Ever Oasis 2: A Hand from Mother Earth

Ever Oasis 2: A Hand from Mother Earth is the sequel to Ever Oasis, a game for the 3DS. This game takes place on the Nintendo Switch. It is an action rpg/town management game, where players must cycle between exploring the deserts just outside their Oasis, and keeping all of the Oasis' residents happy. The more residents your Oasis attracts, the more potential party members you can find, the happier you make the town, the more HP you can bring with you when you explore, and the more you explore, the closer you are to destroying the desert's most dangerous threat, the Contaminant.
==Story==
The story begins with the story of Mother Earth, a figure that was formerly an empty husk to bear all life. Then, the world she stood on, the world that'd bear all life, was beginning to crumble for the Land's Heart, a construct responsible for keeping up the lands, was dying. She'd left the people on the desert, and personally took up the Heart to keep the land safe. Once she took it into her chest, she fed her life into it to restore it. Unfortunately, this also meant that she'd weakened herself, and without the Heart, she'd die.
So, determined to keep the Heart safe, she went underground, aiming to hide the Heart away from the dangers of the outer world. Now that she's disappeared, the life she carried grew, forming a civilization. Among the life were Seedlings, born from a tree she'd brought to it. These Seedlings were unique creatures, who're able to create Oases in the vast desert. Most are able to create Bloom Booths to provide for travelers, and few who are able to talk to Water Spirits, spirits that're tethered to patches of water strewn throughout the desert.
The Seedlings that can speak with the Water Spirits are able to form Oases, havens within the desert travelers can reside in, and other Seedlings are able to plant their Bloom Booths. So, when a Seedling able to speak with Water Spirits is born, they're taught to be a leader, until they're determined old enough to lead. Then, they're sent on a pilgrimage through the desert to find Water Spirits, and form more and more Oases to aid the life struggling to survive in the desert.
===The Newest Chief===
We're then introduced to the avatar character. For the sake of this article, they'll be a female named Tahaani. Tahaani's seen holding a map as she travels through the desert. A few markings on the map indicate other Oases, a few of which she stopped at during her travels. She couldn't stay long, though. She'd have to form one her own, forming another haven for travelers in case they couldn't get close enough to another existing Oasis.
As she travels, she suddenly stops, and puts her map away. She looks ahead, narrowing her eyes, when she suddenly notices a pond of water, surrounded by grass. It appeared to be an untaken oasis! Excited, she runs for it. Soon, she steps onto the grass, and kneels down, looking down into the water. Curiously, she taps the water's surface, sending a ripple through it.
At that, the water began stirring. With a fantastic glimmer, a spirit-like being with blue skin, a white tunic, and a mermaid-like lower half rose from the water. It appeared she'd found a Water Spirit! The Water Spirit introduces herself as Sitaara, and she's very excited to see a Seedling, especially one that can see her. She states that she saw plenty of beings pass by, stop at the water for a drink, but they never seemed to stay. But they just might if a chief were around.
So, she kindly asks Tahaani to hold her hands, so they could form the Oasis. So, Tahaani gently takes Sitaara's hands, and then she brings him over the water's surface, the Seedling able to step on the surface, to which Tahaani's amazed. Though, her attention is drawn back to Sitaara's face. The two close their eyes, and focus. Then, a mighty tree with an aqueous bulb springs from the water, a grand ring made of rainbow forming from it.
A road is formed around the water, an inn forming at one end, a tree big enough to sleep in is formed at the other end, and a grand fencing is formed around the area, a gate near the front. Tahaani and Sitaara are now within the base of the tree, an area with a naturally formed ramp into a bulb surrounded by water. Sitaara explains that Tahaani's free to come here if she wishes to speak with her face to face. Though, Sitaara uses a bug that'll follow Tahaani around to speak with her whenever they can't speak face to face.
A cutscene plays, showing a Seedling coming in. She's revealed to be named Mudrika, and remarks that she's been walking through the desert for hours, and thanks the powers that be that she found this place. Sitaara tells Tahaani that they have a visitor, and she should make haste to greet her. So, Tahaani greets Mudrika, who explains she's been with a caravan, but she got separated, and she's been trying to find some place to rest.
She realizes she's the first resident, so she checks with Tahaani to find out if she knows about Bloom Booths. If players don't know about Bloom Booths, Mudrika will explain how Seedlings carry the ability to grow a Bloom Booth in an Oasis, and explains how these Bloom Booths sell stuff and garner Dewadems, material used for purchasing or synthesizing. Mudrika also warns that, when she sells stuff, Tahaani will need to gather material for the booth.
After that, Tahaani is prompted to plant a Bloom Booth in the Main Road, and players are gifted the Veggie Shop. After its construction, Noot Noots, plump, bird-like creatures that travel around for goods, come in, and start visiting the Bloom Booth. Mid selling, Mudrika tells Tahaani they're gonna need new supplies at this rate, and now might be a good time to gather some.
With that, Sitaara prompts Tahaani to start gathering materials. First, she needs to step out of the Oasis to collect a few seeds for vegetables. So, Tahaani steps out into the Simar Dunes, a fairly large desert the Oasis is situated in, and is shown a map of the relative area. An arrow directs her to a few cacti near the entrance. though they seem guarded by two Leopards, beast-type enemies that resemble squirrels with leopard-style fur. After a brief, yet skippable, tutorial on fighting, Tahaani's able to make quick work of the leopards, before she's able to chop down the cacti and gather some seeds for crops that grow on them.
After that, she's prompted to plant the seeds in the garden in the Oasis, Sitaara uses this very moment to speed up the process, though specifies she won't be able to do this often. Tahaani's prompted to use her power, Purifying Pour, to splash the water on the planted crops to collect the veggies. Then, she's told to go to the Bloom Booth, where a prompt above the Booth indicates there are Dewadems in it. A skippable tutorial teaches players about how Dewadems are used as currency in this world, and how the player can use Tahaani's power to collect Dewadems a Booth has collected.
After, presumably, collecting some Dewadems, Tahaani's prompted to enter the Booth, where she can restock Mudrika's supplies. After restocking, Mudrika's happy, and Sitaara congratulates Tahaani for learning the first part of being a Chief.
===Plight of the Pentes===
After that, another Seedling comes in, a man named Musinga, bearer of the Blanket Bloom Booth. However, before he sets up his booth, he explains that there are some good people out west that seem to be in trouble. Curious, Sitaara recommends Tahaani checks out this place. So, Tahaani is able to go out, bringing Mudrika and Musinga with them.
Eventually, Tahaani encounters a cavern, a river running through it. This cavern is initially introduced as the Pentes Settlement. Hanging around the entrance to the cavern are several ladies with a serpentine body, boasting arms above the waist area. They all seem to be glaring through the cavern entrance. Upon entering, the chief of the tribe, Misha, warns them away, saying that their settlement's "under new management," and she specifies that that is under air quotes.
Tahaani asks what she means, and Misha explains that some Odilla calling himself Rusha has stormed their settlement and is taking refuge in their garden. Tahaani insists that she can help, though Misha explains that the settlement is covered in pathways accessible only to Pentes. She speculates that Rusha was able to swim through the river in order to get to the garden, and says that neither Seedlings nor Pentes will be able to swim to it. So, Sitaara encourages Tahaani to speak with some of these Pentes.
Speaking with the various Pentes reveals the following:
*One says they've been searching for a river for ages, only to run into this issue
*One says the seeds they used to grow this garden have been their only hope for a long time
*One says they used to frequent an Oasis, but a mighty sandstorm blew them away, and they haven't been able to find that Oasis ever since
*The one that'll join them reveals that they tried fighting Rusha, and is remiss that most of their blows did nothing. They note that one strike to his hindquarters and one strike to his belly seemed to do something
After that, the one that reveals they fought Rusha insists on fighting again. So, Tahaani argues with Misha to let this Pentes, Ludwina, join them. Eventually, Misha allows her to join them. With her in the party, Tahaani is able to enter the settlement, and traverse a series of puzzles in order to reach the garden.
Upon reaching it, players encounter a gator-like creature dressed in royal garb, and wielding a gold-covered axe. He's greedily snacking on berries, patting his belly all the while. Once the party approaches, he glances at them, then goes back to eating. He claims that "The rabble has entered our domain," and waves them away, as if he were trying to wave some servant away. Upset, Ludwina demands he leaves her home. But, Rusha remains stubborn, still eating.
Eventually, he chomps into one particular berry, and then hacks, spitting it up. He then changes demeanor, getting angry at the Pentes. With a loud "bleh," he insists that the berry tastes like a disease, and even claims that they tried to poison "us." So, he engages the party. After a fight, he decides that staying here is more trouble than it's worth, and begins going away.
Seeing Rusha has left, the other Pentes enter, excitedly going back into the garden, thanking Tahaani and Ludwina. Ludwina explains that Rusha went mad when he tasted a berry that "tasted like a disease." Curious, Misha checks out a berry from the vine Rusha plucked from, and tasted it. She spat it out, and wiped her mouth, disgusted by the taste. She immediately demands that they check out whatever Rusha might've possibly applied to the soil. However, Ludwina brings her attention away from the soil itself, instead bringing their attention towards the river.
The Pentes and Seedlings look over the edge, where they can see some black liquid clinging to the soil, staining the river. They can see more of that liquid traveling down the river, staining more and more. The liquid is steaming, bubbles bursting on the surface and steam visibly rising from it. Worried, Misha lowers her whip to the surface of the liquid. Her whip is quickly burned up, and she's taken aback, horrified at the substance. She immediately declares that they need to leave this area, immediately.
===The Hungry Muck===
Tahaani's returned to the Oasis, and appears really shaken up at that muck found back in the (former) Pentes Settlement. Sitaara is also worried. She has no idea what that junk was, and is absolutely terrified of it. Not only did it seem to burn up whatever touched it, but it also seemed to ruin the soil the Pentes used. Sitaara then grows more worried, realizing that river runs further past the cavern, and that it might be carrying that stuff to who knows where.
Sitaara eventually calms herself down enough to strategize. She says that Tahaani needs to find out more about this stuff, and she believes the best way to learn about it would be to go up the river to find out where this stuff is coming from. With a nod of determination, Tahaani agrees to her strategy. So, she begins to step out, however, Ludwina is at the gate to stop her.
The Pentes says that her tribe's gathered the remaining seeds, packed up their camping supplies, and are out searching for somewhere else to live. When Tahaani suggests letting them stay here, Ludwina says that her tribe fears that the stain in the river is an omen. Apparently, Misha gave up on this land, believing it'll fall to plague. They plan on avoiding the river altogether, seeking anything far from it. Ludwina, meanwhile, firmly believes that she should repay Tahaani for her efforts.
With the Pentes in her Oasis, Sitaara now explains about other races joining an Oasis. She says that you can't change their equipment, and that they can't form Bloom Booths, but they're usually fairly powerful, and are capable of skills no Seedling can perform, boasting exclusive weapons and skills. She also tells Tahaani that they can visit the inn to change up their party. They also describe that they can speak with some residents in order to acquire some rumors as to potential new residents, where to find them or how to attract them towards the Oasis.
Players can work on some side stuff to boost up their Oasis in case they want to do stuff before advancing the story. The source of the river is northwards, so the map prompts players to head to a passage northwards. This way leads to the Lumila Passage, a passage connect the Simar Dunes to Lumila Sandsea, and this passage requires someone with a whip to pull down a cave structure to form a bridge. Within the passage, players can see the river as they advance, seeing more muck within it, traveling down the river.
Upon going on the other side of the passage, players will arrive on the Lumila Sandsea. It is a very flat area, though players can see... an Oasis! The river appears to be coming from the Oasis, curiously. Sitaara speaks up, questioning, first of all, why a river's coming from an Oasis, and second of all, why a seedling would be spreading this gunk. The water spirit says Tahaani needs to get in there and find out what the heck is going on.
So, Tahaani approaches, passing through the gate. Within, the residents appear worried. Some go up to Tahaani, and try to offer some goods, though there's definitely an air of worry in their tone. She kindly declines them. Then, the chief of the village comes up. She introduces herself as Favba, and says Tahaani should follow her to a more private area. The chief begins walking over towards her home in the Oasis, stopping at the transition points to speak a bit, while using her powers to blow away piles of sand with wind.
She first explains how she was supposed to be on a pilgrimage, something Tahaani should know all about. Then she explains that she found this exceptionally deep well of water. She knew her goal was simply to form an Oasis, but she worried about the terrain around the water. It's pure dryness wherever she looked. She thought it'd be rude if she just left the Oasis to herself, and decided she should bring the water to the desert. She began forming a path for the water to go through, hoping that'd help some of the wildlife or other traveler unfortunate enough to not find an Oasis in time. However, a short while ago, some weird black stuff began appearing in the water.
Soon, they arrive at the tree within the Oasis, and the base of the water is coated in the muck, some of it seemingly reaching for the roots of the tree containing the water spirit. Furthermore, now that Tahaani looks more carefully at the rainbow above, she notices that it appears to be losing its luster, though it's hard to tell whether that's an effect of the saddened seedlings, or of the muck.
Favba says that, ever since this gunk got in the Oasis, her water spirit's been getting weaker and weaker. Looking at the gunk, Tahaani puts on a steely look, as if thinking of something. The game prompts players to use her skill, Purifying Pour. She summons up a ball of water, and throws it at the gunk under the tree. It seems to recede a little bit, though it isn't stopping. Seeing this, Favba realizes there may be a chance to help the water spirit. She pleads with Tahaani, hoping that she knows a way to make that power stronger.
At that suggestion, Sitaara speaks to Tahaani, a renewed determination in her when she realizes her chief powers might be the key to getting rid of this muck. Then, Tahaani tries talking to Sitaara, asking about what she'd need to do to power up her Purifying Pour. Sitaara says that the power to raise a chief's skill often lies in the hands of ancient beings, so she suggests asking Favba about any ruins nearby. With a nod, Tahaani turns towards Favba, asking to know of any ruins nearby.
She tells her that the Serkah in her Oasis have seen a cave with strange structures within, so she suspects these might aid her. However, she also says the Serkah ran into a tough spot, and were unable to travel deeper on their own, though she suspects at least one is needed to explore. So, she offers one of her Serkah, Mayma, to accompany her. So, with the Serkah in the party, Tahaani makes way to the mysterious cave.
After crossing the desert, Tahaani crosses into the Lumila Shrine, a dungeon that has players move about an area that requires Tahaani to fill a few gaps to form a walkway, a Serkah to smash rocks in the way or to smash a switch with the hammer, Tahaani utilizing Purifying pour to fill special kind of switches, and more. Part way through the dungeon, Tahaani comes across a sandstorm, which her Purifying Pour can't get rid of. However, a strange, bird-like creature, wearing regal robes and some bandages, arrives. She calls herself Ra, and says she's a bit of a wandering traveler. She says she saw the group wander in here with a certain level of determination, and decided that'd be a group that knows where adventure is. Seeing their roadblock, Ra takes up her wings, and flaps, wiping out the sandstorm, and opening up the path forwards. Tahaani thanks Ra for that, and she insists that it's no problem. So, the two separate, Ra flying to somewhere else in the shrine to explore, and Tahaani traveling to boost up her powers.
Eventually, players are able to get deeper into the shrine, when a bug-like creature suddenly lands blocks off their passage to the end of it. The figure is a rhinoceros beetle, wielding a sword in either hand, and having a sharpened horn, as well as a soft abdomen. A good portion of the creature also appears to be covered in that muck at Favba's Oasis. This being is identified as Rhocero. After a fight with it and its four blades (wile utilizing the horn), the group's able to defeat it, the muck fading from it before it crawls off to who-knows-where. Rhocero, meanwhile, shrinks down into a normal rhinoceros-sized beetle, which scitters away.
With Rhocero's defeat, a new door opens up. Tahaani goes through it, and goes in, expecting some wise old being to greet her. However, the room's completely empty, save for a stone slab in the middle of the room. Curious, Tahaani picks it up, spying what appears to be a section of a map. Sitaara scans around, unable to detect anyone, and sighs, saying there isn't anyone here that can help them. Tahaani sighs and slumps down, and begins to exit.
She's out of the shrine, and a cutscene plays, showing Tahaani approaching Favba's Oasis. However, as she walks, she suddenly hears the loud rush of wind. Sand is tossed all about the Lumila Sandsea, and Tahaani covers up her face, struggling to stand down. As she's struggling, a large shadow crosses over her. Confused and fearful, she turns towards the source of it. There, she spies a 100 foot tall, humanoid figure, whose true appearance is obscured by a thick sandstorm.
Taken aback by the creature's appearance, she can only look on in horror is it stomps forwards, going straight towards Favba's Oasis. Realizing something terrible is coming, Tahaani tries to run towards the Oasis, growing terrified. Once the strange creature is close enough to the Oasis, it lifts a foot, giant rivers of muck visible upon it. Then, it slams down, the creature's foot completely covering the Oasis.
The creature lifts its foot up, and then in walks elsewhere. The Oasis it stepped on is revealed to be rendered an entire pool of steaming muck. The giant leaves the sandsea, while Tahaani runs towards the Oasis. She steps in, seeing every Bloom Booth, the inn, the tree house, everything she once saw walking through the Oasis submerged in muck. She approaches the Oasis' tree, seeing muck seeping into the entrance. The tree is taking on a sickening hue, before the whole thing is completely swallowed up by the muck.
As she looks over the mess that giant left, she sees Favba, floating on a piece of lumber, looking to be passed out. Through careful maneuvering, Tahaani's able to pluck Favba from the muck, only to see some of that stuff covering her up, and she's passed out.
===Charting Out the Map===
Tahaani is back at the Oasis, inside the inn specifically. Favba was placed upon one of the beds, Tahaani looking down at her worried. Other residents looked at her from afar, equally worried. Sitaara speaks to Tahaani, and says she's using her healing powers on Favba, though she's barely keeping her alive. She also asks for her to come to her, to speak in person.
Tahaani then enters the tree, and Sitaara says she feels a great dread in the Oasis, and that if it isn't tended to, she'd have very little defense against villainous forces. She also asks to see that thing Tahaani found in the Lumila Shrine. So, she pulls out the slab, and Sitaara carefully examines it. As she does, her eyes suddenly light up as a revelation hits her.
Text upon the slab carries the name Mother Earth. She suspects that, based on the design of this slab, that this was a segment of a map to Mother Earth! She says that, if anything can beat that creature carrying the muck around, then it'd be her. Sitaara says they need to wake up Mother Earth, and have her wipe out this muck mess. But first, they'll need to make sure the Oasis is happy again.
After making the Oasis happy again (attracting four sprites to the fountain in doing so), Sitaara tells Tahaani she should be able to help out again. And that it's time to seek out the rest of this map. The map doesn't show any indication of Mother Earth's sanctuary, but she claims she recognizes a few of the structures on this slab of map. She says one of the markings appears to be the Mecia Graveyard, a supposed burial ground for an ancient civilization. She admits using this section of the map to seek out another section might be silly, but they don't have much else to go out on.
With that, Tahaani nods, and decides to head on out to it, which'll require going through the Lumila Sandsea. However, she'll need to get a Serkah, Mayma, to proceed. Searching around the sandsea reveals a passage, blocked by tough rocks. Of course, Mayma's hammer is needed to go through here, so with the Serkah, they're able to smash open a way through Mecia Passage, and enter into the Mecia Realm, which Sitaara says contains the graveyard she noticed ono the slab. Exploring the area reveals a passage connecting to Simar Dunes, which was previously inaccessible. However, from up here, Tahaani's able to use her Purifying Pour on a bucket, triggering a pulley system that pulls down a bridge to Simar Dunes, connecting the two. It should be noted that a camel-like person is seen sleeping in a shack, and interacting with them just has them murmur in their sleep.
The map is marked with the approximate location of the Mecia Graveyard, though the passage to it is blocked by what appears to be a lever system, though there's no lever around for them to mess with. Sitaara's worried, thinking they might be running into a dead end. Sitaara says that Tahaani'll need to check this place for any signs of someone being there. Sitaara then says that, to do that, they'll need a traveler that has the Tracker skill, as in they can investigate around an area to gather clues of some secret. While Trackers can help find some secrets (like hidden treasure chests), they may also be able to find signs of a traveler. Perhaps their town person will be able to find someone that might interact with this device.
Fortunately, at least one is accessible through setting up at least one Bloom Booth (which'd attract one of the Trackers to the Oasis). Through the Tracker, Tahaani's able to locate some odd soil around the lever-less system. It belongs to an area on the eastern edge of the map. By reaching it, players are able to find the Drauk Settlement, a settlement containing lizard-like women seen wielding spears. Though, on approaching, two Drauks standing guard appear intent on keeping Tahaani out.
The two of them say that they can't let anyone in right now. They also say some seedling came in, but that hungry gunk suddenly sprung from them and the seedling attacked. They were able to drive them out of their settlement, though a couple of them were harmed. Tahaani tries to argue, saying that she's perfectly fine. The Drauks, however, say the seedling seemed perfectly fine. So, they keep her out. Seeing that they're struggling to get in, Sitaara says that she knows a thing or two about these creatures. Judging by that mechanism by the graveyard, she believes they'll need just any Drauk, so if someone's out of the settlement, they might be able to advance.
Tahaani asks if there are any Drauks outside of the settlement, and the guards reveal that one's been sent out to make sure the infected seedling's being dealt with. Tahaani perks up at that, and asks to know where they went. So, the guards point to a cavern in the north east edge. Traversing the cavern requires the use of Pellet, but careful maneuvering allows players to reach a Drauk named Simia. A cutscene shows her standing off against a seedling coated in the muck that's been threatening the desert as of recent. The seedling is holding an axe, and is swinging down on Simia. Though, the Drauk is able to block the blow, and bush him back. Simia attempts to stab at the seedling with her spear, but he's able to dodge roll and bash Simia away and onto her side.
The seedling approaches her, though Tahaani's group runs in and stops the seedling. A fight is then started with the Contaminated Seedling, which utilizes the seedling's axe moveset, as well as uses stunning axe strikes. After doing enough damage, the seedling is beaten, destroyed. Sitaara seems horrified, to the point that she doesn't speak. Tahaani tries to offer comforting words, though Sitaara still seems worried. Still, she's able to mutter that Tahaani should speak to the Drauk. So, Tahaani approaches Simia, who's now able to get up after the painful blow.
She thanks Tahaani for her work, though confesses that she wishes she came sooner. She also says her side's really hurting right now. Players are then prompted to use Purifying Pour on her, the game stating that her power, on top of filling up certain things, can heal certain people/animals. The game also says that, with this power, certain people out in the desert may be compelled to go back to the Oasis. With that out of the way, Tahaani is able to restore Simia, who seems surprised at the magic.
With her health restored, Simia asks Tahaani if there's anything she could do. The chief then says that she could use passage into the Mecia Graveyard. Simia seems confused at the request, saying that the gunk's been popping up over there, and that they decided to close the place up after that stuff's showing up. Either way, she owes her now, so she joins the group. With her in the group, Sitaara says they should be able to enter the Mecia Graveyard now. They, they should be careful. If that gunk is showing up in here, who knows what dangers they'll face.
After accepting Simia into the group and entering the Mecia Graveyard, players are treated to several puzzles that require the use of Purifying Pour, the Wand, and Simia's spear. After enough maneuvering through the graveyard, which is stained with gunk, Tahaani eventually reaches the depths of the graveyard. However, when she's inside, the ground starts shifting. Suddenly, a ginormous snake skeleton lifts from it, the eye sockets leaking the gunk, and gallons of the stuff all throughout the ribcage and spinal cord. This creature is called Carcapohis. After a tough fight with the monster, the gunk fades from it as the skeletal creatures recedes into the ground, and the passage forwards opens up.
Inside, Tahaani enters, and uncovers a fancy treasure chest. After opening it up, she uncovers what looks like the next part of the map! Tahaani looks over it happily, and turns it over. ON the other side, she notices something weird. She sees a carving of river, except black gunk seems to be bleeding out of the carved river. Sitaara wonders if that could possibly be the same gunk that they're seeing today. But she also celebrates her victory, and says that she should bring it back so they can look over the new part of the map together.
===Path to Mother Earth?===
Sitaara plucks the new map section, and places it against the old section, lining up the proper landmarks. Beyond Mecia Realm, she sees a stretch of desert that appears to have patches of plantation about it. She reasons that this must be Foola Safari. She recalls it as an area for Lagora, and says that place used to be full of all kinds of animals. Though, recently the animals have either been scarce or evil.
Sitaara says that Tahaani will have to go through the Mecia Realm to get to the Foola Safari. When there, she says that within the safari, the most interesting landmark is some kind of obelisk, so Tahaani should keep an eye out for that. So, players must advance through the Mecia Realm, towards the eastern edge of it, and to seek out Foola Way, in which various puzzles requiring the spear are needed to be traversed to advance through the area.
Soon after that, Tahaani stands on the other side of Foola Way, a grassy safari before her. This area is introduced as Foola Way. Sitaara contacts Tahaani, reminding her to look out for an obelisk. Though, she mentions that, even in a place like this, a landmark like that shouldn't be hard to find. It should even peek out over the safari foliage, so why can't they see it? With that in mind, Tahaani travels through the safari. As she proceeds, she notices how the trees are either warped or damaged, the gunk horrifically decaying them. Similarly, more beasts are corrupted by the gunk, and there are pits of the stuff all over.
As she proceeds, suddenly some gates are set up, boxing Tahaani and her party members in. Suddenly, several Lagora, fox-like people, jump down, holding their dual blades out aggressively. They immediately declare that they aren't gonna let anyone else foreign to the safari after what's become of it, so they're gonna strike the seedling down now. So, Tahaani engages in a battle against three lagoras. After defeating them, Tahaani's finally able to talk them down, saying she doesn't have any gunk on her, and she's trying to get rid of it.
Now that the fight's passed, the Lagora are able to get a good look at her, and realize she's clean. They then bow in apology, saying they can't be too safe anymore now that the safari's getting ruined by creatures carrying the gunk. Tahaani says she's looking for an obelisk, and the Lagora says that they haven't noticed anything. The Lagora haven't been able to explore the safari since it's been ruined. Upon hearing this, Sitaara speaks up, saying that Tahaani should be able to clean up some of that gunk. Though, she also warns that this place'll be filled with thick vines she won't be able to pass through. Though, since they've lived here this long, the Lagora should be able to know some way around the vines.
So, Tahaani asks to have one of the Lagora accompany her. They say that they were appointed to guard this point and not let anyone pass. They also say that if she wants someone to assist her, she should go to their tribe and ask for someone. So, they direct her deeper into the safari, and she follows the path to the Lagora Settlement, a giant pool of gunk outside it (that can't be cleaned with Tahaani's current Purifying Pour). Within, the Lagora all seem to shy away from Tahaani, terrified of something. Speaking to some of the cowering Lagora reveals that they're terrified of any foreign being coming in, expecting the gunk to be on any of them.
She keeps walking, and eventually finds one Lagora, whose legs are shaking, but he appears to be less fearful. This Lagora is revealed to be named Heedee, and he reveals his brother was out in the forest on his own. But suddenly, the gunk sprouted up and he hasn't been able to see the stuff since. So, he's angrier at the stuff than afraid. Tahaani explains that she's trying to get rid of the stuff, and upon hearing that, Heedee perks up. Realizing she just might be the help he needs to find his brother, Heedee urges her to let him follow her. So, Tahaani allows her to join.
Now, players are able to traverse the Foola Safari more easily, due to being able to use Heedee's twinblades to carve throw walls of vines and webs. After going through the more obvious web-blockade and following the path, Tahaani's group soon stumbles upon a great big obelisk, though it's destroyed, ruins strewn around and the obelisk now standing about the size of a house. There's a stairway leading down under the obelisk, which Tahaani is convinced must contain the next part of the map.
And so, she steps into it, entering the Guiding Obelisk. At the entrance, Tahaani encounters a fancily dressed Lagora, who's quickly identified as the chief. Talking to him reveals that he saw the pool of gunk near the settlement, and decided he needed to do something about it. He heard there was a cleansing power hidden within the obelisk, so he decided to seek it out. Unfortunately, he learned within the obelisk that he'd need pure power in order to proceed. But, by then the safari was already swept up in the gunk, and he wouldn't be able to proceed back to the settlement.
Upon hearing his tale, Sitaara perks up and speaks with Tahaani. If what this Lagora says is true, Tahaani might be able to power up her Purifying Pour and clean away more of that gunk! With an excited nod, Tahaani realizes she needs to find that cleansing power. The level involves several uses of water-triggered pulley systems, using water to fill up empty ponds in order to cross, using Heedee to cut through webs or vines, and more, until eventually Tahaani approaches what looks like a baptismal spring, the waters glistening with an amber glow. Sitaara tells Tahaani to dip into it.
So, Tahaani lies down in it and closes her eyes, waiting for something to happen. As she waits, she receives a vision. She sees Favba leading several men to toil in the desert, slowly carving through the land and down towards what Tahaani knew as the Pentes settlement. By the time Tahaani views the scene, the units appear to be taking a break. The bit of river they carved seemed to contain water from the Oasis. Favba is cooling a few of them off, but soon they decide that they're ready to move on. So, they keep on carving through. Eventually, they approach a patch of grassland, which is near the future Pentes Settlement. The non-seedling residents seem apprehensive about going through the plants, but Favba says that it'll be easier for them to proceed in a straight line. So, she orders them to continue. So, they continue cutting through. Tahaani notices that when the residents begin mining through the plant area, the soil underneath them seems to ooze the muck they're currently facing. At the same time, there seems to be a strange, pained screech, though it was impossible to tell where it came from. The bits of muck were too small for the residents to notice, so they kept on keeping on. And, the more they proceeded, the more flakes of muck came up...
By the time Tahaani wakes up, the baptismal waters she lied in lost its amber color. She gets up onto her feet, and she suddenly feels wiser. Suddenly, she can now perform Purifying Pour Lv. 2! With it, she now has the power to produce a pillar of water, which jettisons platforms upwards, can push water wheels from below, and more! Many of these puzzles were scattered about the obelisk, and now Tahaani is able to proceed. As she proceeds, she encounters the strange bird from before, looking over a sandstorm, which seems to block off the way forwards. 
The bird turns towards Tahaani, and waves towards her. She notes how the forest began messing up after the Lagora started cultivating the land. She asks Tahaani if she believes there may be any correlation between the two, but Tahaani isn't sure. The bird then shakes her head, deciding to shake the question away. She recognizes that the seedling won't be able to proceed like this, so she flaps her wings and blows the sandstorm away, allowing Tahaani to the final chamber of the obelisk.
She enters the last chamber, a foliage-covered square arena with a bridge at one end, stretching across to another slab. However, as she approaches the bridge, several vines prop up and block it. Then, a growling is heard. She looks up and sees, on one of the ridges of the room, a lion-shaped plant being, a flower covering up its head. It then leaps up and slams down in front of the seedling, the flower petals spreading outwards to reveal the lion head within. It lets out a roar, and is introduced as Dandelion. After a tough fight against it, it's eventually beaten, and it fades away. The path across the bridge is cleared up. Tahaani advances, and acquires the final part of the map. 
Sitaara cheers Tahaani on, believing they're closer than ever to getting rid of this gunk. She almost says Tahaani should come right back, but, now that Tahaani's improved her power, she wonders if she can get rid of the great big muck pit in Foola Safari. With that, a cutscene plays where she goes towards that great big muck pit, standing at the edge. Then, she channels the power of Purifying Pour, and sends it into the pit. Then, the muck all dissipates, fading away into nothingness, as the bare earth is left before her. The Lagora notice this, and cheer, believing that the end of the muck is upon them!
===Awaken Mother Earth===
Tahaani's back at the Oasis. However, instead of visiting Sitaara first thing, she's back in the inn, looking down at Favba, still resting. A rainbow-like aura around her, indicating Sitaara's offering some of her power to keep the chief alive. Now that she empowered her Purifying Pour, she figured she may have a better chance of healing her. So, she hits Favba with another, more powerful, splash of Purifying Pour. Unfortunately, Favba seems still unaffected by the magic. With a sad look, Tahaani turns around and goes towards the tree housing Sitaara.
So, she stood before the water spirit, her extraordinarily excited. Speaking to her reveals that she's glad they'll be able to destroy the Contaminant once and for all! She also says that she senses movement of a great wad of gunk that she suspects belongs to that Contaminant. Now that there's more movement coming from that thing, she suspects that they won't have a lot of time to stop that thing. So, Tahaani quickly hands the slab over to Sitaara, and she arranges them in order.
First was Mecia, then was Foola, and now the last one, bearing the mark of Mother Earth herself. It seems to be southwest of the Foola Safari, which she says would place Mother Earth at Driggelea Plateau. She can see the mark representing Mother Earth appears to be in the middle of the plateau, so she suspects that the way forwards would mean finding a passageway down into the earth. Tahaani nods, understanding her new orders, and makes her way over to the Foola Safari to proceed forwards.
With an axe-wielding Seedling and a Lagora in tow, Tahaani is able to go through the Driggelea Passage, a cavern with bits of root around the realm. Some signs seem to indicate that the presence of these roots is tied to how close Mother Earth is. After a brief passage, Tahaani arrives at the western edge of Driggelea Plateau, the remnants of a plateau before her. However, even from here she can see the top of it is coated in black gunk. Additionally, near the base of the plateau, there's what looks like a camp.
Seeing the horrid gunk, Sitaara comes out to speak to Tahaani. She says that the gunk must be here to eat up Mother Earth! She warns Tahaani that if that stuff reaches her, then the world will be destroyed! She pleads for Tahaani to hasten, to find some passage into the plateau so they can travel deep into Mother Earth's chamber. Tahaani nods decisively, and continues forwards. If players travel towards the eastern edge, they'll see a passageway to the east. It leads to Simar Trail, where some torch Seedlings and some axe Seedlings are able to complete the trail, and connect Driggelea Plateau to Simar Dunes.
When Sitaara tells Tahaani to hasten, she's prompted to travel to that camp at the base of the plateau. When entering, she sees a bunch of camel people carrying heavy bags around the place, as well as a couple others looking at maps seemingly detailing caverns under the plateau. These creatures are introduced as Melus. Upon speaking to some, they reveal that they found castle-like ruins deep in the caverns. But when they did, some Odilla suddenly rushed in and forced them out. Tahaani seems annoyed, as if she's anticipating just who this Odilla may be.
Tahaani says she'd be willing to take care of this guy. She figured she should help them, not just because it's a good thing to do, but she figured if Rusha was down there, then her journey would pit her against the reptile anyway. The leader of the Melus she speaks to is grateful for her generosity. He also says that it's very hard to move around in there. There's tons of heavy stuff. The leader says they need the strength of a Melu to push through some stuff here. So, he calls out for anyone willing to put up with that Odilla again. One man steps forwards, a Melu known as Nictori. With Nictori in tow, the leader directs Tahaani to the entry to the plateau, a passageway that features gigantic pushable blocks, which players need Nictori in order to push.
So, with the Melu in hand, and with a torch, Tahaani is able to traverse the Veins of the Earth, where she sees stains of the gunk within the cave walls. After getting in deep, she soon comes across the front hall to what looks like a castle. She sees etchings of the Land's Heart, indicating that this is tied to Mother Earth. She gets close to the entrance, however, she sees, sitting in the way, is Rusha. He declares that this castle was built for him, and says he's here to claim his throne. So, Tahaani and group are convinced that they have to beat him away. With a fight, Rusha is knocked down, and forced to limp out of the caverns. 
The castle opening serves as a minor checkpoint. Entering the castle, there are numerous murals, depicting Mother Earth before her slumber. Past the front gates, players will see that bird again, who decides to tag alongside her, for there are a few more storms she'll need to power through. So, with the Melu and the torch, as well as the bird aiding them, the players are able to traverse through the castle and find more muck staining the walls and more muck-stained enemies throughout.
Eventually, she's able to open up the locked gates into the deepest parts of the castle. There, the halls are dark, barely lit by torchlight. But the gunk is thick on the ceiling. Tahaani is forced to traverse downwards, and the bird frequently asks out to Tahaani. She says she can feel that she's stronger. She must know more about the gunk. A bit more walking later, and she says that the gunk came up when the desert was ravaged. She also says several seedlings got to the top of the plateau and chopped up the forest up there. Since then, the gunk's sprung up and begun eating through the plateau. After that speech, the group eventually get down to the bottom of it. Bad news: there's no sign of Mother Earth at the bottom. Worse news: the floor of the chamber meant to contain her is utterly coated in gunk. The chamber is completely coated in gunk!
The bird says Mother Earth was woken by something else. She then says that Mother Earth might not be willing to help someone that bothered her like the seedlings have. Suddenly, tendrils of gunk flew down, and wrapped around some of the platform underneath the four of them (Tahaani, her two party members, and the bird), and pull upward, yanking them up into the gunk-covered ceiling. However, it spreads open, allowing them to be pulled up to the surface. Once on the surface, Tahaani feels a shadow over her. She turns towards the source, and sees the figure that ruined Favba's Oasis. Though, she's now able to get a better look at Contaminant.
She appears to be made of earth, though it appears partially eaten up by the gunk. She absolutely towered over them. She also had a gash in her chest, exposing the insides: the Land's Heart, beating and partially messed up. Attached is a head, boasting a pained, vengeful expression, as well as strands of earth-like hair hanging down to her chest. Sitaara, with horror in her expression, realizes that the Contaminant is Mother Earth herself.
At that, the bird removes her bandages, revealing the gunk covered body beneath. She flew up to Mother Earth, and hung around her chest. She said that Mother Earth got very angry ever since this stuff burned her up. She said the gunk was the earth screaming out in pain, that it's its pain and anguish able to lash out at those that hurt it. But she also scoffs at the gunk, saying that its vengeance only manages to hurt it more. Either way, she says that she's glad she could lead Tahaani to this very moment. At that, Mother Earth lifts a hand, and reaches towards Tahaani.
Tahaani is forced into a fight against the Contaminated Hand. After an arduous battle, Tahaani manages to deal enough damage to it. Though, she only manages to cut down a tiny bit of her finger. At the same time, there's an earthquake. At the tip of the plateau, a bit of the earth crumbles. It falls apart, and sinks into the soil, leaving a great big hole where that patch of earth was. At that, the bird lets out a laugh.
The bird affirms one horrifying truth. Even if they could defeat Mother Earth, all they'd do is destroy the rest of the planet. She also points out that it doesn't really matter, cause at the rate things are going, the gunk's gonna eat up the Land Heart and destroy everything anyways. She declares that Tahaani's best chance is to just give up now. At that, Tahaani gets down on her knees, realizing she can't fight back. Sitaara, meanwhile, is freaking out, saying they need to do something. She realizes they can't keep hurting Mother Earth, but that they have to do something.
Despite Sitaara's urging, Tahaani stays where she is, despairing at this reality. Mother Earth lifts up her hand, and readies to slam down on her. However, right before the hand eliminates Tahaani, she's suddenly warped back to the Oasis, along with the other residents she traveled with. Sitaara contacts Tahaani, and tells her that they should tell the residents about Mother Earth. And then, they need a breather. Tahaani lets out a hefty sigh, and, after a cutaway in which she tells the news, she goes to her sleeping quarters, and rests. Sitaara, meanwhile, is utterly horrified, unsure of how they're going to stop Mother Earth. 
Meanwhile, a cutscene shows the bird flying into the wound on Mother Earth's chest, towards the Land Heart. She looks over it, until she eventually locates Tahaani's Oasis. The muck on her shifted to resemble a needle at the tip of her wing, and she brought it near the Oasis. The gunk begun digging in, but the bird remarks how the Land Heart still seems to be resisting her. But, she's convinced that she'll rend the power of water from Seedlings soon enough.
===When the Going gets Tough===
A bunch of Pentes arrive at the Oasis, though they don't appear to be here to take residence. Instead, they approach the Pentes that have taken residence, and insist that they come with them! They say that the omen is coming to pass, and that the river of death is expanding! The residents are worried about the Pentes' words, worried and confused. Curious, Tahaani approaches them, and asks what they mean. They say that Tahaani should look over at the river and find out.
So, after being given a location to go to on the map, Tahaani travels towards it, arriving at an upper edge of the river that passed through the Pentes settlement. Before, it was just a simple, one-way stream. But, today, a branch suddenly formed! It's jutting off of the river, and must've formed overnight! Sitaara takes this moment to speak to Tahaani, and ask her to see what way that branch is facing. So, Tahaani tries to stand by the branch, and trace a path down to where it's pointed. To her horror, it appears to be forming right towards the Oasis.
The scene cuts back to Sitaara's tree, the two suitably worried. Sitaara says she won't be able to stop the river if it cleaves towards her. She also says that if that gunk reaches her tree, then she'll get too weak to care for the residents. And then when Mother Earth comes along, she wouldn't even be able to use her powers to stave her off. The two of them stand around in silence, palpable terror between the two. Then, Sitaara puts on a face of determination.
She realizes that Tahaani's Purifying Pour was able to wash away the gunk before. She thinks that if she can raise her power even more, then she'll be able to wash away even the river of gunk! She declares that now's the time to grow Tahaani's power even further beyond, and face that bird's attack head on! But first, she has to raise spirits in the Oasis for a bit.
After that, Sitaara reveals she doesn't know how they're going to expand her powers, but she knows someone who might know. The Drauks are usually knowledgeable on the various structures around here, maybe they'll know something that can improve Purifying Pour. So, she directs Tahaani to enter the Drauk's settlement. So, she goes over to Mecia Realm to approach the settlement. The Drauk still stand guard, but, if Tahaani has Simia in her party, then she'll tell them that Tahaani is a powerful force against the gunk, personally wiping it away with powerful magic. At this, the guard Drauks look at each other, exchange a few secret words, before deciding to let them pass.
Within, Tahaani's able to see many more Drauks. Among them, there's the chief, who looks upon the chief. She wonders what the Seedling's coming to talk to her about. She speaks, and reveals that she intends to garner even more power, so that she can erase the gunk once and for all. The chief didn't seem surprised at Tahaani's goal. Instead, she seemed to know that Tahaani would ask for more power, having heard the Drauks standing guard say that Tahaani had actually managed to clean away some of it. She knew of a tribe that'd train Seedlings that knew of the powers of Purifying Pour. However, she didn't know anything about improving that power.
She knew where the tribe studying the Purifying Pour resided. It'd be over in Driggelea Plateau, way down to the south. However, she also notes that the tribe locked out any Seedling that didn't grow powerful enough. A powerful enough Seedling would be one that bore the Veritas Sword, the legendary blade to see the truth. With that in mind, Tahaani realized she'd have to use her Synthesis Tree in order to construct this blade. Having achieved the recipe from the chief, and after hunting around the Meccia area, she should have enough spoils to synthesize the Veritas Sword.
With that, players are able to go to the southern edge of Driggelea, a stone slab in the cliff-face with a slit in it. By interacting with it, players insert the Veritas Sword into it. After doing so, the cliff-face splits in half, before spreading open, revealing a new passageway. And at the end of it is a massive tree, stained with gunk and many wooden structures attached to it, hanging high above the ground. This is identified as the Monument to the Loxia.
Tahaani must then progress. The place is built with winged creatures in mind, so traversing like normal is tough. Instead, the group has to use Pentes to whip across gaps, Melus to move blocks on top of gaps, Drauks to flip bridges over and otherwise flip switches, and Serkah to hit down blocks for Melus to use. Throughout, she finds journals of a Loxian, known as Devira, learning more about her. 
Apparently she was a leader to this tribe, seeking to keep the future of the desert safe, especially for her people. However, a horrific earthquake broke the earth beneath them, breaking off a part of the settlement and sending a few of her crippled people down into the depths. Worse still, the earth breaking gave way to that horrid muck, allowing it to clamor up to the surface and up the roots. Faster than her fellow Loxians could respond, many of them were ensnared by the muck, and eaten up. After that, seeing that she was the only remaining survivor, she concludes that it doesn't matter how much you work, how much you fight, all it takes is one twist of fate to ruin the world around her. The following entries seem to depict her herself getting ensnared by the muck, and getting madder and madder, eventually deciding that this world isn't worth it if all it takes to render everything null is the earth playing one cruel joke. So, she wants to end it all, to wipe out the earth once and for all. At this point, Sitaara pops out, realizing this leader is the one aligned with the contaminated Mother Earth. She realizes this Loxian was hurting, and only wanted to make everyone else feel as awful as she did. 
Other journals reveal her finding the Land Heart and trying to destroy it, only for it to repel her direct attacks. But, she realizes the gunk burns up the earth and weakens the heart. So, she's going to spread the gunk and continue weakening it. She also realizes those chiefs with Purifying Pour would pose a threat, so she decides to use the gunk to poison the Oases and eventually destroy them, and hopefully the chiefs with. What follows is a map that contains every location they've explored, but also includes a wider area, showing off more of the desert around. There are also several markers for Oases, with a lot of them X'ed out.
After enough progressing, the group soon reaches the top of the monument, hopeful she's close to finding out how to increase her power. However, before she's able to obtain the final piece of the puzzle, a few branches appear to move weirdly. However, it turns out they're not branches, and instead limbs to a thin, mantis-like creature with sickle-like arms. This creature is identified as Contaminated Survivor. After defeating it, the final journal is revealed, and Tahaani knows where she needs to go to power up her Purifying Pour.
===The Power to Change===
Once that happens, Sitaara speaks to Tahaani, telling her the bad news. A cutscene then plays, showing the river of death pointed towards the Oasis. Then, the earth begins to part, and the river plunges forwards a far distance. It is suddenly halfway to the Oasis, muck still swirling around within it. Sitaara is thankful that she now knows where to power up her Purifying Pour, but also declares that they don't have a lot of time.
Sitaara pleads for Tahaani to go to where the journal directed her, quickly! The destination is stated to be over in the Lumila Sandsea. The journal directs Tahaani towards a northwestern cliff face. Upon approaching, she begins to notice the remainder of the Pentes tribe around here. They seem to be searching around a part of the wall, one of their members claiming that they saw an animal go through here. So, they went towards it, believing that they'd be able to get as far from the muck as possible if they came through here.
Sitaara believes those Pentes may have a point, thinking back to the journal. Though, she ponders how they'd be able to open up the way. So, Tahaani prepares a Purifying Pour, and sends it blasting against the wall, causing a part of it to magically disappear, revealing a passage forwards. Upon seeing the sudden opening, the Pentes lunge forwards through the path. Sitaara believes that this could very well be the last chance they have of stopping the muck. So, she assures Tahaani that she has the support of the Oasis, that she has the support of the desert behind her.
With Sitaara's supportive words behind her, she charges into the passageway, going into a previously hidden part of the dessert, the Valley of Purity. The valley consists of various stretches of lands hanging over chasms, vast waterfalls pouring down into it, and a rainbow forming in the skies. Around the edges of the cliffs over the chasm, players can see the muck trying to climb into the valley, but some rainbow-like force seemed to be fighting it back.
Upon seeing the gunk, the Pentes traveling here seemed unnerved. They could tell that the gunk's trying to forcibly shove itself into the realm. Unfortunately, a particular part of it seems to be covered in a waterfall of caustic gunk. They're positive that this gunk is trying to devour this part of the desert even more greedily than anywhere else, save for the Oasis. Whatever is stopping it, they're not sure that it'll last long. Tahaani, however, is convinced that she has to go deeper in.
Upon coming in closer and closer, she begins to see the ruins boasting depictions of Odilla. Apparently, a kingdom full of them, hanging all around the valley. Near these depictions, she's even able to see Rusha, looking upon the depictions. He seems to be looking on with sense of despair. Tahaani approaches cautiously, and tries to ask Rusha what he's doing here, though in a fairly stand-off-ish tone. Rusha explains that this was what he ruled once upon a time.
He explains that they welcomed in several seedlings and escorted them into the temple of Purity. Unfortunately, an ocean of the gunk suddenly sprouted up and began trying to flood into the valley. Upon seeing the scars and the dying vegetation, they quickly realized this'd be a massive danger to the power of Purity. Among the many teachings of the Valley of Purity, there's the idea that an ancient water spirit resides here, trying to protect the valley, but she's lost her form a long time ago, and needs other spirits to help muster up enough of a presence to protect it. So, when the gunk began flooding in, the many Odillans began to offer up their lives to the water spirit.
He felt horror upon seeing them give up, and thus ran, sealing up the valley behind him and hoping to never have to deal with it, and start over as a king. Though, it looks as if the spirit is struggling to keep the gunk at bay. He can't even see the Temple of Purity from here. They proceed deeper into the valley as Rusha explains himself, realizing he was a coward to his people unfortunately. And now, he needs to do something to prevent it. Soon, they happen upon a circular platform overlooking the valley, benches set up around, gazing down on the platform.
Rusha then declares that he needs to make sure Tahaani's ready to accept the responsibility of Purity. He takes up a wand, and says that, as the king of the Odillans, he expects no less then the best from Tahaani. One fight later, Rusha was beaten, his wand clattering to the ground. He concedes that she is indeed safe to pass. And now, he understands that there's one more Odillan that isn't aiding the valley. So, he stands close to the edge, and loudly declares that he offers himself to the water spirit, for the sake of the valley. With that, Rusha fades away, and the rainbow over the valley suddenly shines brighter. At the same time, the waterfall of gunk is suddenly repelled, pushed right up over the ridge of the cliff face. With that out of the way, a grand, pretty looking temple is revealed to Tahaani, the Temple of Purity.
The insides of the temple are filled with glistening water, rainbows shimmering about the marble walls. This temple consists of many mind bending puzzles. One section involves the use of Melus to maneuver switches and giant blocks, another section requires the use of the wand and the crossbow to light up a room and reveal switches to hit from far away, another section involves using the Drauks' spear to flip over ramps for seedling balls to roll up, another involves using a hammer to smash down specific blocks so other blocks can raise/lower, another section involves using Pentes to pull switches from afar, or to whip across edges. And there are a few sections that involve using the special powers of the Purifying Pour to either fill up pits or to manipulate water wheels.
Soon, Tahaani begins progressing to the deepest depths of the Temple, to a central hallway leading to the deepest parts of the temple. As she passes, Odilla spirits pop up, explaining why this temple was set up. A chief is supposed to be one that tends to all creatures, thus progressing through the temple requires being friends with a great multitude of creatures and seedlings. They state that she's shown great prowess thus far, but if she's to be blessed with the powers of Purity, there's one more creature she has to defeat.
The hallway empties into a round platform, covered in a layer of water, shallow enough for Tahaani to walk around. She can see another walkway opposite the way she entered, though it's blocked off. The walkway behind her then retracts, leaving her stranded on the platform. Then, some drops of water rain in from the ceiling. Confused, she looks up, and spies several globs of water raining down onto the platform. Rather than increasing the water level, the globs of water seem to more be stacking like snowballs. The water globs then begin convergin, bunching together and taking a shape. Tahaani witnesses the ginormous shape, a creature bigger than almost any other (though still dwarfed by Mother Earth). The monster is a hippo-like creature made of water, which is apparently named Drippo.
After a hard fight, Tahaani is able to finally defeat the creature, eliminating it causing it to melt down into globs, which flood over the edges and down into the abyss. Now, Tahaani's able to proceed, deeper into the temple. There, she finds a baptismal fountain, where she can already tell what she needs to do. She lies down in it, temporarily submerging herself. There, she receives visions of Mother Earth, asleep deep within the earth. However, a flash of the river being formed takes Tahaani's vision, and she suddenly sees a wound form over Mother Earth. Then she receives an image of some of the residents chopping through a forest, destroying it and causing another wound. She keeps receiving flashes of these and more of Mother Earth getting hurt, as gunk begins forming. Up until the mountaintop is ransacked, and the gunk pours down, burning her up and causing extreme pain.
Tahaani springs up from the fountain, feeling a power in her. She realizes how pained Mother Earth is, and understands what she needs to do. Especially now that she's got the power to fight back against the muck. Just then, Sitaara speaks up. She tells her that the river's expanding again, and it's heading straight towards the Oasis! Tahaani reveals she got the power, and Sitaara can only hope this'll be enough. So, she uses her powers to pull Tahaani to the Oasis. There, there's a cutscene of Tahaani, standing at the border of the Oasis, staring down towards the branch of the river. It's cleaving through the landscape, driving closer and closer towards them, and the residents all stand by the gate, looking upon the river fearful.
Then, players are prompted to use the Purifying Pour, to charge it up for one proper attack. After charging up enough, the cutscene continues, and Tahaani brings her hands forwards, releasing a powerful wave of pure water. After plunging forwards far enough, it worms itself into the path the river of death is carving. It pierces through the deathly waves, scrubbing them away into nothing as it flies up and up the river. It splits up at the branch, plunging down the way of the Pentes' Settlement, and then towards Favba's Oasis. The wave of Purity swims up the river, cleaning out all of the gunk and stopping the attack dead in its tracks as it cleans up the gunk in the Pentes' Settlement, and cleans up the huge oasis of gunk that was Favba's.
Upon realizing Tahaani was able to clean off the muck, they let out a raucous cheer, praising Tahaani for ending this nightmare. Soon, the river managed to carve its way to Tahaani's Oasis, but it's completely clean and completely harmless. Tahaani lets out a few pants, almost bewildered that she was able to pull that off. Sitaara comes up about to speak with her, but upon seeing a particular look in Tahaani's eye, she realizes the chief needs to do one last thing first.
The scene cuts to the inn, Tahaani looking over Favba. She then channels her purifying powers, and uses them on the Seedling. Suddenly, the gunk that previously stained her body was cleaned. She gets up on shaky legs, before realizing she's safe! In a moment of joy, she runs over and hugs Tahaani, jumping in place while declaring her thanks. Though, after a moment of celebration, she wonders what became of her Oasis. The scene then cuts to the two at the site of her old Oasis, now a watering hole connected by river.
She looks on sadly, silently wishing for vengeance. However, Tahaani offers condolences. She says Favba's right to be angry, but that lashing out for vengeance's sake is not going to help anything. It's anger that's wrecking the desert, and it'll be the end of it if they aren't careful. After hearing Tahaani's words, Favba huffs and packs up her things. She says she needs some time to get ready, and that if Tahaani wishes to do something about the one behind this attack, then to speak to her by her old tree.
Tahaani is then brought before Sitaara, who looks out over the Oasis. She takes a moment to really reflect on how much this little place has grown, how long they've spent getting to know their fellow residents. She thinks back to the first resident, how they soon ran into the Pentes, and how they might not even have gotten this far if Tahaani hadn't offered a hand to those Pentes. Sitaara tells Tahaani that these people, and so much more... all of their fates lie in the outcome of this final battle. She says that, if she goes with Favba, then there's no turning back. She also reminds Tahaani that a harsh blade is not needed against Mother Earth, and to remind Favba of that.
===Pre-Endgame===
Before players progress to the end, a few new things are available for the players. Around the former site of Favba's Oasis, not only will Favba be found camping there, but several Serkah will be found setting camp there. The former Oasis will be regarded as the Serkah Camp, and speaking to some of the Serkah reveals that, ever since the river cleared up, they decided that they'd settle down around it. Some are even revealed to've been former residents of Favba's Oasis.
The Pentes Settlement, meanwhile, is cleaned of the gunk, now able to be traversed. However, looking through the insides reveals a lot of it having been scorched by the gunk. One of the Pentes originally living here is found standing in the place. Speaking with her reveals that the Pentes are prospering over in the Valley of Purity, but she couldn't help but feel drawn back to the old place. Walking to where Tahaani originally fought Rusha reveals the infertile soil, which can be doused with a level 3 Purifying Pour to restore them. This'll allow more Pentes to show up at the Oasis.
===Finale===
Tahaani speaks with Favba, and decides it's time to take on Mother Earth. Tahaani tries to comfort Favba, saying that they need to be careful with her. However, she seems cold to the recommendation, and says that the gunk is stopped today. And so, via a cutscene, players are brought back to the Driggelea Plateau, towards the gunk-caked top of it, the colossal Mother Earth kneeling upon it, clearly in pain and angry. Devira is also on the creature's shoulder, and watches as Tahaani, Favba, and whatever other party members Tahaani brought with her.
She descends, and meets with the two that are coming to challenge them. Tahaani puts up a brave face against Devira, though she seems more focused on Favba. She recognizes that Mother Earth stole everything from her as well. She asks how it felt, realizing that everything you slaved for, everything you poured your love into, could disappear and there wasn't a thing you could do about it? She asks if Favba's willing to leave her life to fate again, or if she's going to claim some kind of victory of her own over the creature responsible for it. Favba glares at her, though there seems to be an air of understanding on her face. 
Tahaani puts a hand on her shoulder and tries to assure her that Devira's not looking out for her, that she only wants to make everyone else hurt after she was left alone to suffer after the destruction of her settlement. At this, Devira's gaze shifts into an angered glare. She looks towards Mother Earth, and then decides that Favba's answer will be made clear one way or another. So, she flies up onto Mother Earth's shoulder. The party gets into the arena, right below the colossal creature. She then perks up, and slams a foot upon the flooring. Suddenly, it lowers, and everyone is driven into the plateau.
The party realizes the platform's been lowered into the planet, and now Mother Earth was glaring at them, ready to stamp them out. And so, the fight with The Contaminant begins. Tahaani uses the full extent of her Purifying powers to clean out the gunk on Mother Earth's legs, but partway through, Devira flaps her wings to cover them in tough winds, tough enough to repel Purifying magic. At that, Favba says she can undo Devira's magic with a wind spell of her own, but she needs time to charge. So, when they get Mother Earth in position for Favba's magic, she begins charging up a gale, and Devira flies down intent on stopping her. After defending her, Favba's able to wipe out Devira's magic, and Tahaani's able to clean the gunk.
After cleaning the legs, magic from Sitaara grips the party, and pulls them up a level to a ridge in the plateau that's level with Mother Earth's torso. Again, players are tasked with working with Favba to clean up the torso while repelling Devira. After cleaning up the torso, Sitaara's magic pulls them up to the ridge of the plateau, where they are level with Mother Earth's face. What follows is another battle, consisting of Favba and Tahaani working together to clean Mother Earth of the gunk. After cleansing her, she seems to glimmer, though there appears to be a bit inside of her. She seems more benevolent than before, smiling down on the Seedlings. Favba seems conflicted, a bit of anger still on her. However, before the seedlings can converse with her, Devira suddenly flies in. She charges straight into Mother Earth's mouth, who seems shocked. Then, she howls out, a pain radiating within her.
Sitaara speaks with Tahaani, fearing that after the abuse Mother Earth's been through, then Devira might be able to destroy her heart. Tahaani agrees that they need to get in, pronto. Sitaara summons up her magic, and creates a pathway to Mother Earth's mouth. And so, Favba, Tahaani, and the party enter, going down her throat and towards her gunk-stained Heart, Devira standing threateningly before it, holding up a blade and aiming it at it. Tahaani is about to face down the crazed woman, but she summons up winds to surround her, giving her plenty of time with the heart. However, she spares a moment to speak with Favba.
She explains she knows the pain of a world where, no matter what you do, no matter how hard you try, there's always something that could come along and ruin everything. So, she offers her the chance to take the reigns herself, and end everything with her own hands. She gives her the chance to finally lay her stake in the world before the world can steal it away from her. Favba approaches, and Devira hands her the sword. She allows Favba the chance to slay Mother Earth, but Tahaani silently begs her not to do it. Favba looks back at Devira, back at the heart, and back at Tahaani, silently contemplating the decision to make.
However, she slashes at Devira, forcing her backwards, before sending a Green Gale at the trapped Tahaani, freeing her. From there, she thrusts her most powerful Purifying Pour at the heart. Pieces of the Muck on the heart leaps off, though the majority of it is cleaned by the attack. The bits that leapt off, however, lunge onto Devira, her letting out a painfilled shriek as it burns her and sweeps her away. Tahaani approaches Sitaara, a smile on her face. The chief says that though she was angry, she saw what it did to someone like Devira, and to someone like Mother Earth. The two filled with so much anger that they can only lash out at the world around them to feel some kind of victory. Sitaara says she decided she needs to be better than that.
However, a gravely chuckle gets the two chiefs' attention. They look over at the source, and see the Muck-stained Devira. She's completely coated, the Muck seeming to make her twice as big as normal, dripping with the caustic Muck, her turning towards the group with a wide grin. However, they realize she's actually looking past them, at the Heart. Sitaara tells Tahaani to get ready, and bears her sword, Tahaani and her party bearing their own weapons.
The heroes begin their battle against the Hatred of Earth, a tough battle in which the toughened Devira will not only try to destroy the party and Favba, but will also try to destroy Mother Earth's heart. Throughout the fight, Mother Earth will offer her own aid with the intent to wear down the embodiment of Hatred. Throughout the fight, Mother Earth will offer her hand, which, if they drive Devira towards, will clutch her and then deal massive damage to her. After a long fight, Devira grows too weak to fight anymore, left to stew on the ground. Tahaani and Favba approach the gunkified mass, it left to not even curse them. It's just grown too weak.
Devira says that she just hurts now. She's sought some kind of vengeance, some kind of recompense for what's happened to here. But in the end, she's just grown too weak to even hate. She looks out to the Heart, and ponders if this is what Mother Earth felt, spending so much of her life hating the residents upon her that in the end she grew too weak to stave off this contamination. Favba says that maybe she realized how pointless holding onto her hatred was, that in the end, no matter how much she wanted to hurt the people that did her harm, in the end her hatred wound up hurting her just as much as they had. Devira groans and curls up, and asks if she really would've felt some satisfaction from killing Mother Earth. Neither Favba nor Tahaani can answer.
After a moment of silence, Devira asks Tahaani to end it. She says she feels Mother Earth's hatred has corroded her body, leaving behind only the malice of the Mother. So, she asks Tahaani to end this suffering, and wipe her out. With that, players are prompted to use Tahaani's Purifying Pour, and upon doing so, another cutscene plays that shows Devira's body fading into nothing as the massive wave of water overtakes her. Where the gunk originally stood, her spirit is left behind. And soon, the gunk is all gone, leaving the now at peace Devira to stand upright. She gives Tahaani and Favba a nod, before she seems to fade into nothing as all traces of the gunk appear to've disappeared.
----
After that, Tahaani and Favba stand outside of Mother Earth, the grand being kneeled down in front of the two chiefs, bowing her head to them. She thanks them all for everything they've done during this excursion. She is sure that if they hadn't gotten involved... She turned towards Favba, recalling her Oasis. She apologizes to her for what she'd done. Favba, meanwhile, admits that she feels a little upset about what's become of her Oasis, but she's not sure how much she can really blame on her. Like heck she'd let herself turn out like Devira.
Mother Earth then stands, and then begins to walk the desert. Watching they see her clean away the gunk that'd painted the landscape this whole time, wiping away the malicious influence and restoring the landscape. As she does so, Favba and Tahaani look at each other once again. Tahaani seems to ask her what she's going to do now. Favba says that chiefs are supposed to find new Oases. So now that she has none, she should probably find an Oasis for her. Tahaani nods in understanding. She asks if she'll need help, at which Favba says she's probably done enough for this place.
So, Tahaani sees Favba off before she returns to her own Oasis, where all of the residents are extremely happy, cheering their chief. With that, the credits begin playing, showing Tahaani march around the environment to check out the lands now safe from the Gunk. The many residents of the desert now seem happy, no longer having to worry about the impending doom. 
===Postgame===
After the main story's dealt with, players are now able to explore the desert for any final quests.
A major questline in the Postgame comes in the form of Favba Missions.
====Favba Missions====
Just like how users would send requests to other players via a network, Tahaani will receive messages from Favba, asking that she come to her side to aid her during some of her missions. 
#Scouting an Oasis - Tahaani arrives on an Oasis, a tree appearing to've grown. Tahaani approaches it, and sees Favba standing just outside of it, using her wind powers to clear up some of the hefty clumps of sand. Talking to her reveals that she's managed to set up a gate, though the Oasis was a little dry when she arrived. She says that the fence has had trouble keeping out the wildlife and has been scaring off any approaching travelers. She asks if Tahaani might be able to use her power to water the tree? Favba warns that more of those creatures are probably going to come in to eat them up, and the numbers are probably going to grow when the tree gets bigger and shinier. So begins a mission where players must water the Oasis tree, and throughout some dangerous creatures begin invading. They'll have to survive the assaults and use brakes in the assault to continue watering. Eventually, even boss creatures start to show up. After enough fighting and watering, the tree gets to full height, and the fence is now thick, capable of keeping out monsters. Favba heads to the front door happily, thanking Tahaani for what she's done. While she's thanking her, the front door opens up, and in comes a new seedling. Favba greets her, and she comes in to plant her booth. Before Tahaani leaves, Favba turns to Tahaani and says that she's not sure she can do this. Seeing her, she's afraid that one day she'll lose it all again. Tahaani points out that Favba set out for this, which Favba answers that it was easier to say that before she had annoying else she could lose. Favba sighs, and says that she may ask Tahaani for aid in the future. She gives Tahaani her payment, and Tahaani returns to her Oasis.
#Gathering Supplies - Tahaani arrives at Favba's Oasis, her with a Seedling, meaning that Tahaani can't be there with her party members. Once joined with the group, Favba leads the party towards a nearby cave, where they enter. As they walk, Tahaani asks what the rest of the Oasis is doing. Favba answers that, unfortunately, a flu seems to've sprung up. While the rest are working on either their booths or the garden, there are a few that need to rest. So, with that in mind, the group begins searching the cave, gathering materials from the goods inside. They soon gather up what Favba feels should be enough, and she suggests they should leave. However, their route out is cut off when a bunch of rocks begin moving into place. They seem to pile upon each other, before taking the shape of a giant rock-person. It's a tough fight, but with enough work, the group's able to take it down and leave the cave. Favba says that Tahaani can go back now. She'll be able to use the material here.
==Gameplay==
Gameplay is essentially separated into two different parts. Oasis Management, and Exploration.
===Oasis Management===
As a chief Seedling, you're required to watch over your Oasis. Your Oasis is a safe haven within the desert that anyone wandering the desert can stumble upon. When a traveler approaches, they may either become a permanent resident upon finding your Oasis, or you may need to accomplish a quest for them.
If you acquire a Seedling resident, they'll be able to spawn a Bloom Booth, a booth from which travelers are able to buy stuff from. After stuff is sold, players will be able to go to the Bloom Booths to acquire the Dewadems the Seedlings got from selling.
When Bloom Booths sell stuff, they'll lose some inventory, and may need to be restocked. If Bloom Booths aren't restocked, they'll run out of inventory, that booth won't be able to acquire Dewadems, and that resident will grow upset. Restocking booths will restore happiness.
Having happy residents is a very important thing in this game. The more happy residents you have, the more Max HP you'll have added to your own Max HP when you travel out into the desert. The main goal is to keep the residents happy so you'll have that much more HP when you go out traveling.
====Layout====
Your Oasis is separated into a few key sections. 
*Fountain Plaza - The first thing travelers will see when they enter. If a potential new resident arrives in the morning, players will encounter them here (though the resident will still be clearly marked on the map). Furthermore, traveling merchants may arrive here, where you can buy various seeds, or other items. This place also features a living quarters for the residents.
*Main Road - The Main Road is a section of the Oasis in which Bloom Booths are placed. Players are able to place a limited amount of Bloom Booths here in order to offer wares and garner Dewadems.
*Garden - The Garden is a section in the middle of the Oasis where various foods are grown. Players are able to plant seeds in here, wait for a bit for them to grow, and then collect them to acquire items that can be used for either crafting or restocking Bloom Booths. Players will also be able to assign residents to the garden in order to have them collect grown crops, as well as collect crops only gotten by certain residents.
*Sprite Shrine - The Sprite Shrine is the living quarters of Sitaara, the Water Spirit. Here, players will interact with Sitaara frequently. If there are enough residents, she'll be able to Level Up the Oasis in order to either increase the amount of Bloom Booths you can plant, or even add a Back Road and increase the size of the garden.
*Home - The Home is the home of Tahaani, the chief of the Oasis. Here, players are able to craft new equipment/items via a Synthesis Tree within the home, equip new outfits here, and sleep to go to the next morning. 
===Exploration===
Outside of the Oasis is the desert, where players, as well as two other residents, are able to travel throughout the it to either gather material (by searching areas, beating on environmental stuff, or defeating enemies), or advance stories or clear sidequests.
Out in the field, players will encounter numerous enemies and obstacles, as well as dungeons and all sorts of items. Unfortunately, not everything will be immediately available to the player. A few items are hidden behind puzzles or other obstacles that require the use of certain weapons or skills. Not only are certain weapons particularly effective against certain types of enemies, but a few weapons have capabilities of their own with which they can interact with the environment. Utilize each resident's natural skills, and you may be able to tame the desert!
====Weapons====
Image	Name 	Description 	Field Applications	Effectiveness
TBA 	Sword 	A short-range weapon used for slicing enemies up close. Those with this weapon are typically at the frontlines, intent on slicing up enemies. 	
*Smashing field stuff
*Striking interactable switches	
*Strong against Beasts
TBA 	Bolas 	A mid-range weapon that's thrown at enemies like a boomerang. Those with this weapon are usually behind the front lines to strike enemies from afar. 	
*Smashing field stuff
*Striking interactable switches	
*Strong against Bugs
TBA 	Crossbow	A long-range weapon that fires bolts at enemies from afar. Those with this weapon are usually far back to strike foes, and this is typically used for puzzle solving. 	
*Smashing field stuff
*Striking interactable switches
*Striking far off switches	
*Strong against Flying
TBA 	Wand 	A mid-range weapon that fires magical blasts at enemies. Those with this weapon are usually behind the front lines to strike enemies from afar. Usually good against armored enemies 	
*Smashing field stuff
*Striking interactable switches
*Interacting with magical crystals	
*Strong against Terror
TBA 	Axe 	A short-range weapon that, while swinging slowly, deals heavy damage to whoever's in front of it. Those with this weapon are usually at the front lines and drawing all the attention. 	
*Smashing field stuff
*Striking interactable switches
*Chop trees	
*Strong against Beetle
TBA 	Torch 	A mid-range weapon that players can use for melee and ranged attacks. Certain combos have players twirl the torch to whip the flame at whoever's in front of them, or use heavy attacks to have him slam the head into the ground, producing a trail of fire that'll travel forwards from where players struck.	
*Striking interactable switches
*Light flammable surfaces	
*Strong against Contaminant
TBA 	Whip 	A long-range weapon exlusive to Pentes. Light attacks usually result in the wielder whipping the weapon forwards, striking foes, while heavy attacks usually result in the wielder swiping the whip in front of themselves. 	
*Smashing field stuff
*Striking interactable switches
*Grabbing far off field objects
*Pulling certain things	
*Strong against Terror
====Skills====
On top of weapons, the residents you encounter come packed with their own Skills. A few Skills are built around affecting the terrain, while a few are intended for combat (either boosting stats, or harming/debilitating enemies). Some of these are passive Skills, though a few will require some input.
====Residents====
Image	Character 	Race 	Weapon 	Bloom Booth	Skills
 	Tahaani - the Chief of the Oasis. As the chief, she's tasked with maintaining the booths, building up the Oasis, and maintaining the happiness. 	Seedling	Varies (Starts with Sword)	NA 	
*Purifying Pour Lvl 1 - A skill exclusive to the chief. By holding the Y button, the chief charges up some water. Then, she launches forth a ball of water, only a teenie bit smaller than her. If it hits an enemy, it'll explode and deal light damage. If it hits Contaminant, it may wipe it away if it's weak enough. If it hits a hole that can be filled up with water (but is a small enough hole), it'll fill it up.
TBA 	Mudrika - The very first resident Tahaani greets. Upon entering, she says she's been searching around for hours, looking for a place to stay. 	Seedling	Sword 	Veggie Shop	
*Healer - A passive skill that, while the partner is active, restores her health as she walks around.
TBA 	Ludwina - The first Pentes resident Tahaani attracts. Apparently, there's a Pentes tribe nearby. They live near the mountains, and have cultivated a berry farm. However, a rude Odilla named Rusha has taken up residence, so she approaches Tahaani hoping for assistance driving them out. 	Pentes 	Whip 	NA 	
*Tight Fit - A field skill that, when the partner interacts with particular parts of the environment, allows the wielder to slither through tight passages to reach new destinations.
*Grapple - A field skill exclusive to Pentes that, when the partner interacts with parts of the environments, enables the wielder to either grab far off objects (like switches) to pull them towards the wielder, or to grab part of the environment to allow the wielder to pull themselves towards it.
TBA 	Rioto - One of the residents that suddenly show up after Plight of the Pentes. When he shows up, he says he left his lucky charm over in a cavern south in Simar Dunes, and he says he'll be confident about planting his Bloom Booth after he gets it back. After acquiring it, it a necklace holding a dewadem, he plants his shack. 	Seedling	Axe 	Soup Shack 	
*Night Attack - During the night time, the user deals more damage to foes.
*Pellet - When interacting with the proper flower, the user will roll up into a ball, and then launch in a predetermined path forwards.
TBA 	Miabee - One of the residents that suddenly show up after Plight of the Pentes. When she shows up, she says she's gonna need some Leapard Furballs to set up shop (5 of them). When the 5 are gathered, she plants her Bloom Booth. 	Seedling	Wand 	Drum Store 	
*Stun Wand - When the special attack is used, the user will send forth a blast of magic that strikes a foe with enough force to stun them.
*Digging - When interacting with patches of soil, the user will dig into it and scoop up some items.
TBA 	Mayma - The first Serkah resident Tahaani attracts. He was originally taken in by another chief, Favba. However, while he assisted Tahaani, Favba's Oasis was attacked by a creature transferring the gunk around the desert. So, without a home, Mayma decided to stay in Tahaani's Oasis. 	Serkah 	Hammer 	NA 	
*Stun Hammer - With one of his special bars filled, he swings his hammer with enough force to inflict stun on whoever he strikes.
TBA 	Simia - The first Drauk resident Tahaani attracts. She's said to be a sort of executioner for the Drauk tribe, though the ones she dealt with have been repelling her and fighting back. She's repeatedly struggled, and is stated to be tasked with opening the way to the graveyard after an execution, so it's lately became a sort of nest to contain the muck. Now, that Tahaani helped her, she decides to return the favor, though is hesitant upon learning she's dealing with that muck.	Drauk 	Spear 	NA 	
*Mining - When the wielder of this skill is near an ore, they can interact with it and acquire goods from the ore.
*Acid Breath - With a single unit of the special bar filled, the wielder of this skill can spew forth a cloud of venom, poisoning those in the cloud.
TBA 	Hedee 	Lagora 	Twinblade 	NA 	
*
TBA 	Nictori 	Melu 	Gauntlets 	NA 	
*
====Requests====
As you interact and restock your seeldings, you'll raise a bar representing your affection with them. After raising it high enough, they may say they wish to speak with you about something. At this point, you'll have the chance to engage in a sidequest, each with their own goal and story to describe the deal with each seddling. The requests always carry a story along with them, and the story is split up into four different requests for them. After clearing one request, you'll have to raise affection with them again to move onto their next request and advance their story. After you finish a request for a seedling, their shops will grow larger, be able to sell more items, and will likely net more money. Though, players will have to stock more for them.
===Other Oases===
New to this game is the Internet connection to other players. By interacting with a special, wifi-signal-shaped plant in the Oasis, players will be able to fly up into the air and access other Oases connected through the Internet. Players will only be able to enter Oases at as high a level as the player's, or lower. When they enter, they'll be able to see another person's Oasis, and either trade for items they've gathered, or temporarily use some of the residents the Oasis has available for the players.
Now, note, merely having these in your Oasis won't mean other players will be able to just take whatever they want. In order to have something eligible for trading/recruitment over the Internt, players will have to place the itmes/residents into a special box/inn-room.
Whenever someone acquires something from a player's Oasis, said player will earn some dewadems, as well as a bit of free happiness for their Oasis. Meanwhile, the players that take stuff from other Oases are able to hold onto the items permanently, and the residents they gather will last until either they swap them out of their party, or the residents fall in battle.
Additionally, seedlings can leave items in another Oasis, and will come back bringing a little more happiness to the Oasis.
==Bosses==
TBARusha 	The rude, self proclaimed king of the desert. Standing within the sprawling garden of the Pentes Settlement, an even playing field shaped like a square. Rusha himself is fairly big, his gut being bigger than Tahaani, and is fairly slow, lugging around a great big axe. His attacks are very telegraphed, dodge backwards if you see him lift the axe to his side, dodge to the side if you see him lift the axe overhead, and run away when he tries to belly flop. If you get around to his backside, you should also watch out for swipes of his tail. The challenge is his defenses, his extreme girth capable of resisting quite a few attacks. However, there are two ways to get past his defenses. 1) Get behind him, and keep attacking his rump while avoiding attacks. 2) Wait for him to open his mouth to eat some fruit, toss a Purifying Pour into his mouth so he falls onto his butt, and then wail on his belly while he's stunned.
Attacks 	
*Side Swipe - Rusha lifts his axe to the side, and swings it the other way, slashing across the ground in front of him. Can chain into Side Swipe Combo
*Side Swipe Combo - Rush lifts his axe to the side, and swings it the other way, slashing across the ground in front of him. Then, he swings the other way, scraping across the ground, and then he swings the other way, again scraping the ground.
*Overhead Smash - Rusha lifts his axe overhead, and slams it down on the ground in front of him, dealing heavy damage, but is fairly easy to dodge.
*Homerun Swing - Rusha pivots, holds his axe up like a baseball bat, and then swings with great force.
*Tail Swipe - If someone is behind him, Rusha lifts his tail to one side, and then swings his hips the other way, smacking anyone that's too close.
*Belly Flop - Rusha rears back, ducking down like he's about to go into a charge. Then, he runs forwards. If he gets close, he goes into a bodyslam, slamming belly-first onto his target. Note: He only runs to where the player used to be.
*Restorative Berry - Rusha tosses a berry into the air, and opens up his mouth, waiting for it to fall in his mouth. If players don't hit him with Purifying Pour before the berry lands, he'll restore a small bit of health.
Location, Chapter 	Pentes Settlement, Plight of the Pentes
TBARhocero 	A giant rhinoceros beetle wielding four swords, while also using its horn to attack. He's significantly larger than Rusha, though it's still very easy to get his whole body in view of the camera. He's fairly slow when walking on the ground, and his slashes cover a fairly wide area, though he also has many openings in his attacks, most especially behind him. Wait for one of his combos, get behind him, and slash his weak abdomen.
Attacks 	
*Twin Slash - Usually done if someone is in front of it. It takes up to hands, rears them back, and then slashes them out in front of him, clashing them down together in front of him.
*Horn Ram - Usually done when someone's in front, but a fair distance away. Rhocero begins by rearing its head back, aiming its horn at the player. Then, it rams it forwards, intent on skewering whoever's in front of the horn.
*Nipping Tornado - Usually done if party members are on Rhocero's left or right side. It takes up its four swords, and spins them at its sides like a whirlwind of blades.
*Forwards Slash Combo - A move that tracks down the heroes. It rears its arms back, before slashing in front of it with either sword. It slashes 3-8 times and covers a fairly short distance in front of it.
*Five-pointed Flurry - It stands upright, and gives out a roar. Then, it begins to approach the party members, swiping its swords in front of it. First a horizontal slash from the right, then a horizontal slash from the left, then slashing upwards with the second right sword, then slashing upwards with the second left sword, before it rears back and slams its horn down in front of it.
Location, Chapter 	Lumila Shrine, The Hungry Muck
TBACarcapohis 	The giant skeleton of a snake, gunk oozing within its ribs. It is gigantic compared to the other residents, it able to curl around the arena and its mouth could fit a boulder. It's capable of covering a large area, and uses its tail to whip at foes and uses its body to try and curl around foes so they have a harder time dodging bites. Occasionally, it'll even spew forth clouds of noxious fumes, which poison those within the resulting cloud. If Purifying Pour is used on the cloud, a fine fragrance is released upon it, dissipating the fog. Simply striking the bones won't deal damage, players will have to strike it with Purifying Pour to make the gunk recede far enough to reveal spiritual light within. Players will have to strike that to lower Carcapohis' health. It should be noted that this creature takes more damage from weapons that are good against reptiles and good against horrors.
Attacks 	
*Lunging Chomp - Carcapohis rears back, before lunging its head forwards, intent on gnashing whoever it aims at.
*Serpent Breath - Carcapohis lifts its head up in the air, before lowering its jaw and sending forth a cloud of black miasma. It doesn't deal damage by itself, but it has a chance at poisoning.
*Tail Whip - Carcapohis takes its tail back, before swiping in front of it, intent on striking anyone too close.
*Entrapment - Carcapohis circles its tail around the ring, and constricts, intent on shrinking the player's area. This doesn't deal damage by itself. Chains into nip/serpent roar.
*Nip - Caracapohis unhinges its jaw, and lowers down, intent on clamping its fangs upon whoever's close enough.
*Serpent Roar - Carcapohis' jaw eminates with a black fog, before a powerful beam of miasma fires in a straight direction forwards, poisoning players and knocking them back.
Location, Chapter 	Mecia Graveyard, Charting Out the Map
TBADandelion 	The collection of plants molded to resemble a lion. This creature serves as the final obstacle between Tahaani and the next slab of the map. The creature will start out the fight covering up its head, but still somehow able to see the arena. It's a very jumpy character, leaping away from the characters' range before diving in for a few attacks of its own. The characters are intended to evade the enemies' attacks and jump in to attack while it is. Unfortunately, it won't take that much damage as is. However, players with torches will be able to deal a lot more damage to it. Additionally, the Lagora can slash at the petals around its head, shredding them into pieces to expose the main head, making it weaker to attacks. The petals can regenerate after a while.
Attacks 	
*Stunning Pollen - Dandelion waves its tail in front of itself, producing a cloud of pollen. Those that are in it will be dealt the stunned status effect.
*Sweeping Thorns - Usually done when a party member is in front of it. It rears its claw back to the side, before swiping in front of it. It can chain into two more sweeps, it alternating which claw it swipes with.
*Pounce - Dandelion rears back, lifting its backside in the air as it turns towards its targeted party member. After wiggling said rear, it runs towards them, before jumping mid-run, intent on slamming down on its target.
*Petal Capture - Doable only if the petals aren't destroyed. The petals spread open, the Dandelion growling. Suddenly, it lunges forwards, the petals intent on wrapping around a party member. If they grab someone, they're enwrapped in the petals, mauled by the lion head, before they're thrown away. If the attack misses, the petals will cling to the floor, making them vulnerable to attacks.
*Pellet - Usually done after it backsteps. At the end of its backstep, its petals flex, before spreading open just enough so it can launch a Seedling-sized pellet at whoever it looks towards.
*Leaf Wall - Done when its health is at a quarter. Walls of leaves suddenly spawn on its forelegs, and stretch around its sides. Now, unless players have a torch, they won't be able to strike its sides.
*Paraflower - Usually done while its health is below half. A pair of leaves spawn on its back like they would on a Seedling using the Paraflower skill. Suddenly, like helicopter blades, the leaves rotated, lifting Dandelion up into the air. It hovers in a party member's direction, before the leaves retract and it plummets claw-first towards them.
*Thorny Bush - Done when its health is reduced by a third (so it's done twice). It lifts up its rear, before swinging downwards, plunging its tail into the arena. Suddenly the arena is surrounded by thorns, making the area for battle smaller.
Location, Chapter 	Guiding Obelisk, Path to Mother Earth?
TBARusha (Second Fight) 	The dreadful "king" of desert making his grand return. He appears in the middle of the Veins of the Earth, standing before a castle-like structure, deciding this thing was built for him. So, he seeks to keep the other rabble out of it until he can reach the throne. He now takes up a set of twin swords, rather than the axe he wielded before. Now, he's a little bit faster than before when it comes to slashing, and is able to slash by his sides easier than before. Thankfully, his backside is still very weak to attacks. He won't eat stuff now, though he has a very dangerous body slam attack, which you can counter with a Purifying Pour Lvl 2 strike, lifting him up into the air to take a painful flurry of attacks, now that his belly is perfectly exposed.
Attacks 	
*Sides Swipes - Rusha takes up both swords, and slashes at either side of him at once. At lower health, he can do this 1-3 times.
*Kingly Combo - Rusha slashes at the ground in front of him, then swipes to his left, then performs an upwards slash (scraping along the ground) before slamming them both down on the ground in front of him. He tends to travel forwards as he slashes, and tracks down a party member. He can cut the attack short at any point.
*Spin Attack - Rusha twists his arms around himself, before spinning in a circle, blades outstretched and intent on tossing anyone close enough away. He becomes a little dizzy after doing this attack, leaving his backside exposed.
*Tail Slam - Done if a party member is behind Rusha. He lifts his tail, and then swipes it the other way, smacking away anyone in range.
*Body Slam - Rusha squats down, before leaping up high into the air. A shadow then forms on the ground, which seems to be trying to approach a party member. It is a very damaging attack that stuns those it hits. Once he touches down, he'll be stunned for 3 seconds, leaving him open to a Purifying Pour Lvl 2 to hit him up into the air and keep him on his back, open to more attacks on his weakspots.
Location, Chapter 	Veins of the Earth, Awaken Mother Earth
TBAContaminated Hand 	After traversing the Veins of the Earth, Tahaani discovers that the colossal creature spreading the contamination is, in fact, Mother Earth herself! So, she's forced to fight for her life, even if damaging her leads to more parts of the world being destroyed. Fortunately, it seems she only has to deal with the hand, though it's large. It tends to drip the horrid gunk onto the field, where it acts as a caustic field hazard. Aside from that, the Contaminated Hand will attempt to slam, smash, punch, or otherwise destroy the party. Wait for the hand to be level with the rest of the party, and then slash at it. And utilize Tahaani's Purifying Pour to clean off the gunk. At half health, it won't simply ooze gunk on the field. Rather, its attacks now leave gunk on the field.
Attacks 	
*Fist Smash - The hand first curls up into a fist. Then, it rears up, before it crashes down on wherever it hovered over initially.
*Finger Stab - The hand's fingers spread apart and quiver. Then, the fingers jab towards a party member, intent on smashing her. She jabs towards the party 2-5 times.
*Gunk Cesspool - Done while the hand's above half health. The hand hovers over the field, and the gunk seeps out through cracks in the hand. They descend towards the field, and spread caustic gunk on the surface. Walking on it deals damage, and it can be washed with Purifying Pour.
*Gunk Wave - Done when the hand's below half health. The hand dips into the gunk around the field, before swiping in front of her. A wave of gunk barrels forwards, sweeping across the field. Players will have to use Purifying Pour to clean a path through the wave.
Location, Chapter 	Veins of the Earth, Awaken Mother Earth
TBAContaminated Survivor	After getting to the top to the Monument to the Loxia, Tahaani uncovers what'll be the scroll that reveals where she can go to expand her power. However, before she can proceed, what initially appears as a collection of sticks jumps in the way, it revealed to be a preying mantis-like monster coated in gunk. It seems that this'll be the last fight against it to break through to the scroll. In battle, the Contaminated Survivor is exceptionally fast, using its sickle-like arm to slash beside and in front of itself. Additionally, it's seen using its legs to jab/skitter/trample the party.
Attacks 	
*Slicer Combo - The monster raises its claws to its sides, and then begins flicking them out in front of it. It covers a wide area beside and in front of it, and can swipe 2-5 times, getting closer to its target with each swipe.
*Cross Chop - The monster holds both claws down at the ground, stretching them outwards and rearing back. Then, it thrusts them both in front of it, banging both claws together and rising upwards, hitting party members too close into the air.
*Dashing Whirlwind - The monster rears back, extending its arms beside itself. Then, it begins traveling towards the party members, all while spinning itself, creating a cyclone of slicing damage.
*Sickle Slam - The monster holds his arms over head for a moment, before leaping up into the air towards its target. Upon getting close to the ground, it whips its arms down with the intent on slashing them into the ground.
*Kick - If a party member is near its sides/back, it'll hike up one of its legs and kick at them. The attack has a narrow range, but pushes party members away.
Location, Chapter 	Monument to the Loxia, When the Going gets Tough
TBARusha (Third Fight) 	The final battle against the "King of the Desert". He recognizes that the Valley of Purity has grown sick in his absence. Recognizing that something needs to be done, he finally decides to put his life on the line and make sure Tahaani is ready for the trial ahead. So, he wields a wand for this fight, and battles Tahaani on a circular platform.
Attacks 	
*Swipe - Usually done when a party member is in front of him. He rears his wand to the side, and swipes in front of him, generating a green spark that deals magical damage. Occasionally, he'll follow up with a swipe in the reverse direction, tricking those that come in for a counter attack.
*Homing Root - Rusha holds his wand behind him, before swinging it towards a party member, emitting a sparkle that travels along the ground towards the party member. If the sparkle connects, a tough root suddenly pierces the ground, striking the player with tremendous force.
TBADrippo 	The final challenge between Tahaani and the powers of Purity. This creature is a gargantuan, hippo-shaped creature made up of several drops of water. The creature is about the size of 1/4 of the stage. It'll stomp towards the party, and attempt to stamp them, roll onto them, flop onto them, chomp at them, sit on them, and emit a rain of damaging drops. The creature itself is fairly resistant to attacks (except for magical attacks), tends to cover a large area, but is very slow. However, if players wish to deal more damage to it, they'll have to get to one of its feet, use Purifying Pour 2 on it, and for it up to expose its underbelly. That takes more damage.
Attacks 	
*Chomp - Drippo rears its head back, opening up its jaw, and then lunges forwards. It attempts to chomp a party member, sending them flying away and dealing a hefty amount of damage.
*Belly Flop - Drippo leaps up a fair distance, and attempts to slam belly first upon the party member.
*Gushing Geyser - Drippo jumps back a little bit, and holds open its mouth, preparing a blast of water. After a moment of charging, Drippo unleashes a powerful beam of water that it drags across the floor towards a party member.
*Dive - Drippo begins to dive forwards, until it crashes headfirst into the water. Upon crashing down, not only will it deal damage, but the monster will've disappeared into the water. Drippo now exists as a bunch of bubbles.
*Uppercut - Done after a dive. The bubbles will approach a party member, will pause for a moment, and then the rest of the Drippo's body lunges face-first upwards. The force of the blow knocks foes away and deals a hefty amount of damage.
*Whirlpool Trap - Done after a dive. A set of bubbles approach the center of the stage, and the water begins swirling into a circular motion. The swirling begins to pull party members towards the center, which is the opposite of what the player wants. If a party member is pulled into the center of the arena, they're somehow pulled underwater. Soon, the whirlpool stops and the monster retakes its form. If a party member was captured by the whirlpool, it'll retch, and spit the captured party member out onto the field for a hefty amount of damage.
==Characters==
*Tahaani - The avatar character. Tahaani is the chief of the Oasis, a special Seedling that alone is able to see and interact with Water Spirits. Prior to the appearance of the Contaminant, she was sent on a pilgrimage out into the desert to find a Water Spirit, and connect with them in order to form an Oasis. Tahaani found Sitaara, and, with her, produced the Oasis players will tend to for the game.
*Sitaara - The Water Spirit of the Oasis. She's a spirit permanently tied to a single patch of water in the desert, forced to lie there and do nothing. That is, until Tahaani came along. The two were able to form an Oasis, and Sitaara hopes to make the biggest Oasis possible, in order to attract every nearby traveler to offer them a safe haven. When the Contaminant appeared, she decided they'd need to do something to deal with it. While she apologizes for not being able to go with Tahaani on her journey, she still interprets the various items Tahaani brings to her in order to find the path to Mother Earth, and she still gathers the happiness of the residents to aid Tahaani as she travels.
*Rusha - The self-proclaimed king of the desert. He's an Odilla, a crocodile-like person, dressed up like royalty, and often seen carrying around shining stuff. He's often seen sticking himself where he doesn't belong and taking what he can, and is often forced out of locations with a fight from Tahaani. He's first seen loitering in the farm of the Pentes village.
==Gallery==
Tahaani.png|The default avatar and chief of Ever Oasis 2: A Hand from Mother Earth, Tahaani
Pentes.jpg|One of the Pentes of Ever Oasis. They're a snake-like race seen using their whips in battle.
Category:Ever Oasis Games
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