
=========================================
           Tales of Destiny 2
              Playstation
            Craymel Artes FAQ
         Version 1.1(5/11/2001)
=========================================

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Done By:
Rena Chan
alucard_rpg@yahoo.com
http://members.atozasia.com/renachan/
-----------------------------------------

*****************************************
               Disclaimer
*****************************************
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Please inform me via e-mail if this FAQ is found
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Of course, it may be up and I just had not updated
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and www.cheatcodes.com

*****************************************
            Revision History
*****************************************
(29/10/2001)1.0 - Started writing this faq.

(5/11/2001)1.1 - Finished adding in all of the Craymel Artes.
I'm not done with the levels yet, but every single Spell found
in the game has been added. Of course, added in the last Greater
Craymel. Also cleared up any mistakes in my FAQ the first submission.

*****************************************
               Contents
*****************************************
1.0 Introduction to Craymel Artes
2.0 Greater Craymels
   2.1  Undine
   2.2  Sylph
   2.3  Efreet
   2.4  Gnome
   2.5  Celsius
   2.6  Volt
   2.7  Shadow
   2.8  Rem
   2.9  Maxwell
   2.10 Sekundes
3.0 Craymel Artes
   3.1  Water Arte
   3.2  Wind Arte
   3.3  Fire Arte
   3.4  Earth Arte
   3.5  Ice Arte
   3.6  Lightning Arte
   3.7  Dark Arte
   3.8  Light Arte
   3.9  Elemental Arte
   3.10 Time Arte

=========================================
    1.0 Introduction to Craymel Artes
=========================================
Craymel Artes are equivalent to magic for Tales of Destiny 2.
There are only 2 Craymel Mages in ToD2, Meredy and Keele. They each
start with 3 Craymel Artes. And the only way for them to obtain new
Craymel Artes is through the Greater Craymels and fringe. And what
spells they have will depend on what Craymels you give them. In
order for a Craymel Arte to be used, first, the needed Craymels must
be at a certain level. Then the combination of Craymels must be
correct. After the requirements are met, you must then fringe before
the spell is usable.

For Example, you want the Craymel Arte, Heal. First, Undine and Sylph
must be at their required levels. Once they are at their required
levels, you can fringe the spell. But in order to fringe it, you must
put Undine and Sylph at seperate Craymel Cages, i.e. Meredy must have
either Undine/Sylph and Keele must have the other one. Only then you
can fringe. Then the spell will be usable. But who can use it will
depend on who is holding the Craymel Arte's element. Heal is a Water
Arte, so if Meredy is having Undine, she will have the spell and vice
versa. Simple enough.

You can switch Craymels anytime you have access to the menu and the
C.Cage Command. So if you want to switch spells, it's possible at
anytime. So you can cater to your battle needs for your current
situation. But if you switch Craymels, please remember you need to
fringe again in order for the switch to be in effect. If you don't,
then the switch won't take place. For instance, Meredy is now having
Heal and you want to switch it to Keele. First, you have to exchange
the 2 Craymels. Then fringe. If you don't, Meredy will still have Heal.
Remember, a Craymel Arte is only usable if the 2 involved Craymels are
in seperate Craymel Cages. If they are in the same Craymel Cage, then
the spell cannot be used.

One question remains, who should hold what Craymel Artes? Well, it all
depends on you. But here's my personal preference. I checked how often
a character will do a certain thing at the Strategy Screen. The scale
on how often they will do a certain thing in battle while in Auto is
measured from 1 to 5 with 1 being the least often. You can set the
frequency of how often you want each Craymel Mage to do something
anytime. Battle TP means how often they will use their TP to cast spells
against enemies and Recover TP means how often they will use spells on
their allies. Judging from their stats, Meredy has more Max TP than
Keele, but Keele has a higher Intelligence stat than Meredy. And if you
control Keele, he has a mini D-Pad that appears when he uses Battle
Craymel Artes, and pressing it makes him cast the Craymel Arte at a
slightly faster rate(I'm not 100% sure, but after some observation, it
actually seems to do that. It's the same for Max), but Meredy does not
have this ability. Thus, Meredy is more situable to use healing Craymel
Artes since she has more TP and can affort to heal more often, while
Keele is more situable to cast offensive spells. So I give healing spells
to Meredy, while I mainly have more powerful offensive Craymel Artes on
Keele. I also throw in spells that boost stats to the both of them,
letting them cast them as they see fit, but they usually only cast it
against bosses. It's all up to you how you want to arrange the Craymel
Artes, and this faq is to help you in deciding which Craymel Artes you
want to give to who, cause it is impossible to have every single spell
avaliable between the both of them.

How do you tell when a Craymel Arte is avaliable for use? After battle,
there may be a message that says either "Fringe to get new Craymel Arte"
or "Activity detected in Craymel Cage". The first message means that you
can immediately fringe to get the new spell. The latter means that you
can fringe to get a new spell, but your combination of Craymels is not
correct. How do you tell whether a spell is ready for fringe at the
C. Cage Command? If your combination of Craymels is correct and the
Craymel Arte's color is Yellow, it means you can fringe it to get a new
spell. If it's purple, then the spell is not avaliable yet. If your
combinations of Craymels is incorrect, and the spell's color is purple,
it means you can fringe the spell as soon as the combination of Craymels
is correct. If it is grey, then the spell is not avaliable for fringe
yet. After fringe, if a spell is white in color, it means that the spell
is usable currently. If it's red, that means the spell is usable
already, but the Craymel Conbination is incorrect. Knowing what each
color means helps a lot sometimes.

* The maximum number of Craymels a Craymel Cage can have is 6. You
cannot have more than that. And the max level of a Greater Craymel 
is Lv 30.

=========================================
          2.0 Greater Craymels
=========================================
Summoning the Greater Craymels
In order to summon a Greater Craymel into battle, the Craymel that is
to be summoned first needs to be at maximum C. Vitality, which is on a
gauge of 10. To raise the C. Vitality of a Craymel, you must use a
Craymel Arte of the element of the Craymel you want to raise the
C. Vitality of. Once it is at Max, the game will tell you in battle.
Then you can summon the Greater Craymel. But if you don't summon the
Craymel and use a Craymel Arte, the summon of the Greater Craymel may
disappear as it's C. Vitality may decrease. If you have more that one
Craymel in one Craymel Cage, casting spells of one element may also
reduce the C. Vitality of another Craymel. I have yet to find out what
causes this, it's not that easy to find out. You can also use Crystals
or Shards of the Craymel's element to raise their C. Vitality of the
Craymel outside of battle.

* The higher the C. Vitality of a Greater Craymel, the faster it is to
cast the Craymel Arte of it's element. That's why summoning a Greater
Craymel is very fast in battle.

-----------------------------------------
               2.1 Undine
-----------------------------------------
Greater Water Craymel, Undine. Primary Craymel of Inferia.
Element: Water(W)
Location: Undine Stream, Inferia
Water of Life shall not protect those that cause harm.(30 TP)

Comment: Undine is really cool, and a life saver. Though Undine does
not do much damage, but she heals your entire party to full HP. And
Undine is the corner stone of all the Healing Craymel Artes.

-----------------------------------------
               2.2 Sylph
-----------------------------------------
Greater Wind Craymel, Sylph. Primary Craymel of Inferia.
Element: Wind(Wd)
Location: Sylph Cavern, Inferia
Those engulfed in the whirlwind are dropped into an abyss of
doom.(40 TP)

Comment: Sylph is a pretty good summon, and it can be easily brought
to max C. Vitality. Don't look down on Sylph, this little guy packs
quite a punch!

-----------------------------------------
               2.3 Efreet
-----------------------------------------
Greater Fire Craymel, Efreet. Primary Craymel of Inferia.
Element: Fire(F)
Location: Efreet Gorge, Inferia
Raging hands of inferno will burn everything in sight.(50 TP)

Comment: Efreet is a pretty good summon too, and it can be brought
to max C. Vitality pretty easily too. Why doesn't he have any legs?

-----------------------------------------
               2.4 Gnome
-----------------------------------------
Greater Earth Craymel, Gnome. Primary Craymel of Celestia.
Element: Earth(E)
Location: Gnome Cave, Celestia
Forces of Earth are summoned to protect it's soils.(60 TP)

Comment: It seems that Gnome is pretty cute himself, with such a
large nose and a round body. Gnome calls out smaller gnomes to
attack the enemies, pretty cute, but it seems to be tough to charge.
Gnome also has an added effect of poisoning the enemy Overall, it's
an okay summon.

-----------------------------------------
               2.5 Celsius
-----------------------------------------
Greater Ice Craymel, Celsius. Primary Craymel of Celestia.
Element: Ice(I)
Location: Mt. Celsius, Celestia
Blades of ice will punish all in their path.(70 TP)

Comment: This is really a cool summon, and a pretty strong one at
that. It takes quite some time to charge up the C. Vitality to max.
Celsius has an added effect of freezing the enemy too, which with
your next hit, you will do major damage on the enemy. Moreover, she
has a really nice pet Ice Wolf! One of my more favourite summons.

-----------------------------------------
                2.6 Volt
-----------------------------------------
Greater Lightning Craymel, Volt. Primary Craymel of Celestia.
Element: Lightning(V)
Location: Ruins of Volt, Celestia
There is no escaping the web of electromagnetic pulse.(80 TP)

Comment: This one takes some time to charge up also, especially when
it's default spell is a bit, not so good. But the Volt summon is as
good as Celsius, and it has an added effect of stunning the enemy too.
And I wonder how does Volt become mini Volts.

-----------------------------------------
               2.7 Shadow
-----------------------------------------
Greater Dark Craymel, Shadow. Governing Craymel of Celestia.
Element: Dark(S)
Location: Shadow Cave, Celestia
All are invited to the depths of dark.(90 TP)

Comment: To even reach Shadow, you need the Aifish. He is located
under the seas of Celestia in a cave and a rough location of 4, 2 GPS.
You can locate it very easily on above water too. It's on the next
island just northeast of Balir's Castle. You can see a small mountain
with a hole on it on that island. Get on the Aifish and dive. You will
see Shadow Cave. Shadow is also a summon that I like. Big combos and a
bit nasty too. But then there's the charging time. And his default
spell is one of my favourite spells.

-----------------------------------------
                 2.8 Rem
-----------------------------------------
Greater Light Craymel, Rem. Governing Craymel of Inferia.
Element: Light(L)
Location: Regulus Knoll, Inferia
The scared light saves only those that follow the holy path.(90 TP)

Comment: You have to face off with Rem at the door to where the seal
of Nereid lies, although Nereid is already free a very long time ago.
How he escaped still lies beyond my comprehension. I haven't tried it
out yet, but Rem does not seem to do any damage when summoned, but he
most definately heals your entire party to full HP. And I believe that
Rem also resurrects any fainted characters to full HP.

-----------------------------------------
               2.9 Maxwell
-----------------------------------------
Greater Elemental Craymel, Maxwell. Supreme Craymel.
Element: Elemental(El)
Location: Farlos Sanctuary, Inferia
The power of all elements combined. The flames of judgement shall
arise.(100 TP)

Comment: Maxwell is a funny old man. He went into the wrong Craymel
Cage! To find Maxwell, you must first have the Seyfert Key and access
back to Inferia. Go to the back of the Farlos Sancutary and 'talk' to
the statue at the back of the Sanctuary. The Seyfert Key will glow and
open a new path. Continue onwards to find Maxwell. His summon does not
seem to do much, although it damages an enemy group. But it's weaker
compared to his Meteor Swarm Craymel Arte. So what exactly is so great
about the Maxwell summon? It's pretty expensive too. If anyone knows,
maybe you can e-mail me. I'd rather stick to Meteor Swarm.

-----------------------------------------
              2.10 Sekundes
-----------------------------------------
Greater Time Craymel, Sekundes. Supreme Craymel.
Element: Time(Ti)
Location: Shizel's Castle, Orbus Barrier Surface
And so, time freezes...

Comment: To find Sekundes, you will need acces to the left door at the
start of Shizel's Castle. And go left until the end and take the elevator
down. Continue going down and into a room called 'Time Space'. Sekundes
will appear before you and join you without having to fight him. After
that, you can challenge him anytime by going back to the Time Space and
at the edge of the platform accept the challenge. Sekundes is the best
summon there is, but his default spell takes a bit longer than your
average spell to finish. But if you summon Sekundes, he will hit all
enemies for about 8 times, doing a lot of damage. And if any enemies
refuses to die, they will get frozen in time, just like using an
hourglass. Truly the best summon and the strongest one too.

=========================================
           3.0 Craymel Artes
=========================================
I've already explained how Craymel Artes work in the intro, so I
don't expect to repeat myself.

* The levels indicated here are only a rough gauge of getting the
Craymel Arte. It is the levels of my current Craymels at that time.
The main problem with it are the Craymels that start very early, so
if anyone has gotten the Craymel Arte at a lower level for a
Craymel, please e-mail me.

-----------------------------------------
             3.1 Water Arte
-----------------------------------------
Aqua Edge(4 TP)
Fringe: None(Keele has this Craymel Arte)
Slice the enemy with the force of water.

Spread(9 TP)
Fringe: Undine(Lv 1)
The enemy is shredded by whirling water.

Acid Rain(10 TP)
Fringe: Undine(Lv ??) + Gnome(Lv ??)
The acid reduces the enemy's resistance.

Heal(16 TP)
Fringe: Undine(Lv 5) + Sylph(Lv 1)
Restores HP of an ally.

Nurse(42 TP)
Fringe: Undine(Lv ??) + Celsius(Lv 1)
Restores all allies HP.

Cure(32 TP)
Fringe: Undine(Lv ??) + Maxwell(Lv 1)
Restores HP of an ally.

Restore(60 TP)
Fringe: Undine(Lv ??) + Rem(Lv 1)
Restore HP of allies within the area.

Resurrection(96 TP)
Fringe: Undine(Lv 30) + Sekundes(Lv 1)
Revives a dead ally.

-----------------------------------------
             3.2 Wind Arte
-----------------------------------------
Wind Blade(7 TP)
Fringe: None(Keele has this Craymel Arte)
Shear the enemy with a blast of wind.

Air Thrust(12 TP)
Fringe: Sylph(Lv 1)
Shear the enemy with multiple blades of wind.

Cyclone(44 TP)
Fringe: Sylph(Lv ??) + Shadow(Lv ??)
Engulf the enemy in a twister.

Concentrate(6 TP)
Fringe: Sylph(Lv ??) + Efreet(Lv ??)
Increases Accuracy of an ally.

Item Plus
Fringe: Sylph(Lv ??) + Maxwell(Lv ??)
Power up. Additional bonus is awarded after a Technical Smash.

Medical Plus
Fringe: Sylph(Lv 30) + Rem(Lv 10)
Power up. Additional +5% HP restored when Craymel Arte is used
during battle.

-----------------------------------------
             3.3 Fire Arte
-----------------------------------------
Fireball(7 TP)
Fringe: None(Keele has this Craymel Arte)
Shoot multiple fireballs at the enemy.

Eruption(18 TP)
Fringe: Efreet(Lv 1)
Surround the enemy in scalding magma.

Flame Wall(12 TP)
Fringe: Efreet(Lv ??) + Gnome(Lv ??)
Set a flame trap in front of the enemy.

Explode(36 TP)
Fringe: Efreet(Lv ??) + Volt(Lv ??)
Swallow the enemy in a massive explosion.

Sharpness(6 TP)
Fringe: Efreet(Lv ??) + Sylph(Lv ??)
Increases Attack of an ally.

-----------------------------------------
             3.4 Earth Arte
-----------------------------------------
Grave(7 TP)
Fringe: None(Meredy has this Craymel Arte)
Spear-shaped rocks are thrust up from below.

Stalagmite(18 TP)
Fringe: Gnome(Lv 1)
Massive boulders are jetted out from below.

Ground Dasher(48 TP)
Fringe: Gnome(Lv ??) + Shadow(Lv ??)
Destructive forces of earth are brought to life.

Mental Charge
Fringe: Gnome(Lv ??) + Sylph(Lv ??)
Power up. Restore +1% of all ally TP at the end of battle.

Life Rescue
Fringe: Gnome(Lv ??) + Rem(Lv ??)
Power up. HP is automatically restored as it decreases.

Mental Supply
Fringe: Gnome(Lv 28) + Maxwell(Lv 20)
Power up. TP is restored according to the amount of damage
received.

-----------------------------------------
              3.5 Ice Arte
-----------------------------------------
Ice Needles(6 TP)
Fringe: None(Meredy has this Craymel Arte)
Strike the enemy with needles of ice.

Freeze Lancer(21 TP)
Fringe: Celsius(Lv 1)
The enemy is showered with spears of ice.

Blizzard(20 TP)
Fringe: Celsius(Lv ??) + Sylph(Lv ??)
Raises forth a fierce snow storm.

Absolute(30 TP)
Fringe: Celsius(Lv ??) + Volt(Lv ??)
Freeze the enemy with an ultra cold blast.

Resist(6 TP)
Fringe: Celsius(LV ??) + Gnome(Lv ??)
Increases Defense of an ally.

Freeze Guard
Fringe: Celsius(Lv ??) + Efreet(Lv ??)
Power up. Protects against Freeze.

-----------------------------------------
            3.6 Lightning Arte
-----------------------------------------
Lightning(7 TP)
Fringe: None(Meredy has this Craymel Arte)
Shower the enemy with lightning.

Thunder Blade(24 TP)
Fringe: Volt(Lv 1)
Tear apart the enemy with blades of lightning.

Indignation(52 TP)
Fringe: Volt(Lv 28) + Rem(Lv 10)
The enemy is englufed in a lightning storm.

Recover(10 TP)
Fringe: Volt(Lv ??) + Gnome(Lv ??)
Cure abnormal status of an ally.

Charge(100 TP)
Fringe: Volt(Lv ??) + Sylph(Lv ??)
Share your TP with an ally. Defeating the enemy restores TP.

Stun Guard
Fringe: Volt(Lv ??) + Undine(Lv ??)
Power up. Protects against Stun.

-----------------------------------------
             3.7 Dark Arte
-----------------------------------------
Dark Force(32 TP)
Fringe: Shadow(Lv 1)
Wrap the enemy in a barrier of darkness.

Bloody Howl(72 TP)
Fringe: Shadow(Lv 30) + Sekundes(Lv 18)
The enemy is shredded by a screaming curse.

Deep Mist(6 TP)
Fringe: Shadow(Lv ??) + Sylph(Lv ??)
Shroud the enemy in mist that reduces the enemy attack accuracy.

Barrier(6 TP)
Fringe: Shadow(Lv ??) + Volt(Lv ??)
Increase Defense of an ally.

-----------------------------------------
             3.8 Light Arte
-----------------------------------------
Ray(30 TP)
Fringe: Rem(Lv 1)
The enemy is showered with numerous heat rays.

Holy Lance(52 TP)
Fringe: Rem(Lv 21) + Maxwell(Lv 24)
The enemy is showered with numerous spears of light.

Holy Bliss(8 TP)
Fringe: Rem(Lv 15) + Efreet(Lv 30)
Gradually regenerates HP and heals the last damage received.

Health
Fringe: Rem(Lv 10) + Shadow(Lv 25)
Power up. Defeating an enemy restores some HP.

-----------------------------------------
            3.9 Elemental Arte
-----------------------------------------
Meteor Swarm(60 TP)
Fringe: Maxwell(Lv 1)
Call forth meteors to strike the enemy.

Shooting Star(80 TP)
Fringe: Maxwell(Lv 30) + Sekundes(Lv 26)
Call forth shooting stars to strike the enemy.

Poison Guard
Fringe: Maxwell(Lv ??) + Shadow(Lv ??)
Power up. Protects against Poison.

Life Up
Fringe: Maxwell(Lv ??) + Celsius(Lv ??)
Power up. +2 bonus HP at level up.

-----------------------------------------
             3.10 Time Arte
-----------------------------------------
Distortion(64 TP)
Fringe: Sekundes(Lv 1)
Time is distorted to erase enemy existance.

Stagnation(16 TP)
Fringe: Sekundes(Lv 2) + Celsius(Lv 30)
The enemy's recovery time is delayed.

Delay(60 TP)
Fringe: Sekundes(Lv 20) + Gnome(Lv 30)
The enemy's chant is delayed by distorting time.

Drain Guard
Fringe: Sekundes(Lv 10) + Rem(Lv 21)
Power up. Protects against Weak.

Mental Up
Fringe: Sekundes(Lv 10) + Efreet(Lv 30)
Power up. Bonus +1 TP at level up.

*****************************************
               Credits
*****************************************
- Me for typing out this FAQ.
- Namco and anyone else involved for making this game.
- My brother for playing this game with me ^_^.
- One of my brother's friend for helping us as much as
  possible.
- Tony <ttq@qwest.net> for helping me with the levels.
- The people at the ToD2 MB too.

Copyright(C) alucard_rpg@yahoo.com











