When Exdeath begins to break his seal, Galuf returns to the first world and became one of the new Warriors of Light alongside Dorgann's son Bartz, although Galuf does not realize this until late into their journey. The other two warriors are Lenna and Faris, children of King Alexander Highwind Tycoon.

The Light Warriors have failed, the world is in darkness; but somewhere, somehow, someone has vowed to rekindle the light of dawn and slay the Chaos who could not be stopped. Play as a Werewolf, Dragoon, Mystic Knight, Sorcerer, Monk, Summoner, Geomancer, Dancer, BlueMage, TimeMage, and Samurai with new equipment and abilities. Most maps were modified slightly, others were changed completely, and some were left alone. Text has been changed, and there are many other improvements and features with game-play and the battle system. The Canoe has been changed into a river Chocobo, and the boat now resembles the one from Final Fantasy Five. It is extremely rare to see the vehicles changed. Expect to see unusual weapons and remember to try casting your spells outside as there are no designated white magic or black magic; only summons, swords, elements, dances, blue magic, time magic, and various class abilities. Screenshots are Provoka and damaged town of Melmond.


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The name "Sword of Dawn" is most likely a reference to Michael Moorcock's Hawkmoon series, part of the Eternal Champion series. The protagonist, Dorian Hawkmoon, acquires a mystic weapon called "The Sword of the Dawn", described as a red-bladed broadsword. The Sword of the Dawn can call forth "The Legion of the Dawn", a seemingly inexhaustible host of somewhat ghostly Aztec warriors called from some other dimension to protect the sword's wielder.

The Sword of Dawn can be found in the Reverse Keep, behind a breakable wall. It's one of the few missable items in the game. If Alucard breaks the wall where it's hidden and then leaves the room without picking it up, the sword will disappear and can't be acquired again in that playthrough. It lacks the Dash Thrust ability of most Great Swords, but its special attack can make up for this. Pressing a quarter-circle forward, then [Attack], summons a random warrior or set of warriors, which attacks for a while and then disappears.

But it is not easy to convince the cats to leave. Even if all four Clans agreed to travel together, the dangers waiting for them beyond their borders are impossible to predict. More importantly, even the questing cats have no idea where they're supposed to go. What they need is a sign from StarClan . . . but what they need most of all is a plan to save their missing warriors, or risk leaving them behind forever.

The WindClan warriors glanced uncertainly at each other but said nothing as Crowpaw walked over to Tawnypelt and touched her mottled flank with his nose. He brushed affectionately past Brambleclaw and Stormfur; as he stretched his head to touch his muzzle against hers, Squirrelpaw was surprised by the warmth of his farewell. Crowpaw had found it hardest out of all of them to fit into the group, but after all they had been through together, even he felt the bond of friendship that connected all five cats.

He nodded. Squirrelpaw saw him brace his shoulders as if he were literally carrying the weight of the message they had to take to their Clan. Without saying anything else, he headed down the slope, keeping well away from the Twoleg monsters, and together the cats picked their way across the swath of churned-up ground. Squirrelpaw was grateful for the cold night that had set the mud hard; if it rained, this would turn into a clogging brown river, enough to swallow kits and suck at the bellies of the longest-legged warriors. ff782bc1db

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