Our story begins one day when Ark wakes up and finds his sweetheart Elle standing over him. Apparently Ark has been sleeping restless-like because Elle asks him if he has been having a nightmare. Ark explained that he had been having the same dream every night. Elle mentions that he should go outside to see the Crystal Blue to help take his mind off of his nightmare. Then she leaves.
You'll notice that on the table in Ark's room there is a book and pen. These are what the save points look like. Sometimes they'll appear in the strangest places, so keep an eye out for them.
Ark gets up out of bed and starts heading out the door of the Elder's house where he lives. But one of the guys by the door mention that the Elder would like to speak with him before he leaves. The Elder's room is to the back of the house, but on the way to his room you notice a blue door. Wonder what's behind it? The Elder has always kept this door locked for some reason. But there seems to be a quiet voice asking for help from the other side of the door.
Turns out that the Elder is mad at you. Ark likes to create mischief and had gone to the weaver's house the day before and ruined all of the weaver's goods. Neither the Weaver or the Elder is very happy with Ark for doing that. The Elder sends you out to the Weaver's house to appoligize.
The Weaver's house is just north of the Elder's house. On entering the house, you'll notice Elle and the chief weaver sitting by a table. Appologize for destroying all the weavings and then return to the Elder. Before returning to the Elder's house, you can explore the town of Crysta. The mill in the upper right portion of the town is interesting. The millers don't know how it got there or who built it but they use it anyway. If you go upstairs you can turn the mill off, which turns into quite a surprise for the miller downstairs. You can also pick up the lettuce and the pumpkins in the garden and throw them.
Go back to the room with the blue door, and you'll notice that all of your friends are gathered by the door. The Elder has stepped out for a bit, and they have decided that they are going to open the door. They ask for Ark's help, but it is up to you if you want to help them open the door or not. Ark's friends work on the door until suddenly it opens and a great flash of light appears. When the light goes away, you're alone with only one friend remaining. He says that the other's got sucked into the doorway when they opened it, but the door is now locked again. To open the door, pick up one of the objects in the upper left section of the room and throw it at the door. You'll make a crack in the door. Throw one more object at it and the door will open.
Go through the door and there's one of your friends. But for some reason, he doesn't appear to be moving or even talking to you. He looks like he has been frozen! Continue down the staircase and there are two more friends here, but they too have been frozen. The next staircase leads to a long corridor. That same cry for help is heard again, so you walk down the corridor and at the end there is a floating box. What ever is in the box is happy to see you and asks that you help it out of the box. So help the poor thing out of that box!
Thing is definatly the term to use with this guy. The creature that was trapped in that box is some sort of pink/purple floating rabbit head! The thing even talks! It says it's name is Yomi, and the Elder had trapped it in that box. Yomi thanks Ark for rescuing him and explains that since he has freed him from the magical box, you now get to use it. You jump into the box (using the SELECT button) and he takes you on a tour.
There are 4 rooms to the box; the Center Room, Item Room, Armor Room, and Weapon Room.
Yomi then takes you back to the center room, and suggests that now you wander around the box to get a feel of the place. If you wander back into the Weapon Room, there will be a bright light in one of the weapon spots. If you go up to the light and talk to it, you will receive the Cryspear.
Yomi hears a sound outside the box and guesses that there is a visitor outside waiting to talk to them. Leave the box and Elle will be there in the corridor. She is frightened because she feels as though something big is about to happen, but she doesn't know what. Suddenly Elle too turns to ice. Ark immediatly blames Yomi, but Yomi explains that he was just a guy trapped in that box and he has nothing to do with the icings. Yomi says that if Ark wants to save his friends, he has to go outside the village. Ark has never been outside the village before, and wasn't even aware that a world awaited him out there.
Go back up the stairs and through the blue door. If you try to leave the Elder's house, Elder is there blocking the door. You ask the Elder what is going on, but he's upset with Ark again because this time he screwed up by opening the forbidden door and freeing the creature he had put in the box. Elder explains that there are 5 towers that he needs to climb in order to save the villagers. Before you leave, don't forget to go back to the Elder's room and get the items in the Treasure chests. Also go inside the box and equip the Cryspear and the Clothes.
Now that you have returned to the village, everyone is un-iced. Go speak to the Elder and he will tell you to meet him by the large hole that is east of the village.
Go back outside the village and you will see a large hole east of the village. Go to it and the Elder will be there waiting for you. Talk to the Elder, and he will explain that the hole that is in front of you is the pathway to the surface world. The Elder would like to see the world resurrected, so he is sending Ark ahead to ready the world for the people who live in the village. He also tells you that you can not return to the lower world until the job on the surface world is finished. If you haven't done so, go say goodbye to Elle.
Return to the Weaver's house, but Elle does not want to see you. She is upset that you are going to leave, and she doesn't want the last memory of her to be a sad one.
Go back to the Elder and he will allow you to jump down the hole.