keeping the sick alive. Beyond that, however, the Wave has no visible effects.
So what does this Dark Force seem to be doing? What appears to be its goal? Well, looking at the planet map it jumps out at me that the tower is in an isolated pocket of Dezolis, specifically around several large human settlements. Just because the espers aren't showing signs of sickness doesn't mean the Black Energy Wave doesn't reach them. (If the radius is plotted out as a circle centered on the tower it overlaps the mansion with room to spare but that assumes no interference/blocking from the mountains or other structures.) Those who die to the Wave rise again as zombies resulting in the destruction of Reshel and numerous ghouls in the tower. Apparently ghouls were going to roam the forest around the tower too but the only remnant of this idea, the Ghoul Forest, is a location name string still in the names table.
So Dezolis Dark Force has turtled up and is building a zombie army. Why? Well remember that the Parmans seem to have no cultural memories of Dark Force (aided greatly by that whole 'our home world exploded 1,000 years ago' thing, no doubt) and have no defenses against the Wave. The Dezolians on the other hand seem largely unaware of what's going on but have a priest caste with access to abilities that put some serious hurt on the minions of darkness (see also: Raja's St. Fire). They also have the sacred Eclipse Torch - the same torch that, when the party gets anywhere near borrowing from the Dezolians Lashiec sends minions to steal.
It stands to reason that Dark Force probably doesn't want to send minions or go toe-to-toe with someone who can use the torch's full power, right? The Torch does destroy the carnivorous forest seemingly with little trouble and can be used in battle to produce a weak St. Fire-like effect. Dark Force also has a long history of not surviving encounters with members of the protectorate species who are determined to fight. Not only is that established in the prior three games but the millenial cycle means a whole bunch of Dark Forces have been killed since the seal was first created. (I wonder if that permanently weakens the Profound Darkness...)
Well it just so happens Mother Brain built that little Weapon Plant just to the southwest of Gumbious. Machines aren't affected by any of those pesky holy powers and the giant spider crab happens to have a friend in a high place. A place that shares an orbit with Dezolis that is, in Kuran, who six months prior to the game's start sent orders over the network to get the plant operational again. Meanwhile all communication and movement around the planet has been halted because all the routes have been blocked by walls of ice created by the permanent blizzard so no one can even approach the Weapon Plant to figure out what its doing... or warn other towns if the army of the undead is sent out to lay waste. Funny how that works out, doesn't it?
Those two are running a pretty impressive gambit tag-teaming Dezolis all things considered. The only real weakness in these plans is that they take an extended amount of time to produce results.
So what does this have to do with the Canceller?

If you ignore Wren's message and return to the shuttle Kuran doesn't appear as an option or even on the map - it shares an orbit with Dezolis. That green thing on the same orbit ring as Motavia? That's Zelan.

You can of course fly back to Motavia.

But your only option is to then turn around and go back to Zelan.

When you do pick up the Canceller Kuran appears on the space map and becomes the only option. No matter how many times the party flies back and forth between Zelan and Motavia the Chaos Sorceror ignores them even though forcing the shuttle to crash land on Motavia would probably leave them stranded there. Nope, that sorceror will only intervene when the party threatens to actually reach Kuran. If the sorceror is hiding on Zelan why does it not take this item? Maybe it doesn't know it's there. Maybe it doesn't think the sensor actually works. Maybe it doesn't want to be seen by Wren. Maybe it doesn't want to grab it and alert Wren that there's an intruder. Who knows? This is all conjecture at best. The game provides no answers.

The Canceller's LOOK description is honestly rather confusing. "All purpose sensor with stealth capabilities." makes it sound like it can activate a stealth mode and hide itself or its user. Nope, what it does is pierce stealth systems rendering them useless. It takes Wren's optional dialogue to make this clear.
That brings us back to the saboteur. The Chaos Sorceror will do nothing unless it looks like the party who recently killed Zio can breach Kuran's primary defense - the fact that the space station has hidden itself from the navigational systems of spacecraft. Kuran and consequently the Dark Force occupying it are otherwise in no way threatened by anyone in the system. No one can reach them. There are no weapon systems that can strike Kuran. There are no systems in the network that can launch a cyber attack on Kuran. That Dark Force can sit and wait for as long as necessary to strike the network again safely fortified out of sight - just like every other Dark Force in the series.
Once Daughter awakens because Nurvus is no longer keeping her asleep sending minions to plug her into the network and get her (and the veritable army she has at her command) under Kuran's control would create huge problems for Motavia. She could have been a kingmaker in the plot if the forces of darkness weren't in a desperate retreat by the time she enters the stage. The third Dark Force, the one masquerading as Seth, demonstrates no knowledge of Daughter even though at that point she is sending out squads. Zio never shuts down Nurvus or disables the AI in Nurvus keeping Daughter inactive so it seems clear Team Evil is just as clueless as everyone else that she was built.
So, yeah, in short the Canceller is a forgettable item that appears without explanation and poofs with even less after Kuran is cleansed but it is one of the most important items in the plot.
As a quick note the Landale apparently has the same stealth-piercing ability that the Canceller does. Getting the Landale opens up travel to Kuran even if the player never got the Canceller. That might just be a programming quirk because this is a video game but I thought I should mention it for the sake of completeness.
Ancillary questions follow.
Why didn't Dark Force send minions to destroy Wren?
Zelan has no enemy encounters but Kuran does. Perhaps Zelan does have roaming security bots but Wren has ordered them not to attack the player party. Presumably he has some sort of security/sensor system so he can monitor his station. If an unknown shuttle from Motavia docks with Zelan and he sees Rika in a security camera he knows anyone else with her is likely friendly. That or he just keeps his killbot minions in storage. The people who built these centers seemed pretty keen on stocking each one with a security detail - the Machine Center is alone in being totally unguarded.
Why did Zio not destroy Demi?
Zio was probably keeping Demi intact because she can interface directly with Nurvus and there was always the possibility that he would need that capacity to change something in the network.
Why didn't anyone steal the Eclipse Torch sooner?
When any plan or strategy is humming along as designed any change introduced has the potential to throw everything off the rails. Given how the priest didn't actually want to loan out the Torch and was stubbornly refusing to do so when the Xe-A-Thouls showed up that act of direct intervention was probably a mistake. The Dezolians were in denial, having little to no idea of the threat to them. Stealing the Eclipse Torch while openly taunting the player party was Lashiec's arrogance getting in the way of good sense. If Lashiec had sent a minion to steal the Torch quietly no one would know where to find it. No one knew the Air Castle existed in the Parman asteroid belt until the Xe-A-Thouls spilled the beans.
Thanks Lashiec for stabbing your own side in the back. I guess the iron-fisted tyrant never learned the art of subtlety.

On a far less serious note I was trying to interact with DF1's sprite but the game just lets the player walk right through it. You can check any of the three terminals and Wren will say everything on Kuran is working just fine. Eh, just ignore the big demon looking thing growing over the terminals. It's probably not important.

Another key item, less important to the overall plot but also ultimately required due to plot flags, is the Control Key. Trying to use the console in the Machine Center without it prompts Demi to say the following:
Demi: I'm so sorry. What an embarrassing mistake on my part... Unless we have a 'control key' we won't be able to initialize the machine.

The Control Key is in the previous room, likely to be seen and picked up before the player ever tries to use the console.

The Control Key's LOOK text makes it clear what the key is for (on a technical note, yes the Control Key has a fully functional description for the shop window which is identical to this). "The system start up key for the Machine Center." There's no point to having the Control Key in the game as-is. This only makes sense if the Control Key was planned to be somewhere else and had to be fetched first. I'm not exactly heartbroken to be spared a fetch quest.

The default behavior for any sprite interaction point is to 1.) turn to face the player and 2.) display dialogue called by the interaction pointer. Behavior 1 can be overriden, such as these Xe-A-Thouls are demonstrating (Igglanova, the King Rappy, De Vars, and Sa Lews behave the same way). This is why trying to talk to Dark Force 2 at the top of the Garuberk Tower turns into an exploded mess of pixels with empty text. Dark Force is trying to turn around but there are no sprites for doing so.
The astute may note that the screenshot above is unintentionally funny. Why yes Kyra those are the rascals who stole the Eclipse Torch. However this is the exact same conversation that pops up if the player checks either of the two illusory barriers in the Air Castle. Yet these are the real Xe-A-Thouls. What's going on? Well for once I didn't have to use the debug menu or any codes. This can be done simply by walking the perimeter of their room. That avoids the trigger area that results in fighting the terrible trio - a small programming oversight.

Conversely the D-Elm-Lars in the bowels of the Climate Center (or Climatrol if you prefer) doesn't have the same oversight. It's nothing the debug code can't fix, though.

The sprite tries to turn to face Seth but since there are no sprites for that loaded most of the D-Elm-Lars vanishes. Then they speak. Zosa? No, this not Zosa. There are no penguins here. This is a rather odd place for the game to be pointing to but who knows what if was originally programmed to say before being localized.

As soon as the dialogue window closes the sprite then morphs into a mess of tiles that rapidly animate and change shape over 7 distinct patterns. I'm not entirely sure what animation it is trying to play but it looks like it's stepping through the Xe-A-Thoul teleport-in sequence. Since none of those tiles are loaded into VRAM with this particular sprite the game uses whatever tiles are in those memory slots resulting in a mess.

Trying to turn up loads a sprite configured like this. It then cycles between two animation frames. This is clearly the first Dark Force. No other sprite in the game is even remotely similar in layout.

Trying to face right loads a configuration shaped like the second Dark Force. It also animates between two frames. Other than that there is nothing of note here. The game just keeps chugging along like nothing is amiss.

Up through Nurvus the game has a steady progression of plot and events. After Nurvus things start getting compressed. After clearing out Kuran there really isn't much of a plot. The whole rest of Dezolis is available to explore so the game shifts to sidequests and the whack-a-mole game of "Find the next plot NPC in one of these towns." Dezolis is largely empty. There are some hints that things on the icy planet are not entirely as they seem.
Right next to the Parmanian town of Tyler is a huge pit. Tyler itself sits precariously on the edge with the town map having huge gaps that fall down into darkness. Except for one person, however, no one seems even a little worried that their town might be swallowed up in a giant sinkhole.
Citizen: What's going on, with this big open area that just appeared next to town? There's been such strange things going on!
Yeah, that big pit is a recent development but the game doesn't go into any further details. The planet west of Tyler is a big gaping question mark where the developers ran out of time and money.

Case in point, here's a look at how the encounter zones are partitioned out on Dezolis. In most RPGs there are grids/sectors/etc. laid out over the world map. As the player moves around they cross them. That's why I've put a screenshot with Rika up above. She's helpfully pointing out the boundary between the two encounter zones on Dezolis. If she were to move one step south she'd fight things like Dezo Owls and Rajagos. From where she's standing and further north are Sky Tiaras and Biter Flys.

Plotted out in color, this recentered map of Dezolis with the extra stuff trimmed away shows just how disparate the two zones are. That blue patch? That's the first, lower-level zone. It's slightly inaccurate since the zone extends a ways into the pit by Tyler but it does, as far as I can tell, follow the contours of the mountains around there. The second encounter zone is everything else on Dezolis.
I've mentioned a couple times that I've taken characters to grind experience on Dezolian wildlife prior to getting the Ice Digger. What I mean when I say that is that I take the character north through the open pass into the second zone. This is a good option for characters who don't fare well against machines.

Heading north from Tyler the player can navigate a winding series of valleys westward towards Meese. In looking at the map this path was quite obviously blocked off - the sort of quick edit one would do if time were of the essence amid a sudden shift in planning. ("You have an hour. Figure something out!") If a few mountain tiles were instead snowplains the player could walk all the way from Tyler to Zosa. The player would still be barred from the Climate Center or the major plot points on Dezolis but they would see that the planet is in serious trouble.
This strange quirk of map design might help explain why Meese and Zosa sell dimates instead of trimates. I had to change that for my shop hack since driving all the way to Jut gets incredibly tedious and both towns are essentially "unlocked" by the same item: the Ice Digger. Sure Meese also sells Reflect Mail and Reflect Shields but they're so expensive that it's hard to afford either if you've been regularly upgrading a team and not cash/experience grinding. The Ice Digger would still be required to get trimates or anything Laconian (yes, I checked in the vanilla version). The weapon shops in Meese and Zosa sell the same things: Thunder Claw, Tornado Dagger, Flame Sword, and Dream Rod despite the fact those are two separate entries on the shop table.
This would also explain why the Landale can travel directly to Kuran without any fuss. Perhaps the original plan was to repair the shuttle? It does seem odd that Wren never mentions moving the wrecked shuttle. It might be beyond repair in the final plot but surely he could have it stripped for parts. There is kind of a severe shortage in spacecraft after all. Or maybe they needed a key or something to open the Hangar under Tyler. I've gotta admit that little pressure plate on the grave marker is pretty much nothing in terms of securing a space pirate's spaceship.

(screenshot from Rune's solo run)
Having the player visit areas closer to the tower would also better explain how Raja becomes sick so quickly. As is in the game it seems like only minutes of exposure on Kuran have him reeling and barely an hour in Meese makes him collapse. However when the player first arrives on Kuran there is some dialogue and in an easy to miss line Raja complains of dizziness.
Raja: My head is out of whack! Man am I dizzy!
Dizziness and weakness are the first signs of the Wave's effect. This progressively gets worse until the subject develops a high fever, collapses, and eventually dies.

It has long bugged me that Rune is taken completely by surprise to see Dark Force on Kuran.
Rune: Dark...Force!
Unless that line somehow got mangled in localization it conveys complete surprise on Rune's part. He clearly did not expect to see a manifestation of destruction and death on the station. The lack of a Black Energy Wave over the station would explain an inability to guess Dark Force is there but doesn't explain why Raja is suddenly dizzy. It even makes sense that Dark Force 1 wouldn't bother emitting a wave. There's nothing organic on Kuran for it to affect - at least, not when the player arrives. Again though it goes back to Raja. (Darn plot holes!) If the plot required an earlier trip to Reshel, Meese, or Zosa that would require dragging Raja through the death zone. The only thing that would have to be changed would be setting an event flag check when talking to the NPC that triggers Raja fainting.
Personally I think traveling to Meese before Kuran would throw a lot of doubt on whether or not Dark Force is on Kuran. The player has good reason to suspect it's there after killing Zio. If the player were forced to visit the death zone on Dezolis first there'd be a definite pause for confusion when seeing Dark Force on Kuran. "What? Dark Force is right here? Then who or what is killing all those people on Dezolis? Did I miss a sidequest or something?"

Rika sets out from Meese to see the blocked area. Man we're so close to other other side too! If only we had some explosives or something. Oh well, guess we just gotta take the long way around.
Part Five | Index | Part Seven
A couple more questions
Know when you're fighting The Profound Darkness the background is a wavy space background? Well, the three sprites of The PD are huge, what if a much smaller sprite were to appear there? Like Alys' battle sprite, would they appear there? Also on a much shorter notice: I noticed that the Profound Darkness' (all three) of their sprites can't move, like when you cast Gra the sprite doesn't move, probably to make it look as neat as possible.
And another question: What would happen if a spell like cancelling was on a character movelist? Would it work?
Re: A couple more questions
As for the PD sprites they cannot animate because of VRAM limits in the Genesis hardware. PD1 isn't composed of sprites (that is, they aren't in the Genesis sprite table) but they and player back graphics are (mostly) part of layers using the Genesis's two-layer architecture. When players are attacking those graphics are actual sprites.
This is a roundabout way of saying there's no easy way to answer your question. It would come down to specific details. Your question isn't specific enough for me to give a definitive answer except to say that there's nothing really preventing a sprite or other graphics from being written to VRAM and displayed on screen if the coding is right.
Re: A couple more questions
Oh.
Oh.
And is there actually anything on these unexplored places on Dezoris? Or would you simply just run into enemies?
I also found out this pretty weird thing... http://rpg-home.lunar-net.com/psiv-web/index.html here is a list of enemies in PSIV, and you see The Gicefalgues, the recoloured and stronger Xanafalgues, right?
Well here is the thing, under that enemy, you see a recolour of the Zoranbolt, but I thought there were no recolours of the zoran bolts?! Note that the two recolours are both called Gicefalgues, but I thought there was only a recolour of the Xanafalgue (and Igglanova?). So do you know what the thing with that Zoran bolt recolour is? did the site just put it in there for the hell of it? Because I never saw a Zoran Bolt recolour before...
does it appear in the Japanese version or something?
Re: A couple more questions
As for Dezolis the areas mentioned are map filler with vast stretches of impassable mountain tiles. There are enemies out there but that is a subject I will get to if I ever get around to writing the next segment. I've been busy with other projects. Maybe I'll just do a short little update on it when I get the time.
Re: A couple more questions
Oh, ok.
Re: A couple more questions
Re: A couple more questions
I was just wondering, it's nothing major, but know a tincy bit North of Nalya, you see the Wrecked Spaceship, and it's overworld graphic is a some huge ball of scrapped metal? Well, on your way to Kadary you see those same sprites, I was wondering, are those wrecked spaceships that are unenterable? Or are they wrecked villages that a person in Kadary talked about? Or was that person talking about Molcum?
Or are they simply just metal-scraps of nothing major?
Re: A couple more questions
Re: A couple more questions
http://www.wrftpb.com/psiv/htm/ps4-eskill16.htm
What is this attack called "Destrocray"? I never seen any enemy use it in the game.
Also, are there any enemy abilities that could be added to a player movelist that no playable characters have?
(no subject)
Oh
Oh
Would you be able to put a spell into a characters list like force flash and is it possible to make chaz's megid to make it look like PD3's?
http://rpg-home.lunar-net.com/psiv-web/index.html notice how there is two Gicefalgues there, one is a Xanafalgue and Zoran Bolt recolour....but I thought there were no Zoran Bolt recolours, do you have any idea why that would be in that list...? Does it appear in the Japanese version or something?
(no subject)