Part 16: S.S. Zelbess

Marbule – Home World

Once you’re ready to progress with the story, head to the isle of Marbule, which is south-east of the world map.

Aside from the pair of explorers Toma and Ash (and spirits), this place is completely empty. The Lagoonate spirits won’t hurt you, and you can’t hurt them either. Speak to Toma for information, and ask what’s new. He tells you of hearing voices during the night. Rest in the cave by the entrance.

Head out and investigate the voices during the night, where you’ll see a mermaid by the bridge, who then flees when you approach. The next morning, the mermaid from last night asks if you can take her along with you to the S.S. Zelbess, docked just above the main island.

Marbule - Home World
Part 16: S.S. Zelbess

S.S. Zelbess

The S.S. Zelbess boat can be found to the northwest, above Mount Pyre. Once on board, follow the only path until you reach the main deck. Go right and down the stairs. In the first room to the west, you’ll see Miki on the balcony; you can try to cheer her up by saying you’re not Nikki’s fans. Back in the hallway, continue west up the stairs at the end. Enter the captain’s quarters for a scene. After that, head into the casino directly below.

Here, you can play a game of roulette to earn points that can then be exchanged for prizes. If the needle points north: double points; if it points east: +50 points; if it points west: -50 points, and if it points south then you lose all your points. It costs 100 G a game and you start with 100 points.

There’s a trick to get the needle to always point north. Here’s how: As the compass spins, pause the game and check if the red end of the needle is pointing between west and south. If it does, hold X and unpause the game This guarantees that the needle points north when it stops. Keep playing until you rack up enough points for the rank 1 prize, which is a Rainbow Shell. All succeeding first prize victories will get you Denadorites.

Mount Pyre
S.S. Zelbess

Note: in The Radical Dreamers Edition, the game cannot be paused, nor slowed down. Earning 10,000 points will however earn you the achievement “Immoral Compass”. To achieve this, you can try to focus on the compass, and hit X when the red needle hits the South-South-East point, which should result in at least a West (or hopefully North) result.

Head east down the ladder next and enter the bar one door to the east at the corridor. You’ll see Sneff performing some magic tricks here, one of which involves turning people into cats. You’ll find a use for that ability later so remember this place. Next, proceed further east a couple of doors to reach the supply room where the former Sage of Marbule asks you to let him pass. Do so and leave. Now, you need to get through to the grand slam but the pirate at the door won’t allow it without Fargo’s consent.

Go talk to the man in his quarters and he’ll challenge you to a game of roulette that you can’t possibly hope to win unless you find a way to stop Fargo from cheating. Let him win. Go to the Inn for an event (down the ladder, and to the west), then visit the bar again to volunteer for the show. Once your party becomes cats, run for the door to escape. Before heading to the inn, go upstairs and enter the hole through the kitchen. Talk to the cat here to receive the Monster Mouth frame. The treasure chest contains a Frying Pan AG47.

Immoral Compass
Monster Mouth frame

Go back down and climb the stairs behind the desk at the Inn. In this new room is a contraption that allows Fargo to cheat, what a sham! Examine it to remove the Handle. With that in hand, go back to the bar and through the cat door on the right to be reverted back into people. Challenge Fargo again and watch him lose. The door to the Grand Slam should now be open, so go on through.

Character Recruit – Janice

Character Recruit - Janice
Grand Slam Arena

You can participate in the Arena to win the Grand Slam and its associated achievement, “Grand Champion”. This is not required to continue the story, but doing so will allow you to recruit the demi-human, Janice.

Note: it is highly recommended that you do this part later as the Grand Slam requires capturing enemies via Sprigg’s Dopplegang ability, which are then used as Pokemon-like combatants in the Arena. Many of these strong enemies can be found in Another world or in New Game+, which cannot be reached for the moment in the story. Finally, the Forget-Me-Not accessory (which can be obtained later) allows characters (other than Sprigg) to kill enemies and capture them, making the whole capturing project easier.

Refer to the corresponding page of this guide for more information.

Character Recruit – Irenes

Character Recruit - Irenes
Sage of Marbule

Exit the arena when you’re done and go south through any of the 3 doors. You’ll see the sage out here so keep following him until he takes notice. Ask about the Dead Sea when he does and then picks a fight with him. Win the battle to receive the Fiddler Crab. Nikki soon comes in to invite you to his ship.

Note: you can skip the Black Dragon boss fight and the Marbule restoration quest (which can be quite lengthy to do, especially on NG+). To do so, leave now and do not go to Nikki’s boat (where you agree to help him with Marbule).

Return to the main deck and climb the mast in order to board the lift. Once on the new ship, enter the bottom door to witness a scene; agree to help when the prompt appears, Irenes offers to join your party after everyone leaves.

Marbule restoration quest
Character Recruit - Sneff

Character Recruit – Sneff

Go to the casino and you’ll see Sneff on a winning streak, big enough to pay off his debts to get off the ship. Stop by the staff room next to the bar and watch the events. Talk to Sneff afterward and have him join you.

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