######### ####%%%%%%%%%####### ###%%%%%%%%%%%%%%%%%%%%# ###%%%%%%%%%#####%%%%%%%%%# #%%%%%%%%%### ##%%%%%%%# ##%%%%%%%%## #%%%%%# I L L U S I O N O F #%%%%%%%%## #%%%%# #%%%%%%%%## #%%%# ######## ########### ######### #%%%%%%%%# #%%%# #%%%%%%# #%%%%%%%%%# #%%%%%%%# #%%%%%%%%# #%%%# #%%%%%# #%%%%%%%# #%%%%%%# #%%%%%%%# ### #%%%%%# #%%%%%# #%%%%%%# ##%%%%%%%# #%%%%%%# #%%%%%# #%%%%%%# #%%%%%%%%# #%%%%%%%# #%%%%%# #%%%%%%%%# #%%%%%%%%# #%%%%%%%%# #%%%%%# #%%%%%%%%# #%%%%%%%%# #%%%##%%%%# #%%%%%# #%%%%##%%%%# #%%%%%%%%# #%%%# #%%%# #%%%%%# #%%%# #%%%# ##%%%%%%%# #%%%# #%%%# #%%%%%# #%%%# #%%%# ##%%%%%%%# ############ #%%%####%%%## #%%%%%# #%%%####%%%# #%%%%%%%# #%%%%%%%%# #%%%%%%%%%%%%# #%%%%%%%# #%%%%%%%%%%%%# ##%%%%%%# #%%%%%%# #%%%%####%%%%##%%%%%%%%%#%%%%%####%%%%# ##%%%%%%# #%%%%%%# #%%%# #%%%%###########%%%%# #%%%# ##%%%%%%%# #%%%%%%# #%%%%# #%%%%# #%%%%# #%%%%# ##%%%%%%%# #%%%%%%# #%%%%# #%%%%# #%%%%%# #%%%%# ##%%%%%%%## #%%%%%%# #%%%%%# #%%%%%# #%%%%%%# #%%%%%# ##%%%%%%%%## #%%%%%%##%%%%%%%# #%%%%%%%# #%%%%%%%%# #%%%%%%%# ##%%%%%%%%%#######%%%%%%########## ########## ########### ########## ####%%%%%%%%%%%%%%%%### #####%%%%%%%##### ####### ============================================================================= ILLUSION OF GAIA -- FAQ/WALKTHROUGH ============================================================================= Super Nintendo - North American Version Last Updated: 19 April 2003 Version 1.0 Written and compiled by Jeff Chan [Atom Edge] Copyright 2003 Jeff Chan [Atom Edge] All rights reserved This document is the sole property of its author, Jeff Chan, who reserves all rights. It is protected by "United States Code: Title 17 - Copyrights" and the "Berne Convention for the Protection of Literacy and Artistic Works," as well as any and all other International Treaties and copyright laws applicable. This document is exclusive to GameFAQs . Under no circumstances is this guide to appear anywhere else. This document may not be reproduced or retransmitted in any way, shape, form, or medium. You may not alter, edit, format, remove or add materials to any part of this document. It must always remain in the English Language. It will not be translated to any other language for any reason whatsoever. It will not appear in any publication. This document was in absolutely no way intended for commerical, promotional and/or profitable uses. This guide is limited to personal and private use only. Any other uses MUST be priorly approved by the author, Jeff Chan. Illusion of Gaia and related articles belong to Enix Corporation and Quintet. No breach of copyright intended. Any and all trademarks and copyrights not directly acknowledged in this document are respected. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ T A B L E O F C O N T E N T S +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ I. Forward - Revision History - Author's Note II. Game Basics III. Characters - Playable - NPCs IV. Walkthrough V. Gem's Mansion Side Quest VI. Appendix - Items - Red Jewels - Monsters VII. Frequently Asked Questions VIII. Footer - Credits and Special Thanks - Final Notes * * * * * * * * * ============================================================================= I. Forward ============================================================================= ----------------------------------------------------------------------------- - Revision History - ----------------------------------------------------------------------------- *** Work began on this guide on 21 March 2003 *** Version 1.0 - Conception of guide 19 Apr 2003 - First Draft and Initial Release 235 kb - All sections 100% complete ----------------------------------------------------------------------------- - Author's Note - ----------------------------------------------------------------------------- Part of Enix's Soul Blazer saga, Illusion of Gaia is a hybrid with elements of RPG and action-adventure mixed together, in a style similar to that of the well-known Zelda series. Probably considered the least popular of the trilogy, Illusion of Gaia just always seems to go unnoticed. That's just wrong. This is an exhaustive walkthrough, covering every part of the game, right down to listing the positions of each and every enemy to be encountered. A few notes on using the walkthrough: * By saying left, right, down and up, I am referring to the actual screen, not the character. Left means the the left-hand side of the screen as you see it. Additionally, the cardinal directions are often used and are synonymous with the respective direction (e.g. left is the same as west). * Do kill every enemy you encounter, with the exception of those found in the Seaside Palace and the Gem's Mansion bonus dungeon. If you miss one enemy in any section, you will not gain the powerup for that section. Use your radar to find out how many enemies are left per section. * Use Herbs sparingly. There are only a total of twelve in the game. Those should be effectively used as to not waste them. The only boss that should warrant them are the two Vampires, who you face twice. And then, you should only use one per battle. A handful of dungeons may pose a slight problem, but you should rely on Dark Spaces to heal for the most part. Please note that this is a walkthrough and guide to the game. As such, spoilers are abundant and littered throughout the file. ============================================================================= II. Game Basics ============================================================================= -- Stats -- Will starts the game fairly weak. He has a meager 8 HP, 1 strength and no defense. Not much of a warrior. You will not level up like you would in a regular RPG. Instead, dungeons are laid out in sections. Each section contains a static, set amount of enemies. If you defeat _all_ the enemies per section, you will gain a boost in either HP, strength or defense. Your life bar can be seen in the top left corner of the screen, under the word "Player." Each large red dot denotes 2 HP. A half dot will denote 1 HP. The enemies' HP will be displayed similarly in the top right corner of the screen. Dark Power, or DP, refers to the amount of Renews and Dark Gems you have. Dark Gems are dropped by most all enemies upon defeat in sizes 1, 2 and 5. You can collect them by moving over them, or by hauling them in with the telekinesis. For every 100 Dark Gems you collect, you gain one Renew. Each Renew works like a life. If you are drained of all HP, you die. However, if you happen to have a Renew, your character will be revived and taken to the beginning of the area, or the most recent Dark Space, and you get to restart the area with half of your max life. Max Renews are nine. DP is listed at the top center of the screen. -- Items -- Your inventory can hold up to 16 items, no more, no less. A full list of items can be found in the appendix. To use an item, enter the menu screen, and select a specific item. Then go back to the main screen and press the "B" button. This applies to most all items, be it eating an Herb, reading a journal, or equipping an item. Using this method on Red Jewels will cause the precious stones to be send directly to Gem. There is no difference between sending them to him in this manner than by deliverying them by hand. So, if your inventory is being cluttered, and you need room because of Herb hording, than feel free to send them over to him. You can use the Remove method to throw away an event item that no longer serves any purpose in the game. This is useful if your inventory is filled with Herbs, and you need to pick up a new event item. Any important items (i.e. those you will still have use for) cannot be thrown away, as the game will not allow it, so do not worry about that. NEVER throw away a Red Jewel in this manner. Use the previous method to clear those out of the inventory. -- Dark Space -- These gateways serve as the all-purpose gas stations of Illusion of Gaia. Here, you can speak with Gaia to restore health, free of charge, or save your data. Also, at certain points in the game, they will allow you to change into characters and/or acquire new abilities. -- Telekinesis -- This is the only skill shared by all three playable entities. By pressing and holding either the "L" or "R" button, a character will perform this ability. It serves two purposes: to move objects and block projectiles. The former is used primarily to bring out-of-reach Dark Gems to you. Less often, but more importantly, it can be used to move statues. This serves to either free passages or solve puzzles. The latter makes it act as a shield. Most projectiles (not all) will be negated if they run into the telekinesis ability. This is a technique that is invaluable. Note that Will and Freedan can only block in one direction at a time: the one they are facing obviously. Also, if you are blocking in the right direction, but the projectile does not run into the telekinesis object, it can still hit you. The projectile must run into either Will's Flute or Freedan's sword guard for the attack to be negated. Shadow, however, has no such problems. When he uses the technique, a fiery aura surrounds him completely, so the projectile cannot go around it. As an added bonus, his version blocks all directions, so he can have his back turned and still cancel an attack out. ============================================================================= III. Characters ============================================================================= ----------------------------------------------------------------------------- - Playable - ----------------------------------------------------------------------------- WILL ==== -- Background -- He is the main protagonist of the game. Will grew up in the quiet town of South Cape. A young child, he went to school and spent his afternoons with his friends in the Seaside Cave. He currently lives with his essentric grandparents. His father was Olman, the explorer, who took Will and an expedition to the legendary Tower of Babel a year ago. The expedition ended badly, as Olman and the good majority of the entourage went missing, with only Will returning to South Cape, completely devoid of any memories that could help in finding the fate of his father. To further set him apart from the rest, young Will seemingly possess psychic powers, among them, the ability to move objects with his mind. Of course, the nature of these abilities are far more complicated than he could have ever imagined. -- Skills -- Technique: Jump Attack Performed: Attack, then forward Acquired: Initially has this ability. Description: Will performs a standard attack, then lunges forward with a second attack. This attack deals slightly more damage than the first, standard hit. If you connect with the first, this will usually cause a two-hit attack. The great thing about this technique, though, lies in its invincibility. While Will is performing the "jump" part of the attack, no techniques can harm him. Aside from the obvious applications of avoiding damage while attacking, you can quickly pull this off to avoid any other attacks while advancing on an enemy. Technique: Psycho Dash Performed: Hold attack until Will rapidly glows. Then release. Acquired: Itory Village Dark Space. Powerup: From Gem after getting 20 Red Jewels. Earliest chance is at Angel Village. Description: Will dashes forward at a high rate of speed. When he covers about one-fifth of the screen, he will move back to his starting spot. This is a fairly powerful attack. Additionally, you can gain a powerup for this attack to further boost damage. The technique can also hit twice, if Will manages to tag the enemy again when he recoils back. Additionally, this technique is used often to destory certain obstacles. Technique: Psycho Slider Performed: Press Attack during a standard dash. Acquired: Mu Dark Space. Description: Will cuts short his run, pauses momentarily, then slides the equivalent of half a screen. It is a rather powerful attack, and can also be used to hit twice if timed right (generally, begin the slide as close to the enemy as possible). Much like the Jump Attack, this comes with invunerability. Just be careful, and take into consideration what your ending point will be. Because the attack may make you invunerable, but you will not be once it ends. Also, this is used to pass into further areas in a few dungeons. Technique: Psycho Spin Performed: Hold attack until Will rapidly glows. Then press L and R alternatively. Hold a direction to go into a high-speed run. Otherwise, allow the arrows to disappear, then control freely. Take note on the execution to be completely still when pressing L and R. If you are running and press either, even with the full charged rapid glow, Will performs the standard telekinesis instead of the Psycho Spin. You will not have this problem if you come to a complete standstill first, though. Acquired: China's Great Wall Dark Space. Description: Will spins around in cyclone fashion. If you hold a direction, he will go into a high speed run. This run is capable of going up most hills, and forcing Will to jump many ramps. As an attack, it causes Will to be invunerable, and damage any that come in contact with him. Generally useful if you are mindful of your situation. It falls short though, because you can be attacked out of it during the beginning, and if you are hurting an enemy with it, and it wears off, you are standing in the proverbial No Man's Land. -- Evaluation -- Compared to the other characters, Will is obviously the most lacking in the fighting department. Not to say he is bad, but he isn't as good as either Freedan or Shadow. The range and coverage of his attacks just don't compare, and he won't deal as much per hit. Still, with his plethora of invincible attacks, he makes an effective enough fighter against the peons in dungeons. Of course, his main purpose is to get you from point A to point B. Will's Psycho attacks are made to move you around. But if you're going to fight, it is often better to use Freedan or Shadow whenever you can. FREEDAN ======= -- Skills -- Technique: Dark Friar Performed: Hold attack until Freedan rapidly glows. Then release. Acquired: Diamond Mines Dark Space. Powerup: Either from Gem after acquiring 30 Red Jewels (earliest chance is Watermia) or from the Dark potion in Euro. Description: This fires off a rather large energy blast from Freedan's sword that projects straight out. On occassion, it will hit twice. The blast moves at the same speed that Freedan runs. In this form, it isn't anything to scream about. The attack is nice, but it is more hassle than it is worth to charge up for it. After you get the powerup, though, different story. With it, when the blast hits and enemy or you manually detonate it by pressing attack again, the blast will split into four parts and spiral out. This is easily the all around best attack in the game. It is powerful, covers a huge area, and can hit multiple times to boot. Technique: Aura Barrier Performed: Hold attack until Freedan rapidly glows. Then press L or R. Take note on the execution to be completely still when pressing L and R. If you are running and press either, even with the full charged rapid glow, Freedan performs the standard telekinesis instead of the Aura Barrier. You will not have this problem if you come to a complete standstill first though. Acquired: Mountain Temple Dark Space. Description: Freedan will raise his sword, then summon two glass mirror like objects to orbit him. These objects deal heavy damage. Also, while summoning the objects Freedan is invunerable. So you can effectively run into a group of enemies, stop, then perform this have it take out many opponents. Otherwise, this is a rather bad attack. It is cancelled rather easily, either by striking an opponent once, performing another action (such as telekinesis or attack) or by running out of time (the life span is incredibly short). All in all, probably the worse ability in the entire game along with Earthquaker. Also note, this is the only Dark Space acquired ability that is not necessary at one point or another. Technique: Earthquaker Performed: Press Attack as you are jumping down a level. Acquired: Ankor Wat Dark Space. Description: As Freedan is jumping down, he will use his momentum to plunge his sword into the ground. The resulting effect causes tremors to ripple across the area, freezing any enemies temporarily. From here, you can go and attack them for a short period of time without retaliation. Generally, you'll only use this skill once the entire game. Don't expect to get much use out of it. On par with Aura Barrier for uselessness. -- Evaluation -- Freedan is the strongest character in the game up until the last boss battle. Early on, he is superior to Will in every which way, with longer reach and more power per hit. Once he acquires the Dark Friar powerup, Freedan becomes far too powerful. The attack takes out basically anything because of its range. SHADOW ====== -- Skills -- Technique: Aura Performed: Equip the item, then use it. Acquired: Pyramid Dark Space. Description: Shadow becomes a liquid, then seeps through the floor. You can only do this in certain areas of the Pyramid dungeon, but it is absolutely necessary in many cases. Aside from that, it can be used to temporarily place Shadow out of harms' way, such as during the final battle of the game. Technique: Firebird Performed: Attack. Acquired: Directly before the two final boss fights. Description: Instead of his normal attack, Shadow will fire a large Firebird as a projectile. As you can imagine, this is and incredibly good move. Only problem is that you only get to use it against two fights. -- Evaluation -- His attacks are much more powerful than any other characters' and his reach also complements his strength. Aside from that, there's not much else to say about Shadow. He has no real abilities that make him too useful. Freedan is still the strongest for the most part because of Dark Friar. Firebird is great, but it is restricted to two boss battles (one of which, it makes no difference at all). ----------------------------------------------------------------------------- - NPCs - ----------------------------------------------------------------------------- KARA: She serves as the one truly dynamic character of the game. Kara is the princess at Edward's Castle, and as you'd expect, starts out as a fairly stubborn girl. Through the course of the game, her personality evolves from not-at-all-tolerable to barely-tolerable. Will, of course, grows to like her. There is more than meets the eye with Kara... HAMLET: Without a shadow of a doubt, Hamlet is the greatest character in the entire game. He also happens to be Kara's pet pig. Undeniably smart, Hamlet saves Will very early in the game, then manages to track the rest of the party. LILLY: Lilly is a denizen of Itory Village, where Lola is from. Will's grandparents send her to help Will throughout his journey. Lilly has an special ability to transform into a small flower at will and possesses quite a bit of knowledge of the world around them. LANCE: One of Will's friends, his father went on the expedition with Olman. Lance is both the most responisble and brave of all Will's buddies (though this isn't saying much when one of the group happens to be Erik). He will eventually fall for Lilly. SETH: Another of Will's friends, Seth is apparently very bright. Of course, his story doesn't get developed much because fate is apparently very cruel to him. ERIK: Erik is the last of Will's buddies, and the youngest as well. Naive, and seemingly not very bright, Erik serves no role to the story aside from just being there. He is the son of the richest person in South Cape, and really likes bathrooms. NEIL: Neil is Will's long lost cousin. He is also a capable inventor. The odd thing about him is that he lives like a hermit while his parents happen to incredibly wealthy. Aside from helping Will tremendously through the course of his journey, Neil also finally takes on his own responsibilities. BILL and LOLA: They are Will's grandparents and are raising him after Olman apparently disappeared following the Tower of Babel expedition. Bill is a nonchalant retired engineer. Lola hails from Itory Village, and the queen of unusually dishes. She is also fond of humming a certain tune. JACKAL: Jackal serves as the game's resident vampire-wannabe. You'll hear mention of him early in game, and completely forget about him until the very end when he finally makes his appearance. All for nought, though, as he is very easily defeated. GEM: The Jeweler Gem supposed controls the seven seas (according to himself, anyway). He is also a master of disguises, so he appears different in every single town. You can deliver the various Red Jewels you come across in your journey to him and exchange them for various worthwhile prizes. Aside from that, he has some dark and unusual secrets that you can discover if you manage to recover all fifty Red Jewels... GAIA: The essense of the earth. She serves as the advise-giver, healer, and save point of the game. You'll see her often since Dark Space gateways are everywhere. ============================================================================= IV. Walkthrough ============================================================================= [ South Cape ] -------------------------------------------------------------- ITEMS: Red Jewel (x3), Lola's Melody MONSTERS: none EXTRA: Herb from Gem The game begins in school (every gamer's dream, eh?). Will starts off by giving you a bit of background information on himself. Class then ends, and Will's buddies tell him to meet them at a certain place. Talk to Lance (the only classmate left) and he will tell you to go to the cave by the seashore. Exit through the door at the left-hand side of the classroom and you will emerge on the rooftop. There is a shining orb here, and as you approach it, it transforms into a doorway. This leads to the Dark Space, where you can meet Gaia. She will foreshadow things to come. You can save now if you wish; aside from that, you can't do anything in Dark Space for now. On the left side of the tower bell, you can walk into a small, unseen alcove. Examine the area and you acquire your very first Red Jewel. Now, next to the bell is a break in the guard rail for the roof. Walk down it, and you will jump down to the grass below. There is another break, this time on the rock railing. Jump down again and you can encounter Gem, the jewel dealer. You can give him the Red Jewel, but it is simpler to just ignore him for now. Jump down once more to street level. The first door leads to Seth's house. There isn't any point to enter, but if you do, you find out that Seth's parents are having a fight. The house to the right is Lance's. Enter it and head down into the basement. Examine the top-right blue jar and pillage the second Red Jewel (what are friends for?). From here, you can either explore town or head to the sea cave. Exploring town really doesn't do much, go down the bridge and all the way to the right. Enter the boarded up door to find your friends. Continue to enter and exit the cave until you see the fisherman sitting on along the right side of the bridge area with a pot. Depending on your luck, it can occur really soon, or you may have to do it several dozen times. Once he appears, check the pot to find the third Red Jewel. Now enter the cave. Talk to both of your friends, and then Erik will run in with news. No one cares. Go and stand next to Erik to proceed. The trio coerces Will to demonstrate his special skills. Walk down to the south end of the table of face the statue to the right. Hold either L or R, which prompts Will to twirl his flute. His Psycho power pulls the statue towards him. Now, talk to Lance and he will ask you to pick out the Ace of Diamonds from four cards. Choose any and you get it correct. After showing off, you can leave the cave, and you will find it is getting late. Time to head home. Follow the bridge back to Lance's house, and go right, up the staircase. Go north and up another staircase. To your left is the school. The first house on the right is Will's home. For now, walk along the front of school and jump down the break in the railing again. This time, speak with Gem and he gives you three choices. If you choose the first, he tells you who he is and that if you see him in another area, he will look different. The second option will prompt Will to hand over all his current Red Jewels. The third will give you a list of all the items Gem will give you along the course of your journey. Choose the second option; Will hands over the Red Jewels, and Gem gives you an Herb. Jump back down to street level and head all the way around back to your house and enter. Apparently, a pig is destroying your home. Try to go upstairs, and Sir Oinksalot will shove you aside and make room for Kara. After a bit of dialogue, head upstairs. Speaking to Lola only prompts useless dialogue. Instead speaking to Grandpa Bill will trigger the next sequence, in which everyone heads downstairs after hearing Kara scream. Two soldiers take Kara away, but not before she says Will seems familiar to her. Apparently, your good grandparents are none-too-shaken-up after being witness to an abduction and proceed to have dinner. After speaking with them and being told about the underground area of the castle, head upstairs. After eating snail, of all things, you will wake up to the morning. Head downstairs and speak with Lola. You get a letter from King Edward asking you to bring the Crystal Ring to the castle. You also get Lola's Melody. Exit the house and head to the north of town. Talk to the guard and leave South Cape. Next destination: Edward's Castle. [ Edward's Castle ]---------------------------------------------------------- ITEMS: Red Jewel MONSTERS: none Enter and head to the right. You'll come to the end of the hall with one large pillar and two staircases. There is someone hiding behind the pillar and if you talk to him/her, you will get a Red Jewel. Head up the stairs until you get to the third floor. From here, run across the bridge and enter Kara's room. A few words are exchanged, and the guard will kick you out. Head back down to the first floor and head to the left. Enter the first door you can, with the guard standing next to it. Talk to the fat-ass King Edward and he'll ask if you brought the Crystal Ring. If you say yes, Will won't be able to produce it. If you say no, the king will be none-too-pleased. Either way you are thrown in prison, and the even-more-of-a-fat-ass queen isn't any help whatsoever. [ Edward's Prison ]---------------------------------------------------------- ITEMS: Red Jewel (x3), Prison Key, Herb MONSTERS: Bat (32), Brown Bat (1), Tentacle Eye (16), Skeleton (14), Brown Skeleton (2) This is the first dungeon of the game, and according to ye ol' RPG law, it has to be simple. Indeed, none of the enemies are difficult, there is no boss (though a special enemy at the end) and none of them truly poses a threat. Any melee range enemies can be killed by repeatedly hitting them with your flute, or performing the Jump Attack. Any projectiles thrown your way can be blocked by the telekinesis. This place has close to no puzzles and is very linear. No backtracking to speak of. Use this as a training ground to get used to the fighting style of the game if you are not already accustomed. Get used to killing all the enemies to load up on power-ups. You must examine three things in the prison cell: the ball and chain, the moss in either the northeast or southwest corner, and the cell door. Now wait for about half a minute and a loaf of bread is tossed to Will. Eat it and wait some more. Eventually Will's father will speak to him through the flute. An gem then falls into the left wall enclosure. Use the flute (L or R) to bring the gem to Will. After doing that, wait near the cell door. Eventually Hamlet (Kara's pet pig) will come to see you. Tied to Hamlet is a letter from Kara, and the key to your cell. Open your menu screen and equip the key. Exit the menu screen and use the item on the cell door. The left side cell is still locked, and you can open it with your key as well. But all you will find is a prisoner in armor who is under the delusion of being able to escape on his own. In the right side cell is an entrance to Dark Space. Head all the way south and prepare to fight for the first time. This first room has three Bats. Kill each one (it will take three strikes a piece). Now exit through the only other door. Kill this one Bat and head south. Take out three more Bats and head across the bridge. On the other side of the bridge are two more Bats that need to be dispatched. There is a Skeleton trapped in an enclosure, and a small break in the railing facing the river. Step in front of the break in the railing and wait for a Tentacle Eye monster to appear. Strike it three times, then hold down L or R to twirl Will's flute. This will block the projectile attack by the Tentacle Eye. Then strike it two more times to defeat it. Use the Telekinesis to pick up the Dark Power gem and watch as a blue energy destroys part of the enclosure, freeing the skeleton. It takes six strikes to kill it. There is a second break in the railing to the southwest of the Skeleton enclosure. Kill this Tentacle Eye as well. Be sure to stand a bit away, or the Telekinesis won't be able to block the projectile. Now head south and dispatch two more Bats. Head across the bridge and kill the Skeleton along the way. There are two more Bats to kill and another Tentacle Eye. Upon doing so, a blue energy will open up a new passage and, because you just killed all enemies in the area, your strength will be augmented. Head into the next area. Head up the stairs and find two more Bats. As you approach the two statues blocking the south passage, a lily flower will appear. Ignore it for now. Use the telekinesis to move one of the blocks, thus creating a new passage. Dispatch two more Bats and a Skeleton. As you head down the steps, the lily will leave you. Avoid the two things circling around. If you touch them, you will be damaged. Kill the Bat, then the Tentacle Eye. Head up the steps, and finish off one more Bat. You are now at a fork in the road. Go to the northwest and take care of the Skeleton. Then head back and down the stairs. Kill the Skeleton here and the Tentacle Eye. Strike the switch and head up the stairs to retrieve an Herb. Now head back down and hit the switch again. Take out the Bat and the Tentacle Eye. Move ahead and defeat another Skeleton and Tentacle Eye. Upon defeat, your defense will be increased and the obstacle will be taken away by another blue energy. Enter the next area. There will be two Tentacle Eyes flanking you. Kill one then turn around and use the telekinesis to block the projectile attack of the other. Kill it as well. Head around the area dodging the falling spears (not at all difficult). Then kill the Skeleton and head up the stairs and through the maze. Take the right route when you can to avoid being trapped by a spear. The Bat will likely wander into the trap and get stuck by the spears. Wait for it to make its way out and kill it off. The switch is rusted, so head upstairs. Kill three Bats and a Skeleton. Fall off the ledge into the switch to reveal a hidden room. Enter it to grab a Red Jewel. There is also an apparition that will give you a hint. Exit out and head back along the path. And you will come up across a group of bats. You will battle them in an area that looks like this: +----------------------------+ The "xx" denotes an obstacle. B1, B2, B3 | | and B4 are each a regular Bat (that has | xx B1 B2 MB B3 B4 xx | slightly better defense then the ones | xx xxxx xxxx xx | before, though they still have only 3 | xx xx xx xx | HP. The "MB" denotes the main Bat, the | xx xx xx xx | brown colored one. Stand at "P1" and | xx xx | attack to safely kill B1 and B4. Stand | xx xx P2 xx xx | at "P2" to safely kill B2 and B3. | xx xx xx xx | Either position is sufficient to kill | xx xxxx xxxx xx | the MB. This one takes ten strikes. | xx xx | Upon defeating them, you will open up | P1 | a passage way via a blue energy. Your | | HP will also be raised. +---------------------+ + Go through the new passage and you will emerge in a hallway. To either side is a switch. Each does nothing when you strike it. In the left side of the hall is a rose. It gives you a hint to play the melody. Enter the menu screen and equip Lola's Melody. Play it, and wait a day short of forever for Will to finish. At that point, a Strange Voice will tell you to go to the right side. It then tells you to strike the switch on the count of three. A counter will appear over Will's head and count to three. When you see "3," strike the switch and a door appears. There's a switch you cannot access to the right. Head left and take out the Tentacle Eye. Then kill off the two more Bats, a Skeleton, and another Tentacle Eye. Head up and you will find a dead-end with four Tentacle Eyes. Go to the right and stand in between where both Tentacle Eyes will appear. This way you can attack two at a time. Three hits and they should both be dead. Turn around and use telekinesis to block the projectiles. Then head around and kill both of these Tentacle Eyes as well. This will cause a blue energy to appear and destroy the blocks in the middle, revealing a Dark Space gateway. With no where else to go, enter. The first thing you notice is that there is now a statue of a knight to the left. Speak with Gaia and she tells you that you are able to morph into a different form. Stand infront of the statue and you will be transformed into Freedan. Now leave Dark Space, head across the area, and using Freedan's superior range, strike the switch to form a bridge. Head across and kill the first Bat. Head up further to face another Skeleton that needs its ass kicked. You'll come across an area to the left with those moving spike-like things. Take the high road (literally) and make your way across. On the other side is a Brown Skeleton. Kill it, then its head. Upon doing so, a blue energy will open up the path. Defeat the two Skeletons as you continue along. Four more Bats, a Tentacle Eye and a Skeleton are blocking the way. Head up the stairs, following the spike-like things and back down. You're now at a fork. Head left, kill a Skeleton and grab the Red Jewel from the chest. Run all the way to the right and up. Dispatch the Brown Skeleton. This will prompt a defense boost and a blue energy will shatter the next obstacle. Follow the path and you will enter into the next area. Here, Freedan will immediately revert back to Will. Go up to the barrel, around to the other side, and search the bottom barrel. Surprise, surprise, it is another Red Jewel. Head north and you encounter a "Itory" girl named Lilly who saw Will change form. The conversation reveals that Lilly was sent by Lola to rescue Will. Apparently the Elder calls and she runs off by changing into the lily flower from earlier before. Head up the steps, across the dark room and through some more stairs. You'll be back to the first floor of the Edward's Castle. (Hah! Inescapable prison, my ass.) [ Edward's Castle ]---------------------------------------------------------- ITEMS: Meat MONSTERS: none Go all the way up to Kara's room. The maids, it should be noted, do not seem to give a rat's ass that a prisoner has escapded. Go around the soldier standing guard (sleeping, of course). Speak with Kara, and she will follow you as you make your great escape. On the first floor, if you try to leave via the front door Kara will tell you to go pick up some food in the cellar. The guard to the throne room is sleeping (tight security, as usual), and the guard at the far left end will actually encourage Will. It would seem that an escaped prisoner who happens to be kidnapping the princess isn't something to be worried about. Anyway, go downstairs to the basement. Go a bit left and examine the first barrel without a lid. You will obtain a Meat item. Now head back up to the first floor and leave via the front door. The two will head back to Will's House in South Cape. [ South Cape ] -------------------------------------------------------------- ITEMS: none MONSTERS: none EXTRA: Defense Force boost from Gem Will and Kara will appear in a dishevelled home. Go upstairs and Kara will reveal that this was the work of "Jackal," the hunter the fat-ass queen hired for whatever reason. Lilly will come and explain that Will's grandparents are safe in Itory village. Before you leave, take Lilly's advice and see the townspeople, or rather one person, Gem. Give him the four Red Jewels you acquired since last seeing him, and in return, he will boost your defense. There's nothing else of interest around town, so head home. Apparently, Kara and Lilly took it upon themselves to clean Will's home for no reason. Talk to Lilly and choose to leave town. Kara will ask Will a question, but it is inconsequential what answer he chooses. [ Itory Village ] ----------------------------------------------------------- ITEMS: Red Jewel, Inca Statue A MONSTERS: none EXTRA: Life Force boost from Gem You appear on a seemingly empty grass range. Lilly asks you to play Lola's Melody, so do so. Of course, this prompts a bunch of houses to magically appear. Lilly and Kara run off, so you can have the always obligatory RPG-style-explore-the-town time. The middle stack of wood contains the eighth Red Jewel. If you feel like making the hike all the way back to South Cape, you can get the Life Force boost from Gem. There's no point to head into Lilly's house as no one has anything useful to say. Likewise, there's nothing of interest in any of the houses, less you want to learn the background of the Itory. Walk up to the stone area and enter into a Dark Space Gateway. You will now be granted the Psycho Dash ability. After you get this, head out of Dark Space, and run (not walk) down the stone ramp to enter into a new area. As you try to head away from the tombstones, a voice will call out to Will. Approach the flowers behind the tombstones. Speak with him and the Elder asks if you were summoned by your father. If you say No, then you will just have to be asked again and say Yes, so save yourself the trouble. On the second question, again you must answer Yes, less you be asked again. Ignore the grass ramp (it will just take you back to the town area) and head down the ladder, and into the cave. Walk up to the last row of statue heads, the third, and stand on the left side of the right statue. From here, head straight up until you hit the wall. If you use the flute to strike it, you should hear a different sound then striking other portions of the wall. Use the Psycho Dash on this spot to reveal a hidden passage. Inside, you acquire the Inca Statue A. If you go speak with the Elder again, he will give you some clues to your quest. Speak with Lilly, and she will take you to your next destination. [ Home of Moon Tribe ]------------------------------------------------------- ITEMS: Inca Statue B MONSTERS: Caterpillar (6) If you head up to the raised area, you can speak with "shadows." After doing so head into the cave. You are given 20 seconds to kill six Caterpillars, each with 6 HP. At this point in the game, Will should be attacking for 2 HP a strike. The Jump Attack will deal 2, then 3 HP. The Psycho Dash will kill an opponent instantly, but it takes too long to really use. Just walk around toward the top left, going wide (hug the statues) as to not prompt the Caterpillars. They should all be heading to the right if you do this correctly. Go up behind the left-most one and strike with the Jump Attack. This should cause it to harm the others as well. If you attack them in this manner, it avoids having the Caterpillars split up, forcing you to chase them. You should finish them off with time to spare. If you fail, just exit the cave, reenter, and start over. Once you have finished, you will have access to Inca Statue B. Exit the cave and speak to Lilly to go to the Inca Ruins. [ Entrance to Ruins ] ------------------------------------------------------- ITEMS: none MONSTERS: none Try to get into the cave, and you will find Kara has be staking this place out. She and Lilly will wait by the entrance while Will does his thing. Enter the cave. [ Larai Cliff ] ------------------------------------------------------------- ITEMS: Blue Block, Herb (x2), Wind Melody, Red Jewel MONSTERS: Mudman (23), Four-Head (27), Caterpillar (10), Slime (29), Floating Head (11), Blue Caterpillar (11), Guardian (16), Castoth (Boss) Head across the bridge and into the next gateway. You will encounter three Mudman enemies right off the bat. Then you will find a Four-Head enemy that shoots projectiles either in the cardinal directions, or the diagonals. Remember, you can block projectiles with the telekinesis. After taking care of the Four-Head, defeat two more Mudman enemies and continue along. Now, charge a Psycho Dash then head down the steps. You will face three Mudmen and three Four-Heads. Use the telekinesis to block if need be. Upon defeating all six of these goons, you will gain a boost in defense. Go through the exit on the left. Clear out the five Caterpillar on floor level. Then go up the stairs. Take out the Mudman, and before heading further, charge a Psycho Dash. Approach the left and find a Mudman and Four-Head. Use the Psycho Dash to quickly dispatch the Four-Head, then strike the Mudman to death. Further is another Four-Head. Ahead is a ramp, but it leads nowhere so ignore it. Further are three more Four-Heads and a pair of Mudmen. The next stretch has three more Four-Heads. Upon defeating the last one, you will gain a bit of HP and a blue energy will create a shortcut. Go through the entranceway. You will emerge at a ledge with a treasure chest. You now have the Blue Block. Head back into the room, down the new shortcut and all the way to the right to enter the previous room. Go around the spike pit and use the Blue Block on the hole in the floor. Blocks will fall from nowhere and create a new passage. Head down the stairs and take out the Four-Head. Notice that there is a break along the stone railing? You can jump down that area. Don't bother just yet. Head across the little bridge and kill off two Mudmen and another Four-Head. Once this is done, a blue energy will further open another way. This new way is just a shortcut back to the beginning. With that exception, there are three places you haven't gone yet: the earlier break in the stone railing (we'll call this Break #1), then a second break in the next section with a latter going down. The second break and the latter lead to the same area. Go down the second break and take out the Mudman. Enter the new area and dispatch two more Mudmen. Now use Psycho Dash to break through the statues and retrieve an Herb from the chest. Backtrack until you are back outside. Jump down Break #1 and enter the cave. Charge up a Psycho Dash. Now go ahead and defeat two Four-Heads flanking a cooridor. Charge up another Psycho Dash and walk further ahead. Take out two more Four-Heads and a Mudman. Go down the stairs and use a Psycho Dash to crush the statue which is impeding your path. Defeat three Caterpillars and receive a boost in strength. Go through the door to the north. In this new area, destroy three Slimes. You now have a ramp and a staircase. The former leads nowhere just yet, so go down the steps and encounter a Floating Head and two more Slimes. Climb up the stairs, dispatch three more Slimes. Then go down the steps and enter the door. You appear on the outside with two Blue Caterpillars. Dispatch them. If you examine the skeleton, you get an all too obvious clue. Head to the right and up the ladder. Kill of the Four-Head, which causes a blue energy to create a new ladder. This only serves as a way back up to the earlier area you jumped down from. Instead, go left and into the entrance. You come into a room with four gold statues and four gold plates. The objective is to use the telekinesis to move each statue onto a gold plate. However, if you get too close to a statue, it will become a Guardian monster, and attack you. Should this happen, you can leave and come back, and the statues will be back. This also happens to be a cheap way of getting tons of Dark Gems, by fighting them, leaving and coming back. For some reason, the upper-right statue will not drop any Dark Gems. It doesn't seem to matter which statue goes on which plate, so just move them so each one covers a plate, and a doorway should appear. Obviously, enter it. You will have to pass through an intermittent hallway. When you emerge, you will be in an area with quite a few monsters and more gold plates. Head down past the first two plates and a skeleton that will give you hints, and down the steps. Down on the bottom level, kill two Blue Caterpillars and step on the leftmost plate. This causes blocks to create a new passage way. Step on another switch to further the passage. Here, kill off a Four-Head and one more Blue Caterpillar. Once those two are taken care of, step on one final plate to finish the path and destroy the Four-Head in the way. Make sure you enter into Dark Space, and change into the Dark Knight Freedan. Head up the stairs and kill the gauntlet of three Four-Heads. Upon killing the final one, a blue energy will create a shortcut, and you will receive your defense is augmented. Head out through the door and you will learn the Wind Melody. Now head down the new stairs, and backtrack to the outside. You'll have to pass the connecting cooridor and the Guardian room. Once outside, head down the ladder and into a previous cave. Head up the stairs, across the raised area, and back downstairs. Circle around, and using Freedan's superior reach, smack the Floating Head until it dies. A blue energy will open the path further, so you can now use the ramp. In this new area, take out the two Slimes that are accessible. Go up the stairs and you will encounter two more Slimes and a Floating Head. Defeat these monsters, and you receive a boost to your HP. Go to the southern exit. Here, activate each one of the Guardians and kill it. There are three. Ignore the ramp for right now. Next up is a Floating Head. Go downstairs and kill another Floating Head. This will prompt a blue energy to open up a passage way via the ramp. With no where else to go, hop down the ramp and jump across the water. Go to the southeast and up the staircase. Defeat three Slimes along you way. Go on further and you will encounter two more Slimes and a Floating Head. Obviously, ignore the ramp as it leads back to the earlier area. You are now at a fork in the road. Take the northern pass (the western passage leads to a dead end) and keep going. Ignore the steps for now. You will reach a dead end with a treasure chest and a Guardian enemy. Activate it, then kill him off. The chest contains an Herb. Now take the stairs that you passed a second ago. Destroy the Floating Head. Further down is a hall with a Guardian flanking each side. Activate them one at a time and kill them off. Continue down and remove two more Slimes. Turn and go to the right. You will find a door. Go past it for now. As you head further down, you will see several Guardian that are still in statue form. These are unique in that they are not activated by proximity. Instead, if you hit the switch on the far side, all of them come to life. If you want, you can use the telekinesis to position the statues however you want before starting the fight. I find it simpler to leave them as is, though. Once you are ready, strike the switch, then dispatch your enemies. Upon killing the last you should receive a defense boost. Now go through the door to the outside. There are immediately two Four-Heads that deserve to have their asses kicked. Further ahead lies a pair of Blue Caterpillars and a pair of Mudmen. Keep going ahead to find another doorway and another Four-Head. Kill it and receive a boost in strength. Furthermore a blue energy will lead back to an earlier area. Go through the door. Head up the steps and eliminate the three Slimes. Head to the right and up to find two more soon-to-be-dead Slimes. You will pass a pair of Guardians, as you make your way to the steps. On the floor level, you will come across another set of switch-activated Guardians. Now, before heading up the steps, take the little piece of land near the water and head into the long runway. There are four Slimes here. After you have thoroughly kicked their asses, go back, up the steps, and run down the ramp, you'll access a new section. There is a doorway here. Ignore it for right now. If you head down, you will encounter four Floating Heads and a single Slime. To avoid getting swarmed by the Floating Heads, activate only one at a time, then retreat back up the stairs. This way, the Floating Head will chase you, and you get to fight each one at a time. When you kill all four Floating Heads and the Slime, you will receive a boost in HP. There is a exit in the south as well. Choose to go to the north door first. Here, you will first encounter two Mudmen to the left. Go all the way to the left and down to find a pair of Caterpillar. Kill them off then circle back to the door. From here, head down, past the Dark Space, and up the steps. Kill of the four Blue Caterpillar. The last will grant you a strength increase. Head all the way down to grab a Red Jewel. Now go back toward the Dark Space (the skeleton will give you a clue if you want) and transform back to Will. Now head back through the door. Here, go all the way to the south and through the exit. You will emerge in a room with _many_ gold plates. Play the Wind Melody and a single plate will begin to glow. Stand on this plate for about 10 seconds, and a passage way will open up. If you want, you do not even need to play the song. So long as you stand on the plate for the right amount of time, the doorway will open up. The correct plate is marked with an X: _ _ _ _ _ _ _ _ _ _ _ _ |_|_|_|_|_|_|_|_|_|_|_|_| In this new area, head down the first ladder. |_|_|_|_|_|_|_|_|_|_|_|_| Use the Inca Statue A on the quite obvious slot. |_|_|_|_|_|_|_|_|_|_|_|_| Head back up the ladder and go to the left. Go |_|_|_|_|_|_|_|_|_|_|_|_| Down this next ladder and insert Inca Statue B |_|_|_|_|_|_|_|_|_|_|_|_| into its slot. Now go back up the ladder and |_|_|_|_|_|_|_|_|X|_|_|_| enter the Dark Space. Save your game, and |_|_|_|_|_|_|_|_|_|_|_|_| change back into Freedan. You are about to face your first boss. When you are ready, step on the gray square in the middle of the three poles. You will be swept to a new section. The ladder is useless, as it just takes you back to where you came from. Enter the door and face... _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ BOSS FIGHT: Castoth [40 HP] The room is quite confined, making mobility somewhat limited. Castoth has four different attacks. The most common has a line of fire going down each lane of walking space. If you stay on the lane nearest the entrance wall, then you won't ever get hit. The second attack has a lightning and fire hybrid attack bouncing off every wall in the room. This is easy enough to avoid as you can see it coming a mile away. The good thing is that Castoth cannot have more than one of these at any given time. The third attack is simply a claw swipe from either of the hands. Again, if you stay along the wall, you are golden. The final attack is a series of laser blasts coming from Castoth's head. If you stand in one of the bottom corners, this attack cannot reach you. You'll know when he will use this attack, because it is telegraphed by him suddenly shaking violently. The first order of business is to eliminate the hands. Each takes five swings of Freedan's sword (10 shots if you are using Will for some reason). At the start of battle, position Freedan to the left side, and just keep swinging. Before Castoth can even do anything, you should elimiate that hand. Now move over to the other hand and take it out. At this point, dodge around for awhile, as you still can't hurt Castoth just yet. Once he widens his eyes, though, it is fair game. Continue to smack him with your sword. You can reach him from the wall with Freedan's sword, so do not worry about the fire-lines. The only reason to pause is when you are forced to dodge the pong-wannabe attack. Cut your offense short when you see him shaking and getting ready to use the lasers. Once he starts firing, you can no longer attack him. At the end of the laser barrage, the hands come back. Rinse and repeat to win. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you put him out of his misery, Freedan will revert back to Will and a door will appear along the northern wall. Go through the door and enter a cooridor. At the end is a hole in which you are to jump down into. Once you land, you are on top of the Incan Gold Ship. [ Incan Gold Ship ] --------------------------------------------------------- ITEMS: Red Jewel MONSTERS: none Head to the right. If you wish to speak to the people, they inform you you are their (slightly shortened) King. Of course, this is of little use to you so instead, go down the stairs on the right. If you want, you can head all the way to the right, and have your Queen mistake you for her husband (and although she thinks you're the King, she will still follow the RPG mandate of explaining things to you that you _should_ already know, if you were the King. No big loss. Head downstairs via the door on the left side (near the entrance). At the far end of this room is a treasure chest. Open it for the Mystic Statue. Head back out to the deck. The child has now stepped aside and you can climb up a long ladder. Speak with the man in the crow's nest, and the ship starts moving. All that climbing has got to be tiring so head back into the cabin and go to sleep on your wooden bunk bed (fit for a king!). You will lapse into a dream sequence. Head downstairs and start up a dialogue with Will's mother Shira. When given a choice, it makes little difference what you say, except a very slight difference in response. When you awake (or are rather awaken), the Incan ship is decrepit, and the people are long dead. Lilly, Kara, Lance, Erik and Seth are all onboard. Head out to the deck and speak with Seth, who gives you a Red Jewel. Now head back into the cabin and all the way to the right to find Kara, and the skeleton of the Queen. Examine her skeleton, which will prompt the next sequence of events. Head all the way out to the deck. Eventually, Will will end up on a small raft with Kara. [ Raft Sequence ] ----------------------------------------------------------- ITEMS: none MONSTERS: none When you wake, talk to Kara. She will ask if you're alright. It doesn't really matter which you choose. If you say you're fine, she'll tell you that you recover quickly. If you say you're a bit unsteady, then she will tell you that you've been unconscious for half a day. Talk to her again. Now enter the menu screen, and use the Meat. The next day, talk to Kara. After that, smack one of the fish with your flute and get scolded by Kara. Then just wait. For a long time. You'll eventually enter the fourth day... Talk with Kara twice, and this will prompt a jar to float to your raft. Examine it to find out the plight of someone named Sam. Speak with Kara twice more to end the day. You'll notice that you have close to no health left. Stand to the left of the flag and just hit the attack button until you are at full health. Once you've done that, speak with Kara. After she moves into place, stand on the right side of the flag and hit a fish. It will flop onto the raft and Kara eventually eats it. On Day 12, you really have nothing to do. Just follow along with the story sequence until you reach the next day. The same can be said about Day 18... just follow the story until the event ends. The sharks can't and won't attack you. On the final day, talk to Kara. Eventually Will will fall unconscious (and still manage to narrate for you!). The sequence will end, and you will be woken up on land. [ Oakton ] ------------------------------------------------------------------ ITEMS: Red Jewel MONSTERS: none Once you're up and about, speak with Kara. Now exit the little house and search the pot to the right for a Red Jewel. Speak with Kara again, and the pair head off to Freejia. [ Freejia ] ----------------------------------------------------------------- ITEMS: Red Jewel (x3), Herb MONSTERS: none EXTRA: HP Jewel (boost HP), Strength increase from Gem A man will approach the couple and suckers Kara into staying at the hotel. Follow them into the hotel and find Lilly. Head upstairs and to the room at the far end. Grab a Red Jewel from the pot. Now head outside. Go to the rightmost area of town. Stand one space to the left of the door and head straight down. You will jump into the grass. Follow the path into a hidden area. Speak with the druid-like dude and he will slip you a Red jewel. Go back to the street, and head up the alley to the left of town. Examine the overturned garbage can to get an HP Jewel which will boost your HP. Examine the standing garbage can for an Herb. Ignore the druid-like people for now. The house to their right has a Dark Space gateway. Further to the right of the backstreets, and man will block your path. Enter the large building nearest him and go up to the roof. There are two ledges here you can jump off of. Choose the rightside one and emerge behind Mr. Genius-Watchman. If you head into the room in the northeast, you get some information on Erik's whereabouts. Go back outside and go down. Head up the ladder. Jump off the building onto the roof of another. Enter the house to find the missing laborer behind a plant. Exit the house and go back to the two druid-like people in the back alleys. Turn the laborer in and get a Red Jewel. Now, head into the house closest to the city entrance, and go up to the roof. Cross to the right and meet up with Gem the Jeweler. Hand over your gems, if you haven't already sent them to him. You should have fourteen, more than enough to grant a boost in strength. Head to the back alley home where a druid-like guy keeps slamming the door shut. Examine the door and you will hear Erik. Hit the door with your flute to bust it open and charge in. Speak with Erik to learn about the Diamond Mine. Exit town when you are ready. [ Diamond Mine ] ------------------------------------------------------------ ITEMS: Herb, Red Jewel (x3), Elevator Key, Mine Key A, Mine Key B, Memory Melody MONSTERS: Lizard (27), Land Worm (20), Floating Eye (23), Purple Land Worm (6) At the start you can see a Lizard monster. Take him out. Up further ahead is a Land Worm. Two hits should kill it. It can fire a projectile, but the telekinesis will block it. Further ahead lies two more Lizards and another Land Worm. Head all the way north and turn to the left. Encounter another Land Worm. Finally, there's one more Lizard ahead. Upon killing it, you will get an increase in HP. Head through the door in the corner. Go to the right, and destroy a Lizard. There's an elevator here, but it is of little use to you right now. Up ahead is... another Lizard! Further left is yet another one of the Lizards. Defeat it and speak with the prisoner. Then take your flute and crush the ball and chain with a single attack (Will has been working out). Now go further north. You will find another enemy and for once, it isn't another Lizard. It is a Floating Eye who can fire a laser beam. Do not try and block it with your telekinesis, or you will be hit. Avoid the laser instead. Go left and up to find another Lizard. Head right and down and kill one more Lizard. The Floating Eyes can still attack you through the enclosure, so be wary. To the right side of the enclosure is a Land Worm. Take him out and a blue energy will release the Floating Eyes. Kill them as well. Go to the right and around to the southwest to kill off two more Floating Eyes. There's one more further south, but ignore it for now. Enter the eastern enclosure and dispatch three Land Worms and one Lizard. Now go free the prisoner and he'll give you a very good bit of advice. Head south and take out two Floating Eyes and a Land Worm. Go right and up to find a treasure chest for an Herb. Now go down and to the left. Fight off the Lizard and a Land Worm. Go up to find another Land Worm. Head up the ramp for another Lizard and another Land Worm (wouldn't you think they'd try a little variety for this dungeon?). Hit the switch. Go to the left and down. Stand infront of the different colored rock to safely take out the Land Worm. Upon doing so you're given a strength increase. Hit this switch. Also hit the switch in the north and west. The middle section is now opened up. Go into this passage. Head to the right and kill the Lizard. Go down the bridge and to the left for another Lizard battle. Charge a Psycho Dash, and head down, then to the right and find a Floating Eye. Use the Psycho Dash to kill it quickly. Go up and to the left and down the stairs. Ignore the passageway and go to the left. Kill off the Land Worm. Then go up and kill off another Lizard. Before going to the right, there is a section in this wall that will cause Will's hair to blow. It is in the upper right corner. When you find it, use the Psycho Dash on it to reveal a prisoner. In return, he will send three Red Jewels for you to Gem. Now, go all the way to the right and kill off one more Land Worm. In doing so, a blue energy frees a Dark Space gatewaay and gives you a defense boost. Enter Dark Space and change into Freedan. Exit and go all the way around and enter the passageway. Go down and to the left to enter a wooden enclosure area. There are two Lizards, three Floating Eyes and one Land Worm in this area. When you're through with this little gauntlet, head to the right and up the steps. Then run across the two ramps. Go up and take out a Land Worm. Go down either the ramp or the stairs, it does not matter. In this area, kill off two Land Worms and a Lizard. Go all the way to the right and enter the doorway. In here, there are four Floating Eyes that are activated when you get close. By killing the one in the upper left, a blue energy will open up the path further. Go ahead and face off against two more Floating Eyes and two Lizards. The top right Lizard's death prompts another blue energy to open the passage further. In this next section, there are two Land Worms and a Floating Eye. Killing all will net you a HP up. The Floating Eye's death causes a third blue energy to further the path. Head all the way north and enter the Dark Space gateway. Change back into Will. Now in this dead end there is one area along the north wall that recedes in the most. If you stand in front of it, you'll notice that wind is blowing Will's hair (or Freedan's). Use the Psycho Dash to break through the wall and enter. In this area, there seems to be nothing save for another Dark Space gateway. Go through it, and gain the Dark Friar ability for Freedon. Backtrack all the way to the area with two ramps, but a wooden section divider. Go up the stairs and use Dark Friar to blast the Land Worm on the far end. You will get a defense boost and a blue energy removes the obstruction. Now run across the two ramps and enter the newly accessible door. In here is another laborer. Cut his chain and he gives you the Elevator Key. You have to now backtrack all the way back to use it. There is a shortcut though. After backtracking through two very large rooms, you arrive at the area where you had to hit four switches. Go to the western strip and you can jump down. Use the Elevator Key on the gate and head down the passageway. Head down and to the left to step on an undersized piece of wood. After awhile it takes you to the other end. Go down south. You emerge in an area with three holes, one of which is fenced off. Head to the leftmost one. In here are six Purple Land Worms. Kill them all to get a boost to strength. There is Mine Key A in the southeast corner (it will shine). Head out of this room and use the key on the gate. You need one more. Enter the right hole. Navigate the wooden enclosure (quite simple, very linear). There are five Lizards, and four Floating Eyes here. Since the area is so camped, just power up Dark Friar and let it rip through the enemy ranks. At the very end, rescue the laborer to get the Mine Key B. Head back and use it on the gate to open it. Enter. Head all the way south and free all of the laborers. Sam will teach you the Memory Melody. He also takes away two useless items so it doesn't clutter your inventory. Now leave the mines and return to Freejia. [ Freejia ] ----------------------------------------------------------------- ITEMS: none MONSTERS: none Go into the hotel and to the room with all of Will's buddies. Use the Memory Melody here. After a sequence of not-so-interesting dialogue, speak with Erik. On his suggestion, the group goes to visit the inventer Neil, who happens to be Will's long lost cousin. [ Neil's Cottage ] ---------------------------------------------------------- ITEMS: none MONSTERS: none After the not-so-subtle exchange of greetings, Neil will tell Will to check out his four inventions. The camera is on the right, the telescope is to Neil's immediately left. The airplane wing and oxygen tank are on the opposite side of Neil. After checking all four out, speak to Neil again. You will prompted to head to the Nazca Painting. Since you can't do anything in Neil's Cottage, say yes. [ Nazca Painting ] ---------------------------------------------------------- ITEMS: none MONSTERS: none Everyone will split up to check out the ground painting of the Condor. Speak to everyone. Remember to follow Kara and speak with her a second time. Now, head to the southwest corner and find a spirit. Chase him until it says "Ku Ku Ku" and leaves. Now go to the north and find your entourage altogether. Speak with Neil, and the party will figure out what the stones are for. You will then be asked where the red star recently appeared in relation to the Cygnus constellation. The correct answer is the Condor's Left Foot. If you choose anything else, Will will just say "I would think it would be at the bottom" and you get asked again. Follow the group to the joint of the left foot. Examine the area they are surrounding and you'll be teleported away. [ Sky Garden ] -------------------------------------------------------------- ITEMS: Red Jewel (x2), Herb (x2), Crystal Ball (x4) MONSTERS: Ball Worm (34), Blue Sentry (25), Jumping Ball Worm (27), Red Sentry (21), Viper (boss) You will arrive on a platform in the air. There are several Moon Tribe spirits that will give you background information if you speak with them. There are four pathways from this first area: in the east (closest to you at the moment), the southeast, the southwest, and the west. A Dark Space gateway is on the opposite side of Will's starting location, but you cannot do anything in there but save. Go to the east path. Head down from here and encounter two strange Ball Worm creatures that need to be killed. Continue south -- be sure to avoid the lasers fired off by inaccessible enemies at the moment -- and you will find two more Ball Worms after rounding a U-shaped cooridor. As you continue north you will find two of the Blue Sentry monsters that fire lasers. If you stand just to the left or right instead of directly infront of them, you won't be hit by the lasers. Once you attack it once, it will start to move and advance on Will. At this point, they will only fire off both their hands as projectiles. If Will stands directly infront of them at this point, the hands will pass right by him. The laser cannot be blocked by telekinesis, though the hands can be. Finish off both and head further north. Charge a Psycho Dash while you are at it. Up ahead are two more Blue Sentries. Psycho Dash one and kill it quickly, then dispatch the other. Head up the stairs and across the raised platform. There are two Ball Worms here. After defeating them, head down the steps on the other side. This area has four Ball Worms and two Blue Sentires. Make sure you grab the Red Jewel in the northeast raised platform. The exit is in the south (a dropoff point). This dropoff point will lead you to the Back Sky Garden area. It is simpler to just show you the map rather than describe it: ########### ###################### LEGEND # # # # # ############ # # # # W # # # # Border # # # ########## ###### # # - Pathway # # # R R # # # x Statue ################# #### ########## ##### # # _ Leads # # # # # # back to # # W # #----# ######## # the Sky # ############### # # ### Garden # # ## # ### # # #----# # ### R Red Sentry # # # # # # ### W Jumping # # # # # # # Ball Worm # ##################### # # # # # # # # # (Map is drawn # W # # ###### # to correct # # # # # scale) # xx xx # ##### ##### # xx xx # # # # R xx xx R # # # # # # # # # ########### # # # xx xx # # # # # # xx xx # # # # # # xx xx #-----# ##### # # # # # # # # # # W # # # ########## #### # #-----# # # # # # # # # # # # #---# # # # # # # # # # # # # # # # # R # ##########__########## # ##### #---# # # (starting point) # # # # # # # # # #### #### ################ # # # # # # # # # # ############################ # # ########## # W #----## ##------------# # # R # # ############## # # # # #----## ##------------# # # # # # # # # # # # # # # # # # # # # # # # # # # ##################### # ########### # # # W # # W # # # # # # # # # #######################__### ############### ##__###### (to Crystal Ball) (to Herb and Blue Sentry) There are two types of enemies in this area of the Back Sky Garden: the Red Sentry and the Jumping Ball Worm. The former is quite similar to the Blue Sentry, though the AI is no more intelligent (the Red Sentry will often face the wrong direction and fire off its hands all the same). The latter can now jump (though that should be readily obvious). The big difference is that now when it blows up, the falling sections, and their explosions can damage Will. Be wary of this, less you take too many hits. There are a total of thirteen enemies in this large area. Six of them are Jumping Ball Worms, and the other seven are Red Sentries. Additionally, there are several richocheting fireballs (most of them secluded to the eastern region) that cannot be removed, though they can damage Will. Run around and defeat all thirteen enemies. This will be granted a boost in defense. Once you've accomplish this, take the southeast dropoff and you will emerge back on the correct sided Sky Garden, in an area with a treasure chest containing an Herb and a Blue Sentry. Now jump back down into the Back Sky Garden and head toward the southwest dropoff point. Defeat the Ball Worm here and you will receive a boost in HP. Walk up to the guard statue and it will activate. The sword will spin out and attempt to impale Will. It can only go in the four cardinal directions, and the four diagonals, so choose your blind spot of choice and dodge. Hit it three times and it will be destroyed. Now, use the telekinesis and move the statue aside. The chest contains one of four items you need, the Crystal Ball. Now head back into the first area and insert the Crystal Ball into one of the holes in the floor. Once you've done that, head to the southeast pathway. Head south, defeating the Ball Worm along the way. Further down, you need to circle around and take out a Blue Sentry. When you do that, climb down the short ladder, across, and up the next one. Two more Blue Sentries are around and need to be eliminated. A well-placed double-hit Psycho Dash will kill one by itself. Head south and you come across a ramp and a guard statue. There's no point to face off with this one, as you can access and use the ramp without moving him. So jump across the chasm and head north. You'll come across another Ball Worm and a guard statue (this one is activated upon being hit, not proximity). Defeat both. Now move the guard statue and reveal a hidden room. Inside is a Dark Space gateway, which you need to use to transform into Freedan. As Freedan, exit the Dark Space, and the hidden room. Head to the right and up to find two Ball Worms and a Blue Sentry. Eliminate all three. Now jump down the dropoff and emerge back onto Back Sky Garden. Head to the right and take out a Jumping Ball Worm. Further to the right are two more. Once you have killed them, charge up Dark Friar to kill the Red Sentry that is otherwise inaccessible. If you shoot from the top, you'll hit twice, as opposed to hitting once from the side. Then jump off the dropoff to the right. Go to the right and kill off four Ball Worms. Use the Dark Friar to take out the Blue Sentry. This will grant you a boost in strength and a blue energy will open up the path to the south. Go that way and jump off into the Back Sky Garden again. Go to the left and kill off three Jumping Ball Worms. Go to the right and face off against three Red Sentries and a Jumping Ball Worm. Head north and there is one more Red Sentry here. Defeating it will net an HP boost and the blue energy will open the blockade. Grab the chest to get a second Crystal Ball. Backtrack to the starting area of the dungeon and insert the second Crystal Ball into a slot. Now go to the southwest path. Head south and defeat the Ball Worm. To the left are two more Ball Worms and a Blue Sentry. The death of the sentry will prompt a blue energy to break open the new path. Go north and kill off two Ball Worms. Jump off to the Back Sky Garden. Immediately, go to the left and open the chest for a Red Jewel. Now go back to the right and hit the switch. Jump back to the regular Sky Garden. Go to the left and take out the first of three Blue Sentries. The lowest one will cause a blue energy to free the other two once you kill it. Now head south and kill off the Ball Worm (its death will cause a blue energy to make a shortcut). Go to the left and kill three Blue Sentries. Once they are gone, you receive a defense boost. Head north and jump to the Back Sky Garden when you see the opening. Use Dark Friar to hit the switch from outside the enclosure of suppressed pillars. Now jump back to the regular Sky Garden. You can now enter the Dark Space gateway, but I find it easier to just stay as Freedan. Head all the way to the south and all the way to the right until you run down a ramp. If you are playing as Will, you can Psycho Dash to break them apart. If you are Freedan, then use telekinesis to bring the bottom statue closer to the left. Now circle back and run down the ramp again. Jump down into Dark Space. Head to the right and up. Defeat the Red Sentry, which causes a blue energy to open the path further. Head to the right and destroy two Jumping Ball Worms. Head south and kill off the Red Sentry. If you'll notice, it is standing on some type of switch. Run to the right and kill the guard statue sword. Now, use your telekinesis to drag the statue to the left and cover the switch with it. Charge up a Dark Friar. Run to the right then up. Here, there are three Red Sentries left. Nuke them with your Dark Friar and regular sword attacks. When all three are dead, you receive a strength boost. Now, head left, left, down, left and jump back to the regular Sky Garden. As Will, simply Psycho Dash the two statues. As Freedan, stand just infront of the ramp, and drag the two statues with telekinesis. Now stand in the bottom-left side of the area, and drag the two statues down with the telekinesis. You have now cleared the path with either character. Climb up the stairs, and run down the ramp. You will make it all the way across the area, and up two ramps to the chest. It contains the third Crystal Ball. Now, return all the way to the original area, and insert this Crystal Ball into another slot. Three down, one to go. Take the western path. Head south and defeat the Blue Sentry. Head up the stairs, and run down the ramp. Hold up on the control pad, so that you make it across the chasm. Defeat the two Blue Sentries as you head to the left. Take out the Ball Worm in the general vicinity, and use Dark Friar to eliminate the Blue Sentry on the other side of the barrier. Head north to an area with a ramp and a Ball Worm. Jump down to the Back Sky Garden. Here, defeat the two Jumping Ball Worms. You can't do much else, so jump back to the other side. Now, climb up the stairs and run down the ramp. As soon as you are crossing the first ramp, hold back so that you stop before jumping the second ramp. Otherwise, you'd end up back at the beginning, and have to circle around again. Head down and kill the two Ball Worms. Jump down the dropoff at the end. Run to the right and kill three Jumping Ball Worms. Head up, and take the first left that you can. Kill the Jumping Ball Worm along the way. Head further left and kill two more Jumping Ball Worms. Then go north and take out the last one in this area. There's a Dark Space here, if you need to save. Backtrack by going down, to the left, and circle around to the right, all the way across and back down (if you go up from here, you'll just reach the area where you cleared two worms earlier). From here, head to the bottom left and take out a Jumping Ball Worm and Red Sentry. Go fruther left, then down and to the right. There is one Red Sentry and two Jumping Ball Worms here. Take them out. Now charge Dark Friar and go to the left, up and back all the way to the right. Release Dark Friar on the guard statue to get the sword to attack. Be careful, because the sword has a new attack pattern. Don't try to run from it, cause it moves more fluidly. Instead, just attack it head on. Once you kill the sword, pull the statue up one square, then to the left to cover the switch by using the telekinesis. This removes the creature statue so you can progress further. In this new section, take out two Red Sentries, and once you have them out of the picture, you receive a boost in defense. Jump off the hole to the Back Sky Garden. Ignore the ramp for now. In the northeast direction is a single Ball Worm. In the northwest is a Ball Worm, a Blue Sentry and a guard statue. Run down the large ramp now, and hold up. When you jump across the chasm, open the chest for another Herb. Drop down the platform and kill the Blue Sentry. Go up and kill three Ball Worms. Upon their defeat, you get an increase in HP. From here, jump to the Back Sky Garden. Head to the right, then down. Drop off back to the Sky Garden area again. Mount the ramp, and run down. This time, hold down on the control pad to take the other ramp over the chasm. Defeat the guard statue sword here. Use the telekinesis to move the statue, then open the chest for the final Crystal Ball. Now you have to backtrack. Drop down, head up and to the left and into the Back Sky Garden again. Run to the right, up and further to the right. Now head all the way to the north. Drop down a platform and back to the regular Sky Garden. Go up the ramp, and all the way across and exit. Use the Crystal Ball on the last slot to open the north passage way. Save (and switch to Freedan if you aren't him already) because you are about to face a boss. Run to the north across the collapsing bridge (you can't actually fall off, so don't worry) and face off against Viper. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ BOSS FIGHT: Viper [40 HP] This is a fairly simple fight. Viper only has three attacks, none of which are particularly dangerous. It will swoop around the area, then go into one of its attacks. If you ever stand directly infront of Viper, its wings will push you back (though you do not actually take any damage from this). Viper's first attack launches a slow moving, spinning feather at you. This is simple to dodge, because you can just out-walk it. Once it gets far enough, it will split up and fire off four smaller feathers. These don't go very far, and again, you can out-walk them. The second attack has Viper shoot off a stream of crystals in a straight line. It can only fire straight down, to the down-right, or in the down-left directions. If you stand to the direct right or left of Viper, you cannot be hit. Additionally, since this attack locks Viper down so that it cannot move, this is the ideal time to hit it as much as you can. The final attack has Viper firing a volley of six feathers, going in one direction. So long as you aren't directly infront of Viper and you are standing in the middle of the platform, vertically-wise, the attack will miss. After the third attack, Viper will go back into the same routine of its three attacks. It will continue until one of you is dead. Tag him with your sword between its attacks, and especially during the second attack. Freedan does 2 HP per hit (20 hits to kill), and Will does 1 HP per hit (40 hits to kill). _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Upon defeating Viper, Freedan will transform back into Will. Jump off the falling platform by the broken square where you entered from. After a few scenes, you will be standing in another dungeon. [ Seaside Palace ] ---------------------------------------------------------- ITEMS: Red Jewel (x3), Purify Stone, Palace Key MONSTERS: Blob, Sludge The first thing you should note is that there are only two types of monsters in this area that you can actually fight. There are both very easy, and not at all dangerous. The problem is that you get no power-ups here, so there is no reward for fighting them. Just clear them when they are in the way. Otherwise, don't bother, as they reoccur anyway. From your starting point, head to the right. Ignore the skeleton. It can't hurt you (even if you make it a point to run into it), and attacking it will only cause it to go into a blinking state of invunerability. Basically, you cannot actually do anything to it, and it can't actually do anything to you. Just a decoration, I suppose. You'll first find a Dark Space Gateway. Ignore it for now, unless you want to save, or heal. Otherwise, ignore the staircase as well (the doorway), and enter the far right side room. Here you will meet an apparition-like Kara who offers you nothing. The chest contains a Red Jewel. Now leave the room, and take the staircase down. Head all the way to the left -- again, ignoring the Skeletons as they do nothing -- and you will find two staircases. Choose the left one (leads up). From here, you can go to the left to enter a room with an apparition-like Erik. Since that room is useless, go instead to the right and grab another Red Jewel from the chest. Head back downstairs. Now take the other set of stairs next to you (leads down). Run to the right and pass up two staircases. Go into the far right room instead. Here you will find Lilly, who will go along with Will. Exit the room. Now take the first staircase you encounter (i.e. the staircase immediately in sight) and you will go down. Head to the left and take the only other staircase there. You will head down to another cooridor. Again, head to the left and take the only other staircase available. Go to the right, and encounter enemies for the first time (Blobs). At the end of the hall are two staircases. Take the right one to go upstairs. Here are three caskets, two shut and one open. Examine the one furthest to the left, and Lilly will open it. You then gain the Purify Stone. Head back downstairs, then take the stairs immediately next to Will leading down. Head to the left, ignoring the Sludges if possible. Pass the first staircase you find and take the one in the far left end. In here, you will find a chest containing the third and last Red Jewel found in Seaside Palace. Head back downstairs and head to the right. Take the first staircase you see (the one you passed up earlier which is the middle staircase in the room). From here, if you go left, you will encounter the ghost versions of Lance and Neil. There is no point to do so. Instead, go to the right and take the stairs at the very end. You'll arrive in a room with a grotesque pool. Stand infront of it and use the Purify Stone. Once that is done, leave the room. The first thing you'll notice is that you can no longer attack. This is because there are no more enemies. Instead, there are humans who were apparently turned into monsters. None of them provide any useful information so they can be ignored if you so please. In addition, the apparition versions of your friends are no longer anywhere to be found. Run to the left and take the first staircase leading up. Go to the right, and take the staircase at the end. From here, run left, up the large set of steps, and into the doorway at the far end. Run to the right and take the stairs up at the end. Again, head right and upstairs. Head left and take the first staircase down. In this room, speak with the man, and you will be given the Palace Key. Exit the room the same way you entered. Head further left and take the stairs up. Head to the right and take the staircase at the far right side. You will emerge back at the top floor. Use Dark Space, if you need to then head all the way to the left. Use the Palace Key on the door. Enter and cross the connecting cooridor to Mu. [ Mu ] ---------------------------------------------------------------------- ITEMS: Statue of Hope (x2), Red Jewel, Rama Statue (x2) MONSTERS: Blob (50), Rock Warrior (25), Ghost (15), Sludge (14), Vampire (Boss x2) This is your third successive dungeon. It also happens to be, up to this point, the most difficult and annoying. For the earlier parts of this dungeon, you are likely going to want to abuse the Jump Attack. It kills Blobs in one shot, defeats Ghosts in half the time, and makes life so much easier against the Rock Warriors so much easier. Later, after you have the Psycho Slide, you will instead be abusing this. Head to the right and kill three Blobs. Head south and take care of the Rock Warrior with Jump Attacks. Be sure not to be too aggressive, or you are going to eat a rock and lose HP. Your telekinesis blocks its attacks, so take care to use it. If a Rock Warrior starts glowing red, and has steam pour out of its head, block, because it will launch a circle of rocks in every direction. Head further south, and kill two Blobs in the way. Walk to the bottom of the screen and eliminate the Blob here. Circle to the left and around to take care of one more Rock Warrior. Killing it will prompt a blue energy to break open the passage so you can venture further. Go to the right and face off with three more Blob. Up ahead are two more Rock Warriors. Stand in the middle of the pathway, and you can attack both at once, and avoid the majority of their attacks. At the end of the road, exit to the right. Walk a little to the right, and you will encounter a Ghost monster. Their projectile does not follow a linear path, so take note of it, and do not be fooled. It can be blocked by telekinesis, so use this to your advantage. Ghosts will teleport around and fire off shots. Once they appear, hit it, and this will interrupt their attack, and force them to teleport away. Rinse and repeat. If you time a Jump Attack correctly, you can get both hits in, making encounters shorter. Additionally, if you use the standard hit, and you are fast enough, you can connect twice before they phase out. To the southeast is a Rock Warrior guarding a treasure chest. Take it out, but don't even bother with the chest (it is empty). Run up and right to find three Blobs and one more Ghost. In addition, there is an energy ring here. It isn't an enemy, cannot be damaged, and cannot damage you. The point of it is to cause you to run really fast if you bounce against it. Not of any use now, but you will use them later. You can move them by hitting them or the telekinesis. Charge a Psycho Dash. Head to the right and south. Here are two Rock Warriors. Move close to them to activate, and stand in the dead center of the pathway. Wait for them to fully stand, and unleash a Psycho Dash. Then repeated smack them with the flute to finish them off (their attacks should miss if you stand in the center of the path). Use the telekinesis to pull the energy ring out of the way. Then advance south and kill the Blob. There are also five Sludges in the area. Be wary not to be too aggressive. Their movements are awkward, and if you're not careful, they can get a few hits in. Wait for them to start moving before committing to an attack, less you swing in the entire wrong direction. As you defeat them, blue energies will open up the path further for you. Go down then left. There are two Rock Warriors here, but it is simple, because they are separated. Further left is a Blob, then the exit to this screen, which you should take. Go down and to the right to find a set of spikes that continuously retract and reappear. Wait for it to retract, then run across. Hug the bottom of the path, so you avoid the Blob until you are past it. Then come back around and take it out. Head to the right. There is a "Room of hope" here (the temple), but ignore it for right now. Further right is a Ghost that you should quickly dispatch. Face south and pull the energy ring up and away. Then go south. At the fork, continue south. There are two Rock Warriors. Stand behind the barrier of obstacles and hit from there. If you stand a little lower than each Rock Warrior, their attacks will completely miss. Now head to the left and take out five Blobs. At this next fork, go up and take out a Rock Warrior and a Ghost. Because of the cramped confines of this little strip of land, make sure you make good use of the telekinesis to negate the attacks of the two enemies. Head up some more, to the right, then up again. Kill the five Sludges here. Go back south, then left and exit. Ignore the chest you pass on the way, because this one is also empty. Here is a dead end, with no enemies. There are two statues here. Follow their gazes and stand on the intersection of them. Attack, and you will find a Statue of Hope. Now exit via the right, and head past the chest. Lilly will make some annoyingly obvious commentary as you go by. Head all the way to the right then all the way up. Hit the energy ring out of the way. Head to the left and into the Room of hope. Place the Statue of Hope on the alter and get a cryptic message. This causes the water level to lower so you can access new areas. Exit the room. Go to the right, then down and into the new area via the runway. Kill the four Blobs in this area. Now head back up the runway, go right, up, then left all the way past the Room of hope and the set of spikes and exit the screen. Run to the right and north. A Ghost will ambush you along the way, so repay him. Run down the runway and take a left and down. Take care of the Rock Warrior in the way. Go to the left (avoiding the spikes, of course) and enter into Dark Space and transform into Freedan. Now leave Dark Space and head up a bit to kill of three Blobs. Now run back to the runway and go directly south, then left and further south to the exit of this screen. In the next section, head down, then right. Take out the Rock Warrior and the Blob impeding your path. Take the south passage on the conjuction and kill the next Blob. Now, charge and fire Dark Friar at the Rock Warrior at the top of the ramp. It should take three. Now run into the energy ring, and Freedan will rebound up the ramp. Run to the other side of the raised platform and down the steps. You'll likely be ambushed by a Ghost, so take it out. Run to the left and exit. In this area, you will find five Blobs when you go left. Four of them are trapped by enclosures. One is free. By defeating the free one, a blue energy will release the other four. Instead, take out the trapped four, then kill the free one. From here, go southwest to a new area. Go down, then navigate through the obstacles. Kill off the Blob monster. Now, stand to the right of the switch and hit it. Run up, then around past the spikes quickly, or the spikes will appear. Exit to the right. Charge up Dark Friar. Head right, up, right, and down. Along the way, expect a Ghost to attack. Hit it with a Dark Friar and if you get two hits, it will be over. Otherwise, you're going to have to do it the old fashioned way. Follow the linear path to the exit at the southwest. Head to the left and take out two Blobs. Navigate through the obstacles, and kill two more Blobs. Make sure to only run across when the energy orbish things retract. If you have enough HP, don't worry too much about getting hit as you're about to enter Dark Space. After you clear the obstacles, run north for an excessively long time. To your right is a Dark Space gateway which you should enter. Here, you will be granted Will's Psycho Slider. Exit Dark Space and backtrack. Head south, past all the obstacles and to the right. Then head up and you will find a small hole in the wall. Use the Psycho Slider to go through the hole and emerge on the other side. Go right, down, left, down, and right to find a energy ring. Bring it all the way around to the ramp you just passed up by hitting it, or dragging with telekinesis (the former is faster). Bounce off of it, and up the ramp. Run to the left and take out a Blob. Go up and take out two Sludges and a Rock Warrior. Further to the right are two more Blobs. Heading south leads to four Rock Warriors and one of those energy orbish things you cannot destroy. Bait each Rock Warrior and fight them one-on-one away from the energy orb thing. Abuse the Psycho Slider against them. To the left are three Sludges. Defeat them and reveal a statue. Head to the south, then to the west. Walk past the spikes and take out the Blob. Then walk past the second set of spikes. Kill the Rock Warrior here, and the second statue will be revealed. Head further north, then kill the Blob. Upon doing so, you will receive a long-deserved strength boost. Run back and examine the spot where the two statues' gazes intersect. If you can't tell, then stand next to the retracting spikes, move one square left, then one square down. This is the spot. It grants a second Statue of Hope. After you have that, head to the right past both set of spikes (remember, the Psycho Slider has frames of invincibility, so you do not have to wait for the spikes. Just slide through them. Head all the way north, all the way to the left, down, and right. Run down the ramp. Head right, up, then left. Slide through the hole you used earlier to access this area. Head left and exit this screen. Hit the switch and pass over the spikes (you cannot slide through these). Exit via the north. Continue all the way north and up the runway. There is a Blob here so take it out. Slide through the hole here. Go to the left and up. You will come across a runway that you should head down. Walk to the right then up and enter the second Room of hope. Place the statue on the alter like last time, and the water will lower some more. Exit the Room of hope. Run south and down the newly accessible runway. Grab the chest for a Red Jewel. Go back up two ramps, and head south, then east. Slide back through the hole you just used before. Go left, down the ramp, then right, and down another ramp. Go to the right, and exit to the next screen. Two Ghosts should attack you and when you kill them both, you get a boost in defense. Then run north and enter a new screen. Head north some more (taking out the Ghost along the way). Run down the cooridor to the right. At the next bend, you will need to kill a Blob. Up ahead are two Rock Warriors. Take care of them, and receive a boost in strength. Grab the chest that was behind the two Rock Warriors and you get a Rama Statue. Now backtrack by going down, left, and down to exit this section. Go further down, and then left to exit this screen as well. Head to the left and slide through another hole. At around this point, another Ghost appears to attack, so kill it off. A bit southwest are two Blobs and a second Ghost. Dispatch them all and get a boost in HP. You can go up the ramp and use Dark Space to save or heal, if necessary. Head all the way to the north and exit the screen. Here, head up and kill two Blobs and a Ghost. Continue further north, and up a ramp. Kill the Rock Warrior impeding your path. To the right is a chest, a Rock Warrior and a Blob. Killing the two enemies nets you another HP boost. The chest contains a Rama Statue. Now, head down the ramp and all the way south to the previous area. Head south a bit and then Slide through the hole to the right. Walk a bit more to the right, then up the ramp. Head to the left, up another ramp, then to the right. Slide through the hole. Run to the right, then all the way up and exit via this northeast pass. Head right, then up, then right until you reach the ramp. Go left, down, then left (past the spikes) and enter into Dark Space. Here, transform into Freedan. Leave Dark Space, and head right, across the spikes. Go up, right, down, left and down through the exit. Head down, right, down, and right to find a ramp. Bounce off the energy ring and up the ramp. Head over the raised area and back down the steps. Go all the way left and into a new screen. Head all the way to the left and exit via the southwestern passage. From here, head south and take out the Ghost that attacks. When you reach as far south as you can go, expect to be attacked by a second Ghost. Kill it and get a defense boost. Now hit the switch and run to the exit, past the spikes in the ground. Go all the way to the right, then down, then left and through the exit. Run further left, all the way up through the obstacles and into the next screen. Advance up some more and enter into Dark Space. Save, as you are soon to meet a boss. Go down the ramp and all the way to the south and exit to another screen. Continue all the way to the south, then right, and into the next screen. Follow the path into a big hole in the wall. In this room, place a Rama Statue on each alter. You will now find yourself in a burial ground. Run to the top and speak with the unique statue head, who happens to be your host, Rama. Speak with each one of the spirits. After you do that, shoot the breeze with Rama again, and he opens your way for you, and hands over a Mystic Statue, to boot. Go into the new doorway, and through the connecting cooridor. Eventually, you will find yourself in the middle of a boss fight against _two_ enemies, not one, and you must defeat them within 140 seconds, because a bomb is strapped to Erik, who somehow ended up as their hostage. If you let the timer run out, though, don't expect to see an explosion, you'll simply go through the normal death animation. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ BOSS FIGHT: Jack and Silvana [40 HP each] Unlike the previous two bosses, the vampire duo actually poses a threat. Enough, in fact, that you may end up needing to use an Herb. Probably not, but they are very dangerous if you're not careful, and they sure aren't pushovers. There are only three different attacks to watch for when facing the Vampires. The first is the standard attack that you're going to see over and over again. The vamp is going to stand on an intersection, and fire off a shot along the ground. You touch it, you take damage. Very simple. The blond one only fires one blast each time. The black-hair one fires four in each of the cardinal directions. The blasts are very fast, so don't expect to outrun them at all. It is telegraphed when the vampire stops, then opens its cape. Stay near the intersections, so that you can dodge them. Don't try to use telekinesis, because it won't work. The second attack is a counter. It won't ever be triggered unless you hit a vampire. When you do, four energy orbs are emitted from the vampire, and will orbit them for a short period of time. The vampire also tends to move when this attack is activated, and if its coming in your direction, the wide angle of the attack may snag you, so be careful. You can safety hit a vampire twice before needing to run backwards to avoid the orbs. If you are fast, and happen to have been in a good position to attack, you can get of three hits. The final attack is a combination. The two vampires will line up, then each fire a ball of energy that will collide and form a very big ball o' doom. Avoid this at all costs, because it will obliterate your HPs. When you see them line up (and it will become quite obvious once you see it), run to the opposite end of the screen immediately. I shouldn't have to tell you that it won't be blocked by telekinesis. Trying to do so won't be pretty. Now then, the fight is actually quite simple. You won't have to worry about the timer, because it is plenty of time. Likewise, you won't have to worry about colliding with the vampires, because you won't take any damage from that. Obviously, the black-haired one is the more dangerous of the pair, since his attack goes in four directions, whereas blondie's only goes in one. I suggest you concentrate on him for this reason. This does two things: it makes you more aware of his attacks (which have a better chance of hitting you), and if you hit a vampire before they perform their attack, the counter will take its place in most cases. Since blackie's is the more dangerous, you effectively snuff it as best you can. Upon the start of the fight, walk up to whichever vampire you are closer to and hit it seven times with Freedan's sword. Then runaway. Continue to track the black-haired one and peg it two or three times, and retreating. You should eventually take it down, and then you're left to fight against only the blondie, which is a very simple battle. Freedan's sword strikes do 2 HP per hit. Dark Friar does the same damage, so stick to the regular attack because you can almost always get into two hits if not three, and still runaway in time to be safe. The impassable block areas around the scene are three blocks wide. It may not seem it, but Freedan's sword can reach to the other end. Use this to your advantage as it comes in very handy. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you defeat the vampires, walk up Freedan will transform back into Will. Walk up behind the bomb and attack it. You will be given a choice of which wire to cut. It won't make a difference so just pick one. Then head down to the bottom of the screen and you'll go through various cutscenes. Eventually the party will emerge in Angel Village. [ Angel Village ] ----------------------------------------------------------- ITEMS: Red Jewel MONSTERS: none EXTRA: Psycho Dash powerup from Gem Head down the well. Speak with Lance to advance some story. To his first question, choosing the first answer gets an additional line of dialogue. When what he should give Lilly, say a necklace. You'll find out why later on. Lilly will make an interesting though entirely moot point. Your buddy Erik, master-of-the-obvious, tells you the sun is bright. Neil, the more subtle master-of-the-obvious will tell you he thinks the Angel Village denizens are descended from the Mu. Head back up and go to the left. Go down another ladder to the main area of Angel Village. The first thing you will notice is that the people actually appear to be tall. If you speak with the various people, you'll eventually find out why. Head to the far right side and go downstairs. Head left and you will slowly make your way over a ledge. Go into the room here, and search the fountain. You have found a Red Jewel. Exit this room. All the way to left is Gem. Speak with him, and hand over all your Red Jewels. At this point, he will grant you an increase in power to the Psycho Dash. Go into the staircase behind Gem. Down here the room to your left has a Dark Space gateway. Go all the way to the right, and through the big door to head through a dungeon to Ishtar's. [ Angel Village Dungeon ] --------------------------------------------------- ITEMS: Red Jewel (x3), Herb, Magic Dust MONSTERS: Cave Bat (35), Blue Skeleton (18), Carnivore Lizard (5), Skull Turrent (9) After going through a gauntlet of three dungeons, this one is a cakewalk. It is simple, and for the most part, straightforward. The enemies pose little threat at all. The greatest thing about it, though, is that there are an abundance of power ups, for very little work. The Cave Bats are simple enemies. They stay on the ceiling until you come close. At this point, they swoop down to attack. It should take Will two hits to kill one. Once they swoop at you, hit them with a single hit, then turn it into a Jump Attack and you've killed it. The Blue Skeletons are much the same as the Edward's Dungeon breed, except they now seem to enjoy rushing you. Their bone projectile is still present, and can still be blocked by telekinesis. Four hits to take them out. If you hit one with a well-placed Psycho Slide, and it does two hits, then it is instant kill. To do this, begin the slide just infront of the enemy, and it will be dragged with you, and hit a second time. The Carnivore Lizards are somewhat strong if you are not careful. The simplest way to defeat them is via the Psycho Dash. Stand out of their range, so they remain dormant (i.e. you cannot see their red mouths) and charge up. Once you it ready, walk up to it and stand to one side of its head. Release and one dash should kill it. Just be sure to move after you kill it, less its death sequence, complete with explosions, harms you. The Skull Turrents are fairly simple. They cannot move at all. Periodically they will fire a burst of flame to either side of them. This projectile can be easily blocked by the telekinesis. You can use much of anything to defeat it with relative ease. Because it is always stationary, a Psycho Slide will almost always score a double-hit, more than enough to kill it. In the first room of the dungeon, there are three Cave Bats and one Blue Skeleton. Dispatch them all. There is only one other doorway on the right side, so take that downstairs. This next room has four Cave Bats, and two Blue Skeletons. Again, there is only one other doorway, to the far left. Here, there are two Cave Bats and three Blue Skeletons. In addition, once you eliminate all of these guys, you will receive a strength power up. Aside from that, there is nothing new; the door is at the far east side. In this room, there are three Cave Bats, two Blue Skeletons, and a pair of Carnivore Lizards. This is the first room with multiple doorways. Ignore them all for now and kill every single enemy in sight. Now, from the left, the first door is the one you came in from. The second and third doors lead to the same area. Go down the second one to emerge in a room with a lone Blue Skeleton who needs to be killed. In this room, go down the rightmost door. In here, you will find a pair of Cave Bats and a pair of Blue Skeletons. Kill them, then go back upstairs. From there, go up the staircase to your immediate left and you'll be back in the earlier room with the many doors. Head to the right, skip the fourth door, and head down the fifth, that is, the one at the far right. Kill the two Blue Skeletons and lone Cave Bat in here. When that is done, head back upstairs. Run to your left and enter the first door (it has a candle on either side, and the flames are blowing in opposite directions). In here are two Cave Bats, a single Blue Skeleton, and one Carnivore Lizard. Eliminate them all, and your HP will be augmented. Take the only doorway available. You will find a dark room. There are six Cave Bats here. Defeat all of them, and you will receive a strength boost. The Cave Bats are more difficult to see here than normal, but just swing when you see a black shape move. When done, take the door at the far right. There are no enemies here, and seemingly no exit as well. Obviously, that is not the case. Run to the right a bit and stand between the first and second flames (counting from the left). Notice how they are both blowing in different directions? Examine the middle of the flat wall section between the two flames. A hidden doorway will be revealed. Enter. There are three Cave Bats, two Blue Skeletons, two Carnivore Lizards and a single Skull Turrent here. When you take out the last one, your defense will be increased. Slide through the only hole here. In here is a chest that contains a Red Jewel. Slide back out and take the rightmost door (just next to the slide hole). This is the Wind Tunnel. Wind constantly buffets Will, and pushes him back. You can make very slow progress by running against the flow. To move along more quickly, dash then turn it into a Psycho Slide. Once you recover, do it again as much as needed. The Psycho Slide is apparently uneffected by the wind. There are two Skull Turrents in here. A well-place Psycho Slide will kill them. Also, because of the move's invincibility, it also negates the threat of the enemies' projectiles as well. This is good, because with the wind, you cannot effectively stop and use telekinesis to shield yourself. When you defeat the two, you will get an HP boost. Exit through the door at the far east end. This long cooridor contains nine Cave Bats, a pair of Blue Skeletons, and half a dozen Skull Turrents. Nothing fancy. The Skull Turrents are grouped in two sets of threes. If you aim a Psycho Slide just a hair lower than dead on against the middle ones, you can take out three at a time with one shot. Defeating all the enemies gets you a defense boost. Aside from this, exit the cave at the far right end by sliding through the hole. In here there are no enemies. Counting from the left, stand between the fourth and fifth statues (i.e. the last two). Move to the only flat section of the wall between the two. You should see Will's hair blowing against the wind. Examine the middle of this flat section to reveal a hidden door. Go through it. Head over to the right, crossing the ledge and waterfall along the way, and you will find three doors. Enter the second door and search the red jar on the left. You will get a Red Jewel. Now exit and enter the third door (the one that is furthest to the right). If you speak with Ishtar, he says he will release Kara if you can solve his puzzles. Why Will just doesn't kick his sissy-ass is beyond me, but I suppose the peaceful approach is just as well. Go through the door along the northern wall. Enter this first door directly infront of Will. Remember the surroundings of the room. Now, exit and go into the second room. Ishtar asks you to tell him what has changed. Use the pointer to select something, then hit the attack button to confirm. If you forgot, it was the lone jar on the right side -- it changed from a red one to a blue one. Do this for the second set of doors (the third and fourth). The objects to point at in this case are the two vases to Will's left. They were red and have changed to blue. When you enter the fifth room, make absolutely sure you open the chest for the Herb inside before you leave, otherwise, you lose it forever. Then go into the sixth room, and on Ishtar's prompting, select the treasure chest. The difference is the contents. Again, make absolutely sure you grab the Red Jewel from the chest before you leave. The final set of rooms is trying too hard to be tricky. You won't find a thing different about the room, because there is none. What you need to do is select Will's sprite. In the seventh room, there was no wind. In the eighth, Will's hair and clothes are flowing. Now run all the way back to the left and go back to Ishtar. You'll find he has trapped himself in a painting. The chest contains Magic Dust. Exit the room via the south, and enter the third room from the right. In here, you will find Kara trapped in her painting. Use the Magic Dust to free her. After a few brief scenes, speak with Neil and take his suggestion to go to the Floating City. [ Watermia ] ---------------------------------------------------------------- ITEMS: Red Jewel (x2), Lance's letter MONSTERS: none Will gives you a brief re-cap of what has happened since leaving Angel Village. Apparently, the gang has taken up the residency of Young Luke, someone who is so trusting, it amazes me the guy still has any furniture. Speak to your friends if you wish, then leave via the ladder. If you search behind the house (where you can no longer visibly see Will's sprite, you can find Kara's diary. Head south until you get to the raft that leads in four directions. Go left from here seach the northwestern-most pot for a Red Jewel. In this house is a Dark Space gateway, if you feel the need to save. Head all the way to the right and enter the Gambling House. Search the top-right pot in this room for another Red Jewel. Now speak with the Jeweller Gem who is disguised as one of the gamblers. Once you've done this, exit the Gambling House and head back up toward Luke's house. From there, head all the way to the left and enter the house. Speak with Lance and the other man to get some background information. Once neither of them says anything new, leave and go back to Luke's house. You'll go through various cutscenes. When you finally have control again, access your inventory screen and find the item Lance's letter. Use the item, then leave town (the exit is at the south end). Make your way to the Great Wall. [ China's Great Wall ] ------------------------------------------------------ ITEMS: Red Jewel, Herb MONSTERS: Archer (59), Fireball Eye (33), Snake (20), Sand Fanger (boss) Head to the right, and defeat an Archer, and a pair of Fireball Eyes. You'll reach a small unpassable ramp. Take the stairs down. Head to the left, battling through a Fireball Eye, and four Archers. Abuse the Jump Attack on the former, an the Psycho Slide and telekinesis against the latter. Jump down the hole in the far left side. You'll find yourself in a long cooridor with sand. There are several exits, and enemies, including seven Fireball Eyes and three Archers. First, clear out all of the enemies. Now, counting from the left, the first ladder is the long one that leads back up to the hole you jumped down from. From that first one, head right and go up the next ladder (the second one from the very left). Run all the way to the left and take out two Archers. Now, run all the way back to the right and jump down the same way you came up. Go up the next ladder, which is the third from the left, and also the rightmost. You should find a shiny object on the floor. Pick it up. There are four Archers in here, and an exit to the right. Take care of the Fireball Eye that's immediately next to you when you emerge. To the left are three Archers, and past them, three more Fireball Eyes. You know the drill: hack, slash, and dropkick them all to oblivion. The exit is on the left side. You will come back out to the top of the wall, on the other side of the barrier that originally impeded your path. Run to the right a bit and take out the final Fireball Eye. When you've done that, Will should get a boost in defense. Be sure to take note and avoid the retracting spears set along the way. The next area is on the rightside. As yo move to the right, youo'll be shot at by two Archers. You can only attack one, so kill him off and leave the other for later. Jump down the hole when you've removed the one Archer. You'll fall down a ridiculously long shaft and land in a room full of Archer-like statues. Run to the right. The rightmost statue along the top row is actually a real Archer and not a fake. Be sure to take care of it. Then exit through the only door. There are two Archers and a Fireball Eye in here. Take them all out. Then take the leftmost door upstairs to a small room with a treasure chest. It contains a Red Jewel. Go back downstairs, and enter the middle door. In here are two Fireball Eyes. Eliminate them and head up the other set of stairs on the right side. Walk left and stand under the first Archer. From here, take him out. Go a bit more to the left and defeat a Snake and another Archer. Run past the spear, and go upstairs via the middle doorway of the room. In here are two Snakes and a Fireball Eye. Make sure you take them out, then head back downstairs. Take the leftmost stairs. In the next room, head upstairs further (since you have little else to do). Run along the bottom of the room to the right and take care of the pair of Archers and pair of Snakes. A few well-placed Psycho Slides is all it takes (since they are all lined up anyway). Once they are all out of the picture, walk up to the door that is second from the right side. You should find another shiny object on the floor along the way. Enter this door to go upstairs. Now hit the switch to send a blue energy off to the unseen left. Head back downstairs one level and head all the way to the left. Go into the staircase that is second from the left. Kill the two Archers, then head further upstairs via the stairs on the left side. Sneak up on the Archer from earlier that you could not reach. Should not be too difficult given the dumbass is firing at nothing in the wrong direction. Walk over to the right and kill off the Fireball Eye. Upon doing so, Will is given an HP increase. Avoid the spears and exit to the right, as always. (You'll be stopped by a companion for a short but useless cutscene before you can exit completely, though). Walk a bit to the right and enter the door. To the left is a treasure chest containing an Herb. Defeat the Archer to the right who is firing at no one in particular. Stand against the railing and take out the lunging Snake as well. Since you cannot advance any further, exit the way you came. Run down the four ramps, and Psycho Slide immediately. Head right and enter the door. In here are three Archers, a Fireball Eye and a Snake. Take care of them all. Strike the switch and move past the spear. Go through the doorway (you should recognize it from earlier). Now, run to the right, and make sure you hold down the control pad, so you'll pass three doors and exit the screen on the far right side. NOTE: You could use the Psycho Slide to stop your running abruptly in a position to further continue on, but there's little point, as you can get stuck in the wrong place, forcing a reset. Even if you make it just fine, it doesn't really serve any purpose to do this area before the next. Anyway, in this new screen, there are three doors, and a hole you can jump down. Take the first door down a level and take care of two Snakes. Then head back up and take the last door down a level again. Here, you will find two more Snakes. Now head back up and stand to the right of the middle door. Jump down from here. To illustrate the exact spot: ====--==================--==================--==== == Wall -- Door ## ## ## ## ##......## ## ## ## ## Obstacle || || || Other obstacle ||______________________________________________|| __ Bottom of screen .. Area in which you should jump down As stated in the legend to the right, jump down the are marked by periods. Will should fall past one floor and land two floors down, flanked by two Archers. Take them out. The room is laid out with five different holes. Just down the middle one (third counting from either end). You'll land in a room with one even enormous pit that runs the length of the screen. Without moving either left or right, jump straight down from where you landed. At this point, you land onto a small ledge with a Dark Space gateway; enter it and learn the Psycho Spin technique. Exit Dark Space and jump down to the lowest level. There are three Snakes here, and when you kill them all, you receive a defense boost. There are two sets of stairs here. Take the one toward the left and it leads all the way back to the surface. Run to the left and back a screen. Here, ignore the door, and use the Psycho Spin to get past the barrier and land in a previously "blocked" area with a door. Enter it. Advance to the left, killing the four Snakes and single Fireball Eye in your way. Take the stairs on the left side of the room. When you come out, you'll immediately be ambushed, literally, by a Floating Eye. As soon as possible, walk down, so Will avoids the attack. Kill it for its trouble. Run all the way to the right killing the gauntlet of enemies, which includes six Floating Eyes and a trio of Snakes. Most of the Floating Eyes are trapped anyway, so it shouldn't be much a problem. Once that is done, head back to where you entered the room from (i.e. the left). Walk up to the switch and strike it. Then run around, past the spear that retracts against the wall. By the time you get past, the spear should come back out. Strike the second switch, then the one you hit just a second ago in rapid succession. Now run straight to the left quickly and Psycho Slide to kill the Snake. This should take you well beyond the "safe" zone from the retracting spear. Take out the Fireball Eye from across the barrier (the flute will comfortably hit that range even if it doesn't seem like it should). Further to the left are two more Archers. Take care of them (avoid using either the Psycho Slide or Jump Attack so you won't accidently get tagged by a spear. Doing so will net you an HP boost. At the west end is a Dark Space gateway. Enter it and transform into Freedan. Leave Dark Space, head right, hit the switch along the way, and enter the doorway when you get to it. From here, head right and ignore the next door. Strike the switch through the barrier twice and run through where the spears where. Enter this door at the far right end. Then exit to the right. Run past this screen and exit to the right again. Charge up Dark Friar and advance to the east. There's an Archer out of attack reach, so fire off three Dark Friars to kill it off. It will prompt a blue energy to open the doorway for you. Enter. A Fireball Eye should attack you, but it will retreat to the other room, so just ignore it. To the left is a line of four Archers. Take them out quickly. Now exit this room via the doorway on the far left. You'll come into a maze like area. Strike the first statue once to move it out of the way. Move into the bottom little groove and face the right. Use the telekinesis once to move an unseen statue. Then strike the second statue only once. Move to the top row and just above the second statue. Strike it to get it out of the way. Stand above the third statue and move it once with telekinesis. Now get on the same row as the third statue and pull it a bit with telekinesis. You now have a pathway. Continue on to find two more statues blocking your way. Stand on the same row as the fourth statue, but behind the barrier and move it with