Ginta Toramizu is a 14-year-old kid who doesn't have a lot going for him: he's near-sighted, doesn't do well in school, sucks at sports, and to top it off--he's short! But Ginta is a dreamer and has had the same dream 102 times, always in the same fantasy world, where he is a hero blessed with all the abilities he lacks in real life.Then one day a supernatural figure appears at Ginta's school and summons him to a mysterious and exciting new world! In this strange universe filled with magic and wonder, he is strong, tough, agile--and he can see without his glasses! Thus, Ginta begins a mystical quest in search of the magical items known as "ÄRMS," one of which may have the power to send him home. Joining him on this epic journey are his companion Jack and the valuable living, talking, mustachioed iron-ball weapon known as "Babbo," which everyone wants but, it seems, only Ginta can possess!
Fourteen-year-old Ginta's journey through the fantasy world of his dreams continues in this volume, where he must battle against the megalomaniacal machinations of the group known as the Chess Pieces!The Chess Pieces have already tried to take over "Mär Heaven" once before, but they were foiled by a human visitor from Earth. Phantom, the fiendish leader of the Chess Pieces, used the living iron ball known as "Babbo" as a weapon. Now, Babbo has joined Ginta, but because he suffers from amnesia, he has no recollection of his past. However, the Chess Pieces are on the move again, and Ginta and Babbo are expected to make history repeat itself!The battle against the Chess Pieces commences as the gang is enlisted by an ugly dog (who is not what he seems to be) to rescue a princess who's been frozen in ice. Ginta soon discovers that "Princess Snow" looks exactly like Koyuki, the girl from school he's long had a crush on! Can he be a hero in the face of this frozen beauty?
With Princess Snow safe at last, Ginta, Jack, and Edward rest their feet and prepare for their next quest. During their much--deserved feast, Edward tells Ginta the story of a former Cross Guard leader--a man that actually defeated Phantom--but who has long since passed from this world. If Ginta and Jack hope to follow in this ancient hero's footsteps, they must become one with their weapons, and there's only one way to do that--to enter the Gate of Training. But once their party is inside, will Edward be able to protect the Gate's entrance if the Chess Pieces seize upon this opportunity and attack?
While it's true that Ginta is having the time of his life in Mär Heaven, getting in one exciting adventure after another, what's happening to those he left behind in the "real world"? With both her husband and now her son gone, Ginta's mother is beside herself with grief. Can Ginta's friend Koyuki reassure her that her son is actually doing all right--and that fairy tales really do exist? Meanwhile, Ginta and his motley crew, having just dubbed themselves Mär, depart for the main continent, and confront the fearsome boss of the Bandit Guild!
Now that Ginta's team, known as "Mär," and the Cross Guard have successfully completed their preliminary tests of skill, the War Games officially commence. Of the six members of their party eligible to participate, Ginta is selected as Mär's team leader. But this is no small undertaking, for on Ginta's capable shoulders now rests the very fate of Mär Heaven itself--if his team falls, so too will Mär Heaven. The die is cast, the fighting order is selected, and the most ferocious combat Ginta has ever seen is about to begin!
The epic clash of the War Game continues as Ginta and his Mär teammates face off with the deadly Chess Pieces to save Mär Heaven! During a break between battles, Ginta overhears the men discussing their leader, who died in the previous war against the Chess Pieces. This "Boss" sounds eerily familiar, and Ginta soon realizes that they're talking about his dad! But with the next fight against the Chess Piece Kannochi coming up, Ginta can't afford to get distracted. Can Ginta pull off a win, or will a dark curse make him follow his father's footsteps…into death?
The battle to save MÄR Heaven heats up as the terrifying Phantom and 12 other Knights descend on Reginlief castle to declare death to the world! But these scare tactics don't work on Ginta. He's more determined than ever to beat the Chess Pieces and save his friends, starting with Ed. Using Babbo version three, the Guardian Alice, Ginta manages to lift the curse and separate man from dog! But the victory is unfortunately short lived as, on the eve of the next War Game, most of Team Mär is sucked into the alternate dimension of the Training Gate! There they face their most powerful enemy yet--themselves!
The War Games rage on! Ginta and Team Mär have managed to remain victorious throughout the third round, but now they face the Phantom and his Zodiac team of powerful knight-class chess pieces. The maniacally brutal Rapunzel is the next Zodiac to stand before the team, and Dorothy must be the one to take her on. Will Rapunzel's vicious nature be too much for Dorothy to handle?!
Ginta and the other members of Team Mär visit the magical land of Kardia, the homeland of their teammate Dorothy. There, they learn about Dorothy's past and how her family history is tragically interlinked with that of Mär Heaven. But Ginta is completely taken aback when he discovers the dreadful task that poor Dorothy has been sworn to fulfill!
The fate of Mär Heaven lies in the hands of Ginta and his fellow members of Team Mär when they must defeat the Phantom and his ruthless Zodiac chess pieces in the deadly War Games. The fifth battle is set in a desert field, and the first round pits Princess Snow of Team Mär against a powerful bishop-class Chess Piece. It's the perfect opportunity for Snow to try out her newest ÄRM!
The epic saga of the War Games continues! In the final match of the fifth battle, Nanashi for Team Mär is up against Galian of the Chess Pieces. There's quite a history between these two--Nanashi is the current leader of Luberia, and Galian just happens to be its former chief. Watch the sparks fly when these two lightning-wielders clash!
Could it actually be the beginning of the end?! Princess Snow of Team Mär is captured by the Chess Pieces and taken to the ruthless Queen Diana. Despite being down a member, Team Mär must remain undaunted as they go into the final battle of the War Games. Will they be able to persevere against the Chess Pieces? And what fate awaits Snow in the hands of her evil stepmother Diana?!
Let the final battle of the War Games commence! As the members of Team Mär go into battle, each must defeat the chess opponent that stands before them in addition to overcoming their own personal demons. Insecure Jack must prove once and for all that he is worthy of his father's memory. Alviss struggles with the dark allure of immortality, while he must fight Rolan, the only opponent he's lost to in these games. And things really get going when Dorothy takes on an opponent unlike any she's faced before. Meanwhile, Alan is shocked to discover that he must battle an old childhood friend!
The fate of Mär Heaven is on the line in the final showdown of the War Games! Ginta, the leader of Team Mär, must face the most powerful Zodiac Chess Piece of all, the villainous Phantom! Will justice prevail or will the tyranny of the Chess Pieces once again loom over the good people of Mär Heaven?!
Ginta and Team Mär have one final mission--to save Snow from the clutches of evil Queen Diana. The stakes get even higher when Diana announces her ultimate goal--the domination of Ginta's world after she takes over Mär Heaven. And Ginta is devastated when the identity of the Chess King is revealed--an opponent Ginta never imagined he would have to fight!!!The climactic conclusion to the MÄR series! Don't miss it!