Gustave's
Walkthrough
Gustave
Born
Please note that Gustave's tale is mainly about history; thus, there is a whole lot of dialogue and not as much fighting as in the Knight's Family Tale. This walkthrough is chock full of spoilers considering it covers the history of Gustave. You've been warned.
The game opens in mid battle- Gustave XII's forces are fighting against the Marquis of Otto. Gustave prepares to follow, but news comes that his wife has given bron to a son- Gustave XIII. Instead of pursuing, Gustave XII heads back to Thermes. Back at Thermes, Gustave XII sees his son for the first time. Gustave XII asks his son not to disgrace his name.
At the age of 7, Gustave must attempt to wield the Firebrand- the symbol of the Eugene family. If the Firebrand responds, he will be the rightful heir. Otherwise, he must be outcast from the family. The ceremony begins with Gustave XII wielding the sword, and it responds to his Anima. Gustave XII walks up and wields the sword; however, the sword does not respond at all. Gustave XII goes running off in anger. He no longer wants the child as he feels betrayed since everything has more Anima than Gustave. Gustave XII decides his son must be banished for this. His mother, Sophia, tries to defend her son, but Gustave XII will have none of it and exiles her too. The two then depart. The scene briefly shifts to Gustave's younger brother crying. The scene then shifts back as Gustave and Sophia leave as people yell insults. They take refuge inside the slums of Thermes.
The scene begins with Cielmer, Gustave's tutor, asking Gustave XII for permission to leave since Gustave is no longer there. Gustave XII grants him that permission. Gustave XII asks Cielmer why he did not tell him that Gustave did not have any Anima. Cielmer admits that he did not know, mainly because he sensed a large amount of Anima in Gustave. Cielmer then leaves to the Slums. Gustave wishes to leave for Nohl, but Gustave XII will not allow it. Cielmer arrives at their house and asks to escort the two to Gruegel where he is headed. Cielmer tells Sophia that they must leave because execution is crossing Gustave XII's mind as they stay there. Cielmer tells her they can seek asylum from King Sui of Na. That night, Cielmer takes them to the harbor. A guard coems to stop them, but Cielmer causes him to fall asleep. The three take one last look at Thermes as they sail off. It'll be 20 years before Gustave will see Thermes again...
King Sui gave Sophie and Gustave a manshion when they moved to Gruegel. Over time, Gustave became very twisted as he was an outcast for not being able to cast spells. The only other person he could get along with was Flynn, a boy who always stayed by his side no matter what happens. Gustave starts off by throwing a rock at some birds scaring them off. Sophie comes in and lectures Gustave about being cruel to defenseless people. Gustave doesn't care since he thinks he is worthless. Sophie slaps some sense into him saying that spells aren't necessary to live. Later, Gustave becomes very angry at Flynn and blames him since he didn't say Gustave's mother was coming. Gustave starts to punch him. Leslie and another girl walk in and stop Gustave. Gustave begins to cry and runs off. She asks Flynn why he follows Gustave, and he stats that though Sir Gus is scary, he's the only person that understands him. Flynn goes running off after Gustave. Leslie wonders how hard it is not to be able to cast spells. Flynn finds Gustave out by the harbor near his manshion. Flynn brough some berries to cheer Gustave up. When Gustave doesn't respond, Flynn asks what's wrong and tells him everything is going to be alright.
At the age of 13, Gustave is given territory near Jade by the King of Na. Sophie takes Gustave there with her. The move is entirely political used so that Gustave won't be seen as Sui's vassal. Sophie also wanted to get away from him because Sui was repeatedly approaching her. Gustave leaves his manor in Jade to talk a walk. Head down to the well and talk to the man. He'll say that he lost his prized possession. Tell him to be a man about it. He'll thank you and realize that whining won't get him anywhere. He'll then say to stop by his house and check the drawer for something special. If you have a PocketStation (meh, doubt you do), then head to the southwestern house and check the drawer. When you're ready, head to the blacksmith's house in the southeastern corner of Jade and talk to him. Gustave is interested in learning about smithing. Gustave wants to make a sword out of steel. Gustave wants to learn blacksmithing so he can make a steel sword some day. The smith makes Gustave his apprentice, and in the next year, Gustave and the smith are working away on a steel blade. At the age of 15, Gustave finishes forging his first sword. Gustave states that it was just practice and itends to make one 3 times longer eventually. Gustave says he can imagine that sword.
During a party at the Count of Jade's manshion, Gustave and Flynn arrive. Flynn isn't sure if it's ok for him to be there, but Gustave reassures him. Flynn is embarrassed that everyone's so well dressed when he isn't. Once again, Gustave reassures him. Gustave mentions that there are alot of cute girls and that Flynn should munch on some food. Gus walks off. Gustave tries his moves on one of the girls only to realize that it's Leslie. Leslie says she's studying court etiquette at the Count of Jade's. Gustave says that since she is there, Sir Thomas and Kelvin must have their hands full. Leslie becomes a bit unhappy when he says that, and she asks if Gustave is still up to no good. Gustave then asks Leslie to introduce him to some of the girls. Kelvin walks in and asks Flynn if Gus and Leslie know each other. After Flynn says yes, Kelvin asks if Gus likes Leslie. Flynn says they're always fighting. Kelvin thinks that Gus is still such a child.
Treasure: Light Spear, Mushroom Tear, Hunter's Bow, Buckler Flynn walks over to Gus's manor only to see him sitting in a tree. Once he sees Flynn, Gustave jumps down and tells Flynn that the're going somewhere. Flynn attempts to catch up as Gustave runs off. Kelvin comes in to town after they left saying that bandits are in the eastern caves. He asks the townspeople to notify everyone to avoid the caves until the soldiers can investigate. As he leaves, one of the women says that Gustave is headed for the caves. Kelvin decides to go check up on Gustave and heads for the caves too. The game switches back over to Gustave who is now at the caves. Head into the first cavern. Flynn is scared because of the monsters here. Gustave has waited and trained for so long for this moment. Flynn is still nervous about coming, but Gus yells at him so Flynn goes on in. These first battles can be painfully long if you haven't learned any Sword Arts through the Knight's Tale. Try ighting all the monsters, and you should be able to pick up a new Sword Art or two. Remember to use LP to heal if you begin to run out of HP. Walk all the way up to the back of the cavern and grab the Light Spear. Head out of the first cavern then head into the next one which is farther up to the left. In this next cavern, just head to the back. Now the game switches off to Kelvin who just arrived. Head into one of the caves, and you'll run into some Dino Leeches. Gustave will join in the battle. The 4 Dino Leeches aren't too bad- their Blood Suck can take its toll though so if anyone gets low on HP, have Kelvin cast Life Water. After the battle, Gustave will ask Kelvin why he's here. Kelvin says that he was trying to find Gustave since there are bandits in the caves. Gustave will calmly admit that Flynn was captured by the bandits. Kelvin wants to notify his father about this, but Gustave says he'll save Flynn from the bandits. Gustave wants Kelvin's help for spell support. Kelvin doesn't want to help Gustave until Gustave says it's for Flynn. Kelvin agrees since he is a nobleman and can't leave Flynn in need. Now leave whatever cave you were in. Head into the second cavern. After goig through the first section, you'll be in an area with a huge mushroom. Walk up to hit and hit X to punch it. Keep punching it until a bag with a Mushroom Tear inside pops out. This area is also rather nice to get stronger in since monsters will continually appear as you pound the mushroom. Now head north and through the cavern. In the next room, head left then walk up to grab a Hunter's Bow. Now head south, and you'll come out of the 3rd cavern. Head up the path and enter the 4th cavern at the top. Head all the way around the path to find a Buckler. Now return to the 3rd cavern and head to the mushroom room. When you're ready, take the upper level of the cavern around the room and exit to the south. Head south again and then sonce through the next room to arrive at the Bandit's room. In the room with the bandits, you'll overhear them speaking about their future plans. Gustave will try sneaking down to save Flynn, but he'll be seen. Gustave draws his sword leading to a battle with a burglar. Try using Smash (Charge-Cleave) to make this battle go much faster. The burglar should fall easily. After the first battle, the bandit leader will comment that she's never seen anyone use a steel sword before. She says that Gustave must be either stupid or ungifted. Gustave becomes very angry, and the bandits are about to attack when Kelvin comes running in. The battle will begin. All you have to do in this battle is take out the Burglar Chief who has a nice 600 HP. If you have Smash, this battle will be very easy. Have Kelvin heal when necessary and continue attacking the Burglar Chief. Once the Chief is defeated, the bandits will leave the cave. Flynn will be saved, but Gustave and Kelvin get into a bit of an argument. Gustave will leave.
Gustave is now 19, but his mother is dying. However, instead of being at home, Gustave is training in the caves. After Kelvin runs off to find Gustave, you'll gain control of Gustave. He'll be more powerful since you've last controlled him. You'll begin in the bandit room from the previous quest. Head back to the large room with the huge mushroom. After heading through 2 rooms, you'll run into Kelvin. Gustave will explain that he doesn't want to see his mother die since he's been nothing but trouble for her since she arrived after Gustave's exile. Kelvin will convince Gustave that he should see his mother before she dies, and Gustave agrees. Talk to Kelvin, and he'll join the party. Now head north to the next room. As you head west across the path, a slime will drop down in front of you. The Slime isn't too hard to kill. Use Smash and Anima based attacks such as Wood Spear against it. The Slime should't last too long. After killing the Slime, you'll arrive back in Sophie's room. Sophie will have quite a few requests of Gustave which he'll answer yes to. The scene shifts back outside where Flynn, Leslie, and Kelvin discuss how good of a person Sophie was and how she shouldn't die so young. The sky will flash as Sophie dies, and her Anima leaves her body. Gustave will return from the house and thank everyone for being there for him. The scene shifts yet again back to Thermes. Gustave XII will hear about Sophie's death and summons Phillipe. Phillipe shall become the Marquis of Nohl. Phillipe leaves, noticably disturbed by the turn of events and heads back to his room. He looks at a picture of the royal family with Gustave torn out of it and blames Gustave for Sophie's death.
Treasure: 80 CR, 120 CR, 1000 CR The scene opens with Gustave recounting some of the tales of his adventures to the Marquis. Gustave leaves, and one of the Marquis' advisors, Nebelstern, advies the Marquis to be wary of Gustave. Gustave then heads back out to Wide. Travel to the Inn which is to the south of the palace gates. Head upstairs and talk to Flynn and Leslie. They'll explain that there's no an ounce of dirt on Nebelstern. Gustave's rather sinister plans of overthrowing the government of Wide re beginning to become rather obvious. Now head outside the Inn and talk to the various people- even in the ranch to the east. Now head back to the inn to find what all was uncovered on Mouton. Gustave learns that Mouton is a very dependible person and good natured. Gustave then reveals his plan to frame Sir Mouton. By doing this, Gustave can eventually overthrow the Marquis of Wide and take over. Leave the Inn and head to the palace. In the palace, head upstairs to the Marquis's room. Gustave will tell the Marquis something about Sir Mouton. The Marquis summons Mounton and then suspends him for making tax exemptions for the poor without notifying him. Nebelstern hears about Mouton's suspension and resigns since Gustave is going to replace Mouton. The Marquis is angry that no one has faith in him because of his age. Later that night, Gustave and Flynn begin searching for a secret passage now that Nebelstern's room is open. Head back through both sets of double doors to Nebelstern's room. Search the painting in the back of the room to open up the secret passageway. Now head downstairs. Head east all the way along the path and go throught the entrance way. Immediately head down the stairs to the left to nab 2 pouches for 80 CR and 120 CR. Head north and go through the door. Follow the path up the ladder and back outside. Turn the crank to the right to lower the draw bridge then return back downstairs to it. Head through the door. In tht next room, bust down the double doors to enter the library. Head up the stairs and examine the chest to fight the Wide Ghost. The Wide Ghost isn't too bad- keep using Smash (Charge-Cleave), and the Ghost shouldn't last too long. It has 1932 HP. Remember to use LP to heal if you're taking too much damage. After the battle, open the chest to get 1000 CR. Head back to the previous room and head west to enter a long hallway. Head all the way to the west and through the large door. Walk up the stairs and out of the cavern. Gustave and Flynn will head outside to have a nice view of Wide. Gustave sends Flynn to notify Kelvin that the castle walls can be breached from there. Gustave then watches as the sun rises. Nebelstern now begins to wonder what exactly Gustave is up to now. Mouton isn't too happy about being framed but leaves.
5 years have passed since Gustave has aquired his stronghold in Wide. Mouton helps the residents become accustomed to Gustave's rule, and his power grows very nicely. News arrives that Gustave's father has died. Kelvin talks to Gustave about the unexpected news mentioning that now he is the heir to Finney. Gustave still doesn't care who controls Finney. The soldiers begin to suspect Kelvin is against the attack on Finney, but Kelvin then reveals to them it is actually Gustave who is hesitant to return to Finney. Gustave is finally convinced to command the troops in their attack on Finney and gets help from Nebelstern. With help from Cielmar and Mouton, Gustave is able to aquire Nebelstern's help.
After Gustave XII's death, Gustave XIV became the successor to the throne. However, Gustave makes a claim that he should inherit the throne to Finney and gathers his troops. After setting foot on the Eastern Continent again, Kelvin asks how Gustave feels about returning. Gustave says he feels nothing. Gustave says he is only doing this to test himself and that his motives are truly selfish. Gustave feels that he is truly good for nothing with his actions. Kelvin tells Gustave that he should never express these feelings in front of the men. Nebelstern reports that the landing is going nicely and that they're dispatching messages that Gustave, the rightful heir has returned. After Gustave leaves, Nebelstern tells Kelvin that his presence is greatly needed to help Gustave cope with his problems.
This chapter begins with the builder wondering about Lord Gustave and the city. After Gustave arrives, the builder gives a short explaination on how the city will look once it's built. You have the option of what to build and where to build it. After you decide where to place the Shopping, Blacksmith, and Entertainment districts, Gustave will tell the builder to proceed with that plan. Gustave will then leave, and the builder will be relieved that he did a good job.
Gustave has moved to the still under construction Hahn Nova leaving Philippe as the King of Thermes. Philippe hasn't undergone the Firebrand Ceremony so he might be a king but not a real king according to the ceremony. The scene shifts to a pub where an old man predicts Philippe's anima will be consumed by the Firebrand. Philippe tries wielding the sword, and the flames burn him forcing him to drop it. Gustave and Marie arrive to check on Philippe's wounds. Gustave tells Philippe to wait 5 years so his son can attempt the ceremony. 5 years later... Philippe's son begins the ceremony. He wields the Firebrand perfectly and sets it down. Philippe II is now the King of Finney. Philippe II says that he's too young to be the king, but Philippe states that Uncle Gustave and he will help him. Suddenly, an assassin charges and stabs Philippe II. Gustave charges in and knocks the assassin over demanding to know who he is. The assassin says that this was under Gustave's orders which seems to confuse Gustave. Philippe then grabs the Firebrand and kills the assassin. His anima is consumed, and he turns into a dragon and flies off with his son. Gustave demands to know why this has happened and breaks down.
Monsters seem to be everywhere around the fort where Gustave is currently at. He has sent scouts looking for a messenger that had run into some of them. Gustave says, however, they should wait until dawn to move since it's too dangerous to move at night. However for Gustave, dawn will never come. The fort is attacked by endless hordes of monsters. Gustave tells Flynn to take Ven and flee the fort. Flynn and Ven refuse to leave as the fort is burning. Gustave yells at them and says he'd ben dishonoring Master Cielmer if they both died here. The monsters also only want Gustave. Gustave orders Flynn and Ven to leave. The gates to the fort open, and Johan enters the fort. Johan says that he'll look out for Gustave. Ven demands to know what Johan can do in his weakened state- the Scorpion poison is beginning to destroy him. Ven and Flynn then leave. Johan says that he doesn't have much time left and asks Gustave to stay inside, and he'll defend the position. Gustave says they'll meet again and heads inside. Johan shouts for the monsters to come get him, and he'll show them how the Assassin Arts work. Johan will enter a series of battles- a maximum of 7. After every battle, the Scorpion Poison takes its effect and drains him of 1 LP. Since Johan only has 7 LP, he won't last too long. The scene shifts to Flynn and Ven as they escape. Flynn's son Dirk sees them and runs over. After Flynn explains that a local led them in circles, Ven realizes this was all a trap to kill Gustave. Now that Ven and Dirk are safe, Flynn returns to the fort to find Gustave. The next day, Ven returns to the fort looking for Johan and Gustave. Dirk follows afterwards looking for Flynn too. The fort is in complete ruins. In the center of the fort is Gustave's Steel Sword. A pillar of light leaves the sword- Gustave's anima.
Back in Thermes, Cantal is ready to fight Kelvin, the Count of Jade. Cantal orders that 1000 troops be mobilized to attack Berth. Back in Hahn Nova, some of the lords begin to leave to return to their territories so Cantal can't attack them. Kelvin orders that Cantal must be hunted down and killed for his treachery against the late Lord Gustave. Cantal plans to get Opus and Sleibul to join forces with him so that he can't take down Toule. He also wants condolences given for Lord Gustave. Cantal's force has now increased to 5000 men, and he plans to attack Camack to show his power. Many of the lords begin to distance themselves from Hahn Nova as Kelvin doesn't move the army against Cantal. People become nervous and begin to join forces with Cantal. Kelvin seems to be making a rather large mistake.
A soldier reports to Kelvin that Hahn Nova was destroyed by monsters. Kelvin is quite upset by this turn of events. Kelvin's son, Philippe enters the city with some soldiers to try to save it from the monsters and flames. Monsters suddenly charge Philippe's unit, and a dragon swoops down. Quite ironically, the dragon ends up killing all the monsters before flying off. In case you're wondering, that dragon was Gustave's brother Philippe.
In Laubholz, the Duke meets with the daughter of Cantal, Nicolette. The Duke seems to have his eyes on Nicolette since he is not yet married, and she holds much land. Nicolette arrives and speaks with Duke Edmund. She begins talking about Kelvin, Count of Jade, and that he shouldn't be the one to rule over Gustave's lands. Nicolette leaves after planting the seeds of overthrowing Kelvin's regime in the Duke's mind. Back in Gruegel, Nicolette meets with the Count of Na, her grandfather Sho. She too begins trying to sow seeds of doubt in his mind about Kelvin. She then leaves. Nicolette remembers that 5 years ago when she first came to Na, she was embarassed in the exact same place. Nicolette tried being polite to Charles, one of Kelvin's sons, but instead, he insults her and then leaves.
Back in Hahn Nova, Philippe asks Charles where Kelvin is. Kelvin is on the terrace and is quite worried about the summons from King Sho. Charles and Philippe get in an argument that Na needs to show some respect. Charles accuses Philippe and Kelvin of being too soft. Duke Edmund leads the Laubholz army across the Grand Valley in preparation to attack Kelvin. Kelvin needs to intercept Laubholz's army and Charles will head to Na for Sho's summons. The battle begins. To win this battle either knock out the Duke of Laubholz or destroy half of his units. Overall, this battle is really rather one sided. You have 10 troops in reserve, and they only have 5. Plus, you have Philippe III and Kelvin's units. Kelvin's unit is still compromised of Archers so try to keep him near a group of soldiers. Use Flame Spear with your soldiers- it almost always knocked off over 100 for me killing an enemy soldier each time. It's very easy to just knock out half of the Duke's army ending the battle. Try advancing in a group so that the entire army has to concentrate on one area and then eliminating them quickly using Kelvin's archers for support. Even though you're victorious here, this new age is one of warfare. Sadly, Kelvin dies 2 years later in 1292 at the age of 71.
This chapter opens with a battle between some bandits and soldiers. One calls out Gustave's name as he dies. The bandit walks off and collapses on the battlefield. The man is the grandson of Gustave and has proof ot it with him. Another man sees him and laughs that the Anima Stone he has is not proof of being the grandson of Gustave. The man takes it and walks off. The man in the tavern with the anima stone decides he could declare himself to be Gustave. The people in the tavern laugh at him because of the impracticality of his decision- he doesn't even have blond hair like Gustave did. The man then changes his hair so it's blond. The people tell him he also needs people he can depend on like Lord Kelvin and Nebelstern if he wants to be like Gustave. The Fake Gustave walks off saying that humans are only herd animals, and he's only had mindless subordinates. Side Note: Do NOT unequip Sargon before you finish this quest- you'll be using him again later! This might not seem like it has much to do with Gustave at first, but it'll become apparent later. The story opens with Sargon (from Rich Knights' adventure) and his friends Watts and Greta. Sargon and his friends are setting off to the rock quarry to kill the monsters that have been attacking villages. Head north then west across the rope bridge. Now head north- try to avoid the bird enemies- the Griffons can devestate your weak party VERY easily. On the next screen, stay near the bottom and head east to get to the next area. Now, head all the way down to the south then exit in the southeastern corner of the screen. Suddenly, the Fake Gustave enters the screen. He wants to join up with Sargon, but Greta and Watts don't trust him. Sargon turns down Gustave's offer, and Gustave says that he'll just watch then. Head down the ladders and then walk into the mind shaft. Now head up the ladders in the cavern until you get to a net. Climb on the net and head down onto a ledge to reach a new area FULL of slimes. Hack your way through them to the east. Try to keep along the top of the passage- you'll run into fewer slimes that way. Once past the hordes of slimes, exit to the east. In the next room, you'll appear in strange room. Flip the switch in the center of the room to have various constellations appear. Hit the switches in this order: Right-Center-Center-Right-Left. The Anima Tree should appear. Now leave the room and return to the previous passage. The slimes are gone- enter the new opening too. Before doing anything in this room- try to make sure you have Blade Spray. It'll prove amazingly helpful in the Battle of Hahn Nova if Sargon has it. Talk to the Slime in the middle of the room, and it'll leave. Greta and Watts will begin examining the room, but something happens, and they are turned into slimes. Sargon collapses. He awakens with Fake Gustave next to him. Sargon says he feels like he's overflowing with power. Gustave then asks Sargon to join him. After King Na's death, a peace conference is held in Gruegel. There are many rebellions now in the name of Lord Gustave. Charles has not established himself as the true leader of the Lordless Lands yet and doesn't seem to be able to control the area very well. David, his son, however, is very confident in him. The conference does not go well at all, and Charles is doubted by the other lords. Charles now is trying to strengthen his control; however, it seems even the people of Hahn Nova are bowing to the will of this new Lord Gustave. Charles makes it his goal to eleminate the Fake Gustave. This battle is really very easy. Your objective is to kill Charles's unit. If you equipped Sargon with Blade Spray, he can wipe out entire units by himself. Fake Gustave's unit is a steel unit giving you an extra advantage. You also have one other steel unit. Your first goal is to make a blitz to the bridge using Sargon, Gustave, and the steel unit to attack. Your regular infantry units have a tendency to get clobbered if they attack. Once you get close to the bridge and have wiped out the infantry units that aren't actually on the bridge, Charles will charge in and attack too. His units have 150 HP so it'll either take Sargon's Blade Spray or a couple of hits by Steel Soldiers to wipe him out. After the Battle of Hahn Nova, news is delivered to the Peace Conference of Charles's defeat. Charles was also killed in the battle by Gustave. David is asked to return to the Lordless Lands, but he refuses. David asks for the lords to unite in order to defeat the imposter so the Lordless Lands and elsewhere aren't overrun by him.
This battle can be absurdly difficult. You can win by either: a) defeating Gustave or b) surviving for 8 turns. You'll lose if either David dies or your fortress surrounding where David originally starts is breached. Gustave's forces consist of his steel unit, 2 other steel units, Sargon, 3 infantry units, and an archer. Gustave has 30 reserve troops too. Yikes. If you try to charge Gustave, you'll immediately end up facing the wrath of 3 steel units which can and WILL be quite brutal. After 4 turns if you haven't already completely advanced on him, Gustave will begin advancing so be careful. Another problem you'll run into is that Gustave posesses a large number of Rangers that have attacks such as Smash and Flame Naga which can quickly devestate your units. The set up you'll want to use is
something like this: One row on the left: I I On the right you'll want: I I With this formation, you'll be able to meet Sargon's forces to the west and hold off against Gustave's eastern forces. Any attack on you will be met with Archer Support, so try to hold your ground more than anything else. This battle can be decided by a lot of luck- you'll want to hold these positions, but might not be able to. Flame Naga can kill 2 characters if done correctly so you can lose an entire unit in 2 attacks. Smash is a 100% kill on whoever it hits too, plus their speed advantage can royally screw you over if they use Lawnmower and Stun you. Your main objective is to take out any units near you withOUT getting near Gustave. After turn 4 when Gustave marches, put as many units between Gustave and the Fort as possible. Remember, do NOT put David's near him. If that unit is destroyed, it's game over. In theory, the battle sounds simple enough, but it can be quite rough. After holding out for 8 rounds (you will NOT be able to destroy Gustave's unit), the Duke of Laubholz arrives, and the battle for you is over. Congratulations for finishing Gustave's walkthrough. Now take Ginny Knights to finish off the Egg once and for all. |