OOOOOOOOO OOOOOOOOO O O O O O OOOOOOOOO O O OOOOOOOOO O O O O O OOOOOOOOO O O O O O O O O O O O O O O OO O O O O O O O O O O O O O O O O O O O O O O O Alundra A walkthrough by Henry LaPierre freeza@ix.netcom.com Version 2 December 3rd 1997 Updated for the North American release Revised February 3rd 1998 50th Gilded Falcon and others tidbits added Copyright 1997/1998 Henry LaPierre Table of contents: Chapter 1: The long journey begins Covers the journey by ship to Inoa Chapter 2: The village of Inoa Covers arriving in Inoa, and meeting the first of the townsfolk Chapter 3: The House of Tarn Covers getting the book of Elna from Tarn manor Chapter 4: An old man's terror Covers Wendell's dream dungeon Chapter 5: What happened to Olen Covers the explosion at the Inoa mine Chapter 6: The Inoa mine Covers the Inoa mine dungeon Chapter 7: Where the wild things are Covers your first look at the Great tree Chapter 8: A demon werewolf in Inoa Covers your finding out about Kline's curse, and your first trip to the cemetery Chapter 9: Six feet under Covers the Catacombs under the cemetery dungeon Chapter 10: Dream weaver Covers Bonaire's dream dungeon Chapter 11: Remember... Walking in the sand Covers the Ancient shrine dungeon Chapter 12: A new resident, an old acquaintance Covers the return of Captain Merrick Chapter 13: The coastal cave Covers the Seashore dungeon Chapter 14: Who's the new girl? Covers Meia's arrival to Inoa Chapter 15: Will somebody shut that werewolf up, I'm trying to sleep Covers your attempt at capturing Kline Chapter 16: Kline, the Wolfman, and me Covers Kline's dream dungeon Chapter 17: Enter the hall of the lizard king Covers the Lizard dungeon Chapter 18: Haven't I seen you someplace before? Covers Giles' dream dungeon Chapter 19: Helter skelter Covers the Magyscar dungeon Chapter 20: The plot thickens Covers your vision of Melzas and his palace Chapter 21: Where everybody knows your name Covers the Riverside pub Chapter 22: Breaking into the house of god Covers the sanctuary dungeon Chapter 23: Why? Covers Sybill's death Chapter 24: Sugar and spice, and things not so nice Covers Meia's dream dungeon Chapter 25: A gift from Nava Covers getting the Spring bean Chapter 26: Things heat up Covers getting the Fire wand Chapter 27: Cool Covers getting the Ice wand Chapter 28: Nava's charm Covers getting Nava's charm Chapter 29: The purpose of the stone arches Covers opening the teleport arches Chapter 30: The sword in the stone Covers getting the Broad sword Chapter 31: The watery passage Covers traveling through the passage that leads to Nirude Castle Chapter 32: The followers of Nirude Covers the Nirude Castle dungeon Chapter 33: Swimming with the fishes Covers the Fairy pond dungeon Chapter 34: Farewell to someone close Covers the death of Jess Chapter 35: It takes two Covers Elene's dream dungeon Chapter 36: The awful truth about Giles Covers the death of Giles Chapter 37: A new piece of armor Covers the making of a new piece of armor Chapter 38: More fun than a barrel full of monkeys Covers making your way through the Murgg woods Chapter 39: Take your stinking paws off me you damn dirty apes!!! Covers the Great tree dungeon Chapter 40: Wild fire Covers the Torla mountain dungeon Chapter 41: Gemini dreams Covers the twin children's dream dungeon, and the rescue of Bergus from the murgg Chapter 42: Burning down the house Covers the destruction of Inoa by the murgg Chapter 43: God damn! Covers the death of Ronan Chapter 44: The Island of Nava Covers Nava's island and the seventh jewel crest Chapter 45: We're off to see the wizard Covers getting inside Melzas' palace Chapter 46: Armageddon Covers Melzas' palace Special notice Walkthrough Random findings Map of Inoa Map of the overworld How to play the game Spell list Life vessel location list Gilded falcon location list Item descriptions Weapons/Items inventory list Save file chapter names list Thanks section The Idiot list Copyright Special notice: Sorry to start this walkthrough out on a less than happy note, but due to happenings in the past, I need to state this up front... Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent. Nor is permission granted for this document to be used as any type of "source material" for for-profit magazines or publications to use in any way. Be it basing their own articles from, reading/reviewing it prior to writing their own articles in order to get ideas/make sure they didn't miss anything, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. This happened way too often in the past, and it's time to put a stop to it. If your job is to write articles for gaming magazines, then do your own work, and stop stealing from mine. Alundra Chapter One The long journey begins You begin your journey at the stern of a ship at sea. You are the adventurer Alundra. Walk from the stern up the stairs nearest you, and go to the first blue door you reach as you are walking from stern(bottom end of ship) to bow(top end of ship). Talk to Captain Merrick, who is standing over a map, plotting the ship's course. Leave the room after speaking with the captain and head towards the ships bow. Enter the left-hand side blue door that is next to another blue door furthest towards the ship's bow. Inside there are two men seated at a table, talk to them then leave the room. The blue door next to the one you just came from leads to your quarters, but you don't need to go to them just yet. After leaving the room with the two men, proceed to the blue door directly under the ship's main mast and enter it. Inside you will find Captain Merrick steering the ship towards the village of Inoa. Speak with the captain. After speaking with the captain proceed to your quarters(the door next to the room with the two men) and enter them. As soon as you enter your quarters, you will have a vision of an entity named Lars. Lars will begin to tell you of the terrible happenings in the village of Inoa, but he is interrupted by another entity's appearance. This new entity is Melzas, and he is the evil that is causing the problems in the village of Inoa. Melzas threatens you and then vanishes. Shortly thereafter you awake to the ship rocking violently. You try to leave your quarters by the door but it is jammed. Luckily, you notice that during the violent rocking, a section of the left-hand wall of your quarters has collapsed and you can exit the room through the hole it has created. Go to the hole and move the crates that are blocking your escape, then proceed to exit that room as the ship begins to rock more violently. As soon as you make your way out of the room and onto the deck of the ship you will see the captain and crew look towards the bow of the ship is absolute horror just before the final destruction of the ship... This was no ordinary storm. Chapter Two The village of Inoa Your unconscious body is washed up on the shores of Inoa and you are found by a man on the beach and brought to rest at his home. After stirring from your slumber, the man introduces himself as Jess, the village swordsmith, and informs you that you are in Inoa. You tell him that you are Alundra and thank him for his kindness. He leaves you to get some rest. At this point, get out of bed and go to the blue book just to the left of the bed. This book is the game's save point(there are others throughout the game, but they all look like this) and you may as well learn to use it now :). After saving your game, go down the stairs and talk to Jess then head out of the house, a final word from Jess is given as you leave. As soon as you get outside a young girl named Sybill stops and greets you, you tell her your name. After talking with Sybill, head to the left, past the fountain to the second house(to the left of the doghouse). Upon entering you will see a man in a bed, he is Wendell. Twin children and an adult are beside him acting very concerned. Talk to the twins and adult, they will tell you to go and talk to Septimus in the house behind this one. Exit the house and proceed up the stairs to your left and into the house at the top of them. Talk to Septimus inside, and he will tell you that to save Wendell, you will need to go to Tarn manor and retrieve the "Book of Elna". Leave Septimus' and head out of town to Tarn manor. Chapter Three The House of Tarn Tarn manor is directly to the East of the village of Inoa, and is surrounded by a stone wall with an entry point in the front. As soon as you try entering the House's grounds, you will be attacked by the Murgg, a group of clawed monkey creatures(they do no harm at this point), who run into the house afterwards. Upon entering the house itself, a vision of Melzas appears, causes the doors to lock and calls the murgg to attack you again before vanishing. Killing the murgg unlocks the door to the center of the room. Proceed into the center door, where you will again be attacked by four more murgg. Kill them and a chest containing a strength tonic will fall onto the table in the center of the room. Get the strength tonic and leave the room, heading upstairs. There are two stairways that lead upstairs, one to the rear left, and one to the rear right. The one to the right leads to a blocked hallway, but there is a chest that contains an herb there so it's worth checking out. The left stairway however leads to a passage guarded by more murgg, at the end of which is a locked door. Your task now is to find the key that unlocks this door. Head back downstairs to the main room of the house and enter the small open doorway between the center room and the left-hand lower staircase. This doorway brings you into a small room with a bookcase and a lever on the floor. Flip the lever in this room to reveal a hidden passage in the bookcase. Enter the hidden passage and proceed down the stairs to the room below. There is now a lowered gate blocking your way. Kill the two slimes in this room to raise the gate. Proceed past the gate and stop at the top of the passage beyond. Hold the run button(Triangle) and press the directional pad so that you run down the passage. This will allow you to dash past the rocks that fall from above without getting hurt. At the end of this passage is a small moat, with two levers, one on either side of it. What you need to do is make both levers face to the right, in order to extend a bridge that will allow you to cross the moat. Don't trap yourself :) After crossing the bridge, proceed into the room below. There are dark squares on the floor here, notice the spiked balls hanging above them. The spiked balls will fall onto the dark squares if you get too close. Trigger them by slowly approaching the dark squares, then as the spiked ball starts to drop, back off quickly. After triggering the spikes, open the chest to reveal an herb. Now walk down the stairs to the lower section of this room where you will see a lowered gate to the left, a switch plate embedded in the floor, and two barrels to the right. Pick up a barrel and drop it on the switch plate in the floor(it will turn from orange to green to signify that it has been triggered) to raise the gate to the left. Proceed past the raised gate and enter the room at the end of the passage. Trigger the spiked balls as before and place the four barrels on the switch plates to raise the gate to the right. Go through the gate and open the two chests in the next room(be careful to notice that both chests are sitting on dark squares, you know what that means :). One chest contains an herb, while the other contains a gilded falcon. After getting the items from the chests proceed up the stairs to your right. Flip the lever in this room and go through the door at the end of the passage. You will now be in a room with a multi-positional lever and three lowered gates. To open any(or none) of the three gates, flip the lever to any one of these positions: Up: All shut Right: Center gate open Down: Left gate open Left: Right gate open Position the lever so you open the center gate, then enter it. You will notice small outlets in the walls of this passage you've entered. They are so that you can take cover from the rolling spike that periodically comes down the passage. Make your way to the chest at the end of this passage and open it to receive an herb. Go back out of this passage into the room with the three gates and open the gate to the right and enter the room beyond. The object to this room is to walk over each of the rooms four switch plates, while avoiding the moving spikes. Doing this will allow a platform to drop from above, allowing you access to the platform the chest in the center of the room is sitting upon, and also move the object blocking the ladder in the upper left-hand side of the room. Hop up onto the platform in the center and open the chest to receive a key, then exit by the ladder to the upper left. Open the chest in this next small room to find a life vessel. Leave this room by the door below and you will find yourself back in the main area of the house, where you originally came in. Proceed back upstairs and use the key you found in the locked door at the end of the hall(to use a key, you just need to walk up to the locked door). Enter the room. There will be two chests in the rear of the room, one contains an herb, while the other contains a gold bar worth 30 gold. After opening the chests, hop up onto the table and take the blue book. This is the "Book of Elna", and with it you will be able to enter people's terrors(nightmares or dreams). As you try to exit this room with the book, a vision of Melzas appears and introduces himself to you, and gives you a warning, after which it vanishes. Exit Tarn manor and return with the book to Inoa. Chapter Four An old man's terror After returning to Inoa, go back to Wendell's house, where you will see that worried townsfolk have gathered to wish him well. Septimus calls you forward and you tell him that you have retrieved the Book of Elna. Septimus takes the book from you and together you look through it. After a moment Septimus instructs you to go to Wendell's side and he will recant the spell that will allow you to enter his dreams. Before the final words are spoken, Septimus asks if you are truly ready, Yes/No. After answering yes, you are then transported into the dreams of Wendell. You are inside Wendell's dreams now. Proceed up the stairs and straight to the end of the wooden bridge where you will see Wendell surrounded by five slimes. Flip the lever here and you will notice a large stone slab to the right that was previously blocking your way, move aside. Proceed in this new direction until you come to a second lever. Flip this lever and then proceed to the next lever that you can reach, due to the stone slabs that are blocking all other ways. Flip the lever and go down past where the stone slab was to open the chest and receive an herb. Return the way you came to find that a previously blocked bridge is now open towards the bottom. Follow this now open path until you reach another lever. Flip this lever and proceed to the right after the stone slab moves. Follow this path to yet another lever and flip it also. Continue down the newly opened path(careful not to miss that you can walk under the overhangs) until you come to the lever towards the top(you can walk under the overhang just before where the lever is, but skip that for now). Flip the lever, then walk down and around the bridges and overhangs until you reach the chest that is just across from the lever you just flipped. Open the chest to receive a gilded falcon. Return towards the last lever you flipped, but instead walk up under the overhang that is just past it. This will bring you into a large open area towards the top. As soon as you enter the open area, a gate slams shut behind you, barring your retreat. Many slimes will then rise and attack you. After killing all the slimes, the gate will rise and a switch plate will fall to the left, next to the two wooden bridges that have now come into view. Proceed across the bridges, but be careful, you must cross them in a certain way or stone slabs will fall and block your passage. If this happens, walk back and step on the switch plate to reset the stone slabs. The correct way to cross the wooden bridges is to take the top bridge, cross onto the bottom bridge at the first cross platform, then cross back onto the top at the second cross platform. This will bring you to a ledge with two more wooden bridges. To cross this properly, just take the bottom bridge all the way across. Once across the second set of bridges, you will come to the area where you saw Wendell surrounded by slimes. Stone slabs will fall, preventing you from retreating back over the bridges, thereby locking you in with Wendell and the slimes. Just as this happens, all the slimes merge together into one extremely large slime, which then attacks you. Slime boss strategy: Hit the giant slime once then retreat. This is due to the fact that once you hit the slime, it will blink for a few seconds(this is telling you that the slime took damage), in which, the slime cannot be hit. However the slime can still advance towards you and damage you, so it's best to strike then back off. After a certain amount of hits, the giant slime will split into four mid-sized slimes. The mid-sized slimes also follow the same blinking theory, so hit them and back off a bit(you can hit more than one at a time). These mid-sized slimes will be knocked back when hit so that makes it a bit easier to avoid being surrounded by them. After hitting the mid-sized slimes a certain amount of times, they too will split into four smaller slimes each. These smaller slimes do not blink when struck, so you can clean them up pretty quickly. Don't forget to have a healing item equipped during all of this, just in case. After defeating the slimes, Wendell disappears. You then call out to Septimus and are brought back to the real world. Back in Inoa, Wendell regains consciousness and asks how long he was out of it for. The townsfolk tell him that he has been like this for three days, and that Alundra has saved him. Upon leaving Wendell's, with Septimus, a man named Giles stops you and tells you that Ronan, the village priest would like to see you. So you follow Giles to the sanctuary where the priest Ronan asks you if he may have a word with you, Yes/No. After speaking with the priest return to Septimus' house. Once there, Septimus will explain the Book of Elna to you, and tell you that you have been chosen to be the Dreamwalker. After you are finished talking with Septimus, and are leaving his house, a loud ground shaking explosion is heard. Septimus rushes outside to see what has happened. Follow him. Upon talking to the townspeople gathered outside, you learn that there has been an explosion at the Inoa mine to the Northwest, and that an injured man named Olen has been brought back to the village, and is resting in the house directly above the fountain. Go to see Olen. When you enter the house there are a number of townsfolk gathered at Olen's bedside, including Ronan the priest. Speak with Olen and the townsfolk then start to leave. Septimus arrives and tells everyone that since Alundra helped Wendell, maybe he can do the same for Olen, or at least find out what has happened. So it's into Olen's mind you go. Chapter Five What happened to Olen Once in Olen's subconscious, you notice that you are in the Inoa mine's entryway. Talk to Olen and the others here, then go through the door into the room above and speak with Zane(bald man with headband). Zane will show you how to start the engine in the next room by flipping the levers at the engine's base in a certain sequence, left, left, right, left. After learning this, return to the mine's entryway and talk to Olen. Olen will then attempt to blow open a section of fallen rocks so that you can ride a mine cart into the mine. However, as soon as the explosives Olen set detonates, a hoard of murgg leap forth from the now open mining tunnel. Kill the murgg to receive a chest containing a gilded falcon, but open the chest quickly, because in the battle with the murgg, it seems as though Olen has taken a fatal wound. As Olen is dying, you are sent out of his subconscious, back into the room where he is in bed surrounded by townsfolk. Just after you return to the room, Olen dies. After learning of what happened in the mine, Beaumont(balding man with brown clothes) tells you to go see Jess. The other townsfolk all curse the murgg. Leave the house and speak to Kisha and Giles just outside the door. The woman will run away in tears. Return to Jess' house and speak to him. He will make something for you to use. After he is finished he will put the item on the counter, walk up to the item to receive it. Jess has made a Mining bomb. The bomb is now part of your permanent inventory. After you take the bomb, Jess leaves to pay his respects to Olen. After Jess leaves, return to the house where Olen died. Leave the house and make your way out of town to the Inoa mine. Chapter Six The Inoa mine When you arrive at the Inoa mine, speak with Jess, Kline, and Meade, they will fill you in a bit better on what has happened here. It seems that Zane and the others may still be trapped in the mine. Walk over to the pile of rocks that are blocking the entrance to the mine and place a bomb beside them. After the bomb explodes and clears away the entrance to the mine, proceed inside. Once you get inside the mine, there will be another rockfall that will block the doorway in front of the mine cart. Use another bomb to clear the rocks away. Next, go through the other door(not the one you just cleared away the rocks from) into the room where Zane showed you how to start the engine in Olen's subconscious. You will notice that the gate that leads to the engine is lowered and locked. Your task is now to find a key that will open the gate, so that you can start the engine. Exit the room to go back into the mine's entryway and proceed through the door that you recently unblocked. Follow the mine tracks and you will come to a rock blocking them in one direction, and a gate who's lever is stuck in the up position in the other. The tracks branch off to the left here. A little further down the branched off section of track there is another rock blocking the tracks from proceeding in this direction as well. In the upper left section of this area there is a pile of rocks blocking a stairway, along with four rock turtles. Use a bomb to clear away the rocks and proceed down the stairs. Make your way this area to the section beyond that is covered with water. Here you will find a man named Lyman being attacked by four murgg. You rush to help him, but you are too late. He has been mortally wounded. Speak to him and he will tell you of Zane, then, before he dies, he gives you the key to the engine room's gate. Open the four chests here to receive two herbs and two gold bars worth thirty gold each. After opening the chests, go back up through the mine to the engine room and use the key on the gate. Enter the engine room itself and start the engine as per Zane's instructions. Starting the engine will allow you to ride in the mine carts, so go back out into the mine's entryway and hop into the empty mine cart. The mine cart will start rolling down the track, and when it comes to the rock blocking the track near the stuck lever, it crashes through it. As the mine cart crashes through the rock, the lever comes unstuck and falls into the down position, which causes the gate next to it to raise. Upon reaching the end of your mine cart ride, walk down the tracks and look towards the end of the section of tracks that branches off from the one you traveled on. There you will find a lowered gate with a room that contains a lever beyond it. Walk back up the tracks and enter the door above you to the left(next to the sign). Make your way through the room with the rock turtles and proceed up the stairs, where you will witness a rockfall that will block your path to a second engine. Go back to the area the mine cart dropped you off in, and enter the door to the right. Drop a bomb into the water next to the fallen rocks and blast open the doorway to proceed. After going through the doorway you will be in a room whose floor is covered with water. Wooden poles rise from the water thoughout the room in a maze-like fashion. There are rocks crashing down all over the room from the ceiling. Make your way through the wooden poles and across the platforms on the other side to the exit at the top left corner of the room. After exiting the room you will then be in the room with the second engine, but on the other side of the rockfall. Flip the lever that is there to start the engine, then make your way back to the area with the mine cart. Walk back down the branched off section of tracks and you will find that starting the second engine has raised the gate there. Enter the room through the now open gate and flip the lever. This will trigger the mine track turnoff to change, allowing the mine cart to continue deeper into the mine. Go back to the mine cart and climb in and enjoy another mine cart ride. After your ride comes to a stop next to a closed gate, jump down to the lower section of this new area and flip the lever that is there. This opens the gate, allowing you to continue through it into the next room. As soon as you enter the room, the gate crashes shut behind you and you are attacked by four murgg. Kill the murgg and the gate will re-open, allowing you to exit. Before you exit the room, check the lower left corner and you will find Jaylen dead. He has a key on him. Take the key and exit the room. Get back into the mine cart and ride it back to the previous area. Go back into the room with the track turnoff lever and flip it so that you can ride the mine cart back to the mine's entryway. Get back into the mine cart and ride back to the entryway. From the entryway, walk down the tracks to the lever that was previously stuck in the up position, before you first rode the mine cart. You will find that that first mine cart ride has jarred the lever loose, opening the gate to another track turnoff lever. Flip this track turnoff lever, then go back to the mine cart and ride it to a new area. Once your ride comes to an end, get out of the mine cart and walk to the closed wooden gates around the bend in the tracks. Use the key you got from the dead man and enter the gates. Beyond the gates you will find an empty mine cart on a section of tracks to the rear that are in the shape of a U-turn. There is a locked gate that leads to another track turnoff lever just slightly down these tracks. You need to find a key that will open that gate. There are also numerous platforms containing chests, a lever to the rear, some short sections of track with sand filled mine carts, a large purple glowing warp plate, and a ledge to the left rear that leads to another room. Use the sand filled mine carts to reach the higher platforms so that you can open the chests. Go to the large purple glowing floor plate, this is a warp plate(teleporter). The warp plate leads to a save and regeneration point. You can use save and regeneration points at any time. After checking out the save and regeneration point, walk to the stairs to the bottom right that lead to the water. From the stairs, jump across the tops of the wooden poles rising from the water until you reach the wooden platform in the rear with the lever on it. Flip the lever and you will lower a stone slab onto one of the smaller wooden platforms in the water. Now go to the mine cart to the lower right that is filled with sand. Use the lower right mine cart to jump onto the platform with the large rock on it(push the mine cart, then quickly jump onto it as it begins to move). Push the large rock to the left and it will fall onto the second large rock below, causing them both to crumble. Doing this will allow you to use the previously stuck mine cart that was next to the lower of the two rocks. Use this mine cart to access the smaller wooden platform that is just below the end of this small section of track. From this platform, jump to the platform to the left, then to the one below, then onto the stone slab that you lowered earlier, finally to the ledge to the left. Once on the ledge, pass through the doorway into the next room. In this next room, use a bomb to blast the rocks that have sealed the hole to the left. Enter the hole. After dropping down the hole, you will land on wooden platforms in a water filled room. There are numerous wooden poles rising from the water throughout the room. A man is lying face down in the water, next to a chest in the top right corner of the room. Jump from pole to pole until you reach the man. The man is Zane, and it's too late to save him, as he is dead. Open the chest next to him to receive a key. Return to the area with the U-turn shaped tracks and use the key on the locked gate. Flip the track turnoff lever inside, then climb into the nearby empty mine cart and it's off to another new area you go. Once the mine cart comes to a stop and you are able to get out, walk back down the tracks a short way and try to go to the left. As soon as you attempt to go this way, a rockfall will occur and your passage to the left will be blocked. Walk towards the right, towards where the mine cart entered this area from. You will see a pile of yellow crates blocking a stairway that leads onto a wooden platform. Move the crates and walk onto the platform, proceeding to the end closest to the rock ledge towards the bottom of the area. Jump from the platform to the ledge, then from the ledge to the floor on the other side of the rockfall that had previously blocked your passage to this section. Use the second wooden platform as a starting point to jump to the left hand ledge, so that you can get the gilded falcon from the chest there. After getting the gilded falcon, follow the next set of mine tracks to the top left side of this area and exit through the doorway that is there. The object of this next room is simple, after opening the chest containing an herb, climb the wooden platform to the left and jump across to the mine cart to the right. Once you get into the mine cart, you will be taken to an area with a flight of stairs that lead upwards. Go up the stairs and around the bend in the passage into the next area. To the rear of this next area you will see a third engine just down a small flight of stairs. This engine controls the elevator platform that is just in front of it. To start the engine, flip the bottom lever three times, then the top lever once. After flipping the levers, walk up the stairs and onto the engine itself. Now jump up and down on the engine three times and it will start. Jump from the engine down onto the elevator platform and ride it to the area down below. After the platform stops, you will be in a small passage with a pool of water. There is a bridge leading across the pool of water. The water in this pool is healing water, just walk into the sparkling section and your health will be restored to maximum. After you are finished healing(if necessary), walk across the bridge and exit the passage into the boss' chamber. In the boss' chamber, while hiding behind the wooden platforms, you will see a giant monkey creature, named Zazan. Zazan is in league with Melzas. After giving orders to his troops, Zazan spins around, knocking rocks down from above that block the doorway you entered the room from, and then leaves. You are now trapped inside the room with Zazan's troops. Walk around the platform you were hiding behind and Zazan's troops will spot you and attack. Kill the murgg and the doorway at the bottom of the room that Zazan left by will open, giving you a way to exit the mine. A chest will also fall onto the wooden platform, open it to reveal a life vessel. After receiving the life vessel, exit the room. Chapter Seven Where the wild things are You will now be outside the Inoa mine on the opposite side of the river from the mine's entrance. Another rockfall occurs, sealing the mine the way you just came out. Further inspection of the area around your current location reveals large gray rocks preventing you from traveling South. The only path that is open is to the West, so head West into the next area. Following the only path you could leads you to the Great tree, where Zazan resides. After a brief look around the village, go into the one open door in the area of the village that you have access to. Inside you will find a jammed lever. After attempting to flip the lever and finding out that it is stuck, proceed back towards where you exited the Inoa mine. When you reach the blocked exit of the mine, Kline, Jess and Meade are there to greet you. While you were at the Great tree they cleared the large gray rocks from the path to the South. Return to the village of Inoa by traveling South, then taking the bridge that leads to the East at the crossroads. Chapter eight A demon werewolf in Inoa Once back in Inoa, a woman named Sierra blocks you from entering Jess' house. She tells you to go and talk to a woman named Sybill, who lives in the house in the top right corner of Inoa. Go to the house and speak to Sybill, who is inside. Sybill is concerned about Kline, and asks if you could help by taking her hand so that you can share the visions she has been experiencing, Yes/No. After answering yes, you will see Kline turn into a demon werewolf. Melzas and Zazan have a hand in this, as you then see a vision/flashback of them ordering several murgg to possess a small boy. After finding this information out, you are brought back to the present world, where Sybill tells you that all her dreams eventually become reality. Return to Jess' house after talking to Sybill, and Sierra will let you pass. As soon as you enter Jess', he greets you at the door and asks you if you will bring a bouquet of flowers to the cemetery and place them beside Olen's grave for him. Take the flowers from Jess and proceed to the cemetery. The cemetery is located directly North of Inoa, behind the sanctuary that you visited earlier. Place the flowers at Olen's grave(Olen's is the only grave in the cemetery that has a tombstone with no flowers next to it). Chapter Nine Six feet under As soon as you place the flowers at Olen's graveside it becomes dark. A short walk to the Northeast from Olen's grave reveals a large rock with a glowing emblem carved in it, blocking an entryway. Approach the rock and it will lower, allowing you access to the catacombs beneath the cemetery. After the rock lowers and you enter the catacombs, the door shuts behind you, locking you in. Walk down the stairs, and climb down the ladder below to the room's lower balcony. Enter the room to the right and walk up to the plaque on the wall towards the top. Reading the plaque triggers a spirit to rise from the tomb behind the plaque. The spirit will tell you of the five spirits in the room outside(where you entered the catacombs). The spirit will tell you that you need to speak to the five spirits with respect(in a particular order) to enlist their help in opening the door at the bottom of the room, sealed by a stone slab. You need to speak to them in order of class(importance), only then will they move the stone slab. Proceed back into the outer room and approach the plaques on the wall of the lower section of the room. Reading the plaques triggers the spirits to rise from their tombs and speak to you. Each of the five spirits give you a clue to the order in which to speak to them. >From left to right the spirits are: Saint Green Saint Blue Saint White Saint Red Saint Brown Speaking to them reveals these clues: Saint Green says, Brown respects my teaching more than is required Saint Blue says, I never listen to the teachings of Saint Green Saint White says, My teaching surpasses all other teachings Saint Red says, My teaching is not as great as brother Blue's Saint Brown says, Reds teaching is the foundation of Green's >From these clues you can figure the order in which to speak to the five spirits is: Saint White(tomb #3) Saint Blue(tomb #2) Saint Red(tomb #4) Saint Green(tomb #1) Saint Brown(tomb #5) After speaking to the five spirits in the correct order, a chime will sound, letting you know that you were successful. Once successful, return to the lone spirit in the room above to the right. Speak to the lone spirit and he will ask if you've performed the task of speaking to the five spirits, and if you are prepared to enter the catacombs beyond them? Yes/No. After answering yes to the spirit, return to the room below and the five spirits will materialize in front of the stone slab and move it aside for you. Enter the now open doorway and proceed to the lower area of the next room. Read both wall plaques to trigger a group of enemies to appear. After killing the enemies, you will notice a sparkling on the ledge above. Go to the sparkling and you will trigger a bridge to extend across to the two chests. After opening the two chests and receiving the two herbs they contain, proceed through the doorway below. In this new area, walk to the right and go down the stairs. Read the plaque to the left(closest to the statue) of where you are and you are told, Left is left, Right is right. This information will come in handy a little later. After reading the plaque, walk slightly south and fall down the hole that is there. You will fall into an area with two levers, an elevator platform, a water filled section with four enemies, some barrels, a chest and a flight of stairs. Lots to do :). First, walk up to the barrel that is on land and throw it into the water where the enemies are, being careful not to hit any enemies with it. After tossing the barrel, jump down into the water and kill the enemies. After all the enemies have been killed, use the barrel you threw, and the other barrel in the lower left corner to reach the chest. To do this, you must start by jumping from one of the two dry patches of land in order to jump high enough to land on top of a barrel. Opening the chest reveals an herb. Now proceed up the stairs to find another chest containing an herb, and a warp plate leading to a save and regeneration point. By going to the South from the warp plate, you will come to a doorway that leads to a passage blocked by a locked gate. Your task is now to find a way to unlock the gate. Go back to the warp plate and travel West. Towards the bend in the passage, you will witness a large spiked ball drop from above and knock a hole in the floor in front of you. Walk around the hole to the North, and jump up the step to the section above. Reading the plaques here, tells you the same information that the other plaques did, Left lever to the left, Right lever to the right. This information pertains to the two levers in the watery room below. Drop down the hole just below these plaques and flip the two levers according to the plaques directions. After flipping the levers appropriately, jump onto the platform between them and ride it back into the area above. Jump from the platform towards the statue as soon as it stops, as it falls back down after a few seconds. Inspect the statue and your health will be replenished, a rock will also fall to the right side of the ledge that the statue is on, allowing access back to the statue without the use of the platform from below. There will also be two platforms that appear, covering the holes that are below the plaques on either side of the statue. These platforms are only there for a brief period of time, so jump across the one to the right and trigger the switch plate that you can reach after jumping across. Triggering the switch plate causes a passage to the rear of this area to be blown open. After triggering the switch plate, jump across the platform to the left before they disappear, and read the plaque to the right after crossing it. It says, "The sun is born in the East, and gives it's life in the West, yet the shadows born below, glares up at the heavens in defiance of it's end". Now make your way to the newly opened passage. This passage leads to an altar room with four purple orbs sitting atop pedestals. Striking the orbs causes them to glow. If you strike the orbs in the order that the plaque read, you will cause a spirit to appear at the altar: East West South North Once called forth, the spirit raises the locked gate in the passage that you inspected earlier. Go through the passage, past the now opened gate, into an area with a large stone slab blocking a stairway. There are enemies in this area. Kill the enemies to cause the stone slab to disappear, then proceed down the stairs. Going down the stairs leads to another area with a set of stairs leading downwards, a locked door at the top, a section with tombstones near a locked gate, and conveyor belts leading to the exit in the rear. After attempting to enter the main section of this area, two large spiked balls fall from above knocking holes in the floor. Go around the holes to where the locked gate is. You will see that there is a chest on the other side of the gate. There are also tombstones with small depressions in front of them just before the gate. Jump into both depressions(any order) to trigger the gate to open, allowing you to access the chest beyond which contains a key. Use the key on the locked door at the top of the area. Enter the now unlocked door and flip the first and third lever in the room beyond. This will cause the large stone slabs to slide into the holes in front of the two levers. This will trigger the door to the left of this room to open. Go through the now open left doorway and push the pile of rocks that is just inside the door into the hole to the left. Pushing these rocks will trigger the platform floating above the open area, to begin to move. Use the platform to reach the barrel on the small island to the top left. If you fall off the platform you will fall into a room below where slimes are lurking about. There is also a chest in the top left corner of the room below that you can use the rocks to reach, that contains a gilded falcon. To unlock the gate, so that you can take the stairs back to the room with the floating platform just kill all the slimes. After getting the barrel, bring it to the upper section of the room, either by throwing it from the island, or using the floating platform again. Once there, use it to climb up to the statue on the ledge above. Inspect the statue to trigger a branch off of the conveyor belts in the room a few prior. Your health will also be replenished by the statue. Return to the room with the conveyor belts and walk onto the belt to the left. You will automatically be taken down the belt, and across the new branch off to a platform. The platform begins to move as soon as you step onto it. Ride the platform upwards to the doorway above on your right, and enter the room it leads to. A sign in the room will tell you, "One step forward, two steps back is the rule of a world turned black. Once with success, advance again, with persistence you shall win". From this room, if you need a strength tonic, drop down the open area at the doorway(where the conveyors are) to the room below. Kill the enemies running around in the water in this area to start the three platforms moving back and forth. To get the strength tonic, you need to jump from platform, to platform, to platform, in order to reach the ledge at the rear of this room and open the chest. You can step in front of the platforms in order to change their pattern of movement. After getting the strength tonic, return up the stairs to the room above with the conveyors. Walk onto the left conveyor belt again, across to the platform, and ride the platform back to the room with the sign. Reread the sign(one step forward, two steps back), then go back out onto the platform and ride it to the ledge in the rear. Once on the ledge at the rear, exit through the door that is here. You will now be in a room with three purple orbs atop pedestals. As in the altar room before, striking them will cause them to glow. Causing all three orbs to be glowing at the same time will open the locked gates at either side of the room. To do this you need to strike the center orb last, as it only stays lit for a few seconds. After lighting the orbs and opening the gates, exit the room by the gate to the right. Here you will find three slimes. You need to approach the slimes for them to show themselves. Kill all three slimes to open the gates on either side of this room. After opening the gates, exit this room by the gate to the left(the one you came in from). You should now be back in the room with the three orbs, re-light them to open the gates here once again. Once open, exit this room by the gate to the left. Instead of the conveyor belt area, you will be in the room with the three slimes again. Kill the three slimes to open the gates once again, and exit through the gate to the right. Now, instead of the room with the three orbs, you will be in a long hallway with a flight of stairs leading upwards. Walk up the stairs and enter the room at the top. A stone slab will drop behind you, locking you in the room. This is the boss' chamber. After a verbal warning from Lars(the vision who appeared for you on the ship), a large stone golem(looks like a mummy) drops from above to the center of the room and proceeds to attack you. Every so often the stone golem causes rocks to fall from above. Just keep moving away from the stone golem to avoid being struck by them. After a certain amount of hits, the stone golem is destroyed. When this happens, the wall to the right of the stone golem's chamber opens, revealing another room. Enter this new room and a vision of Lars will appear and tell you of the guardians of the seven jewel crests needed to destroy Melzas. Lars then drops three chests, open them to receive, a magic seed, a level one Earth scroll and a life vessel. Lars then warns you of Melzas, before dropping a fourth chest. Open the final chest to receive the first of the seven jewel crests needed to raise the Palace of Melzas. After receiving the jewel crest, Lars causes a warp plate to appear, then the vision vanishes. Step onto the warp plate to be teleported back to the room with the five spirits, where you first entered the catacombs beneath the cemetery. Walk up the stairs and go out the now unlocked door, back out into the cemetery. As soon as you are outside, the rock with the previously glowing emblem rises, sealing the entrance to the catacombs forever. Return to the village of Inoa. Chapter Ten Dream weaver After returning to Inoa, you learn from the townsfolk that Bonaire and Nadia are stricken with the dream sickness. Go to Nadia's house(it is located to the lower right of the fortune teller's house) and speak to the townsfolk that have gathered upstairs around her bedside. Septimus is there and he tells you that she has been calling out to Bonaire. After speaking to all the townsfolk, and Nadia herself, start to leave the house. With a loud slam of the door, Fein enters the house and comes upstairs to discuss Bonaire and Nadia's condition with everyone. At this point, Nadia will ask Septimus and you to help her by bringing Bonaire to her. The townsfolk then tell you to go next door and get Bonaire. Proceed to the house to the left of Nadia's and talk to the townsfolk who have gathered beside Bonaire. Talking to Bonaire causes him to call out to someone named Sara. After speaking to Bonaire and all the townsfolk around him, Lutas enters the room and tells you that if you wish to help Nadia and Bonaire, then you must do it soon. Go and talk to Bonaire again, and you will be asked if you are ready to enter his subconscious, Yes/No. After answering yes, you are taken into Bonaire's dreams. Upon entering Bonaire's dream state, Bonaire calls out to Sara again. A blonde woman then appears and summons Bonaire to her side, this is Sara. As soon as Bonaire is next to her, Sara vanishes, taking Bonaire with her. A large blue shaded block then materializes to prevent you from following. Walk upwards until you reach a statue of a dragon holding a glowing orb. This statue, and others like it, are the control devices for the large blue and red shaded blocks throughout this dungeon. Strike the orb to cause the blue block to turn from solid to translucent(note: all blue blocks will now become translucent, and all red blocks will become solid). Return to where the blue block was and proceed up the stairs to the red shaded block. The red block prevents you from going completely up the stairs, so you now need to jump down the side of the stairs and walk onto the warp plate below. The warp plate will bring you into a cavern. Proceed through the cavern, past the moving spikes, until you come to another warp plate(just above another dragon statue). Walk onto this new warp plate and you will be brought to an area with rocks and slimes. Kill the slimes, then push the third rock to the left. This will cause the rock to move and a ladder to extend that will allow you to climb up onto the ledges to the left. Don't climb the ladder just yet. To the right is a ledge with a lever on it, but ignore that for now also. Walk across the wooden bridge below the ledge with the lever on it, to the dragon statue at the other end. Strike the glowing orb in the statue's hands. This will cause the red blocks to turn translucent, and the blue blocks to become solid. Walk back across the wooden bridge to the area where you extended the ladder. Before climbing the ladder, drop down onto the ledge below and hop across the chasm to the chest to the right. Open the chest to receive a key. After getting the key, jump back across the chasm to the previous ledge and then jump to the ledge below, the one that has the single rock on it. Push the single rock on this ledge to extend a second ladder from the previous ledge to the original ledge. After extending the second ladder, jump down to the area with the warp plate. From there, jump to the ledge below that, where you will encounter two slimes. After killing the slimes, move the rock that is furthest to the right, which will cause a third ladder to extend. This third ladder will allow you access to the previous ledge when you want to climb back up. First however notice that on this lower ledge there is a warp plate that leads to a save and regeneration point. After using the save and regeneration point(if necessary), climb the ladder and walk onto the warp plate that is to your right. You will be transported into the cavern that you were in earlier, but in a different section of it. Walk up the stairs and enter the room to the right of the dragon statue. As soon as you enter this room, a gate crashes down behind you, locking you in. Slimes then fall from above and attack you. Kill the slimes to cause a chest to drop that contains a second key. After receiving the second key, return to the dragon statue just outside the room you are in, and strike the glowing orb. The red blocks will then turn solid again, while the blue become translucent. After striking the orb, proceed to the warp plate above the statue and use it to return to the area where you extended the first ladder. Now climb the ladder onto the left hand ledges and make your way to the locked door at the top, avoiding the moving spikes along the way. At the top you will see a locked door and a large stone slab sitting just to the right. Use one of the keys from the chests to unlock the door, then proceed inside. Once inside, you will hear talking coming from the next room. The voices belong to Bonaire and Sara. Bonaire seems to be under some kind of spell, as he appears in a trance. After Bonaire and Sara leave, jump onto the switch plate that is in the room you are in. This will trigger the large stone slab outside the door to move. After triggering the switch plate, leave the room and walk to the edge of the broken wooden bridge that the stone slab had been previously covering. From the very edge of the bridge, jump to the right and you will land on the ledge above where you saw the lever earlier. Walk to the side of the ledge, above where the lever is, and toss a bomb down onto the lever. When the bomb goes off, a warp plate will appear at the top of the ledge you are on for a very brief period. Toss another bomb down onto the lever and walk to where the warp plate appeared. When the bomb goes off, you will be teleported into another cavern, this one with a locked door and a warp plate. Ignore the warp plate, as it brings you back to the main area in case you either don't have the second key, or need to strike the dragon statue orb again. Use your remaining key on the locked door and enter the passage it leads to. Climb the stairs and enter the area at the top with two dragon statues. Strike the glowing orb in the dragon statue to the left, then walk back down the stairs behind you to the now solid blue block. Jump onto the blue block and from there you will be able to reach the chest in the dead end passage to the right. Open the chest to receive another key, then return to the two dragon statues. Strike the glowing orb on the dragon statue to the right, this will cause the blue blocks to becomes translucent again. After doing this, use the key on the door above the two statues and enter the room. Open the chest in this room to receive a life vessel, then walk onto the warp plate at the top. You will be teleported to the room that Bonaire and Sara were talking in earlier when you overheard them. Open the chest that is here to receive a gilded falcon, then exit the room. Walk down the stairs outside the room and you will see Bonaire following Sara across a long wooden bridge. Bonaire is still in some sort of trance. As soon as Bonaire crosses the bridge and reaches Sara, Sara warps to your location and warns you not to follow. To add to her warning, Sara summons several creatures to attack you. After killing the creatures, proceed across the bridge, being careful not to be struck by the spiked ball that is dropping at various points on the bridge. After making it safely across, proceed upwards to follow Bonaire and Sara into a sort of sacrificial chamber. In this chamber, Bonaire is pinned against the far wall, under a carving of an angel with it's wings spread wide. He appears to be in the midst of a seizure, as his body is continually jerking about. Soon after you enter this chamber, Sara appears, and after a few words, she turns into a vile demonic creature. You are now forced to fight her in this form. Boss strategy: Sometimes the creature appears alone, other times it will appear along with many false images of itself. When the creature appears with multiple images, you must strike the true form in order to inflict damage on it. After each damaging strike, the creature will disappear, and send three energy balls at you. The energy balls materialize from various points in the room, and travel in a straight line directly at you. To avoid them, just change your walking direction as soon as they start to move towards you. After a certain amount of hits the creature is defeated(note, if you hit the creature with a bomb, it will die immediately), producing a terrible cry. After this, go to Bonaire and snap him out of his trance. As soon as Bonaire shakes out of it, Sara appears, and says that upon her death, she will also take with her, someone who has nothing but pure love for Bonaire. With Sara's death you are brought back from the dream state, to Bonaire's house in the village of Inoa. After returning, Bonaire wakes up and tells everyone of Sara. He then gets out of bed and tells how he thinks Sara was describing Nadia. At this point Septimus arrives with some very bad news... When Sara died in the dream state, Nadia died in the real world. Everyone bows their head in sorrow. Chapter Eleven Remember... Walking in the sand You awake the next morning to a loud banging, thoughts of Bonaire and Nadia still fresh in your mind. Walk downstairs and speak to Jess. He is sad about Nadia and is keeping himself busy by making you something useful for your journeys. He has made you another weapon, this one an Iron flail, a sort of ball and chain. Approach the table and take the ball and chain. With this weapon you will be able to break large piles of stone that had previously blocked your passage about the world map. After receiving the ball and chain, go out into the village and talk to the townspeople. The townspeople tell you that you must travel to the Despair desert and find the Ancient shrine. Using the ball and chain to break large formations of rock that obstruct your path, make your way to the Cliffs of Madness to the Southeast. Lurvy the shopkeeper resides in the house at the base of the cliffs. From him you can purchase new armor for your dangerous travels ahead. After purchasing the armor from Lurvy, leave his house, the re-enter. You will see that the spot on his shelf previously taken up by the armor you bought, is now stocked with a life vessel which you can now buy. After you've bought the life vessel, Lurvy will replace that with a Wonder essence. After buying what you need from the Lurvy, leave the shop and make your way up the cliffs to the cave at the top. To get to the cave you must climb towards the right side of the cliffs before making your way left to the cave towards the top. Enter the cave and proceed up the winding stairs to the door at the top. Once through the door, you will be in the Despair desert. Make your way to the cave at the top left corner of this area. Use the sand free patches of ground to jump farther and higher than you could if you were standing in the sand. Enter the cave and jump down to the lower section and open the chest on the platform. The chest contains the Sand cape, and with it you can travel under the sand itself, allowing you to pass beneath low gates and walls. While under the sand, you cannot be injured. To use the sand cape, Press the Circle button while standing over sand. Press the Circle button a second time to raise back up from under the sand. After receiving the sand cape, use it to leave the cave by crawling under the wall in front of the stairs that lead to the cave's entrance. After exiting the cave with the sand cape, proceed to the raised area towards the center that has six pillars on it. Walk between the top two pillars(the ones spread slightly apart), and you will be swept away to a new area by a giant tornado. After landing from the Tornado, use the sand cape to make your way through the maze of walls, to the top of the screen, so that you exit the screen in the same direction that the wind is blowing. Watch the direction the sand is traveling to determine this. Once you are at the next area, jump onto the white rocks(from above them) and make your way to the left side of the screen to exit, as before, the same way the wind is blowing. Once you are at the next area, climb the stairs and jump from pillar to pillar, until you reach the ledge at the bottom of the screen. An easier way to do this is to climb the stairs to the lower left hand ledge and from there jump to the lowest pillar to the right(below the stairs), from there, jump to the lower ledge and exit the area in the same direction that the wind is blowing. In the next area, climb the stairs onto the raised section in the center, and walk into the sparkling at the top, between the two pillars. The sparkling will warp you to the Ancient shrine. Enter the Ancient shrine and speak to the pile of bones lying on the ground in front of the throne, just inside the palace's entryway. The bones belong to the shrine's deceased ruler, and speaking with them will prompt the spirit of the ruler to ask you if you seek the path of truth, Yes/No. After answering yes to the question, the deceased ruler will ask you to prove yourself, by which you must seek out four statues within the grounds of the shrine. The statues are in the form of a woman, and inspecting them after you've found them causes them to raise an arm. Doing this will count them as being found, and also will restore your health to it's maximum level. After learning about your task, walk up the stairs to the balcony above the throne, and take notice of the warp plate that leads to a save and regeneration point. After using the save point(if necessary), walk back down the stairs and head into the room with the eight horse bust statues to the right of the throne room. Trigger the switch plate on the platform to the right and the four locked doors in the shrine's entryway(throne room) will open. The door to the room you're in however, will slam shut, locking you in with a number of sand worms who rise from under the sand and attack you. After killing all the sand worms, the door will re-open, allowing you to exit the room. Proceed from the room you were just locked in, across the shrine's entryway, into the open doorway between the entryway and the room to the left. Walk up the sandy hallway, into the room above with the three moving spiked balls. Walk around the outskirts of this room(to avoid the spikes), and you will notice three levers at the top. These three levers control the lowered gate to the right. Flip all three levers to raise the gate, and proceed up the stairs into the room above. This new room contains the first of the four statues you are searching for. The room has four glowing tiles on the floor, Star, Moon, Water and Sun. There are also two small statue icons on each of the two ledges at either side of the room. The icons match the symbols on the glowing tiles. Your objective in this room is to place each of the four icons on their respective tiles. To do this, walk onto the small platform at the top left and it will raise, allowing you access to the left ledge. Kill the creature on the ledge, then throw the two icons down to the floor below. Be careful not to throw the icons onto the tiles yet, you need them to reach the other two. After tossing the first two icons down, jump down to the floor and stack them in stairway fashion, so that you can use them to access the right ledge. Climb the icons and jump onto the right ledge. Kill the two creatures that are there, then toss the two final icons down to the floor. Jump down and put each icon on their corresponding tile(the tile will light green if done correctly). Once all four icons are on their correct tiles and the tiles light green, a platform will appear between the left ledge and the ledge to the rear of the room that the first statue is on. Use the platform to reach the statue. Inspect the statue to count it and have your health restored to maximum. After inspecting the statue, leave the room and return to the shrine's entryway(where the bones and throne were). From the entryway, walk up the stairs and enter one of the two doors on either side of the warp plate(they both lead to the same room). Once in the room beyond the door, place the four icons on the correct tiles to raise the locked gate to the left. Once the gate is opened, proceed through it to the next room. The floor in this next room is composed of two different types of floor tiles, an eye open, and an eye shut. There are open doors to the top and bottom of this room. Walking on a tile with an open eye will cause both doors to shut and lock. Proceed to the open door at the top while only walking on closed eye tiles, and enter it. After entering the room, pick up the star icon and use it to reach the other two icons that you can see(use it as a step) on the raised platforms. After getting the two icons from the platforms, you can find the sun icon hidden behind the raised platform to the lower right of the room. Once you have all four icons, place them on their corresponding tiles and the second statue will fall onto the raised platform in the center of the room. Jump onto any of the four icons to reach the raised platform and inspect the statue to count it and have your health restored again. After inspecting the second statue, leave the room and walk across the closed eye tiles to reach the barrel in the lower right side of the room below. Pick up the barrel, and while still walking on only closed eye tiles, walk up and around the room(counter clockwise) to where the closed eye tiles end towards the bottom of the room. Once at this point, drop the barrel onto the open eye tile in between you and the door at the bottom of the room. Jump onto the barrel and then jump onto the closed eye tiles that are in front of the door at the bottom. Proceed through the door and you will be outside the shrine on the outer walls. Walk around the walls(kill the creatures that get in your way) until you come to two open doorways. Enter the left hand doorway, and use the sand cape to reach the stairs to the rear of the room(there is an herb in the chest in this room if you need it). Climb the stairs to exit the room. Once up the stairs, use the sand cape to reach the small rock in the center section of the room. Once you have the rock, toss it into the small area below the stairs with the sand free patch of ground. Use the sand cape again to exit the center area and enter the area where you threw the rock into. Jump from the sand free patch of ground onto the rock, then from the rock, jump to the small wall, then from the wall, jump to the stairs. Climb the stairs to exit the room. In this next room, kill the sand worms and a barrel will fall from above into the room. Place the barrel halfway between the small wall blocking the lever to the left and the sand free patch of ground in the center. The object of this room is now to jump onto the barrel, toss a bomb onto the lever, then move the barrel so it's between the small wall blocking the doorway at the top of the room and the sand free patch of ground. Then finally, jump from the sand free patch of ground, to the barrel, then to the doorway and exit the room. After the lever has been flipped, the gate in front of the doorway only stays open for a brief period of time, so you must do all this quickly. In the next room, avoid the bees and exit by the door at the bottom. After the room with the bees, you will be back outside on the shrine's outer walls. Walk onto the platform to the left and it will lower. Jump from the platform upwards towards the chest and you will be on the same ledge as the third statue. Opening the chest will reveal another gilded falcon. Get the falcon and walk to the left and inspect the third statue to count it and be restored to full health. After inspecting the statue, jump back down to the ledges below and proceed back to the two open doorways, this time entering the door to the right. Kill, or avoid the creatures in this room and make your way up both flights of stairs to the exit at the top of the room. In the next room there is a sandy area composed of regular sand and a strip of hole ridden sand. Beyond the hole ridden sand is a doorway at the bottom of the room. Kill the sand worms in the regular sand, being careful not to walk on the hole ridden sand as if you do, you'll fall through to the previous room below. After killing the sand worms, place the barrels that are in the room on the edge of the regular sand next to the hole ridden sand. Then jump onto the barrels, and from the tops of the barrels, over the hole ridden sand to exit through the door below. Once through this door, you will again be outside on the shrine's outer walls. Walk forward towards the red flags hanging from the wall, and drop down to the ledge below. Enter the open doorway that is there that you can now reach. Proceed up the stairs and move the jars that are preventing the large rock from rolling. Once the jars have been moved, the rock will roll down the stairs and break apart when it smashes into the wall. Now that the rock is moved you can move more freely from one section to another. Exit through the door at the bottom of the stairs that the rock rolled down, and make your way around the outer walls again, until you come to the open doorway towards the lower right. Enter this room and proceed to where the moveable pole is located at the top, next to the closed door. Be careful to avoid the moving spiked balls that are between you and the pole. Push the pole down onto one of the two switch plates towards the bottom of the room, again, being careful to avoid the moving spikes. After the pole has been placed on one of the switch plates, stand on the other with your character and the door at the top of the room will open. Exit through that door. In the next room, kill the three bees and a barrel will fall into the room from above. Place the barrel on the pillar in front of the doorway that is about the same height as you are. Place it in such a way that it is hanging over the right edge of the pillar, so that you can jump onto the pillar and then onto the barrel itself when the time comes. After placing the barrel, starting at the sand free patch of ground in the top left corner of the room, jump from pillar to pillar, until you can jump onto the barrel that you placed earlier. >From the barrel, jump onto the switch plate to trigger a platform to appear in front of the pillar farthest to the right. Jump onto the platform and it will rise into the next room. In this next room, there is a lever surrounded by four holes, two sand free patches of ground and a raised platform to the top left. The object to this room is to strike the lever, which causes barrels or spiked balls to fall into each of the four holes randomly, and catch enough barrels so that you can reach the raised platform and exit the room. After five tries at flipping the lever, all that falls is spiked balls, and you'll have to drop back down to the previous room to reset this one(note: you can jump directly onto the platform in the previous room, you don't need to jump across the pillars again). After catching at least two barrels, position them against the left wall so that you can jump from the sand free patch of ground in the bottom left corner, across the two barrels to the platform. Once on the platform, it will raise into the next room. The odds seem to favor the hole furthest left for dropping barrels. After reaching the next room, you will have to place the four icons on their matching tiles within a brief period of time. If all the icons are not placed correctly within this time limit, a buzzer will sound and the icons will explode. The moon and water icons are hidden in the flowers between the star and sun icons. After placing the four icons quickly enough, a chest containing a key will drop. Use this key on the locked door in the room at the top of the stairs. After using the key to exit the next room, you will be back outside the shrine on the outer walls. Step onto the platform to your right and it will lower. Once down, walk to the right and inspect the fourth and final statue to count it and have your health restored. After inspecting the last statue, make your way back around to the shrine's entryway(drop down the open railing on the ledge below the red flags). Speak to the pile of bones again and they will explode. The throne will then lower, allowing you access to the lower section of the palace. Jump down the hole beneath the throne and you will fall into a spike filled room with four levers. A moving platform circles the room. Jump onto the platform and drop bombs onto each of the levers to trigger them. When all four levers have been triggered, the stone slab blocking the door to the right will raise enough for you to exit underneath it. In the next room there is a locked gate at the bottom of the room. Trigger the switch plate and the door you entered by will shut and sand worms will rise and attack you. Kill all the sand worms and both the gate and the door will open. Exit by the gate to the bottom of the room. In the next room, kill the two creatures first, then place the icons on the correct tiles. The tiles have the icon patterns changing at brief intervals on them. You must place each icon when the correct pattern is on the tile. The timing to put the icons down onto the tiles is one before the correct pattern. In other words if the tile is rotating in this manner, sun, star, moon, water... and you are trying to place the water icon on it, press the square button to release the icon while the tile is currently showing the moon pattern. Then when the water icon hits the tile, it will have changed to the water patter. Once all four icons are placed properly, the stone slab to the bottom left will disappear, revealing stairs. Exit by the stairs and you will be in a room with three creatures, spikes around the floor, and a single icon tile in the center. Kill all the creatures(use the ball and chain to reach the one on the ledge to the left), and the four icons will drop onto the platform in the center, around the tile. Stack them on the tile(the sign at the top of the stairs gives you the clue for the stacking order), one on top of another in this order, water on the bottom, followed by sun, followed by moon, and finally star at the top. After stacking the icons correctly, the door at the top of the room will open. Exit through the door and you will enter a room with a sand filled center, this is the mid-boss' chamber. To trigger the mid-boss to appear, first jump down the hole to the right side of the room. In the room below, the object is similar to one of the rooms a few previous, put the correct icons on the rotating pattern tiles. The only difference is that you must put specific icons on specific tiles. They are: Star: South Moon: West Water: East Sun: North As soon as the icons are placed correctly, rocks will begin to fall from above and fill the chamber. At this point, run to the bottom of the room and use the warp plate that is there to exit back to the mid-boss' chamber. You will now notice that the stone golem buried in the sand at the top of the room has now risen halfway from the sand. Next jump down the hole to the left of the room. In this room place the icons on the rotating pattern tiles in this order: Star: North Moon: East Water: West Sun: South As before, when the icons are properly placed, rocks will fall from above and fill the room. Make your exit by way of the warp plate towards the bottom of this room as well. Once back in the mid-boss' chamber you will notice that the golem has completely risen from the sand. He will then start to attack you. Follow the same strategy as when you fought the golem in the catacombs under the cemetery(note: jumping while moving on sand will cause you to travel faster) to defeat him. After defeating the golem, two small stone platforms will fall towards the top of the chamber which will allow you access back onto the low ledges to each side of the chamber. Jump onto the left ledge and exit through the door that opened there when you defeated the golem. In this next room, you must jump onto the platform in the center, and as in one of the previous rooms, strike the lever to cause either barrels or spiked balls to fall into the four holes that are around it. After catching at least three barrels(the odds seem to favor the bottom left hole for barrels), place them on three of the four switch plates that are on the platform. After placing the barrels, stand on the fourth switch plate with your character and the locked gate to the right will open. Exit through the door and you will be in a maze of tiny spikes. Navigate through the maze of spikes, leaping across the various holes that appear in your path(note: if you fall into a hole, you will fall into the creature pit below. Just take the stairs from there back up to the maze room to try again), and triggering switch plates to raise stone slabs for a brief period of time, allowing you past them, until you finally exit under the large stone slab to the bottom right side of the room. Once you enter the next room, you will see many followers gathered around a man standing before a throne. Speak to the man in front of the throne(this was previously the pile of bones that you spoke to at the shrine's entryway, they have been re-animated by your finding the statues) and all of the followers will turn into the hook wielding creatures you've fought throughout the Ancient shrine and attack you. After defeating the creatures, the man who was standing at the throne will then turn back into a pile of bones. Inspect the bones and three chests will fall into the room. The chests contain, a new sword complete with a charge attack, Long boots for higher and farther jumping and faster traveling through harsh territory, and a life vessel. After opening all three chests, the locked gate to the lower right opens, allowing you to use the warp plate at the end of the passage beyond. The warp plate will bring you back to the Despair desert. Once back in the Despair desert, use the sand cape to crawl under the wall in the upper left corner of the Despair desert and return to the village of Inoa. Chapter Twelve A new resident, an old acquaintance Once back in Inoa, Giles meets you at the entrance to town and tells you that you are what brings death to the people of Inoa. After he leaves, head out of town to the house that was for sale at the seashore(slightly Southeast of Inoa). Once there, you will greet your former captain, Merrick. It seems as though he too survived the shipwreck, and has opened up a shop on the seashore. All his items cost 10,000 gold, and since you can only carry 9,999 gold at one time, you cannot buy anything from Captain Merrick at this time. After seeing Captain Merrick, make your way down to the beach itself, where if you follow it to the right starting from Nava's house, you will find a cave. Chapter Thirteen The Coastal cave Upon entering the cave, break just enough of the small blocks of stone that are stacked in front of the upper section so that you can use the remaining ones as stairs. Climb to the upper section and break the blocks of stone that are there and enter the door that was hidden behind them. In the next room, kill the turtles while being careful not to break any of the blocks of stone. After the turtles are killed, break two sections of the block of stone furthest to the left of the area of the room you are currently in. Jump onto the now lowered section of the stone block that remains and use it to access the center area of the room. If you break the two stone pillars in the center area of the room, you will find a chest containing an herb. Jump from the center section of the room onto the ledge above to the right. Once on the ledge, break the stone block that is there. After breaking the stone block, go back towards where you entered the room and pick up the small white rock that is there. Bring the rock onto the ledge where you just broke the stone block, and place it against the higher ledge to the left. Jump onto the small white rock, then onto the higher ledge, from the higher ledge jump down towards the top of the room. Now make your way to the right, where after you break the two blocks of stone that are in the passage there, you will be able to exit the room. After entering the next room, you will find a large open area with moving platforms circling over it. Jump from platform to platform until you can jump onto the ground across from the open area. On this section of the room, you will find a lever. Striking the lever causes two platforms to appear in the open gap above you. Jump across the platforms quickly, as they crumble shortly after you touch them, and onto the solid ground on the other side of the gap. If you fall into the hole, make your way to the bottom of the room below and jump onto the platform that is there to be brought back to the room above. Once on the other side of the gap, flip the lever and the door at the top of the room will open. You can then jump from the block of stone in the pit closest to the door lever, to the other blocks of stone slightly below them. From there you can jump up onto the ledge above and reach the open door. Before leaving the room, if you need an herb, jump down from the center block of stone into the left side of the pit. Break the stone block furthest to the left to uncover a ladder. Climb the ladder and walk down the ledge towards the open gap in the stalactites. Using the ball and chain, strike the lever on the other side of the stalactites near you and three platforms will appear over the open area in front of you. Jump across the platforms quickly, as like the ones before, they crumble shortly after being touched, to the solid ground that is across the gap. Climb the ladder that is there and open the chest to receive an herb. After opening the chest, you can get to the exit by jumping from the ledge above you, onto the stone blocks in the pit, then from there, jump onto the ledge with the door. In the next room, pick up the wooden stump and jump onto the small ledge to your right(be careful not to hit any spikes or the stump will fall and break). Toss the stump onto the spikes next to the chest, then jump onto the stump and over the spikes to where the chest is. Open the chest to receive a key. Once you have the key, leave the room and go back into the previous room. Drop down one of the open holes in the room and use the key on the locked door at the top of the room you've just fallen into. Enter the now unlocked door and you will be in a room with a walkway that leads around a pool of water. Break all the blocks of stone in this room and you will uncover four doors. One door is at the bottom of the room(other than the one you entered by), while three are at the top. Enter the center room at the top. To the right of this room you will see a plate on the floor with a triangle shaped emblem on it. At each corner of the triangle is a red, green or yellow colored jewel. Under this plate is a stairway, your task is to now seek out three colored jewels in the other rooms off the outer room and strike them so that they light up in the colors on the emblem. When all three jewels are lit, the plate with the emblem will move and you will have access to the stairway below. There are also two pits in this room that are full of stone blocks. Unless you need an herb, ignore them. The pit to the right has a chest in it that contains one. After seeing the plate, leave the room and enter the room to the right of the one with the plate. Once in the right hand room, kill the turtles without breaking the block of stone to the right, in front of the ledge. After killing the turtles, a pedestal with a gray jewel will fall onto the ledge. Jump onto the block of stone, then onto the ledge with the jewel in the pedestal. Strike the jewel in the pedestal and it will light up green. After striking the jewel, leave the room and go back out into the outer room with the pool of water. Now enter the room to the top left of the outer room(don't forget to break the stone blocks to uncover the doors). Here you will see a large steel ball rotating around a stone pillar. On top of the stone pillar is the second jewel you need to light. Kill the turtles, then smash the stone pillar. This will cause the steel ball to break off and crash into a wall. The pedestal that contains the second jewel will then drop onto the raised area in the center of the room. Strike the jewel and it will light up red. After striking the jewel, leave the room(you can break the steel ball by striking it multiple times with the ball and chain if it came to a stop in front of the door) and go back out into the outer room. Enter the last door to the bottom right of the outer room, and you will see several small spiked balls floating back and forth between blocks of stone. While staying along the bottom of the room, avoid the moving spikes and break a path open in the blocks of stone towards the right. When you've made it past the stone blocks and spikes, pick up the jar and throw it at the third jewel in the pedestal on top of the stone block above. When the jewel is struck, it will light up yellow. After the third jewel has been lit, go back into the room with the plate on the floor that showed the three jewels. Once in the room, you will find that the plate has moved and you now have access to the stairway that was hidden beneath it. After entering the room at the bottom of the stairs, walk upwards and jump onto the platform between the low walls. The platform will raise, allowing you to be high enough to reach the switch plate that is towards the top left of the room, on one of the low walls. Walk around the top of the low walls and jump onto the switch plate, which will trigger three turtles to drop onto the raised area in the center. Kill the turtles(being careful not to fall back down to the lower ground or you will have to reset the room), and a second switch plate will drop onto low walls. Jump onto the second switch plate to trigger three more creatures to drop onto the center area. As before, kill the creatures and another switch plate will drop onto the low walls. Trigger the third switch plate, and another three creatures will fall onto the center area. Kill them and a fourth switch plate falls onto the low walls. Trigger the fourth switch plate and three creatures will fall onto the low walls with you, instead of into the center area. Kill the three creatures on the low walls, and a chest will drop onto the ledge at the top of the room. Jump from the rear low wall onto the ledge and open the chest to receive the Merman boots. The Merman boots will allow you to do everything the Long boots did, plus they will give you the ability to swim(while swimming, press the Square, Triangle or X buttons to swim faster). Once you have the Merman boots, return to the room where there were many wooden stumps in the water(the room where you found the key in the chest). Once In the room, pick up the stump on the floor, and jump across the stumps in the water to the stump furthest to the right. Drop the stump into the water between the stump to the right and the ledge with the chest on it, then use it to reach the chest. Open the chest to receive an herb. After opening the chest, jump back down into the water and swim through the doorway to the right. In this next room, kill or avoid the three creatures and exit by the door to the top right. In this next room, swim past the moving spike in the water and climb onto the dock to reach the land. Next, place the barrel in front if the thin ledge that leads to the moving platform in the center of the room. Jump from the barrel to the ledge, then from the ledge across the moving platform to cross over to where the open door is. After exiting into the next room, jump across the platforms quickly(they break shortly after you touch them), and open the chest on the ledge that they lead to. After opening the chest you will receive a key. Once you have the key, walk off the bottom center of the ledge you are on, and you will land on another small ledge below that also has a chest on it. Open this chest to receive a bar of gold worth thirty. Next, jump into the water and swim back to the stairs towards the top of the room. Climb the stairs and exit back into the room with the moving platform. Make your way to the locked steel door at the top of the room and use the key to open it. Once you are through the steel door, kill the enemies and walk to the switch plate to the left in the new room you are in. The object of this room is to trigger the switch plate, which will raise the stone slab blocking the exit at the left of the ledges for a brief period of time, and make it under the stone slab before it falls. After exiting the room past the stone slab, you will be in the room with the wooden stumps again, only now you are on the ledge across the water. Break the blocks of stone and climb the ladder to exit the room. In the next room, kill the two creatures, then walk towards the third rotating steel ball(the one next to the high ledge). Your task here is to break the pillar that the steel ball is rotating around at such a time that the ball crashes to a stop against the high ledge to the right. If you think of the circle the steel ball is rotating in as a clock, strike the pillar when the ball is around 8 o'clock. This should cause the ball to break free and come to a stop against the ledge. After the steel ball is against the high ledge, walk back to the top left corner of the room and break the stone blocks that are there. You will find a barrel hidden behind the blocks, pick it up and bring it to where the steel ball is. Place the barrel in front of the steel ball and use it as a step to jump onto the steel ball. From the steel ball, jump to the high ledge and exit through the door to the right. In the next room, ignore the lever on the bridge, as it only drops four creatures into the room. Walk across the bridge to the right side of the room and break the stone blocks that are all about the area. You will find two doorways, one to the bottom of the room underneath a sign, and one to the top right. Also, upon breaking a certain block of stone you will trigger a hidden lever that will open a door on the left side of the bridge. Enter the door that the lever opened and you will find three creatures, a rotating steel ball, and a chest. Kill the creatures and make your way past the steel ball to open the chest and you will receive another gilded falcon. After you receive the gilded falcon, leave the room and exit the outer room(with the bridge) through the top right doorway. Here you will find two rotating steel balls. The object here is similar to the room where you had to use the steel ball to climb onto the high ledge. You need to break the pillars at a certain point in the steel ball's rotation so that you can use the balls to get across the gaps in the ledge that runs around the edge of the room. Again, if you think of the ball's rotation as a clock, strike the pillar of the left steel ball between 9 and 8 o'clock. This will cause it to crash into the wall between the ledge the exit is on and the ledge prior. Next, strike the pillar of the right steel ball when the ball is at 5 o'clock. This will cause the ball to come to a stop in the gap directly above where it was. After both steel balls have been successfully knocked into place, make your way to the exit on the ledge to the bottom of the room. After exiting, you will be in a room with many small spiked balls rotating in the water. If you need a wonder essence, use the wooden stump at the bottom of the room to reach the chest on the island in the center. Exit this room through the door to the lower right. In this next room, kill the creatures without breaking the jars stacked up next to the water. After defeating the creatures, climb the jars until you are on the top of the double stacked ones. From the top of the double stacked jars, jump to the island closest to the jars. From there jump to the island with the wooden stump on it and pick up the stump. Drop the stump in the water between the island it was on and the island covered with stone blocks. Try and drop it so that you can jump from it to the small open gap at the edge of the block covered island. After jumping onto the stone covered island, break the stone blocks to uncover a chest hidden to the rear. Open the chest to receive a key. After receiving the key, go back to the room with the bridge with the lever on it. Once there, exit through the door to the bottom of the room(under the sign). You will now be in a room with a warp plate that leads to a save and regeneration point. After using the save point(if necessary), proceed to the lower section of the room and use the key on the locked door that is there. Once the door is unlocked, open the two chests to the left to find a life vessel, and a strength elixir. After receiving the items from the chests, break the stones that are blocking the stairs to the right. Go down the stairs and exit through the door at the bottom. In this next room, you must jump onto the switch plate, which will cause the platform holding the large rock to break, and then jump onto the rock itself as it rolls by the switch plate. Once on the rock, jump to the moving platform, then back onto the rock. The rock will fall into a shallow hole, shortly after, a second rock will drop down in front of the first rock. Jump from the first rock onto the second. The second rock will roll under a moving spiked ball. When this is about to happen, avoid being damaged or knocked to the floor by jumping back and forth between the rock and the ledges towards the top of the room. Before the second rock comes to a stop in the shallow hole in it's path, jump from it to the ledge to the right that has a switch plate on it. Trigger the switch plate to cause the stone slab below to raise, revealing the exit. Jump down and exit the room. In the next area, walk down the stairs and you will be in the boss' chamber. The floor here is covered with shallow water. After walking to the center of the room, you notice a giant face in the water below you. Suddenly a giant water beat rises from the water and attacks you. Boss strategy: The water beast will shoot arms made of water up at you, these can be hit to be destroyed. However, only by hitting the main section of the water beast(looks like a trunk with many sets of eyes) itself, will you do any damage to the boss. The water beast will also from time to time, shoot out many water bubbles at you, when this happens, rapidly swing your sword to clear a path through them and avoid taking any damage. After defeating the water beast, a vision named Vul appears and talks to you of Melzas, the murgg and the seven jewel crests needed to raise his palace. After he is finished speaking, he drops two chests into the shallow water, one open and empty, the other containing the level one Water scroll. The empty chest is that way due to Zazan and the murgg stealing the jewel crest that was inside. After receiving the Water scroll, the vision vanishes, leaving a warp plate where he had appeared. Walk onto the warp plate and you will be taken to one of the first few rooms of the coastal cave. Exit the cave, back out onto the shore and from there, return to the village of Inoa. Chapter Fourteen Who's the new girl? When you arrive back in Inoa, go to Septimus' and he will tell you that Myra is ill, and that you need to go see her. He also tells you a new girl has arrived in the village, and she claims to have the powers of a dreamwalker. Leave Septimus' and go to see Myra at her house. Once you arrive at the house, speak to Yuri, Kline, and Lutas who are standing outside. They will tell you that Myra is ill, and that a girl named Meia has arrived to help her. Enter the house and proceed upstairs where you will find several townsfolk gathered around Myra's bedside. Speak to Beaumont and Meia, and you will find out that she has saved Myra. Septimus will then arrive. After Septimus speaks to Beaumont, you and Meia, Meia will leave the room and the scene will fade. Chapter Fifteen Will somebody shut that werewolf up, I'm trying to sleep It is the now night, you are trying to sleep in your bed at Jess'. Thought's of Meia and what she said at Myra's haunt your mind. Suddenly a terrible cry is heard, and Kline jumps through your window onto your bed. You quickly leap from the bed to avoid Kline. As Kline starts to talk to you, Jess comes into the room to see what happened. Jess is shocked to see Kline standing on the bed. Kline jumps back out the window just as suddenly as he appeared. Speak to Jess and he will tell you that Kline no longer appears human. Leave the house and go after Kline. As soon as you leave the house, Septimus will meet you in front of the fountain and agree to help you capture Kline. You split up as it may be easier to catch Kline this way. After Septimus leaves to find Kline, search the houses with open doors(other than Jess'). They are: Wendell's Yustel's Meia's If you try to walk into each of these houses, Kline and Septimus will appear briefly, then run away. At the third house(doesn't matter which order you search them in), when Kline runs away, Septimus says that maybe you should call it a night, as Kline keeps escaping. The scene fades once again. Chapter Sixteen Kline, the Wolfman, and me When you awake the next morning, go downstairs and Jess will tell you to go see Septimus, as he may know what to do about Kline. Proceed to Septimus' and speak to him. After speaking with Septimus, attempt to leave his house. As you are leaving, Septimus has an idea. When he's finished telling it to you, leave Septimus' and go to Kline's house. Once you are at Kline's, you will find Meade, Lutas, and Yuri outside the house. Speak to them and Yuri will tell you that Meia is inside and then step aside so that you may enter. Enter Kline's house and speak to Meia and Beaumont, after which Septimus will arrive and speak to everyone. After Septimus is finished speaking, he asks you if you are willing to travel into Kline's subconscious, Yes/No. After answering Yes, approach Kline(in the bed) and try to speak to him. At this point, Septimus asks you if you are ready to make the journey into Kline's mind, Yes/No. After answering yes, you are sent into Kline's subconscious. You arrive in Kline's nightmares in a snowy field. The ground here is very slippery. Walk to the North and cross the wooden bridge and you will find the entrance to an evil place. Inside the entrance you will find a room divided into three hallways. At the end of each is a switch plate and a closed gate. Trigger all three switch plates to raise the center gate. Exit through the doorway beyond the raised gate and you will come to an outside area below three towers. Make your way through the small maze of snow covered rocks and bushes to the lower center section of this area. Here you will find a warp plate at the top of a small hill that will bring you to a save and regeneration point. After using the save point(if necessary) make your way into the cave-like door on the ledge to the side of the third(furthest to the right) tower. Once inside the door, strike the multi-position lever at the bottom left. Doing this will cause the small rock to roll to the right until it stops against the second multi-position lever, on top of two ice pillars. Once the rock stops, push both ice pillars upwards against the colored wall, then strike the second multi-position lever. The rock will now roll to the right until it comes to a stop against the third multi-position lever to the right, above the first lever. Walk to the third lever and strike it four times quickly, so that the rock rolls upwards and crashes into the large pile of brown rocks that are blocking the stairway to the center area of this room. When the small rock hits the larger ones, they all crumble, allowing you to walk up the stairs to the center area. Kill the creatures in the center area, then inspect the statue at the top of the stairs towards the top of this area. The statue will restore you to full health. Next trigger the three switch plates at the foot of the stairs to the statue. This will cause three pillars to rise from the ground. After raising the three pillars, jump into the hole where there should be a fourth pillar, and that will trigger a fourth switch plate to appear at the foot of the stairs. Jump onto the fourth switch plate to trigger the fourth pillar to rise. After activating the fourth pillar, walk up the stairs to the lower right of this center area, and follow the ledge(jump across the gap) to where the pillars have raised. Jump from the ledge to the top of the closest pillar, then across the other pillars to the ledge on the left side of the room. From the left ledge, you can reach the chest on the lower raised platform. Open the chest to find a gilded falcon. After getting the gilded falcon, follow the ledge back around(you have to jump down and go across the pillars again) to the top left, where you can jump up to the top section of the room. Once at the top, trigger the switch plate that is there. Once the top switch plate has been tripped(it will become evident soon what the switch plate triggered), leave the room and make your way to the central tower. Enter the now open door at the bottom of the tower, and you will be at the top of a room with a long winding set of stairs and ledges leading to a chest at the bottom. Jump off the ledge and fall to the bottom of the room. Open the chest to receive a key. After receiving the key, make your way back up and around the spiked balls on the ledges, to the door at the top that you entered from. Exit the center tower and make your way to the bottom of the tower to the right, and enter the open doorway that is there. Once in the room, push the ice pillars that are there in the following manner. Push the pillar closest to the door upwards, it will come to rest on the first of four switch plates at the top of the room. Next, of the remaining pillars, push the higher one upwards, then to the left, then upwards again. It will come to a stop on the second of the four switch plates. Finally, push the remaining pillar upwards onto the third switch plate, then step onto the last switch plate with your character. Tripping the four switch plates at once will cause the door at the top of the stairs to the left to open, allowing you to exit the room. Ignore the chest on the raised area for now, as you need to drop down onto it from the room above. In the next room, kill the creatures then push the ice pillars in the following order. First push the pillar below the stairs to the raised section of the room upwards, then to the left, where it will come to rest against another pillar and on a switch plate. Next, push the pillar that the first is against upwards, so that it comes to a stop next to another pillar, and on top of a second switch plate. Now push the pillar that the second pillar ended against to the right, and it will land on a third switch plate. Next, push the pillar to the bottom right of the raised area in the center, upwards, so that it stops against the other unused pillar, then push it right, against the third pillar, then down, so that it stops on the fourth switch plate. Finally, push the last pillar upwards onto the fifth switch plate. When all five pillars are placed on the switch plates, jump onto the single raised switch plate and the locked gate at the top of the stairs to the bottom left will raise. After raising the gate, walk onto the center raised area, and jump onto the stone slab in the center(the one with the cracks). Jump up and down three times on the stone slab and it will break, revealing a hole that leads to the room below. Drop down the hole and you will land on the center island in the room below. From the center island, jump across the platform to the right, to the island with the lever on it. Drop a bomb onto the lever, then quickly jump back across the floating platform to the center island. When the bomb goes off, the lever will be flipped, and the platform to the right will raise, while the one to the left will lower, allowing you to reach the chest to the left. Open the chest to receive a life vessel. After receiving the life vessel, return to the room above and use the exit at the top of the stairs that you opened to exit that room. In the next room, you need to push the ice pillar furthest to the top on the right, downwards, against the pillar below. Next push the same pillar left, so that it stops against the railing, then upwards again so that it stops against the pillar at the top of the room. Finally, push the pillar to the right, so that you can use it as a step to reach the higher platform and exit. Ignore the center floating section for now, as you need to drop down from the room above to reach it. In the next room you will find eight ice pillars and one switch plate. There is also a chest to the lower right corner of the room. To reach the chest, you must move the pillars in such a way that you trigger the switch plate and keep it that way. If the pillars were numbered in this way according to their original placement in the room, move them in this order(make sure to remember which pillar was which, as you'll be moving them a lot)... Original placement: 1 plate 2 5 6 3 8 4 7 Move the pillars as follows: #7 upwards #6 left #1 left #2 right #2 up #7 up #7 left #5 up #4 up #4 right #8 up #8 left #8 up #8 right(onto switch plate) Once the number eight pillar lands on the switch plate, a platform appears in the gap between the right ledge and the chest below. Jump across the platform and open the chest to receive another key. After getting the key, jump back across the platform, leave the room and exit the tower(note: at the top room you can jump from one of the side ledges and you will land on the floating island in the room below. From there you can climb the ladder to the exit above. From there, you can walk along the ledge at the bottom of the top room above, and exit the tower onto a snow covered bridge that connects all three towers high above the ground. Doing this is unnecessary as you will be able to access the bridge from the top of tower one, which is the tower furthest to the left). Once out of the right tower, make your way to the bottom of the tower furthest to the left, and enter the open door that is there. You will now be in a room where the floor is covered with arrow marked conveyor belts. The arrows denote which direction the belts travel. Step on the left arrow at the top left of the open square you are on(entryway), and you will be brought to the small open square to the left. Jump over the arrow beneath you into the lower open square. From there step on the arrow that will bring you to the open area to the left, then from there step on the up arrow furthest to the left and you will be brought to the small open square above you. Once again, step on the up arrow to be brought to the next open square above you. Next, step on the right arrow that is to the right, then the down arrow that will be below you when you arrive at the next small open square. The down arrow will bring you to the open rectangle to the right, from there step on the right arrow above the rectangle to be brought to the small square to the top right. From the small square, step on the up arrow to the left, then you can either jump over the left arrow to the top of the room, or step on it to be pushed there. Once at the top of the room, push the ice pillar onto the switch plate to it's left, then step on the other one with your character. Triggering the switch plates will cause the locked gate at the top of the stairs to the left to raise, allowing you to exit the room. In the next room, kill the slimes, then push the ice pillars in the following order. Push the first pillar(furthest to the left) to the right, then upwards, then to the right again. It will come to a stop against the raised ledge to the top right. Next, push center pillar to the right, then down. It will come to a stop in the gap between the lower ledge and the area where the stairs that lead to the exit are. Finally, push the third pillar to the right, so that it stops in the gap in the ledge that runs along the right wall. After all the pillars have been placed, climb the ladder back up to the raised area towards where you entered the room. >From there, jump onto the floating platform to the right. The platform will fall, but you can jump from the lowered platform onto the first pillar, and from there, make your way around the room on the ledge, and exit at the top of the stairs. In the next room, if you jump on the switch plate at the top of the room, another will appear for a brief period of time. After hitting the second switch plate, a third appears, and so on, and so on, until ten switch plates have been triggered successfully in a row. After the tenth switch plate has been triggered, the gate at the top right of the room will raise and allow you to reach the exit. To reach the chest in this room, you need to drop down onto it from the room above. In the next room above, push the ice pillar at the top to the left, so that it stops against the step to the left. Next, jump from the step to the pillar, and from the pillar to the higher ledge in the corner. Jump down onto the ledge that runs along the left wall of the room. Push the pillar that is there towards the step above(as you did with the other pillar). Next, trip the switch plate on the ledge and a platform will appear at the center of the conveyor belts to the right. Walk across the conveyor belts(while avoiding the spiked balls), to the floating platform. Walk off the platform at the bottom edge of it and you will land on the raised area in the room below that has a chest on it(note: you can reach the chest by just jumping diagonally up/left from the start of the conveyor belt on the bottom right ledge). Open the chest to receive a key. After receiving the key, return to the room above and exit through the door at the bottom of the right ledge. You will now be on a snow covered bridge high above the ground that connects all three towers. Walk across the bridge to the center tower and use the three keys you've collected to open the three locked gates that are blocking your entrance. After unlocking the three gates, enter the center tower. Once inside, walk across the conveyor belts(avoid the dropping spiked balls), and make your way up the stairs. The chest to the right that contains an herb if you need one. After the final set of stairs, drop down to the small ledge to the right and climb the ladder to the section above. From the upper section, climb the ladder to the top and hop across the gaps to the exit. The chest at the top right contains a strength tonic if you need one. After going through the exit, you will come to a snow covered hallway with stairs leading to an area with a statue in it. Inspect the statue to have your health restored to maximum. The gate behind the statue will also raise upon inspecting the statue(note: for the gate to raise, you must have previously inspected the statue, and have triggered the switch plate in the floor in the upper section of the cave room, where the other statue was located earlier). Go through the now open gate and climb the stairs beyond to enter the boss' chamber. Once you enter the boss' chamber, the gate crashes down behind you, and Kline appears bewildered in the center of the room. Suddenly, a large creature drops down at the top of the chamber. You must now battle the creature. Boss strategy: The creature spits out numerous slimes at you and Kline, kill as many as possible(you may receive health ups). The boss will also open it's lower wide tentacled mouth and try to suck you and Kline inside it. When this happens, try and keep your character between Kline and the creature, as if Kline is captured in it's mouth, you will be injured as well. When the creature is sucking you towards it, drop bombs while either walking, or jumping away from it. The bombs will damage the creature if it's mouth is open when they detonate. It takes two bombs to stop the creature from sucking you towards it. Always try to keep Kline at the bottom of the chamber, near the locked gate. This will give you more time to drop bombs when necessary. After you do a certain amount of damage to the creature, Septimus calls out to you, and you are brought back to the real world. As soon as you return, Kline wakes up, jumps up on his bed, and transforms into a demon werewolf. All the townsfolk in the house run outside, while the others gather around Kline's house. Kline, as a werewolf, leaps from his house and jumps up onto the roof. While on the roof, Kline threatens you, then leaps down and attacks you. You must now battle Kline as the demon werewolf. After inflicting a certain amount of damage on Kline, Meia screams, and Kline falls to the ground and dies. As soon as Kline dies, he transforms back into his human self. Everyone then bows their head in sadness. Chapter Seventeen Enter the hall of the lizard king You awake the next morning to another loud clanging, with thoughts of Kline, Meia, and Melzas still in your mind. Upon going downstairs, Jess gives you a new weapon. It's a Hunter bow like Kline's, Jess has fixed one up for you. After receiving the Hunter bow from Jess, make your way to the Southeast, to the statue of the Ancient lizard god that is at the top of the Dark swamp. Once in front of the statue, use your Hunter bow to shoot the green glowing orb on the island in front of it. When the orb has been struck, the lizard god statue will move aside, revealing a cave entrance behind where it was. Enter the cave and you will fall into the reptile lair. You fall into deep water by way of a waterfall. Swim to the shallow water to the right, and jump onto the wooden platform on the edge of the deep water. From the wooden platform you will notice three floating platforms circling over the deep water in front of you. The three floating platforms are all at different heights. Jump onto the lower platform, then from there, jump to the mid-level platform. From the mid-level platform, jump onto the highest platform and ride it until it approaches the left side of the room. Once the platform reaches the left side, jump to the ledge that you can see the chest on. Once you are on the ledge, open the chest to receive an herb, then flip the lever that is slightly below to the left. Flipping the lever raises the stone slab that was blocking a set of stairs at the bottom of the room. After flipping the lever, make your way back onto the mid-level floating platform. Ride the mid-level platform towards the bottom of the room and jump off onto the wooden platform to the left, once you get there. From the wooden platform, make your way to the stairs at the bottom left corner and exit the room(note: there is a large pile of rocks against the left wall here, bomb them and you will be able to exit the reptile lair if you feel you are not quite ready). In the room below, kill all the lizard men to cause the door at the top of the room to open(note: walk near the three lizard statues to the right, they will come to life, and you must kill them also). Exit through the door between the two statues and you will be in a room with rising spikes and a large pool of water. First walk past the spikes to the top of the ledge. Next, jump to the small wooden platform above and pick up the small white rock. While holding the rock, make your way around the room, jumping between platforms where necessary, to the wooden platform closest to the ledge in the top left corner with the lever on it. When you get to the closest wooden platform, drop the small rock so that it is hanging over the edge of the platform, towards the lever. Climb onto the rock, and jump over to the ledge with the lever on it. Once on the ledge, flip the switch, then go back to the previous room, where you fought the lizard men. Once in the room where you fought the lizard men, look at the right side of the room, a winding log ramp has now appeared. Use the ramp to exit the room through the door at the end of it. You will now be in a room filled with lizard men statues, some will come to life when approached. Make your way towards the top left side of the room and you will find a lever. Flip the lever and the tile to the right will disappear, revealing stairs. Exit by the stairs. In the room below, make your way to the top of the room by breaking the small stone blocks piled against the ledges, into steps. Once at the top of the room, the three lizard statues will come to life, but the statues themselves will not disappear. You must now destroy the statues by repeatedly striking them. When all three statues, plus any live lizard men, have been destroyed, the wall next to the statues will break open, allowing you to enter the room to the right. In the room to the right, avoid the fireballs being shot by the busts to the right, and exit by the stairs to the rear. In the next room, destroy the three lizard statues, then get the herb from the chest at the top if you need it. After getting the herb, proceed to the lower section of the room and break one block off the pillar directly to the right of the small ledge with the chest on it. Climb onto the now lower pillar, and jump to the ledge. Open the chest to receive a key. Once you have the key, return to the first room(where the three floating platforms are). Return to the wooden platform on the edge of the deep water, but instead of jumping to the floating platforms, jump across the wooden platforms to the ledge at the left, in front of the waterfalls. Once on the ledge, walk along it, behind the waterfalls and around the corner until you come to a locked gate. Use the key to open the gate, then walk to the stairs on the other side and exit the room. The stairs lead to a long hallway with a chest containing an herb at the top, and many stone pillars at the bottom. Break open a path through the pillars(use the ball and chain, certain pillars are breakable), so that you can reach the pool of water below them to the left. Once a path has been cleared through the pillars, jump to the ledge to the left that has the lizard men statues on it. The top and bottom center statues will come to life when approached, but the statues themselves remain. As before, you must break these statues and all live lizard men that sprang from them in order to reveal the stairs to the left. Exit by the stairs once the statues and lizard men have been destroyed. In the next room, there are eight lizard man statues that when approached will pulsate. The object of this room is to destroy all eight statues. They can only be broken when pulsating, and they only pulsate nine times. Since there are eight statues, that means you can only miss once. Once all eight statues have been destroyed, a stairway is revealed to the left. Exit by the stairs. In the next room there are two warp plates. One leads to a dead end(for now), while the other one leads to a save and regeneration point. There is also a door up the stairs to the top right, exit through this door. In the next room there are two lizard statues, destroy them both(and any live lizard men), and a door will appear in the wall, behind where they stood. Once through the door, make your way through the small maze, avoiding the fireballs and jumping over wooden platforms where necessary, to the stairs to the left. In the next room there is a chest containing a strength tonic, and five lizard man states that come to life. Run past the statues and exit by the stairs to the right. In the next room, there is a hidden doorway at the base of the stairs, to the left, but it is locked. Remember where this door is, as you will need to come back to it when you find another key. For now, walk to the bottom of this room and exit by the stairs that are there. In the next room, cross the wooden bridge, and you will see three circles of lizard statues, four statues in each. Walk through the center of the bottom circle of statues(there is a floor plate in the center), and all the surrounding statues will come to life. After killing all the lizard men, jump from the now empty stand furthest to the left, to the ledge directly to the left of it. Walk down and around this ledge to the lower wooden bridge, and cross it. Once across the bridge, open the chest to find a life vessel, then flip the lever to make a floating platform appear at the top of the room. Once the lever has been flipped, make your way back to the main section of this room, where the lizard statues are. Once there, jump onto the floating platform, then onto the ledge above and exit the room by the stairs that are there. In the next room, there are eight lizard statues, three of them you can break. Break the three statues and any live lizard men that emerged, then jump from the middle right hand stand, to the ledge with the switch plate on it. Trigger the switch plate, and a second switch plate will fall onto the ledge towards the lower section of the room. Next, jump onto the empty stand at the bottom of the room, and from there, jump onto the two stone blocks to the left. Jump from the stone blocks to the top of the lizard statue above them, then jump to the ledge with the second switch plate. Trigger the second switch plate to open the gate to the right. A small step will also appear between the two statues down the passage to the left.(note: sometimes the gate will open without having to trigger the second switch plate, depending on what order you broke the statues in. However, this appears to be purely random). After opening the gate, proceed through it to the next room. In the next room are eight more lizard statues and a pile of stone blocks. Break the stone blocks to reveal a switch plate on the floor. Trigger the switch plate and the door to the room will shut and all the lizard statues will come to life. After killing all the lizard men, the door re-opens, allowing you to exit back into the previous room, where you will find the door at the bottom, beneath the stone blocks, has also opened. Exit the room through the open door at the bottom and you will find a short hallway with eight more lizard statues. Run past them and they will come to life. After killing all the lizard men, the tile on the floor at the bottom of the room will disappear, revealing a stairway for you to exit by. In the next room, there are yet eight more lizard statues. Three of them come to life when approached. Break all three statues and any lizard men that emerge, and the tile on the ledge to the right will disappear, revealing another stairway. Exit by the stairway(jump from the empty stand to the stone blocks, then to the ledge). In the room below, just exit through the door to the left. In the next room, walk around the ledge(jump across the gap), to the lever on the left. Flip the lever to cause a floating platform to appear and begin circling over the pit of spikes in the center of the room. Jump onto the floating platform, and use the ball and chain to flip the second lever towards the bottom right, that the floating platform passes. Flipping the second lever will cause a second floating platform to appear. Use the second platform to reach the ledge at the bottom of the room. Towards the right side of the bottom ledge is a giant statue of a lizard man, it is blocking you from entering the room to the right. Walk up the stairs to the left side of the ledge, and exit the room. In the next room, swim past the moving spiked balls in the water and climb onto the single stone block to the right, at the top of watery section of the room. From the single stone block, jump onto the double stone block to the left, then onto the ledge above. From the ledge, jump onto the triple stacked stone blocks closest to the wooden platform in the water. From there, jump onto the wooden platform and trigger the switch plate that is there. This will cause the rock that was blocking the ramp to the exit above, to explode. There is a gilded falcon in the chest in this room. Exit through the door at the top of the ramp. In the next room, there are seven lizard statues blocking a giant lizard man statue at the top of the room. Approach the statues and the regular ones will come to life. The center statue can be broken, while the other six just send out one lizard each. Break the center statue and kill all the lizard men. After doing this, jump onto the empty stand in the center, and drop a bomb onto the giant lizard man statue at the top of the room. When the bomb goes off, the statue will break apart. After destroying the statue, return to the room a few previous, where there was another giant lizard man statue blocking your passage to the right(where the spike pit is). When you get there you will see that the lizard statue that was here is now gone(it was destroyed when you blew up the other one). The triangular floor plate that is surrounded by four small rocks is a regeneration point, and will replenish your health if you walk on it. Just to the right of the regeneration point is a large group of lizard statues. Approaching certain statues brings them to life. Kill the statues that come to life. And make your way through the remaining statues by climbing over the empty stands. Exit by the door on the other side of the statues. Once you are through the door, an explosion occurs, and you are sealed in the room. Walk to the top of the room and you will see two lizard statues in front of a wall. There is an area of black between the statues and the wall. Drop three or four bombs between the statues, but slightly higher. A hole in the top wall will be blown open, and ten lizard men will enter the room through it. As soon as the lizard men have entered, rocks will fall into the hole from above, sealing it back up. After killing all ten lizard men, a chest containing a key will drop into the room, and the door to the left will re-open. After receiving the key, return to the hidden locked door that was located at the base of the stairs in one of the previous rooms(it is below the room with the circles of lizard men statues, you may want to take this opportunity to save your game at the save point before going to the locked door). Once there, use the key to open the door. Go through the door to find another regeneration point. After using the regeneration point(if necessary) exit through the door to the left. You will now be in the boss' chamber. Walk down the ledge, and jump into the main section of the chamber. You will walk up to an enormous statue of the Ancient lizard god himself. Upon approaching the statue, it will come to life, as do the numerous lizard man statues around the room. You are now forced to battle the Ancient lizard god and his minions. Boss strategy: Try and keep up your attack on the lizard god, as the lizard men will keep re-appearing as fast as you kill them. Every once in a while, the lizard god will jump. When he lands, the floor of the chamber will shake and anything then on it will be momentarily paralyzed. To avoid this, jump into the air just before the lizard god lands on the ground from his jump. I suggest using your sword, as the other weapons aren't as quick. If you take too long to kill the lizard god, he will start to replenish his own health. After defeating the Ancient lizard god, a vision appears. It is Jeal, and he is the keeper of the second of the seven jewel crests needed to raise the Palace of Melzas. Jeal warns you of Melzas and then leaves. After Jeal leaves, jump up to the ledge on the left side of the chamber, and walk upwards to where the room with the two chests is located. Open the chests to receive the level one Fire scroll, and the second of the seven jewel crests. After receiving the two items, walk back down the ledge, and make your way to the bottom left, where you will find another regeneration point. After using the regeneration point(if necessary), hop onto the warp plate on the step to the left, and you will be teleported to a room with a pool of water and many slimes. The chest up the ramp to the left contains an herb if you need one. If you had used a bomb on the rock formation next to the stone slab in the first room of the reptile lair dungeon, this is the room you could have entered. After getting the herb(if necessary), climb the ladder that is on the left side of the room, and jump onto the rock above that the sunlight is shining down upon. Doing this will bring you back outside, into the Dark swamp area. Once you are back outside, return to the village of Inoa. Chapter Eighteen Haven't I seen you someplace before? As soon as you enter Inoa, Jess meets you at the gate, and tells you that you are needed at Giles' house. Upon arriving at Giles', speak to Rumi, who is standing at the door. While you are speaking to Rumi, Meia comes out of the house and tells you of Giles' condition, and also warns you not to enter his dreams. When she is finished talking to you she leaves, heading for the sanctuary. Enter the house and speak to Beaumont, Septimus, and Kisha, who are all at Giles' bedside. Speak to Giles, who is ill in bed, and Kisha will ask you if you would journey into Giles' mind and try to help him, Yes/No. After answering yes, try and speak to Giles, this will prompt Septimus to ask if you're ready to make your journey into Giles' subconscious, Yes/No. After answering yes, you are brought into Giles' nightmare. Once you enter Giles' nightmare, you will find yourself in a cave of evil. Walk through the first room, past the stone slab, to the doorway at the top. Once through the door, ignore the stairs to the right, and exit through the door directly above. As soon as you enter the next room, the door slams shut behind you. A large spiked steel ball circles the room as four slimes rise from the ground and attack you. Kill the slimes while avoiding the steel ball. Once the slimes are destroyed, four more creatures rise from the ground. Kill them, and yet four more creatures rise and attack. Once these final four creatures have been destroyed, a chest falls into the center of the room. Approach the chest and it will come to life and attack you. Once the chest is destroyed, a switch plate will fall into the room. Trigger the switch plate, then return to the first room, where you will find that the stone slab has disappeared. Exit the first room by the stairs that are where the stone slab was, and you will come to a room with a ledge to the right with a switch plate on it. Except for one strip at the bottom of the room(blocked from sight by the bottom wall), the floor is covered with arrow marked conveyor belts. There is a single slime in the room as well. Kill the slime and a jar will fall onto the conveyor to the right. The jar starts traveling on the conveyor, towards the left. Very quickly, run down the clear strip at the bottom of the room and jump to the top of the jar. From the jar, jump to the ledge before it travels past it. Once on the ledge, trigger the switch plate, then go back up the stairs to the first room again. Once there, you will see that the wall at the top right has opened, allowing you access to a new section of the room. In the new section, push the stone block upwards and it will drop into the gap, allowing you to jump to the ledge to the North. Follow the ledge to the top of the room and push the next block of stone to the right. As before, it will fall into the gap, and you can then cross to the ledge to the right(if at any point you fall off the ledges, you will fall into the room below. There you will find many pits of spikes, two chests containing herbs, and various rock formations that will allow you to jump over the spikes and exit by the stairs to the bottom left). Once on the center ledge at the top of the room(ignore the door), jump to the ledge below, then to the ledge below that, that has the next stone block on it. Push the third block to the right and cross over to the ledge to the right. Once there, push the next stone block upwards, and cross to the ledge above. Once on the ledge at the top right corner, exit through the door that is there. The next room has a raised area with many stalactites dividing it into smaller sections. There is a warp plate in the center of the raised area that leads to a save and regeneration point, and a large stone block on either side. Walk onto the raised area and walk around the warp plate to the left, so that you are directly North of the stone block. Use the ball and chain to strike the stone block, and it will slide Southwards and fall off the raised area. Jump from the small brown rock at the foot of the raised area, to the top of the stone block, then from there jump to the ledge where the chest is. Open the chest to receive an herb. Repeat the process to open the chest on the ledge to the right to receive another herb. After opening the chests, climb back onto the raised area and while standing in front of the purple glowing warp plate, between the two stone blocks(they return to their starting points), strike the block to the left with the ball and chain. The block will then slide off the raised area into the gap to the left. Walk to the block and use it to jump across to the left of the gap(if you fall into the gap, run to the opposite side of the hallway you land in, while avoiding the spiked steel balls. Flip the lever that is there to open the locked gate below, and use the warp plate to return to the room above). To the far left side of the room, you will find a lever on the wall. Flip the lever and the ledge you are standing on will give way, dropping you into another room below. Once in the room below, use the barrels to reach the chest containing an herb, and the warp plate. Use the warp plate to return to the room above. Once back in the room above, repeat the procedure on the stone block to the right, then use the fallen block to cross to the right side of the gap. Make your way to the far right side of the room, where you will find another lever on the wall. Flip the lever, and the wall at the top of the room will open. Very quickly jump back onto the stone block before it rises from the gap, and jump from it towards the top of the room. Walk around the back of the raised area, to where the wall opened, and enter the new area. Once in the new area, the wall will re-seal, and creatures will rise from the floor and attack you. Once the creatures are destroyed, the wall will open below you, and above you. Head through the new passage above, and the wall will once again re-seal as you enter the room above. In this room there are eight purple orbs atop pedestals at various positions in the room. One of the orbs is glowing. The object of this room is to light all eight orbs in a specific order within a short period of time. Start by striking the glowing orb first, which will cause a second orb to light, then strike each orb in the order that they light up in(top left of stairs, top right of stairs, center ledge left, center ledge right, top of room left, top of room right, bottom of room left, bottom of room right). Use the Hunter bow to strike the orbs, as the arrows will travel faster than you can. Once all eight orbs have been lit, the wall at the bottom of the room will re-open, and a warp plate will appear at the top of the stone steps in the center of the room. Use the warp plate to exit the room. In the next room, there are two small brown rocks in the shape of faces, on either side of the broken warp plate that you emerge upon. Do not walk in front(Southern side) of either of the stone faces. If you do, their eyes will light up, and walls will appear on whichever side you stepped in front of the stone face on, that will block your way in that direction. Walk around(North) the stone face to the left, and fall into the hole that is there. Once in the room below, kill all the creatures that are there, and two jars will fall into the room next to each of the ledges that contain chests. Jump up to the chests and open them to receive two herbs. Once you receive the herbs, flip the lever to raise the locked gate to the right, and quickly proceed to the warp plate before it lowers again. Use the warp plate to return to the room with the two stone face statues. Once there, exit through the door just above the statues. In the next room, use the side alcoves to avoid the large rolling rocks, as you make your way up the stairs and exit through the door at the top. In the next room, light the four orbs in a specific order(left top, right bottom, left bottom, right top), and a jar will fall next to the center area so that you can reach the large crystal. The two stone slabs that are to the left will also raise for a brief period of time. Jump up onto the center area and pick up the large crystal, next bring the crystal to the far left side of the room(under the two stone slabs and spiked steel ball). Once at the left side of the room, place the crystal on the pedestal(while standing to the side of the pedestal) that is there. This will trigger the ground in front of the pedestal to give way, leaving a hole in it's place. Jump into the hole and hold towards the left while falling, so that you land in the room directly below the one you just jumped from(if you don't hold towards the left, you will fall two floors down, into the room with the two chests on ledges). Once you land on the left ledge of the room below, pick up the large crystal that is there, and jump to the Southern ledge. From there, jump to the ledge to the right, and put the crystal down next to the chest. Open the chest to receive a gilded falcon, then pick up the crystal and hop onto the chest. While still carrying the crystal jump from the top of the chest across the gap to the right. You will land back in the area with the two stone face statues. Walk around(to the North) the stone faces, then bring the crystal down the hall to the right(avoid the spiked steel balls). Once in the small room at the end of the hall, place the crystal on the pedestal(from the side again) that is there. As before, placing the crystal on the pedestal will cause the ground in front of it to give way, leaving a hole. Jump down the hole. In the room below, kill the slimes and the creatures that follow them. This will cause another crystal to fall into the room. Place the new crystal on the pedestal(from the side) at the top of the room to once again cause the ground in front to give way. Jump into the hole and hold upwards, so that you land on the small ledge with the open door. If you miss the ledge, the door to the right at the bottom of the area below leads to a room with a warp plate that will take you back to the room with the save and regeneration warp plate. After landing on the ledge, enter the door(it will shut behind you) and kill the two creatures while avoiding the fireball. After killing the two creatures, the fireball will disappear(doing this will cause the fireball and two creature statues that are in front of one of the doors in the area below to vanish), and the door will re-open. Walk out the door, back onto the ledge, and jump down to the ledge to the left with the pile of rocks blocking another door. Use a bomb to blow the rocks away from the door and enter the room. Open the chest in the room to receive a wonder essence, then leave the room. Jump down to the left and enter the door to the far left(past one open door). In this next room, make your way through the maze of stalactites quickly, and open the chest in the center to receive a life vessel(the chest rises into the air if you take too long navigating the maze). After receiving the life vessel, exit the room and enter the room directly to the right. Once in the room, walk up the stairs and enter the area to the left with the numerous switch plates. The object of this room is to have all sixteen switch plates triggered at one time. To do this, think of the switch plates as the following numbers: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Step on switch plates, eight, fifteen, nine and two. After stepping on those four switch plates, all sixteen will be triggered, and the wall above will open, revealing a door. Enter the door and kill the creatures that are in the room. Next, enter the open door at the bottom left. Once in the next room, walk towards the top and you will see a switch plate. Climb the stairs and trigger the switch plate, this will cause a second switch plate to appear. Jump from the first switch plate across the gap, then hop up the stone steps and walk around to the second switch plate. Trigger the second switch plate before it disappears, to cause a third switch plate to appear. Jump down to the left of the second switch plate to reach the third switch plate, and trigger it before it disappears. After triggering the third switch plate, the wall to the top right will open, revealing a new section of the room. Walk into the new section and jump onto the small ledge between the gaps. Fall into the center gap and you will land on the raised area in the room below. Once on the raised area, pick up the crystal and toss it down to the floor. As soon as you jump down to the floor, four creatures rise and attack you. After killing the creatures, the bottom wall opens. Pick up the crystal again, and walk down the hallway at the bottom(avoiding the spiked steel balls) to the pedestal in the outer area. Place the crystal on the pedestal(from the side) to cause the ground in front of it to break away, leaving a hole. Walk onto the warp plate to the left of the pedestal, it will bring you to a room where four creatures attack you. After killing the four creatures, a chest containing thirty gold drops onto the ledge at the top of the room. After receiving the gold, return via the warp plate, to the room with the pedestal you recently triggered. Once in the room, drop down the hole in front of the pedestal, and you will land at the top of a stairway in a room with four creatures and a rotating fireball shooting bust. Once you kill all the creatures, the doorway on the side of the stairway will open, allowing you to exit. In the next room, you will find a bush and four jars. Pick up the bush and throw it. These types of bushes have high odds of turning into an herb when thrown(remember this). Once you've thrown the bush, exit back into the room with the fireballs. Once back in the outer room, kill the four new creatures that are now there, and the locked door at the top of the room will open. Proceed through the door into the next room. In the next room, walk to the top of the stairs and approach the door between the two creatures statues. Once near the door, the six lower statues will come to life and attack you. After killing the six creatures, the door at the top of the room opens, allowing you to exit. Once through the door, you will be in a long hallway. Walk up the hallway to the room at the top of it. There you will find Giles lying on the ground. Upon reviving Giles, you try to contact Septimus to let him know you've found Giles. Septimus tells you that you must now destroy the creature tormenting Giles in his dreams. At this point the creature from Kline's nightmare, that you never had a chance to finish off due to being called back too early, appears and begins it's attack on you. Boss strategy: Use the same strategy as you did when you fought the creature in Kline's nightmare, but it now takes three bombs to stop it from sucking you towards him. If Giles gets sucked into the creature's mouth you lose all your health. So make sure that if the creature is going to catch one of you, that it's your character. If you are too close to hit the creature with three bombs, hit it with the sword just before you're swallowed, as it will damage him also. Once the creature is defeated, you are brought back to the real world. Kisha goes to Giles' bedside as he starts to stir. As soon as he starts to wake, Kisha, Beaumont, Septimus and you all go to his bedside. Kisha tells Giles what you have done for him. Beaumont then tells you to go to the entrance to Magyscar and tell Jess and the other townsfolk that have gathered there about Giles' recovery. Chapter Nineteen Helter Skelter Upon arriving at the entrance to Magyscar, you tell everyone who is gathered there about Giles' current condition. The villagers then leave the tomb entrance to return to Inoa. Just as Jess is about to leave, he tells you about a crack in the rear wall. You must now break open the wall at the top of the room. To do this, walk to the top of the room, where the candles are placed below the emblem on the wall. Jump and strike the emblem with the ball and chain, this will break open a hole in the wall. Now just jump onto the shelf where the candles are, then hop into the hole to enter Magyscar itself. Once inside the tomb itself, pick up one of the three torches that are in the front area and proceed towards the top of the room(jumping across the gap in front of the wooden platform). Towards the top you will be blocked by four thorn bushes, throw the torch at them to burn them down. Once past where the thorns were, walk down the stairs to the right, and kill the creatures that are there. From the bottom of the stairs, jump to the ledge below and pick up the torch that is there. Once you have the torch, jump onto the floating platform that is circling the lower section of the room. From the floating platform, jump to the ledge at the bottom of the room that has the thorn bush on it. Use the torch to burn the thorn bush, then exit through the doorway at the end of the ledge. In the next room, kill the creature that rises from the ground, then jump onto the platform marked with arrows that is floating above the pit of spikes. When you use this type of platform, whatever direction you press on the controller(North, West, East, South) is which direction the platform will travel. Use the platform to travel to the right, across the spike pit, to the ledge with the ladder that is there. Once on the ledge, climb the ladder until you are just barely on the ledge above(this will allow you to avoid the spike trap that will raise if you go too far forward after getting to the top of the ladder), then walk around the spike trap to the open doorway above. Once you are in the next room, kill the creature that rises from the ground, then jump and grab the torch that is on the ledge to the left. Use the torch to burn the thorn bushes that are blocking the ladder to the right, then toss both barrels onto the ledge(one on top of the other) where you got the torch from. Once the barrels are on the ledge, climb the ladder and kill both the creatures that are on the next ledge. After killing the creatures, jump down onto the small ledge, next to the two barrels. Throw both barrels up onto the ledge where you just killed the two creatures. Next, jump down and climb the ladder to go back to where you just tossed the barrels to. Stack the two barrels against the left like two steps, so that you can jump from the top of the second barrel to the small ledge below the switch plate. Once on the small ledge, jump up and trigger the switch plate. Once the switch plate has been triggered, quickly pass under the spiked steel balls that raise(they drop shortly after raising) to the right and open the chest that is there to receive a key. Once you have the key, return to the first room, with the floating platform. After returning to the first room, jump from the ledge down to the lower section of the room, where you will find a warp plate that leads to a save and regeneration point. To the right of this lower section is a pit of spikes. Hop across the three rocks that are in the pit and use the key on the locked gate to the right. Once in the next room, jump to the islands in the pit of spikes and destroy all the creatures that are there, including the rotting corpses. Once they have all been destroyed, a lever falls into the bottom right corner of the pit. Flip the lever to cause the floating platforms that are in the gaps in the ledge that runs along the outer rim of the room to change position, allowing you to use them as steps. Once the lever has been flipped, climb out of the spike pit by way of the ladder towards the top left, and make your way across the ledge, past the first set of floating platforms, to the spot above the lever(ignore the chest in this room for now, you will be able to come back to it later in the game). Drop a bomb onto the lever, and when it goes off, the second set of platforms will lower, allowing you to cross over to the door on the other side of the gap and exit the room. Once in the next room, jump onto the first platform you can reach, and ride it to the ledge at the bottom with the barrel on it. Jump onto the ledge and pick up the barrel. Once you have the barrel, ride the second platform across to the center right section of the room. Once there, place the barrel against the wall to the higher ledge, then use it as a step to jump up to it. Trigger the switch plate and three torches will drop, use one to burn the thorn bush in front of the doorway to the right. Once the bush has been burnt, exit through the now unblocked door. In the next room, kill all the creatures, then climb the raised island to the bottom right. From there, jump to the top ledge and use the torch that is there to burn the large thorn bush on the island below(throw it). Next, jump across the islands(avoiding the steel balls), and pick up the next torch you can. Use it to burn the thorn bush on the small island to the left of where the large thorn bush was. Once that is accomplished, jump across the islands to the third torch, then use that to burn the thorn bush on the island at the top left. From there, jump to the ledge above and open the chest to receive a life vessel. Once you receive the life vessel, return to the previous room where the two floating platforms are, and jump into the large hole in the center of the room. You will fall into a watery area that has many creatures and three chests in it. Open the chests to receive two, thirty gold bars, and a strength tonic. After getting the items from the chests, exit through the door to the top left. In the next room, use the warp plate on the ledge towards the top to return to the first room again. From the first room, return through the room to the right, to the room where you jumped into the hole. Once in the room, walk onto the first floating platform you can reach. Jump from the platform to the small ledge at the bottom and exit through the door that is there. Once you are through the door, pick up a torch and carry it around the room(watch out for dripping water) to the top right corner, and use it to burn the thorn bush that is blocking the chest that is there. Open the chest to receive a key. Once you have the key, exit the room by the door at the bottom. In the next room, walk into the large gap between the spiked balls that are circling the room, and follow their movement to the stairs that lead to the top of the ledge in the center of the room. Climb the stairs and open the chest on the ledge to receive an herb. After receiving the herb, exit through the door towards the bottom right. In the next room, use the key to unlock the door towards the top of the first section of the room. Enter the now unlocked door, and you will find a room with six herb bushes(toss them to possibly shake out an herb), and a chest containing another key. After receiving the key, and stocking up on herbs, return to the previous room and trigger the switch plate at the top of it. Once the switch plate has been triggered, run to the bottom of the room, then run to the far right side of the room, under the now raised spiked steel balls. Once on the right side, kill all the creatures that are at the lower section to cause the platform to lower, thus allowing you to jump from it to the ledge above. Repeat the same procedure to reach the third ledge, then use the key to unlock the door at the top. Exit through the now unlocked door. In the next room, trick the rock turtles into burning down the thorn bushes that are surrounding the switch plate to the top left. Once the bushes have been burnt, trigger the switch plate to drop a jar into the room, against the high ledge to the right. Jump from the jar to the ledge, then onto the platform that is there to be brought into the next room above. In the room above, kill the creatures in the hallway after jumping off the platform, then use the torch to burn the thorn bush that is blocking the right hand(of the two you can reach) passage. Use the warp plate in the right hand passage to teleport to the passage to the far right where you could see the chest, and open it to receive a bar of gold worth thirty. Next, use the warp plate that is next to the chest to be teleported to the next room(note, if you used the left hand passage and warp plate instead, you would bypass the passage with the chest). In the next room, jump to the small ledge below(to the North of the ledge you're on), and walk towards the right side of the room, where you will see an arrow marked platform. Use the arrow marked platform to make your way to the lower left corner of the room, while avoiding the falling spiked steel balls. Once there, jump onto the ledge and open the chest to receive a key. Once you have the key, return to the upper right corner of the room and use the warp plate that is there to exit the room. The warp plate will take you to the small left hand passage that was off the previous hallway. Use the torch that is next to the warp plate to burn the thorn bush and return to the hallway below. From there, return through the warp plate in the right hand passage, to the far right passage. From the far right passage, use the warp plate to return to the central ledge in the room where you received the last key. From the central ledge, jump to the ledge against the left wall and use the key to unlock the door at the top of it. Exit through the now unlocked door, and climb the ladders in the following room to the ledge at the top with the chest surrounded by thorn bushes. From the top ledge, drop down the open area to the right. At the bottom section of the room, flip the lever and hop onto the platform just above it, before it rises. Ride the platform back towards the top section, but jump off to the ledge with the torch at the top right. Quickly pick up the torch and hop across the platform(while it's still at the top), to the section at the left with the thorn bushes surrounding the chest. Once across, toss the torch at the thorn bushes and then open the chest to receive a magical elixir. After receiving the item, jump back down to the lower section and exit through the door at the bottom. In the next room, use the various torches to burn down the thorn bushes that block your passage to the lower section of the room. Ignore the warp plate towards the top, as it goes in a circle, leading back to this room. Once at the bottom of the room, exit through the open door. Once in the next room, jump across the platform to the bottom of the room. Trigger the switch plate that is there, a barrel and a torch will drop next to it. The two platforms over the open area will also lower. Pick up the barrel and toss it onto the left platform, against the far side(without going down onto the platform). Next, pick up the torch and cross the platform, using the barrel as a step to climb to the top section of the room(if you fall into the open pit, you will land in a watery room. Use the warp plate to return to the room with the warp plate a few previous). Once on the top section, use the torch to burn the thorn bushes surrounding the chest. Open the chest to receive a bar of gold worth thirty. After receiving the gold bar, jump back down onto the platform and place the barrel against the rear section. Climb onto the rear section and exit through the door next to the switch plate. In the next room, destroy the rotting corpses to stop the creation of new creatures. Next, jump onto the platform marked with arrows and use it to hover over the stone block furthest to the bottom right(when you are over it, jump, and the platform will stop moving). Once you are stopped over the stone block, drop a bomb onto it. When it detonates, the block will break apart revealing a hole beneath it. Jump from the platform into the hole and you will land in a hallway with a warp plate at the far end of it. Use the warp plate to teleport to a ledge with a switch plate on it, high above the first room. Trigger the switch plate and a door below the ledge, to the left will open. Jump down to the door and exit the room. In the next room there are four multi-position levers surrounding a plate on the floor, with a swastika shaped emblem on it. There is a platform floating above the plate. Trying to flip the levers reveals the fact that they are all jammed stuck. Climb the stairs at the top of the room and enter the door to the right. In this next room, use the torch to burn the row of thorn bushes in the center hallway. Next, open the two chests that you can reach to receive a magic elixir and a wonder essence. After receiving the items, use one of the remaining torches to burn the thorn bushes from the top area of the center hallway. Once they have been burned, open the chest at the top of the room to receive a strength elixir. Once you've received all the items, return to the previous room(with the four levers) and enter the door at the top left. Once through the door, you will be in a swastika shaped group of hallways, with the same plate in the center of the floor as the plate in the center of the levers in the previous room. At the end of each hallway is a warp plate. Walk onto the warp plate in the bottom left corner of the room to be teleported to a small room with a door at the bottom of it. Exit through the door and you will enter a dark room with an unlit candelabra at each of the four corners of the room. There are four torches on the island in the center of the room, surrounded by spikes. The object of this room is to use the four torches to light the four candelabras. Once you light the four candelabras, the room lights up, which will allow you to read the headstone on the center island. The headstone will tell you to position the bottom left lever in the up position, in the room with the four levers around the plate. Once you've read the headstone, return to the room composed of four hallways and walk onto the warp plate at the top left corner. Once through the warp, exit the small room into the next room below. This room has two ledges and a lower section to it. There are four unlit candelabras on the lower section and three torches and multiple thorn bushes at various positions on the two ledges. There is also a lever at the left side of the top ledge. The object of this room is to flip the lever. To do this, use the torch on the right side of the lower ledge to burn the thorn bushes at the center of the ledge(the two in the corner). Jump and throw it to hit them. Next climb back up to the top ledge and jump down to the second ledge, next to the remaining torch(be careful not to hit it or it will break). Use the torch to burn the bush closest to the rear steps on the ledge that you are on. Next, climb to the top ledge and pick up the last torch, then jump with it down to the second ledge, to the left of the thorn bush that is still there. Walk around the ledge to the steps and hop up them. Once at the top, use the torch to burn the bush between you and the lever. Flip the lever to cause four flames to fall from above and land in the four candelabras, lighting them. Once the candelabras are lit, the room lightens, allowing you to read the headstone in the center of the candelabras. It tells you to position the top left lever in the main room, to the right. Once you've read the headstone, return to the room with the four hallways and walk onto the warp plate at the bottom right. Once teleported, exit through the small room into the one below. In this next room, destroy all the rotting corpses and the creatures that emerged from them. Once they have all been destroyed, use the four torches to light the four candelabras in the lower section of the room. Once that is done, the room will light up, allowing you to read the headstone in the center of the four candelabras. The stone tells you to position the bottom right lever in the main room in the down position. After reading this, return to the room with the warp plates and walk onto the warp plate in the upper right corner. Once in the small room, exit to the room below. The object of this next room is to light the four candelabras very quickly, as in a short period of time, water will drip down where the torches are. If there are any torches still in their original place when this happens, they will be extinguished. To do this very quickly, just throw each torch to one of the four candelabras(aim for the Southernmost candelabra last, as you need to jump to reach it with a throw). After this has been completed, the room will light, allowing you to read the headstone on the raised area at the bottom of the room. The headstone tells you to position the top right lever in the main room, to the left. After reading this, use the floating platform to return to the top section of the room, then return to the main room where the four multi-position levers are. Once back in the main room, position the four levers(they are now unstuck) according to the directions you received from the headstones in the previous rooms. Bottom left lever: Up Top left lever: Right Bottom right lever: Down Top right lever: Left Once the levers have been positioned correctly, the floating platform will drop. Jump onto it to rise to the room above(you may want to go save your game before doing this). Once in the room above, jump onto the platform that is there, before it rises without you(note, it is to the North, not over the hole). Once on the platform, ignore the first ledge with the open door(this is just a room you land in if you fall into a hole above), and jump to the platform that you will see rising and lowering to your right. Once on the second platform, jump to a third platform to the left, that you will see towards the height of your current platforms rise. Ride the third platform to the top and exit through the open door on the ledge that is there. Once in the next room, very quickly run across the slowly lowering platform, and jump onto the ledge to the left that has a barrel and torch on it. First toss the barrel down onto the now lowered platform, then pick up the torch and jump down onto the platform with it. Walk to the far right of the platform and throw the torch at the thorn bushes that are at the top right corner of the room(you need to jump to toss it that far). After the bushes have been burnt, bring the barrel to the right side of the platform and place it so that you can use it as a step to reach the ledge to the right(if at any point you fall into the open area, you will fall into a room below with rotting corpses in it. Exit that room and you will be on the first ledge in the room with the three floating platforms). Climb onto the ledge and exit the room through the door at the top. In the next room, make your way to the door at the top, while avoiding the moving spiked steel balls. In the next room, use the platform marked with arrows to cross the pit of spikes(watch out for fireballs) and exit through the door at the top left. In the next room, climb the stairs, then climb down the ladder to reach the area where the two torches are. Use one of the torches to burn the row of smaller thorn bushes, then pick up the remaining torch and climb the stairs to the top of the room, where you can use it to burn the thorn bushes that are there. Once the top bushes are burnt, open the chest to receive a key. Once you've received the key, exit back into the room with the arrow marked platform. Once there, pick up a torch and use the platform to bring it to the steps to the right. Once at the steps, use the torch to burn the thorn bushes at the top of them. Climb the steps and use the key to exit through the door to the right. In the next room, destroy the rotting corpses and all the creatures that emerged to cause four torches to drop into the center of the room. Use the torches to burn the thorn bushes at the top right corner of the room. Once the thorn bushes have been burnt, jump into the hole to the right of them and you will fall into the boss' chamber. Once in the boss' chamber, a giant centipede creature crawls from the top of the room and attacks you. Boss strategy: Every so often the centipede will toss a round rocklike object at you. This object will bounce off the walls of the boss' chamber, and after a while it will explode. You can hit it to destroy it(takes a few hits to destroy, I'd recommend just avoiding it). Also, every so often the centipede will lay a cocoon. If these cocoons are not destroyed, they will hatch and three or four small bugs will emerge and attack you. The centipede itself is composed of many center sections, you need to damage all the sections in order to do any real damage to the creature. Each section turns brown when struck. Use the charge sword to perform the most damage in the shortest period of time. The tail cannot be struck, but once all the center sections have been damaged, the head can be struck. After a certain amount of damage is inflicted on the centipede's head, it will shriek and turn it's body white again. Repeat this process again and again(the amount of damage needed to inflict upon the head gets greater each time it heals itself), until you finally defeat the centipede. Once the centipede has been defeated, you will be teleported back to the main area of the tomb, where you will see another vision. This vision tells you of the seven jewel crests, then drops two chests into the room. One chest is open and empty, due to Zazan and the murgg once again stealing the jewel crest that was within, while the other contains the level one Wind scroll. After receiving the Wind scroll, the vision vanishes and you are teleported from Magyscar to your room at Jess' in Inoa. Chapter Twenty The plot thickens Once you appear at Jess', Septimus enters the room and speaks to you about Meia and Ronan, then leaves. When you leave Jess' to try and find Meia, Sybill will meet you at the door. You will then be drawn into the subconscious realm again, where you will see a vision of Melzas' palace, and a confrontation with Melzas himself. Just as the confrontation is about to begin, you are drawn back into the real world. Chapter Twenty One Where everybody knows your name Once back in the real world, jump on top of Fein and Lutas' house. Once there, hop into the chimney(which no longer is blowing smoke), you will fall into the previously inaccessible area in the second floor of their house. Open the chest between the two beds to receive a secret pass. The secret pass is actually the pass that will allow you to enter the lower gambling rooms of the Riverside pub, just West of Inoa. Once you've received the pass, trigger the switch plate to the bottom left to open the locked door. Exit the house and proceed to the Riverside pub. Once you enter the Riverside pub, talk to the bartender. The bartender sees that you have the pass and tells the guard blocking the door at the top of the room to move. Once the guard moves, walk down the stairs to the rooms below. Once down the stairs, you will be in a hallway with three doors, other than the one leading to the stairs. Each door leads to a game room. Enter the door to the far left, and talk to the man behind the counter. He tells you that to try your luck at this game, the entry fee will be thirty gold. The object of the game, is to defeat five rounds worth of slimes without dying, or using any items. Each round has a set time limit, and within that time limit you must defeat a certain number of slimes. Once you accept, walk up to the door to the ring at the top section of the room. Thirty gold will be subtracted from your gold supply and you will enter the ring. In round one, you must kill twenty two slimes before the time runs out. Once you are in the ring the battle begins. After the first round, your total points(one point per slime defeated) are calculated, and if you've killed more than the required amount of slimes, you will be asked if you'd like to advance to round two, Yes/No. After accepting the challenge of round two, you find that you now need to kill twenty four slimes. After getting twenty four or more points in round two, you are asked if you'd like to advance to round three, Yes/No. Round three requires that you kill twenty six slimes. Also, after each round you complete successfully, you double your winnings from thirty gold, to sixty gold, to one hundred twenty gold, then to two hundred forty gold, and finally four hundred eighty gold. After winning round three, you are asked if you want to advance to round four, Yes/No, where you'll have to kill twenty eight slimes. After that you can try round five, Yes/No, which you'll need thirty kills to complete. After winning five consecutive rounds, you receive four hundred eighty gold as your prize, the man at the counter also tells you to open the chest at his counter to receive a present. Exit the ring and open the chest to receive a life vessel. After receiving the life vessel, return to the outer hall and enter the door to the right of the one you just came out of. Once inside, talk to the man behind the counter. He tells you that this is the monster target shooting room, and that to play, the entry fee is thirty gold. After paying the thirty gold, walk towards the top of the room and you will be let into the firing range. If you do not have your Hunter bow equipped, it will automatically equip at this time. As in the room before, you must kill a certain amount of slimes within a short period of time in order to complete each round successfully. The first round requires you to shoot twelve slimes, and as before, after each successfully completed round, you will be asked if you would like to advance to the next. You're entry fee will be doubled as well. Once the round starts, slimes cross back and forth across the firing range above you at various distances. Some even hover in the air. To hit these you need to jump and fire the Hunter bow. You can move left or right to get a better shot at the slimes if you need to. Once round one is successfully completed, you will be asked if you'd like to advance to round two, Yes/No. In round two you need to hit thirteen slimes, but now there is a rock that travels back and forth across the firing range to make aiming more difficult. After this you are asked if you'd care to try round three, in which you need to shoot fourteen slimes, only now the rock travels faster. On the fourth round you must shoot fifteen slimes, and there is no rock between you and the slimes, instead there are fast moving chickens. If you hit a chicken you lose one point from your point total of slimes killed. In the fifth round you are asked to shoot fifteen slimes, but the chicken travels faster. After winning five consecutive rounds, you are called out of the firing range by the man at the counter. He gives you four hundred eighty gold and tells you to open the chest beside his counter to receive a present. Open the chest to receive a life vessel. After receiving the life vessel, leave the room and go back to the outer hallway. From the hallway, enter the last of the three doors(the one next to the stairs). This is the roulette room. Here you must guess the color outcome of the roulette wheel five consecutive times. The entry fee for this game is five gold. Once you've paid the entry fee and have entered the top section of the room, step on the switch plate beside the red, blue or green jewel to the right of the color wheel. This will choose the color you think the wheel will stop on. After each correct guess, you are told your winnings and asked if you'd like to continue, Yes/No. After guessing successfully five times in a row, you are called out of the wheel section of the room and given over 1,200 gold in winnings. You are also told to open the chest behind the counter and receive the present that is inside. Open the chest to receive a life vessel. After receiving the life vessel, return upstairs to the pub and talk to the bartender and the man at the bar next to him(the man to the left). The man will ask if you've cleared all the rounds downstairs, Yes/No. After answering yes, the bartender tells you to go see Captain Merrick at the Medallion shop. He then gives you a drink with one hell of a bite :). After drinking the drink, talk to the other men in the pub and then leave. Make your way to the Medallion shop to see Captain Merrick. Once there, talk to the Captain and answer yes to his question. He will then notice how many gilded falcons you have acquired in your travels so far, and reward you for them. At fifteen falcons, you receive a life vessel, then at twenty you receive Olga's Ring. At twenty five falcons you receive another life vessel, at thirty falcons you get the Sliver armlet. At thirty five falcons you receive another life vessel. At forty falcons you receive the Recovery Ring, and at forty five falcons you receive another life vessel. Finally at fifty falcons, you are rewarded with the Spirit wand(note, if you have twenty five or more falcons when you first see the captain, you will still get multiple life vessels). The Spirit Wand, when equipped, causes your currently equipped spell to not consume any magic seeds(you can continually heal yourself with the Water spell/book, or use any offensive spell/book any amount of times you'd like without the worry of running out of magic seeds). After receiving the items from Captain Merrick, return to the village of Inoa and go to Myra's house to speak to Meia. Chapter Twenty Two Breaking into the house of god Once back in Inoa, proceed to Meia and Myra's house. Once there, talk to Meia, who will tell you that Septimus was concerned about Ronan and has gone to see if he is at the sanctuary. Leave the house and go meet Septimus at the sanctuary. Once there, talk to Septimus. It seems Septimus doesn't have the key to the sanctuary, so he suggests an alternate method of entry. Septimus' idea is to find a way to break into one of the rear windows so that the two of you can gain entry to the sanctuary. While standing in front of the sanctuary, use your level one Wind scroll. One of the lightning bolts that rain down around the two of you and the sanctuary, strikes a second floor window, shattering it. You then climb into the sanctuary through the broken window. As soon as you enter the rear window you will be in the sanctuary's kitchen. Make your way to the front door and let Septimus in. Septimus makes his way to the main altar, where he tells you that Ronan's quarters are upstairs, and that you should go have a look around. First, climb the stairs to the right balcony, then enter the door that leads to the rooms at the upper right section of the sanctuary. Once through the door, you will be in a hallway with a closed door at the top and bottom of it. At the far right end of the hallway is a lever blocked by a row of bushes. Use the Hunter bow to flip the lever. Once the lever has been flipped, the door at the bottom of the hallway opens. Enter the now open doorway and inspect the first bookshelf at the top, next to the door. You will notice that there is an empty space on the shelf where a book is missing. After that, return to the first floor of the sanctuary and talk to Septimus, who is now at the rear left corner of the main chamber. Septimus has found a switch and wants to know if he should trigger it, Yes/No. After answering yes, Septimus triggers the switch and the sanctuary shakes violently. After the sanctuary finishes shaking, enter the door to the left, on the first floor of the sanctuary. You will enter a hallway that has a locked door at the top of it, and an open door at the bottom. The open door is the result of Septimus triggering the switch. Enter the open door and you will find two levers atop piles of crates. The object of this room is to flip both levers. Each lever only stays flipped for a few moments, so you must be quick. Once both levers have been flipped, the sanctuary shakes again, and a switch plate drops onto the stone slab to the left side of the room. After the switch plate drops, leave the room and go back into the sanctuary's main chamber, where Septimus will again tell you that he has found a switch. Upon triggering this switch, a large spiked steel ball drops and smashes to the rear of the sanctuary's main chamber. Next, climb the stairs to the left hand balcony, then enter the doorway there. You will now be in the hallway between the kitchen(where you entered the sanctuary through the window) above, and a bedroom below. Enter the bedroom and you will notice a hole in the floor towards the bottom of the room(the bed next to it was moved by the sanctuary shaking when you flipped the two levers in the room below). Drop down the hole and you will land on the switch plate on the stone slab in the room below. Triggering the switch plate opens the door to the room across the hallway. Jump down from the stone slab, and enter the room across the hallway that just opened. You will now be in a small prayer room filled with pews. A small blue book appears, then vanishes. It reappears on the pew at the top right corner of the room. If you try to take the book, it disappears, then appears on another pew, out of your reach. Leave this room and return to the main chamber of the sanctuary and speak with Septimus. Septimus shows you that he has discovered that the main altar can be moved slightly. You tell him that you found a book, but you need his help in retrieving it. The both of you then proceed to the small prayer room and Septimus waits by one of the rear pews. Attempt to grab the book and it will disappear, only to reappear on a different pew. Continue trying to grab the book, and eventually it will end up appearing on the pew that Septimus is watching. Once it does, Septimus will grab it. Once he has the book, talk to Septimus and the book will be added to your inventory(on the secondary status screen). Septimus then returns to the sanctuary's main chamber. Return upstairs to the right balcony and enter the room where you saw the empty space on the bookshelf. Inspect the empty space again and you will be asked if you want to place the book that you just captured in the space, Yes/No. After answering yes, a bookshelf below you moves aside, allowing you access to the lower section of the room. Enter the lower section and you will find another empty space on one of the bookshelves that are there. After finding the second empty space, exit the room and return to the balcony. Once on the balcony, Septimus calls to you. Go and speak to him to find that he has found another switch towards the rear right side of the sanctuary's main chamber. He then asks if he should trigger it, Yes/No. After answering yes, the sanctuary once again shakes and a door inside one of the lower right hand rooms opens. Proceed into the lower hallway at the right side of the sanctuary, then enter the room at the top of the hall. In the room you will see three stools, push them in the following manner. Push the stool furthest left to the right, push the center stool to the left, then push the stool furthest to the right upwards. After doing this, a lever will drop into the upper section of the room. Proceed through the door to the right(this is the door that opened when Septimus triggered the last switch), and flip the lever. The sanctuary will shake again. After flipping the lever, open the chest in the upper left corner of the room to receive a life vessel. After receiving the life vessel, leave the room and return to the outer hallway. Next, enter the now open room at the bottom of the hallway. Once in the room, you will see numerous stools, which suddenly move. The object of this room is to put all the stools back in their original positions within a short period of time. Be careful when pushing the stools, as if you push them the wrong way, they will stay that way and you will have to reset the room. Once all the stools have been put back, a blue book will fall onto one of the shelves. Pick up the book, then leave the room. Return to the room above, that is filled with bookshelves. Once in the room, Inspect the empty space on the bookshelf towards the bottom and you will be asked if you'd like to place the second book in it, Yes/No. After answering yes, the bookshelf to the far right moves aside, revealing a switch plate. Trigger the switch plate to open the last locked door, across the hallway from the room you are in. Leave the room and enter the door you just opened. Once in the room, you will notice a lever towards the upper right corner, and also a table and five chairs sitting on a red carpet. The object of this room is to flip the lever without touching the carpet. If you touch the rug, the lever disappears. Jump across the table and chairs to reach the lever, then flip it. Once the lever has been flipped, a chest falls onto a table to the left. Hop back across the table and chairs to reach the chest without touching the carpet, or it will disappear. Once you reach the chest, open it to receive a curious key. Once you have the key, return to the sanctuary's main chamber and speak to Septimus. He will take the curious key from you and use it on the altar. The altar then moves aside, revealing stairs leading downward beneath it. Proceed downwards and you will descend down a long winding stairway into a second altar chamber below. There you will find Ronan. After speaking to Ronan about how everyone has betrayed the gods, the scene fades. Chapter Twenty Three Why? You awake in your bed upstairs at Jess' with thoughts of Melzas and Ronan in your mind. That awful clanging is back again. After going downstairs to see what all the noise is about, Jess tells you that he's made something new for you. He then gives you the power gloves. With these you can lift heavy objects. After receiving the power gloves, Septimus arrives and tells you some very bad news. It seems that Sybill was found dead during the night. After hearing the news, leave Jess' and go to Sybill's house. Once there, enter the house and speak to Fein and Rumi who will tell you that the others have already gathered at the cemetery. Leave Sybill's house and make your way to the cemetery, where you will find Yuri, Meade, Lutas and Cephas(the cemetery caretaker) standing at the entrance gate. Speak to them and Lutas will ask if you've spoken to Fein yet. If you have, they will tell you what happened to Sybill(in the form of a flashback). It seems Sierra found her body near the fountain the night before, and Ronan was seen running away. Once they have finished telling you what happened, start to leave the cemetery and they will leave(except for Cephas) the cemetery. Septimus then arrives and tells you that Meia is asleep, and wonders if you would enter her dreams to see if she is friend or foe. The two of you then join the other townsfolk and pay your respects at Sybill's grave. After you are finished paying your respects, Septimus tells you to meet him at Myra's house. Chapter Twenty Four Sugar and spice, and things not so nice After Leaving the cemetery meet Septimus beside Myra's house. Speak to Septimus and he will then go and talk to Myra, who is standing in the doorway of her house. When Septimus leaves with Myra, enter her house and proceed upstairs to where Meia is sick in bed. Speak to her and you will be drawn into her subconscious, where you will relive a memory from her past. Once you have entered Meia's subconscious, you will notice that you are actually in a memory from her past. Meia's age looks to be in her early teens. She tells you that she would like to play a game of tag with you. After telling you this, Meia giggles and runs off. Look for her throughout this area, and you will find her atop a raised section slightly Northwest of where you started. The area that you are in has a warp plate that leads to a save and regeneration point in the Southeast corner. There is also a chest that contains a gilded falcon there. To get to where Meia is, start by hopping across the floating platforms in the Southwest corner, to the area above where you can see a chest. Once across the platforms, open the chest to receive a life vessel. After receiving the life vessel, jump to the right of the chest and proceed East. Jump up the steps you come to and hop across the floating platform, then proceed down the steps on the other side. Hop across the gap that is to the East, then proceed slightly South, towards the end of the thin ledge you are on. Hop across the gap to the West and you will find Meia there. Speak to her, and she will giggle and run off again, this time you will hear a loud crashing sound just after she leaves. Proceed to the Northwest corner and you will find that a previously sealed cave entrance has been opened. Enter the cave and you will be in a room with two levers atop two high blocks of stone, two small floating platforms and a statue of Meia. Flip the lever on the lower block to the left, and quickly hop onto the small floating platform that starts to rise. Hop off onto the ledge to the right, where the second lever is, before it reaches the top(it falls back down when it reaches the top). Once there, flip the second lever to cause the second floating platform to drop, creating a step that allows you to reach the statue. Jump down and use the small platform to reach the statue. Jump up onto the statue itself, and strike it multiple times. After a certain amount of hits, the statue will break apart, revealing Meia inside. As soon as she is released, Meia vanishes. A flashback from her past is then shown(note, in this, and the subsequent rooms with statues of Meia, you must step on the platform the statue was on after releasing Meia in order to trigger the flashbacks). In the flashback, you see Meia with her mother at a large gathering of worshipers. After the flashback has finished, leave the room and seek out Meia again. This time she can be found sitting on the stone block just above where you found the life vessel. After trying to speak with her, she again runs away giggling, followed by another loud crash. A second cave at the top of the main area has now been opened. Make your way into the cave's entrance(just to the right of the first cave), and you will be in a water filled room with three islands, a switch plate, a statue, and multiple floating platforms. Jump across the platform quickly to the right island(the platform breaks shortly after you land on it), then quickly hop across the bridge of platforms to the island to the left that has the switch plate on it. Trigger the switch plate and the row of platforms leading to the right island will reappear. Jump back across them to the island to the right, and you will notice that there are now two platforms leading to the island that the statue is on. Hop across the platforms to the island the statue is on, then hop onto the statue and break it. Upon breaking the statue, Meia will be released and once again disappear. A flashback involving Meia and her mother in a library is then shown. After the flashback, leave the room and find Meia in the main area again. This time she is in the area to the North of where you found her on the stone block. You must hop up the steps just North of the block in order to enter the section she is in. After trying to speak to her, she runs off giggling yet again, and opens the third cave entrance. Make your way to the third, now open cave, by hopping up the steps to the right of where you found Meia and jumping across the gaps until you reach the path to the cave. Enter the cave and you will be in a room with an island with a statue on it surrounded by a moat. There are also thorn bushes at various locations, a few torches, and two floating platforms to the right. First, jump into the water to the left, and swim to the stairs towards the top left. Climb the stairs and pick up the torch that is there. Use the torch to burn the thorn bush to the right of it(jump and toss it over the wall between you and the bush). After burning the bush, swim back to the starting point and hop across to the ledge to the right, with the two torches on it. Pick up a torch and hop back to the starting ledge with it. From there, hop to the ledge to the left, then to the wall above. While standing next to the wall, toss the torch at the thorn bush on the other side of it(no jumping necessary). After the second bush has been burnt, go back and pick up the final torch. Once you have the final torch, hop across the two floating platforms to the right, and use the torch to burn the thorn bush at the top right. Once the thorn bush has been burnt, jump into the water that is behind the statue and swim towards the left, then downwards when you can't swim any farther. You will find a set of stairs in front of the statue that lead up to it from the water. Climb the stairs and jump onto the statue. After a few hits, the statue breaks, releasing Meia, who again vanishes. Another flashback is shown, this one of Meia witnessing her mother being burned at the stake. After the flashback, leave the room and seek out Meia in the main area again. This time she is hiding in the spot where you originally entered her subconscious. As before, speaking to her causes her to run away giggling. With a loud crash, cave number four opens. To get to the fourth cave, you need to climb the steps in the center of the main area that lead to the long stone ledge, and hop across the gap to the right. Next, climb the stairs to the right, and hop across the gap over the path that leads to cave number five(which is still sealed), then hop down the grass covered steps and enter cave number four. Inside you will find a water filled room with a statue on an island in the center. There are numerous switch plates and floating platforms about the room also. Walk forward and trigger the switch plate above you. Doing this causes the platform at the lower right to fall, giving you access to the lower right switch plate. Jump from the bottom of the room to the platform you just lowered, then trigger the switch plate that it leads to. Triggering the second switch plate causes a floating platform to travel back and forth between the second switch plate and the stone block at the top right. From the moving platform, jump to the switch plate on the right side of the island that the statue is on. Triggering this switch plate causes the platform floating across the top of the room to float closer towards the stone block at the top right than it did previously. After triggering the switch plate, jump back onto the platform to the right, then jump from the platform to the stone block at the top right. From the top right, jump to the floating platform that is moving back and forth to the left. Once on the back platform, jump to the stone block at the top left with the switch plate on it. Trigger the switch plate to start a floating platform moving between the top and bottom left stone blocks. Jump to the moving platform below, then jump from it to the switch plate on the left side of the island the statue is on. Triggering the switch plate causes a barrel to drop onto the stone block at the bottom left. Jump back onto the floating platform to the left and ride it to the stone block with the barrel on it. Once on the stone block, pick up the barrel and jump to the bottom ledge. Once there, walk to the first switch plate that you triggered upon entering the room(in front of the island with the statue on it). Place the barrel on the switch plate, but off center, so that you can jump onto the switch plate, then onto the barrel. From the barrel, jump onto the island with the statue, then onto the statue itself. Break the statue to free Meia, who again disappears, leaving you to watch a flashback. The flashback is of two hooded figures searching a room for Meia. When they leave the room, she comes out from her hiding place under the bed and cries. After the flashback, leave the room and once again seek out Meia in the main area. This time Meia is hiding on the stone block at the bottom left. Try speaking to her and she runs away giggling, cave number five opens shortly thereafter. Enter cave number five, and you will be in a room with two high stone walls with a switch plate atop each, two levers, multiple floating stone blocks, and a statue at the top of the room. The object of this room, is to first flip the levers, which cause the blocks to fall. You want to time it so that the blocks fall in the form of steps, so that you can climb up them to trigger the switch plates atop the walls(flip the left lever when the bottom block is traveling right, and three quarters of the way to the right side of the wall. Flip the right lever somewhere near when the bottom block is at the center of the wall). After making steps out of both sides of blocks, trigger the switch plates atop each wall. This will cause two blocks to appear in front of the statue. Climb the steps and break the statue to release Meia. Again she vanishes and a flashback occurs. This flashback is of Meia finding a man lying in a field. After the flashback, leave the room and find Meia in the main area again. She will be hiding near the path that leads to cave number six. After speaking to her, she runs off giggling into cave number six. Enter cave number six, and you will be in a room filled with water. There is an island with a statue at the center, and a ledge running around the outer edges of the room. Jump into the water and swim to the top left corner, where you will find a set of stairs. Climb the stairs and walk around the ledge to the top right corner of the room. Once there, pick up the barrel and bring it to the foot of the stairs at the bottom of the room. Place it against them so that you can use it to reach the first step. After placing the barrel, go back and pick up the torch and bring it to the top of the right hand set of stairs at the bottom of the room. Once there, jump onto the small floating platform, then jump and toss the torch at the thorn bushes on the island above(you must do this quickly, as the platform breaks shortly after you land on it). Next, if you fall into the water, swim back to the stairs and walk back around the ledge to the steps at the bottom. Jump from the top of the steps, to the large floating platform, then quickly hop to the center island. Once there, break the statue to again release Meia, who then disappears. Another flashback, this one showing Meia meeting Melzas just inside the Southern gate of the village of Inoa, occurs. After the flashback, leave the room and seek out Meia. She is now at the top center of the main area. Speak to her and she'll ask you if you'd like to play a game, Yes/No. After answering yes, she explains the rules of the game to you. She says that she will close her eyes and sing the words, "I spy a cutie guy", and when she finishes, she will open them. If she can see you when she opens her eyes, you lose. You have to get from the now lowered gate at the bottom of the passage the two of you are in, to where Meia is, without being seen. You can use the stone blocks at the right side of the passage to hide behind, so you can sneak up on her slowly. Be careful, as sometimes she sings fast. After reaching her, she opens the cave at the top of the passage, and runs inside. Follow her through the open cave entrance and you will be expelled from Meia's subconscious. Just after leaving Meia's subconscious, the scene changes to show the area around the Watermill. Suddenly the rocks blocking the cave entrance at the head of the river explode outwards, and two dwarf-like creatures emerge from the now open cavern. The extra water running from the now open cavern starts the Watermill wheel turning. After this happens, the scene returns to the second floor of Meia's house, where you have emerged from her subconscious. After returning, leave Meia's house, and talk to Septimus and Myra, who are still talking in the bushes to the left of the house. After speaking with them, the scene once again fades. Chapter Twenty Five A gift from Nava You awake the next morning thinking of Meia. Proceed downstairs and you will find Lutas speaking with Jess. After Lutas leaves, Jess tells you to go and see Nava at his house by the sea. Leave Jess' and make your way out of Inoa, to Nava's house. Once there, attempt to enter the closed door to the house, and Meia will come out from inside. She tells you that Nava has chosen you, then leaves to inspect the happenings at the watermill. After she leaves, enter Nava's house and speak to him. Answer yes to the question that he asks you, and he will tell you of Nirude, a giant who lives in the castle to the Northeast. He will also give you the Spring bean, which when tossed onto the small circular stands throughout the land, will sprout into a springy plant that you can use to access higher areas. Nava thinks this will help you explore the area that the followers of Nirude live in. After speaking with Nava, and receiving the Spring bean, use a seed on the stand beside his bed. Jump onto the plant that is created and press the jump button when your weight has fully compressed the plant. You will be shot high into the air. This will allow you to reach, and open the chest on his bookshelf to receive a gilded falcon. After getting the gilded falcon, leave Nava's and proceed to the Watermill, where you will find Meia on one of the docks next to it. After speaking with her, enter the now running Watermill, and open the three chests you can now reach to receive, a bar of gold worth thirty, a gilded falcon, and a strength tonic. Exit the Watermill after receiving the items from inside. From this point, you are supposed to enter the cave at the head of the river, behind the Watermill. From inside this cave, you can make your way to Nirude Castle, but before you do this, there are a few side quests that you should accomplish first. Chapter Twenty Six Things heat up Instead of proceeding to Nirude's Castle, make your way to the head of the river that is just above the Inoa mine. Once there, jump into the river and start swimming downstream. When you reach the first branch off point(above the whirlpool), swim to the left, under the bridge, and continue downstream. When you reach the next branch off(where there are weeds in the river towards the left), again swim to the left. You will need to press the square button to gain the speed you need to break free of the river's current that is pulling you downstream to the right. After swimming past the weeds, climb the dock just beyond them. Hop up onto dry land and proceed to the Southwest. After going down some steps, and past a living tree creature, you will come to an area where a thorn bush and a large rock block your passage. At this point, use the power glove(note, you do not need to equip the power glove, it just needs to be in your inventory for you to be able to use it) to lift the large rock. Toss the rock aside and continue South, where shortly after you will find a cave. Enter the cave and you will be in a small room with a bouncing fireball and a set of stairs leading downwards towards the top of the room. If you strike the fireball, it will bounce away, but not extinguish. Proceed down the stairs into the next room. Here you will find a circle of hopping fish in the water that is covering the floor. Kill all the fish and a chest containing a strength elixir will drop into the room towards the top left. After receiving the strength elixir, exit the room through the door at the bottom. This door will lead out of the cave, to the seashore. Proceed to the next cave to the right, on the opposite side of the river's mouth and enter it. Swim through the water filled room and kill the two living chest creatures on the dry ledge to the right to get the gold pieces that they drop. Swim back to the cave's entrance and exit after collecting the gold. Next, swim to the right and enter the next cave you can reach(the one next to the dock). Once inside, use the ball and chain to break the stone blocks barring your entrance into the room. Once the blocks have been destroyed, jump into the water and swim past the spiked steel balls, to the lever at the right side of the room. Flip the lever to cause two floating platforms to appear and circle the lower and upper sections of the room. Swim back to the dry ledge near the room's entrance, and from there, jump to the first floating platform. From the first platform, jump to the second platform, then when it is at the top of the room, jump upwards to the ledge at the top(if you jump to the left, you will land in an inlet of water). Walk along the upper section, and break the three stone blocks that prevent you from reaching the room's exit. Once the stone blocks have been destroyed, exit the room, and you will be on the grassy ledge above the sea that you passed to get into the previous cave. Once on this ledge, enter the cave to the left. Once inside, walk up the passage to the left and you find a chest containing a magic elixir. After receiving the magic elixir, return down the passage towards the entrance, and enter the water filled section of the room to the right. Use a Spring bean on the plant stand at the top of the watery section, then use the plant to jump high enough to reach the top ledge. Once on the ledge, walk up the stairs at the top, and exit through the open door that is there. Once you are out of the cave, walk up the stairs to your left, and enter the house that is there. Once inside the house(Fire manor), you will be in a room with six unlit candelabras. There is also a high ledge with a door on it at the top of the room, below the ledge is a sign. Read the sign and it will trigger a fireball to drop into the room towards the bottom. This fireball is similar to the one you saw in the first cave, as it can be struck to change it's direction of travel. The object of this room is to use the fireball to light all six of the candelabras. Once all six have been lit, two small platforms appear on each side of the sign in front of the high ledge. Hop up the two platforms and exit through the door at the top. In the next room, there is a statue of a serpent with a fireball on either side of it. There are also four unlit candelabras, and a four by four grid of symbols on the floor in the center of the room. The object of this room is to light the four candelabras with the first fireball that drops into the area you are in(as before, you can strike it to change it's course of travel). Then, when that is accomplished, the second fireball drops onto the grid of symbols. You must then push the second fireball onto the ninth symbol(note, if you number the symbols as follows, 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 the number nine symbol is the first symbol in the third row) within a short period of time. To push the fireball, walk into it, you will not receive any damage from touching it. Except for the number nine symbol, do not let the fireball stay stationary on any of the symbols for more than a second, or you will run out of time. The fireball must stay in motion until you reach the ninth symbol. Once you push the fireball onto the ninth symbol, a chest will fall onto the ledge below the serpent statue. Open the chest to receive the Fire wand. The Fire wand is a charge weapon(hold the square button until the wand glows, then release to throw a stronger fireball). After receiving the Fire wand, exit Fire manor and proceed across the bridge located to the right of the house. Once across the bridge, follow the river bank North. You will come to an area where there are stone pillars, a ball and chain wielding ogre, and many grassy steps. On one of the grassy steps(near the ogre with the ball and chain), you will find a chest containing an herb. To the left of this chest, is a thorn bush. Burn the thorn bush and Northwards, up the steps, and you will find another chest between two pillars. Open the chest, and you will receive the level two Water book. After receiving the Water book, make your way to the area where Torla mountain is. Chapter Twenty Seven Cool Once you arrive where Torla mountain is, look towards the bottom left of the upper section of this area, and you will find a thorn bush(next to the fence, slightly below the left hand wooden bridge). Burn the thorn bush and walk down the hidden passage to the right that it was blocking. Follow the hidden passage(be careful not to fall out the hole in the fence) around to the small, pillared tomb entrance blocked by another thorn bush. Burn the thorn bush and enter the tomb(Ice manor). Inside you will find a locked gate at the top of the room, six ice pillars, four switch plates in the floor(two of the ice pillars are on two of them), and one raised switch plate. The object of this room is to place four of the ice pillars on the four switch plates in the floor, then trigger the raised switch plate with your character. As in one of the previous dungeons, if you push an ice pillar, it will slide until it hits something. To complete this room, slide the ice pillars in the following manner(Assuming you number the ice pillars as follows): Original placement: 1 4 2 5 3 6 Move the ice pillars as follows: # 3 Up # 2 Left # 1 Down # 4 Left # 2 Up # 2 Right # 3 Left # 6 Up # 6 Left # 6 Up # 6 Left Once the four switch plates are covered, jump onto the raised switch plate to trigger the gate to rise. Once the gate is raised, exit the room through the door at the top. In the next room, walk up the small sets of stairs, and then enter the door to the far left. Here you will find a multi-position lever. Position this lever in the downward position, and two of the gates to the right will open. After positioning the lever correctly, exit back into the previous room. Next, enter the door to the far right. In this room you will find another multi-position lever. Position this lever to the left and the two remaining gates will open. After positioning the lever correctly, exit back into the previous room and enter the center door. Proceed up the hallway, and exit through the door at the top of the room. In the next room, you will find a high ledge at the top with a chest on it. There are also six ice pillars, and a stone bench in the room. The object of this room is to push the ice pillars into such a position, that you can hop from the stone bench, across the tops of the ice pillars, to the high ledge at the top of the room. To do this, push the ice pillars in the following manner(assuming you number the ice pillars as follows): Original placement: High ledge 1 4 2 5 3 bench 6 Move the ice pillars as follows: # 1 Down # 1 Right # 4 Down # 4 Right # 4 Up # 3 Up # 3 Right # 5 Down # 2 Up # 2 Right Once you have positioned the ice pillars correctly, hop across them to the high ledge at the top of the room. Once you are on the ledge, open the chest to receive the Ice wand. As with the Fire wand, the Ice wand is a charge weapon(hold the square button until the wand glows, then release it to throw a stronger ice blast). After receiving the Ice wand, exit the Ice manor, and make your way to the cemetery caretakers house(the house to the right of the sanctuary). Chapter Twenty Eight The Nava charm Once you arrive at the caretaker's house, enter it and walk down the stairs to the basement. Here you will find an altar towards the top of the room, and six unlit candelabras on top of six coffins towards the bottom. Approach the altar and read the headstone that is on it. After answering yes to the question you are asked, light the candelabras in the following order: Coffin/Candelabra placement: Altar 1 2 3 4 5 6 Light candelabra # 1, then # 6, then # 4, # 5, # 2, and finally light #3 last. Once you have lit the candelabras in the correct order, a chime will sound, and a chest will drop into the room in the center of the coffins. Open the chest to receive Nava's charm. After receiving Nava's charm, exit the caretaker's house and make your way to the Despair desert by way of the gate to the right of the river next to the Watermill. Chapter Twenty Nine The purpose of the stone arches Once you are at the entrance gate to the Despair desert, use the sand cape to crawl under it, and enter the area itself. Just above the entrance is the cave where you originally found the sand cape. Look slightly to the right of that cave, you will see a gap in the wall at the top of the Despair desert. This gap leads to a second upper desert area. Proceed through the gap in the wall and enter the second upper desert area. Once there, proceed to the upper left corner of the area. To do this, you'll need to head to the right, then proceed upwards by leaping from one sandy ledge to the next(try to reach the ledge that has the chest on it, below the stairs at the top right), then across the stone pillars towards the left. After hopping across the stone pillars, jump across the remaining sandy ledges and proceed to the top left corner(there are stone pillars there), where you will find a cave. Enter the cave(behind two of the pillars), and you will be in a room with many wooden platforms that you can use as steps to reach the chest at the top(there is a jump to the left that you'll need to make from the third ledge, it seems difficult, but it is possible). Proceed up the steps and open the chest to receive a special key(this key appears next to the Riverside pub pass, on your secondary status screen). After receiving the key, use the Ice wand to freeze the red hot pillars above the chest. Next, use the ball and chain to smash the now frozen pillars. Once the pillars have been destroyed, open the chest that was hidden behind them to receive a life vessel. After receiving the life vessel, exit the cave and return to the bottom left corner of this area, to where you first entered the second upper desert area. Here you will find a small building with a doorway that has been broken open. Enter the doorway, and use the key you just found in the cave above, to unlock the gate inside. Once the gate lowers, proceed up the hallway into the room above. The object of this room is to flip the two levers at the same time. To do this, place a bomb on top of one of the levers, then just as it goes off, flip the other lever with one of your hand weapons. Once both of the levers have been properly triggered, the room begins to shake. Water then begins to flow out of the small opening in the wall above, falling into the hole beyond the railing. What is happening is that the moat above is draining. Once the water has begun running, exit this room back into the second desert area. Once there, make your way back towards the top left corner of the area, but this time don't go up on the ledge. Instead, go to the stairs leading downward just below the ledge with the cave. Proceed down the stairs that lead down to the now empty moat. At the bottom of the empty moat, between two sets of stairs, you will find an opening in the wall. Enter the opening and proceed up the hallway to the room beyond it. Once in the next room, you will be contacted by a vision named Berue, who is trapped inside a blue crystal. He tells you that he has waited for you for more than a millennium. He then says that if you can correctly perform five tasks, he will unlock the teleport arches scattered throughout the land for you to use. After telling you this, the vision vanishes, and nine plates on the ground are uncovered. The plates then light up with a blue symbol in the center of each. The five tasks that you must perform, all have to do with the plates on the floor of this room. The plates will light up in a specific sequence, and you must touch each plate while it is lit. If you miss touching one while it is lit, you must start the sequence over again. You must follow five different patterns correctly to receive the use of the teleport arches. Before each attempt, the plates will light up in the order that you are supposed to touch them in, watch carefully. The five patterns that the plates light up in are as follows(note, with each new pattern, the plates light up faster): Plate placement 1 2 3 4 5 6 7 8 9 Patterns: Pattern # A: 5, 7, 3, 4, 6, 9, 1, 5 Pattern # B: 2, 8, 7, 3, 5, 4, 6, 1, 9 Pattern # C: 3, 4, 8, 2, 6, 7, 3, 7, 2, 8, 5 Pattern # D: 9, 1, 4, 6, 8, 2, 7, 3, 5, 4, 6, 1, 9 Pattern # E: 5, 5, 4, 6, 1, 9, 5, 5, 3, 7, 8, 2, 1, 9 After successfully repeating the five patterns that the plates light up in, the vision returns and tells you that he will activate the teleport arches for you to use. He then disappears, taking the plates from the floor with him. Exit the room and the following hallway, then go and seek out as many of the eight teleport arches as you can. Each teleport arch leads to an octagon shaped room with a save point in the center of it. Along the walls of the octagon shaped room are eight more teleport arches, one for each corresponding arch on the world map. The arches only work one way until used. You must pass from the world map into the octagon shaped room, through each arch(walk into the blue light inside the arch) in order to use it to leave the room to go back to the world map. The eight teleport arches are in the following areas: # 1: Outside Nirude Castle # 2: Next to Lurvy's Smith Shack # 3: Slightly above and to the right of the Lizard dungeon # 4: Just below the pond where the large whirlpool is # 5: In the area above Fire manor # 6: At the end of the Murgg woods # 7: To the left of Magyscar # 8: To the left of the Watermill Once you've opened as many teleport arches as possible, make your way back towards the Riverside pub. Chapter Thirty The sword in the stone Once you've returned to the area where the Riverside pub is, look for the large rock slightly above and to the left of the pub. Lift the rock and toss it aside to reveal a path through the trees, leading to a broken statue on a ledge above a small pool of water. Jump up onto the ledge with the broken statue, and it will suddenly grow dark. The statue will start to glow, and suddenly a Broad sword will appear in the center of it. After a few moments you may be given the Broad sword(note, the receiving of the Broad sword may depend on your having done very badly in the game up to this point... meaning, I believe you have to die repeatedly and use the quick restart each time(the game then remembers you died) before reaching the section where you're able to acquire the Broadsword(where you get the powerglove). This is just a theory, but I've pretty much ruled out everything else. Things that back up this theory are, the sword is all powerful and it gives people who don't do as well(hence the dying) reason to keep playing, and King Snow, the sword's original owner, hints at something that seems to be this. You may have to be killed by specific means as well, namely falling spikes, Murgg, and Rock turtles), a very powerful weapon that kills all secondary enemies with one hit. After receiving the Broad sword, return to the Watermill. Chapter Thirty One The watery passage Once you are at the Watermill, enter the cave at the head of the river(where the followers of Nirude emerged from). Once inside, swim up the passage to the section with the four circular platforms. Climb onto one of the round platforms to the right, then hop up to where the plant stand is. Use a Spring bean on the plant stand to sprout a Spring bean plant. Once the plant has risen, use it to jump to the high ledge above the waterfall. Once there, hop to the circular stone in the water between the two whirlpools, then continue across to the left hand ledge. On the left hand ledge, jump on the stand that is there, then jump again to reach the ledge above. Once on the ledge above, jump to the circular stone in the water to the right. Next, hop from the circular stone to the ledge in the left corner. Once there, wait for a log to fall down the waterfall, and just as it does, hop onto it, then quickly continue hopping across the logs that are falling to the right, until you can hop onto the ledge with the chest on it to the right. Open the chest to receive a life vessel. After receiving the life vessel, jump back onto the log that falls from the waterfall closest to the ledge you are on. Ride the log downstream(watch out for the small spiked steel ball by moving to the end of the log) until it is next to the right ledge in the lower chamber. Just as the log is about to be pulled into the whirlpool that is there, jump from the log to the right hand ledge. Once on the ledge, walk upwards, past the two crates, to where there is a lever on the wall. Flip the lever to trigger the waterfall next to it, to turn into steps. Once the lever has been flipped, jump down to where the steps now are, and make your way up them to the next water filled section. Here you will find four circular stone pillars in the water, and exits to the left, and upper areas. Swim through this area and exit by the open area at the left. Hop down the small waterfall into the passages below. Take the passage to the left, then when it branches off, take the branch off to the right. This will lead you to the top of the center waterfall that you passed after riding the log in the lower section. Jump from the top of the waterfall to the floating platform that moves back and forth between the waterfall and the ledge at the bottom of the room. Once on the platform, ride it to the ledge at the bottom and jump to it. Exit through the passage at the bottom of the ledge. Once you exit through the passage, you will emerge in the next area from underneath a waterfall. Follow the water downstream, past a pool with four creatures in it, to the bottom, where you can climb onto a ledge to the right. After climbing onto the ledge, hop up the step and walk across the ledge to the left side of the room. Once at the left, walk up the stairs and follow the ledge around to the left again. Hop across the gap over the water, and trigger the raised switch plate that is on the other side. Triggering the switch plate will raise the gate to the right. Once the switch plate has been triggered, hop back across to the left and make your way around the ledge to the doorway that you just opened(hop across the water towards the bottom of the ledge), and exit into the next room. In the next room, make your way to the top of the stairs, by hopping across logs, and killing the followers of Nirude that attack you. On the right side steps, there is a crate that you need to jump onto to reach the high step above, so do not break it. Once you are at the top of the stairs, walk around behind the waterfall and exit the room by the doorway to the right. Once through the doorway, you will be in the engine room for the waterway you have been traveling in. Four followers will then attack you to defend the engine. After defeating the followers of Nirude, destroy the engine by repeatedly striking it. Once the engine has been destroyed, the room shakes and the two pools of water towards the top suddenly drain. After this has happened, walk behind the waterfall, and fall into the hole that is hidden behind it. You will land on the chest that was on the island one of the rooms below. Open the chest to receive a gilded falcon. After receiving the gilded falcon, return across the lower ledge to the left side of the room, then make your way back upstream to the waterfall where you first entered this section from. Walk through the waterfall, back to the ledge with the floating platform above it. Once on the ledge, jump down into the water below, and swim to the watery steps that you created earlier. Hop up the steps and swim to the top of the next room(with the four circular pillars). Once at the top, exit through the door that is there. Walk through the next room(the now unreachable chest, due to your draining the water by destroying the engine, contains an herb. So don't worry about missing anything good) and exit through the door at the top. In the next room, approach the stairs, then quickly back up. A spiked steel ball will fall and smash into the floor where each set of stairs begins. Once the steel ball is broken, walk up the stairs and repeat this process for the spiked ball that will drop onto the second set of stairs. Once you are at the top of the second set of stairs, jump into the water and swim past the three sets of spiked steel balls, to the doorway that is mostly submerged by the water. Swim through the submerged doorway and you will come out in a pool of water just to the left of Nirude Castle. Chapter Thirty Two The followers of Nirude Swim to the right and climb the stairs to dry land. Once on land, walk across the grassy ledges to the thin set of steps to the Southeast. Hop up the steps and push the large rock that is at the top of them. The rock will fall onto the rock below, and both will crumble. After breaking the rocks, proceed to the right side of this area, and make your way up the grassy ledges by way of the ladders. After climbing the last possible ladder, make your way down the grassy ledges towards the Southwest, where you will find a chest containing a strength tonic, and a giant stone foot(Nirude Castle is in the shape of a giant humanoid creature). Enter the open doorway that is on the stone foot. Once inside, exit the first room(you will come back to it later) by the door to the left. Once through the door, you will be in a passage with three large statues. Walk to the left end of the passage, and a Nirude follower that is in the passage next to the one you are in will notice you. After the follower leaves, push the left hand statue to the right to reveal a doorway that was hidden behind it. Enter the doorway and pick up the barrel that is in front of you. Place the barrel against the high ledge towards the top of the room, then walk to the switch plate at the center. Trigger the switch plate, then very quickly hop onto the barrel, then up to the top area where the door was just opened. Exit through the door at the top before it closes. In the next room, open the chest to receive a gilded falcon. After receiving the gilded falcon, exit the room and make your way back outside of the giant stone foot. Once back outside, you will notice Miming, the king of the followers of Nirude, high above you on the head of the castle. He is addressing two of the followers. Once he is finished, addressing them, the grassy ledges become overrun with many Nirude followers. They scurry all about, activating large stone heads. After they have completed their task, they notice you standing on the foot of their castle. The door on the giant foot slams shut, and you are knocked off of it, onto the ledge below, where the teleport arch is. At this point Miming calls out from above, and introduces himself to you. After this, Miming and his subjects shut themselves inside their castle. After this happens, you need to destroy the three large stone heads that the followers activated. To destroy the stone heads, you will need to strike them several times, first causing the right eye to shatter. Continue striking them and the top will shatter, followed by the left eye. Once this has been done, the stone head will be completely destroyed. Two of the three stone heads that you need to destroy are in the area you are currently in, while the third is in Inspiration point, the area at the top left of the castle. To reach the stone head at the top left, you will need to re-enter Nirude Castle area from the right of Torla mountain. Once all three stone heads are destroyed, the castle doors will reopen. Make your way to the left stone foot, and enter the door that is on it. Once inside, two Nirude followers will spot you and run up the stairs to the left. Enter the door at the right, and open the chest that is in the room to receive an herb. After receiving the herb, return to the previous room, where the three statues were. Once back in the room with the three statues, push the center one to reveal an entrance to the area of the room where the stairs are. Exit the room by the door at the top of the stairs. Once in the room above, another Nirude follower calls out to you. He then drops eight creatures around you. After killing the eight creatures, the follower drops another stone head in the gap between the two ledges at the top of the room. He then leaves the room by the stairs on the right ledge. After the follower leaves, the stone head begins spitting fireballs into the room. The fireballs will follow your character and cannot be deflected. Hop onto the first ledge, and from there, destroy the stone head. Once the stone head has been destroyed, any fireballs that were in the room will disappear. Hop across the broken stone head, to the ledge to the right, and exit by the stairs that are there. Once in the next room, pick up the first barrel and jump onto the floating platform that is moving in the center of the room(watch out for the spiked steel balls). Ride the platform to the top of the room, and throw the barrel onto the top ledge(where the crates are). After tossing the barrel onto the ledge, ride the platform back to the original area, and jump back to where you picked up the barrel. Once there, quickly jump across the floating platform(it breaks shortly after you land on it) to the ledge to the left, and pick up the barrel that is there. While holding the barrel jump across the floating platform above you to the ledge that is there. Place the barrel against the higher ledge at the top of the room, so that you can use it as a step. Once the barrel has been placed, climb it to reach the top ledge. Once you are on the top ledge, pick up the barrel that you tossed onto it earlier, and toss it to the lower ledge to the right, against the ledge with the exit. Next, hop from the top ledge, across the barrel, to the door in the top right corner and exit the room. In the next room you will be confronted by four Nirude followers, three dressed in blue, and one dressed in red. After calling out to you, the one dressed in red spins across the lever to the left on the upper ledge, flipping it in the process. This triggers multiple creatures to fall into the lower section that you are in. Killing the creatures just causes more to appear, so exit the room by the door you entered it from. Once outside the room, re-enter it. Upon re-entering the room, the Nirude follower dressed in red will spin into the lever to the right, which causes a set of stairs to appear. The Followers then leave the room by the door at the right. Climb the stairs and exit through the door the followers did. In the next room, trigger the switch plate to cause a barrel to drop onto the floating platform traveling over the pit of spikes. You must time this so that the barrel falls onto the platform and not the spikes. Next, jump onto the floating platform and pick up the barrel. Once you have the barrel, hop off the platform at the right side of the room, and walk around to the stone steps at the bottom center. Place the barrel against the steps and use it to climb over them. Once past the steps, exit the room by the stairs at the bottom left. In the next room there are five statues and five switch plates in the floor. The object of this room is to push the statues in such a way, that they are covering four of the five switch plates. The statues can only be pushed once each, so be careful. The correct way to push each statue is as follows: Original placement: 1 2 3 4 5 Push statue # 1 to the left Push statue # 2 to the right Push statue # 3 to the right Push statue # 4 to the left Push statue # 5 to the right Once the statues have all been pushed in the proper directions, and are covering four of the switch plates, walk onto the fifth switch plate with your character. Once all five switch plates have been triggered, the giant stone slab covering the stairs at the top right corner of the room will raise. Exit by the stairs you just uncovered. Once in the next room, jump across to the ledge with the two chests and open them to receive an herb and a key. After receiving the items, jump back to the ledge where the stairs are, and walk to the top of the broken ladder that is there. It will extend to reach the lower section of the room. Instead of going down the ladder, exit the room by the stairs on the ledge(where you entered the room from). Return to the room where the four Nirude followers were(where the follower dressed in red spun into the levers. Once back in the room, use the key to open the gate at the bottom of the room. Once through the gate, you will be back outside. Make your way up the grassy ledges to the open doorway next to the long stairway above. Enter the doorway and a Nirude follower will inform you that you have walked into a trap. He then activates a large stone head that starts spitting fireballs down the ledges towards you, two at a time. After activating the stone head, the follower then leaves the room by the ladder at the top right. On the floor at the bottom of this room you will also notice that there is a warp plate that leads to a save and regeneration point. When you're ready, push the statue at the bottom right to the left to gain access to the ladder behind it. Next, climb the ladder and make your way to the ledge below the stone head. Once on the ledge, jump from the top of the ladder, to the tops of the small black pillars, below and to the left. From the black pillars, drop down to the ledge to the left and make your way to the ledge at the top left, where you will find a lever. Flip the lever and the gate to the right of the stone head will open. Once the lever has been flipped, hop back down to the bottom of the room, and make your way back up the ledges at the right. When you get to where the gate was, destroy the stone head, then exit the room by the ladder at the top right. In the room above, push the center pillar into the open space, then walk into the open space yourself. You will fall into the room below, where you just came from, but you will land on the top ledge where there is a statue. Push the statue to the side, then enter the door that it was blocking. In the next room, read the sign between the two statues, and you will learn that the engine room is in the room below the one you are currently in. It also tells you that the startup sequence for the engine is: Left Right Left Left Right Right After reading the sign, push the left statue to the left, so that it covers the switch plate to the left. Next, push the right hand statue to the left, so that it covers the two switch plates in the middle. Finally, walk onto the remaining switch plate with your character, and the stone slabs on either side of the room will raise, revealing a set of stairs leading downward under each. Proceed down either stairway and you will enter the engine room. In the center of the engine room is a locked area that contains and engine and two levers. Just outside the gates, on either side of the locked area, are two switch plates. Step on the switch plates in the same sequence that the sign above read, left, right, left, left, right, right. At each triggering of a switch plate, the opposite gate will raise, then lower. Pay no attention to this, and complete the sequence as it was written on the sign. After triggering the switch plates as per the sign's instructions, the two levers in the locked area will flip, and the engine will start working. Once the engine has begun working, leave the engine room and return to the area above the room with the ladders and ledges, to where you pushed the center pillar into the open area. Once in the room with the pillars, make your way around it to the left, and exit by the door at the top of the stairs. In the next room, jump onto the first floating platform and ride it to the door above and enter it. Once through the door, make your way past the large spiked steel balls to the stairway to the left. Proceed down the stairs and push the statue at the bottom of the room to the left(watch out for the small spiked balls). Once the statue has been pushed aside, enter the doorway at the bottom of the room that the statue was blocking. Once through the door, you will encounter another Nirude follower, who will run into the lower section of the room and shut a gate, so that you can't follow him. At this point, return to the room a few previous, with the platforms floating over a floor covered with spikes. Once there, make your way across the floating platforms to the right side of the room(you will need to flip the levers on the right ledges to start the platforms to the right moving. After opening the chest at the bottom right, which contains an herb, exit through the door at the top right. In this room, hop down to the lower section and exit through the door at the bottom. Once you are in the next room, you are attacked by five followers, two wearing red, and three wearing blue. Once all five have been killed, a chest appears in the top section of the room. Open it to receive a key. Once you have the key, exit the room by the door you entered it from. As soon as you return to the previous room, a Nirude follower activates the stone head on the ledge above, and it begins spitting small spiked steel balls at you. The follower then leaves. At this point, use your Hunter bow to destroy the stone head(you will have to jump while on the center steps to reach it). Once the stone head has been destroyed, the floating platform will begin to move again, allowing you access to the upper section of the room. Hop across to the upper section and exit the room. Go back across the platforms floating over the spikes, and enter the door at the top left. Proceed through this next room and enter the door at the bottom to return to the room where the follower locked himself in the lower section. Use the key to unlock the gate, then pass through it to the lower section of the room. Once you are in the lower section, the gate will slam shut again, and the Nirude follower will enter the room from the top and laugh at you. He tells you that you have fallen right into their trap, and then leaves. Once you are alone, trapped in the lower section of the room, push the four turnstiles downwards, starting with the turnstile to the right, and pushing each subsequent one until you push the left hand turnstile last. Once all the turnstiles have been pushed, a rock fall in the upper section of the room is triggered that breaks down the gate that was barring your escape. Hop over the rocks, and exit the room by the door at the top. Return to the room where the warp plate that leads to a save and regeneration point was, and exit back outside from there. Once outside, the rocks that were blocking the long set of stairs will give way and roll down towards you. After jumping out of the way, proceed up the stairs and hop across the castle's giant left hand, and open the chest on the grassy ledge to the left. Inside the chest is the level two Earth book. After receiving the level two Earth book, make your way back around to the other side of the castle's hand(where you came from, you'll need to jump to a lower ledge and walk back up the stairs). Once back where you were, continue up the stairs and enter the open doorway under the castle's head. Once inside, you will be spotted by another follower, who triggers five stone heads to drop into the area that you are in and start spitting fireballs. After destroying all five stone heads, exit through the door to the right. Once again, you are spotted by a Nirude follower, who dives into a hole in the floor. Walk to the lower left corner of the room, and push the bottom statue to the right. Next, walk between the bottom and center statue, and push the center statue to the left. Finally, walk upwards to the top statue and push it to the left. After pushing the top statue, drop down the hole in the center of the room. Upon dropping down the hole, you will land in a large open area. A follower on a ledge high above will then trigger seven stone heads to drop into the open area with you. The stone heads fall into a reverse "U" pattern. Six of the heads then begin spitting fireballs at you, while the center head fires a giant energy beam straight ahead. The object of this room is to destroy all seven heads, but you must do so in a specific order. The order in which you must destroy the stone heads is as follows: Original placement: 4 3 5 2 6 1 7 Break statue # six first Break statue # three second Break statue # two third Break statue # one fourth Break statue # five fifth Break statue # seven sixth Break statue # four seventh(last) After the seven stone heads have been destroyed in the proper order, a chest falls into the room, and a floating platform lowers. Open the chest to receive a key, then hop onto the platform to be brought back to the room with the three statues above. Hop across the top ledge to return to the door at the left and exit the room. Pass through the room with the five broken stone heads and return outside. Once outside, walk up the stairs to the left and use the key on the locked door located on the castle's left shoulder. Enter the now open doorway and you will again be spotted by a Nirude follower. This time the follower starts a large spiked section of the ceiling to slowly lower. Very quickly, make your way to the steps at the top left, then hop up them and walk around to the lower left where you will be able to jump on top of the spiked section as it is lowering. While still moving quickly, hop onto the ledge at the top of the room, and trigger the switch plate to the right. Triggering the switch plate will raise the gate at the lower right(the lever was a fake). After triggering the switch plate, hop down and exit through the door to the right. In the next room, move the lower left statue to the left to find a chest containing a strength elixir, then push the first two statues above to the left in order to uncover a switch plate. Trigger the switch plate to lower a set of stairs that leads to a doorway above. Climb the stairs and exit the room. In the next room, climb the stairs at the bottom left, and across the platform to the center of the room. Once across the platform you will be attacked by four more followers. After defeating the followers, hop up onto the ledge at the top of the room and inspect the statue. Doing this will refill your health to maximum, and trigger two chests and a floating platform to fall into the room. One chest falls onto the higher section that you are on, while one falls to the lower section, where you entered the room from. The higher chest contains a life vessel, while the lower contains an herb. After receiving the items(if you go for the herb, you will need to reset the room in order to reach the higher area again), hop across the floating platform to the ledge at the bottom right, and exit through the door at the top of the stairs. Once in the next room, you will meet a vision of Nirude himself. He speaks to you of Melzas, then teleports you to a long conveyor belt type platform that slowly draws to towards a physical manifestation of himself in his true form, that of a giant stone golem. This is the boss of this dungeon. Boss strategy: You do not need to hit or damage this boss in any way. You only need to reach the Southern end of the conveyor belt you are walking on. As the golem gets closer to the Southern end of the conveyor, the rock skin that it has will begin to fall away, revealing decaying muscles. If you reach the Southern end of the conveyor, so much rock will have fallen from the golem, that it will die. While making your way South, rocks of various size will fall onto the conveyor in your path. Have the Broad sword equipped as it will destroy even the larger rocks with one strike, allowing you quicker access to the Southern end of the conveyor. Once you have defeated the golem, you return to the vision of Nirude and he speaks to you of the seven jewel crests needed to raise the Palace of Melzas. He then starts to talk to you about Nava, but is interrupted by a winged creature who attacks him. The creature is Zorgia, and he is an ally of Melzas. After a brief exchange of words, Zorgia leaves. The followers then appear with their ruler Miming. Nirude then tells them to aid you in your battle against Melzas. Then, with Nirude's death, a rock fall starts, and the followers run towards the bottom to escape, while you make your way out by a warp plate above. The warp plate leads to the top of the castle's head, from which you are able to jump and reach a chest containing another of the seven jewel crests. After receiving the jewel crest, talk to King Miming and the other Nirude followers that have gathered on the grassy ledge to the right. Upon talking to Miming, he will give you the aqua cape. With this cape, you will have the ability to breathe underwater. He then tells you of a whirlpool to the Southwest that you should seek out. After receiving the aqua cape, Miming leaves, and all but one follower go with him. The last of the Nirude followers then gives you fifty gilder, then he too leaves. Once they have all left, you can leave the Nirude Castle area. Chapter Thirty Three Swimming with the fishes After leaving Nirude Castle, make your way to the head of the river just above the Inoa mine. Once there, jump into the river and swim downstream. At the point in the river where you reach the first branch off, you will see a small whirlpool. Swim into the whirlpool to be sucked underwater, only to resurface in a pond where there is a larger whirlpool. Swim into the larger whirlpool to be brought to an underwater cave(the Fairy pond). You can access this cave and it's following areas due to your receiving the aqua cape from King Miming. With the aqua cape you will have the ability to breathe underwater(does not need to be equipped, just in your inventory), an ability that will come in very handy here. Once in the cave, swim to the stairs above and make your way across the small ledges to the passages at the right side of this area. Once you are across the small ledges, and have entered the passages, follow the passages below the stairs downward. At the end of the passage, hop down into the deep water and swim to the warp plate to the left, just before the small spiked steel balls. The warp plate will take you to the top of some underwater cliffs. Hop down the cliffs and open the two chests that are on the lower ledges to receive an herb and a life vessel. After receiving the items, trigger the switch plate at the very bottom of the cliffs. Once the switch plate has been triggered, jump back up the cliffs and exit the area by the warp plate you entered it from. Once back in the passages, you will notice that the rocks that were blocking the passage to the lower right(behind where you jumped into the water to reach the warp plate) have rolled away, and that the passage is now clear. Make your way back to the end of the passage where you had jumped into the water previously, and walk to the right. Due to the rocks being gone from the passage on the other side of the wall, a door connecting the two passages is now usable. Make your way down the now cleared passage, and swim onto the warp plate at the end of it. You will be taken to an underwater ledge with a large rock on the end of it. Push the rock to send it rolling off the ledge onto another rock below. Both rocks crumble upon impact. After pushing the rock, return to the upper passages by using the warp plate you entered this underwater area by(if at any point you fall off the ledge, you will fall into an underwater maze of rocks and logs below. Use the warp plate in the area that you land in to return to the upper passages). Once back in the upper passages, make your way to the set of stairs at the upper right section. Climb the stairs and walk onto the warp plate that is in the pool of water at the top of them. This warp plate takes you to the underwater area where you just pushed the rock, but in a different section of it. Once there, leap Southward off the ledge with the warp plate, and land on the small rock that you can reach(if you fall into the deep water at any point in this area, you will fall into the underwater maze of rocks and logs below. To escape from the maze, make your way towards the top outer edges of the maze and move the jars that are there on the ground. Ride the large bubbles that appear from the holes underneath, back up to the section above), then leap Southward again to reach the next small rock. Continue leaping from rock to rock(watch for your shadow to appear on the small rocks so you'll know where you're going to land), until you land on the ledge at the bottom of this area that has another warp plate on it. Once on the bottom ledge, walk onto the warp plate and you will be brought to an area with shallow water and waterfalls. Jump down the waterfall to the South, and proceed around the shallow water below to the next warp plate. This warp plate brings you to an underwater area with many raised platforms. The spiked steel balls can be destroyed by breaking the chains that hold them in place, so that they float upwards and break on the ceiling above. The chests in this area all contain herbs so stock up if you need them. Once you're ready, make your way to the ledge at the top right with the switch plate on it(use the bubble to get to it). The ledge at the top center only returns to the waterfall area. Once onto the ledge at the top right, use the warp plate to proceed to a corridor of deep water, filled with moving spiked steel balls. Swim to the door at the top of the corridor and exit through it. Once through the door, you will walk into the center of eight statues and be contacted by a vision named Steina, who is hovering over a pool of water at the top of the room. The vision speaks of what happened to Nirude, and the other stone giants, and how Melzas came to be. After she tells you this, the whole room begins to shake as the dungeon begins to collapse. A chest is then dropped into the room and the vision vanishes. Open the chest to receive the Fiend blade(note, if you already have the Broad sword, the Fiend blade will not appear on your inventory screen, as the Broad sword is superior). After receiving the Fiend blade, exit the room and return to the entrance of the dungeon by way of the warp plates(you will need to use the warp plate on the top center ledge in the area where there were several spiked steel balls hooked to the floor by chains). Once back at the entrance, use the warp plate that is there to return to the pond that the first whirlpool brought you to. Upon swimming out of the large whirlpool, it will disappear. Use the smaller whirlpool to return to the river, and swim back downstream, then return to the village of Inoa. Chapter Thirty Four Farewell to someone close Once back in Inoa, go to Lutas' house and speak to him. After answering yes to his question, he will tell you that he suspects Ronan had a hand in what happened to him also. After hearing Lutas out, leave his house, and Meia will be waiting for you outside. She seems to agree with Lutas and wants you to go with her to destroy the statue of Melzas at the sanctuary. After telling you this she leaves to confront Ronan. Once you regain control of your character, go and meet Meia at the sanctuary. Once there, she tells you to go inside. Enter the sanctuary and Meia and your character proceed to the main altar where Ronan is and confront him. They accuse him of being in league with Melzas. As you and Meia are leaving, Ronan laughs. Once outside the sanctuary, Meia tells you that she will go and see Septimus, and that you should go and see Jess. Proceed to Jess' and speak to him. After speaking with Jess, attempt to leave the house. At this point Jess will again tell you that you should get some sleep. Upon hearing this, go upstairs and climb into bed. Once you are asleep, Jess comes into your room to check on you. After seeing that you are asleep, he looks at you worriedly, then leaves. When you awake the next morning, Meia rushes into your room to tell you some dreadful news. Something has happened to Jess. The scene then changes to an awful sight at the cemetery. Jess lies dead, surrounded by many townsfolk. The scene changes once more to show Jess' funeral, followed by everyone paying their final respects. After the funeral, Septimus returns with you to Jess' house. He tells you that Jess wanted you to have something, then gives you the key to Jess' blue chest. After giving you the key, Septimus leaves. Use the key to open the blue chest between the fireplace and the window. Once the chest is opened you will receive a letter from Jess that says that he suspected you were right about Ronan, and that he would try and put a stop to it. After reading the letter you find a piece of broken armor in the chest. Once that has been acquired, you will remember Jess and some of the things he did for you in a series of flashbacks. Chapter Thirty Five It takes two After you awake the next morning, proceed outside where you will be approached by Gustav(you need to have opened Jess' blue chest prior to leaving the house for Gustav to appear), who tells you that his daughter Elene is ill with the sleeping sickness and needs your help. Proceed to Gustav's house, where Lutas, Meade and Kisha will inform you that Meia has already arrived, and is inside. After Kisha steps away from the door, proceed inside. Once inside, walk upstairs and you will find Elene in bed, surrounded by Beaumont, Gustav, Septimus and Meia. Speak to everyone around Elene to find out what has happened, then speak to Elene. At this point Meia asks if she can help you save Elene, Yes/No. After answering yes, try speaking to Elene again, and Septimus will ask you if you are ready to enter her subconscious, Yes/No. After answering yes, you are sent into Elene's subconscious. Meia follows shortly behind. After entering Elene's subconscious, and walking onto the warp plate that is on the floor where you entered, you will come to a room with many blocks in the form of steps. From where you enter the room, hop up the steps until you reach the first block with a black arrow pointing downward on it. From this block, jump downwards and you will land on a ledge next to a switch plate. Trigger the switch plate to cause the block you just jumped from to turn into a normal looking step. Hop back over to the stairs and proceed back up them to the group of four blocks marked with arrows. From these blocks, fall off the top left block, and you will land on the small step below with the chest on it. Open the chest to receive a strength elixir. After receiving the strength elixir, hop from the step to the long thin ledge below. Once you land on the long ledge, you will see Meia fall from another block, then walk onto a warp plate and vanish. After that, walk upwards on the ledge, and exit by the warp plate at the top of it. The warp plate brings you to a large floating ledge. There is a switch plate on a small step towards the top, and a warp plate that leads back to the first area behind the wall at the top. Trigger the switch plate, then jump over the wall and exit by the warp plate at the top. You will be sent back to the first area, but Meia will be there also, unfortunately she is on a different section of ledges. She calls out to you, then walks back onto a warp plate and vanishes. Proceed up the steps to the next block marked with an arrow and jump off of it towards the top. You will fall onto the first ledge you saw Meia on. Proceed up the ledge and walk onto the warp plate at the end of it. Once through the warp plate, you will meet Meia at a locked gate. After a series of jumps, you trigger a switch plate that lowers the gate(in a computer controlled sequence). Once the gate is lowered, Meia proceeds through it, triggers another switch plate, then walks onto a switch plate at the top left and vanishes. Follow Meia through the warp plate after getting the herbs out of both chests(the ledges have steps at the top of them, so you can reach the chests if you jumped down before opening them). Once through the warp plate, proceed up the steps again, and use the warp plate at the top. You will once again meet up with Meia, who informs you that she will trigger the switch plates on the upper ledge, and as she does, you need to jump onto the corresponding small floating platforms that they trigger. Watch the location of the switch plates that Meia is triggering to know where the floating platforms will appear. After successfully crossing the platforms, your character will trigger a switch plate that will lower a giant stone slab which allows Meia to walk over to the ledge you are now on and use the warp plate. Follow her through the warp plate, and you will be brought back to the room filled with steps. Next, walk downward off the arrow marked blocks that you appeared on. You will land on the ledge next to the first switch plate you triggered. Walk to the right and enter the warp plate that is now accessible. Make your way through the hidden passages under the pool of water that is in the room that you come to. There will be chests hidden under the pool on the various paths that you will find. The chest on the ledge at the top left, above the lever, contains a gilded falcon. After getting the items that you can find, proceed through the hidden passages until you find the ledge with the lever on it. Flip the lever to lower the stone slab on the ledge below. After flipping the lever, make your way to the warp plate on the ledge next to the stone slab that you just lowered and exit the area. You will now appear in the beginning area of Elene's subconscious, where you and Meia first entered and walked onto a warp plate. You will be on a ledge at the bottom of the area, and Meia will be below you. Meia calls to you and asks you how you're going to get across. Jump from the ledge to Meia's head, then from her head, jump to the ledge above as she walks near it. Once on the ledge, Meia tells you the most amazing gag I've ever seen in an RPG :). Climb the ladder and use the barrel that is there as a step to reach the ledge with the switch plate. Trigger the switch plate to cause two stone slabs to rise on either side of the warp plate on the ground below. Jump off the ledge and pick up the barrel. Carry it down and jump across the stone slabs to the ledges at the left. Toss the barrel onto the ledge above you, then climb the ladder and use the barrel as a step to reach the chest on the top ledge. Open the chest to receive a key. Once you have the key, hop down and open the gate above the warp plate. You will see another warp plate at the top of the steps the gate was blocking, use it to exit this area. You will then be taken to a room with four large colored crystals hovering over warp plates, with a fifth, smaller crystal in the center. Break the crystal in the center(note, inside the center of the crystal are four icons that appear in a reoccurring pattern. The icons are a diamond, a tear shaped drop of water, a ball of flame and a triangle. Each icon corresponds to one of the other crystals hovering above the warp plates at each of the corners of the room. Whichever icon is inside the crystal at the time you break it, dictates which of the four remaining crystals will break and allow you to enter the warp plate beneath it. The icon symbols match the following crystals and warp plates: Triangle: Bottom left Water: Top left Fire: Top right Diamond: Bottom right So in order to follow the sequence I have in the faq, break the crystal when the triangle icon symbol is inside the crystal) to reveal a warp plate that leads to a save and regeneration point beneath it. At this point, the bottom left crystal shatters, giving you access to the warp plate that was beneath it. After using the save and regeneration point(if necessary), walk onto the warp plate at the bottom right. You will be taken to a floating ledge covered with sand. There is a warp plate at each corner, and two chests on a ledge in the center. The warp plate at the bottom right leads back to the room with the crystals, so walk onto the warp plate at the top left. You will be taken to another sandy ledge. Once there, walk towards the center of the wall that is there, and you will fall through the sand, onto the ledge with the two chests on it, on the previous sandy ledge. Open the chests to receive a bar of gold worth thirty, and an herb. After receiving the items, jump down from the ledge and walk back onto the warp plate at the top left. Once back on the upper sandy ledge, walk around it on the stone outskirt to the top. Hop up the small rock against the wall and use it to climb onto the top of the wall. Walk to the left side of the small wall(if you're not already there), and use the warp plate at the top left. You will appear on a ledge above a switch plate. Jump down and trigger the switch plate. Meia will then appear, and you will gain control of her. With Meia, you must cross the lower section to the higher ledge by jumping onto your character's head(as you did before to Meia). Once on the higher ledge, trigger the two switch plates to cause the stone slab at the top to lower, revealing a warp plate. Two stone steps also appear in the lower section so that you can climb up to the other ledges as soon as you regain control of your character. Once you regain control of your character, hop up the steps and jump back to the high ledge at the bottom of the room. Use the warp plate that is there to return to the upper sandy ledge. Once back on the sandy ledge, use the sand cape to crawl out of the area with the warp plate at the top left, and make your way to the warp plate at the top right. Once there, use the warp plate to enter the bottom left corner of a room, where you have access to a switch plate. Trigger the switch plate to cause the post next to it with the triangle on it to rise. After raising the post, return to the first sandy ledge(the one with a warp plate in each corner). Once there, walk onto the lower left warp plate. You will be taken to a room where large spiked steel balls roll down the stairs to your right. Hop up the stairs and flip the lever to cause the spiked balls to stop. Next, hop from the right steps, to the tops of the four posts below in the center of the area. From the post with the triangle on it, jump to the steps to the left, and open the chest at the top of them to receive a key. Once you have the key, return to the room where you controlled Meia, and hop across the small steps to the high ledge at the top, where Meia triggered the switch plates. Use the warp plate at the top to exit into the next area. Kill the sand worms to lower the stone pillars and give yourself access to the locked door at the top. Use the key to enter the door into the next room. Here you will find Elene, who laughs and disappears. In her place appear two giant slimes. Defeat them by striking their nucleus, which you lower by repeatedly striking the slimes bodies. After defeating the two slimes, strike the colored crystal that has appeared at the bottom of the room while the tear drop shaped icon is inside, and it will shatter. After doing this, leave the room and return to the room with the save and regeneration warp plate. Once there, exit through the warp plate at the top left. Once through the warp plate, you will appear in a water filled room, with many small ledges scattered throughout. Hop across the ledges and trigger the switch plate that is on one of the ledges towards the top. Once the switch plate has been triggered, it disappears, and another one appears on a ledge close by. Quickly hop to that ledge and trigger the second switch plate. Once the second switch plate is triggered, it also disappears and a third one appears. As before, quickly hop to the third switch plate and trigger it. The switch plates will then continue appearing after every one you trigger. After ten switch plates have been triggered, the spiked steel balls that are moving in the water will stop, and you will be able to swim to the two warp plates at the top of the room. Enter the warp plate at the top left, and you will enter another water filled room. Once here, swim around to the warp plate at the bottom right and enter it. In the next room trigger the switch plate to raise the post with the tear shaped symbol on it. After raising the post, return to the water filled room where you triggered the ten switch plates, and enter the warp plate at the bottom right. Once through the warp, make your way to the top ledge by climbing the ladders and avoiding the small spiked steel balls. Once on the top ledge, open the two chests to receive an herb and a key. After receiving the key, go back to the room filled with water that you had to swim around to reach one of the warp plates. Once there, Meia will tell you that in order to trigger the switch plates in this room properly, each of you must jump onto the corresponding pair of switch plates together. She then starts to trigger the switch plates on her side of the room(as you both trigger a pair of switch plates, the next pair will appear), so do as she does and trigger the corresponding switch plate on your side of the room. Once all the switch plates have been triggered, the strong current at the top of the room will subside, allowing you access to the ledge with the door at the top. Use the key to enter the door. Once inside, you will again see Elene, who again laughs and disappears. Two more giant slimes will then appear and attack you. Kill them the same way you did the first two slimes, then shatter the crystal that is blocking the doorway at the bottom of the room while the ball of flame shaped icon is in the center of it. Exit the room and return to the room with the save and regeneration warp plate. Once there, walk onto the top right warp plate and you will be brought to a fire filled with fire. Small floating platforms move back and forth over the flames. Make your way across the platforms to the two levers at the top left, and flip them in this order. Flip the bottom lever then the top lever to cause the stone slab on the right ledge to raise partially. After the levers reset(the stone slab stays partially raised), flip the top lever once more and the stone slab will raise completely, revealing a warp plate underneath. Jump across to the right ledge and walk onto the warp plate. You will appear in a section of a room where you can only access a switch plate. Trigger the switch plate to lower the pillar with the fire symbol on it, then return through the warp plate to the previous room. Exit the room by the door above the two levers, then make your way across the floating platforms that are moving about in the next room, to the two warp plates at the top. Walk onto the warp plate at the left, and when you appear in the next room, Meia tells you to break the stone blocks so that she can get out of the area she's stuck in. Use the ball and chain to break one section of the stone block to the right(next to Meia, each block is composed of two sections). Jump onto the thin remaining section of the block, and jump onto the larger block to the left. From there, jump to where the chest is and open it to receive an herb. The other chest contains an herb as well, so if you need it, reset the room and get it by breaking a piece off the left block. After getting the herbs, completely break the right block. This will allow Meia to move from the area she was trapped in, and leave the room. Let her go her own way, and walk onto the warp plate at the top right. You will appear on a bridge guarded by ogres. After killing the ogres, walk towards the bottom section of the bridge and you will see two lowered pillars with the symbol for fire on them. Jump off the bottom of the bridge at the left lowered pillar, and you will fall onto a chest in the ogre filled room below. Open the chest to receive a key. The chest on the platform to the right contains an herb, so if you need it, jump to it from your position next to the left chest. After receiving the key, hop down from the platform and return by way of the warp plate at the top, to the room where you just freed Meia from behind the stone block. Once there, walk onto the warp plate at the top left. You will enter a room with geysers of flame erupting from the floor. The object of this room is to place the four rocks at the top of the room on top of four specific geysers. Doing this will stop all of the geysers. The four geysers you are supposed to cover with the rocks are easily identified, as the holes in the floor where they are located are larger than the others. Once the four geysers are covered and they have all been stopped, a chime will sound and the stone slab blocking the door at the top of the room will lower. Use the key to enter the door that the stone slab was blocking. Once inside the next room, you will see Elene standing on some rocky ledges surrounded by fire. As before, she laughs and disappears, this time leaving only one giant slime in her place. Defeat the slime as you did the others, but this time be careful not to fall into the flames as you fight. After defeating the slime, break the crystal that is blocking the door while the diamond shaped icon is shown(only one left), and return to the room with the save and regeneration warp plate. Once there, walk onto the warp plate in the lower right corner, and you will be taken to an ice covered ledge. Open the chest above and slightly to the left of the warp plate you just came from, and you will receive a life vessel. After receiving the life vessel, jump into the large hole towards the top right(below the warp plate at the top). You will fall onto a raised area in the center of the icy room below. From the center area, walk across the thin icy ledges to the right, and jump onto the warp plate that you can see on the floor at the top right. You will be taken to a section of a room where Meia is trying to trigger a switch plate by jumping up and down on it. Meia tells you that the switch plate is stuck, and that maybe with more weight, the two of you may be able to trigger it. Jump onto the small pillar next to Meia, then from there, jump onto Meia's head. With your combined weight, the switch plate is triggered, and the pillar next to it with the diamond symbol on it is raised. Once the pillar is raised, return via the warp plates(note, the small eye symbols on the floor of the lower icy room will bring you to a warp plate that returns you to the upper icy ledge) to the area that had the bridge on it(where you jumped from the lowered fire symbol marked pillars). You will notice that the pillars at the top with the diamond symbols on them have now raised. Jump from the rocks to the pillars, then to the chests and open them to receive a key and an herb. Once you have the key, return to the upper icy ledge you were recently at. Once there, fall back down to the lower icy area by way of the large hole towards the top right(below the warp plate at the top). The object of the lower icy area is to trigger all the switch plates that are on the small walls, without falling into the pits below. To do this, first walk to the right and push the ice pillar furthest to the right, upwards, then jump across the corner of the pit, so that you are to the left of it. >From there, push it to the right to send it sliding into a switch plate at the top right corner. Next, walk left, then down towards the center, and push the ice pillar that is there downwards, where it will stop against a small post. Next, push the ice pillar that is next to the warp plate on the center area to the left, so that it falls into the pit to the left. Jump across to the top of the pillar you just pushed into the pit, and from there, walk to the switch plate in the upper left corner and trigger it. After that, return to the center area(jump from the pillar in the pit) and push the ice pillar on the wall below and slightly to the left of the warp plate, downwards. It will slide down the wall and fall into a pit. Hop across the top of it to reach the switch plate at the bottom left corner. After triggering the bottom left switch plate, hop back across to the wall above and push the ice pillar that is there to the right. It will fall into a pit and allow you to jump to it so that you can reach the ice pillar on the bottom wall. Push the ice pillar on the bottom wall to the right and it will trigger the switch plate at the bottom right corner. After that, return to the wall where the last ice pillar you pushed into the pit is, and push the ice pillar that is still on the wall, upwards. This will allow you to access the last switch plate on the wall next to where the ice pillar stopped. After triggering the last switch plate, the stone slab blocking the door in the pit at the top center will lower. Make your way back around the walls(be careful not to fall into any pits along the way) to the center area, and jump into the pit with the now lowered stone slab. Once in the pit, use the key to enter the door at the top. Once inside, Meia appears. Elene is also in the room. After learning that you defeated the three groups of giant slimes, you and Meia are called out of Elene's subconscious. Once back by Elene's bedside, Elene wakes up and gets out of bed. Everyone tells her that it was Alundra and Meia that saved her. Gustav rewards you with a gift for saving his daughter. The gift he gives you is the Steel flail, which is the charge version of the Iron flail, and can be swung in a wide arc above your head for more damage. After you receive the Steel flail, the scene fades. Chapter Thirty Six The awful truth about Giles You are awoken in the middle of the night by Kisha and Septimus, who tell you that Giles has now come down with the sleeping sickness. They also tell you that Meia is already at his bedside. Once they leave, proceed to Giles' and Kisha's house and speak to everyone gathered at Giles' bedside. While talking about Melzas, a loud screeching is heard outside. Meia recognizes it as the sound of the murgg. Septimus and Kisha go upstairs where they'll be safer, while Meia tells you to go outside and deal with the murgg. Proceed outside and kill the four murgg who attack you once you leave the house. Once you have killed the four murgg, return inside and talk to Meia. After speaking with Meia, go upstairs and tell Septimus and Kisha that it is safe to come downstairs. They are worried that Meia is alone downstairs with Giles, and with good reason, for once you return downstairs, you will see that Giles has transformed into a demon werewolf just as Kline had. Giles, in werewolf form, starts to threaten you, but Kisha goes to him and tries to speak with him. Giles then lashes out, and sends Kisha flying across the room into some cabinets. Meia and Septimus start to tell you of the creature, but Giles the man, starts to take back his self from the werewolf that he has become. He goes to his sister to see what he has done. He yells out that Melzas has done this to him, and it caused him to hurt Sybill, then Jess, and now he has injured his own sister Kisha. Kisha then starts to speak, and Giles transforms back into a man. Once back in human form, Giles collapses on the floor and vanishes. Kisha then gets up, and Beaumont rushes into the house. Everyone discusses what must be done, then the scene fades. Chapter Thirty Seven A new piece of armor You awake the next morning thinking of what happened to Giles. After getting out of bed, leave the house and proceed out of Inoa to the cliff shopkeeper's house. Once there, show Lurvy(shopkeeper) the broken armor that Jess left for you in his blue chest(just speak to Lurvy and he will take it). Lurvy then asks you if you'd like him to fix it, Yes/No. After answering yes, Lurvy takes the broken armor, and after much clanging and banging, returns with a new piece of armor for you. After receiving the breastplate, return to the village of Inoa. Chapter Thirty Eight More fun than a barrel full of monkeys Once back in Inoa, proceed to Kisha's house, where you will find Meia waiting for you. Speak to Meia and she will give you a bomb(tree gem) that will blow open the gate to the woods below the Great tree. Meia thinks that you can reach the Great tree by passing through the Murgg woods. Once you have the bomb(shows up on your secondary status screen, looks like a yellow marble), leave the village of Inoa and make your way to the ruins just South of the Murgg woods(all the way West). Once at the ruins, move the large rock that is blocking a cave's entrance around the corner from the stairs. After moving the rock, enter the cave and burn the thorn bushes to the right. Proceed past where you just burnt the bushes, and walk down the stairs to the next room. Here you will see an area made up of many small ledges. Hop down the ledges and open the chest on the octagon shaped plate at the bottom to receive a life vessel. The other chest at the bottom contains a magic elixir. Once you've received the life vessel, use your Spring beans to spring yourself to the higher ledges so that you may return to the stairs at the top and exit the room. While on the way up, open the other chests that are on the various ledges to receive a gilded falcon and an herb. Once back in the first area, burn the thorn bushes again, and exit the ruins. Once back outside, make your way to the Murgg woods. You must enter the Murgg woods from the Southern side of it, so proceed North from the ruins, until you reach the long stairs that start on the ledge above the three chests. Proceed up these stairs and you will come to the locked doorway to the Murgg woods. Place the bomb on the doorway(walk up to it and it will automatically be placed), and when the bomb detonates it will be blown open, allowing you entrance into the forest. Once inside the forest area, walk up the stairs in front of you and proceed up the steps to the right that lead to the round rock on the ledge above. Push the rock so that it falls onto the rock below it, causing both to shatter. Doing this will open the Eastern entrance to the Murgg woods. After pushing the rock, hop back down the steps and proceed up the path to the Northwest. You will come to a small set of steps, at which point two murgg will appear and push a large spiked steel ball off the ledge above, after which they run away. After the two murgg leave, hop down to the left and enter the cave behind the thorn bush. Once inside, proceed up the wooden path to the right. Jump from the end of the ledge that it leads to, to the ledge at the top of the room with the chest on it. Open the chest to receive an herb. If you fall into the center area, trigger the switch plate, which will cause two murgg to appear and drop four mushroom creatures into the center area with you. After defeating the mushroom creatures, a stone slab falls to the left that you can use to climb out. After receiving the herb, exit the cave and proceed back onto the grassy ledge to the right. Proceed around the grassy ledge until you come to a thorn bush. At this point, burn the thorn bush and enter the cave at the end of the grassy path, beyond where the bush was. Once inside the cave, use the ball and chain to strike the stone block on the other side of the pedestal, which will cause it to slide. After sliding the block, exit the cave and return to the thorn bush. Burn the thorn bush again, and jump to the ledge to the right that has a cave entrance hidden between two trees. Enter the cave and make your way to the switch plate at the lower left(you can see it from where you entered). The object of this room is to trigger the switch plate, then very quickly make it to the top of the room(the platforms towards the top are created by the switch plate, and disappear after a brief period of time). Once at the top of the room, use a bomb to open the doorway sealed by fallen rocks. Once the doorway has been cleared, enter it to proceed to the next room. As soon as you enter the next room, two more murgg spot you and call for reinforcements, who then attack you. After killing the murgg, enter the open doorway towards the top center of the room, and run across the bridge that it leads to before the rocks that start to fall hit you. Once at the end of the bridge, open the three chests that are there to receive a strength elixir, an herb, and a bar of gold worth thirty. Once you have received the items, proceed back across the bridge and re-enter the room where the murgg attacked you. Once there, make your way to the left corner where you will see a lever on the wall. Flipping the lever causes the stone slab on the ledge above to lower and allow you access to the left end of the ledge. The stone slab only stays lowered for a brief period of time, so you must make your way up the steps at the right side of the room, and past the stone slab quickly. Once past the stone slab, hop across the ledges to the South and exit by the open doorway that is there. Once through the door you will be back outside. Make your way down the path to the chest at the bottom of the stairs. Open the chest to receive a life vessel. After receiving the life vessel, return up the stairs and go back into the cave you just exited. Jump back across the small ledge to the ledge at the top of the room that the spiked steel balls are on, and exit by the door at the top left. In the next room, kill all five mushroom creatures on the upper ledges, and the stone block that is preventing you from reaching the lower section will disappear. After killing the mushroom creatures, proceed to the lower section, where you will see four murgg surrounding a mushroom creature. The murgg spot you and attack. After killing the murgg, cross the wooden bridge to the left, and proceed to the top left(through the hidden passage), where you will find a lever at the bottom of a flight of stairs. Flip the lever to cause the large stone slab to the left to raise, also four murgg will jump into the area you are in and attack you. Quickly kill the murgg and make your way under the stone slab to the section at the left(if you weren't quick enough, flip the lever again after the stone slab falls). Once in the section to the left, a murgg spots you and runs away. Make your way back to the right(jump over the stone slab), and leave the area where the lever is. Once back in the main section of the cave(where the wooden bridges are), make your way to the lower left corner, by crossing the bridges to the South. At the bottom left you will see an open door, exit the room by it. Once through the door you will encounter a stone golem that will attack you. After defeating the stone golem, open the chest in the area above to receive a wonder essence. Next, flip the lever above the chest to cause the stone slab at the bottom left to disappear, giving you access to the steps that lead to the exit. Exit the cave to return back outside. Hop up the grassy steps and follow the path Northward. Shortly before you reach the next thorn bush, you will be spotted by three murgg. They are shocked that you have managed to get by the stone golem. As they run away, they drop a chest onto the ledge above you. Continue up the path, and burn the next thorn bush that you come to. After climbing the steps that are past the thorn bush, burn the bush at the top of them and enter the cave that is there. Once inside the cave, kill the murgg that attack you, then exit by the door at the bottom left. Once outside, walk down the grassy ledge and open the chest that the murgg had dropped previously. Inside the chest is the Willow bow, which is the upgrade to the Hunter bow, and is a chargeable weapon. After receiving the Willow bow, walk around the corner of the grassy ledge, then proceed up the steps to the ledge above you. Once you are on the upper ledge, walk into the teleport arch to activate it(you may want to save your game at this point). After activating the teleport arch, return to the cave you were in before you found the bow. Once back in the cave, kill all the murgg that are attacking you, then walk into the doorway that leads downward in the center of the upper section of the cave(it is hidden, so look for the opening on the opposite side of the wall). Through this door you will find a warp plate on a raised section, and a regeneration point surrounded by four small rocks. If you use the regeneration point, your health will be restored to maximum level, but it will also alert the murgg to your presence. After each use of the regeneration point you will be attacked by three murgg. After using the regeneration point(if necessary), and killing the murgg who attack, jump onto the small rock closest to the raised area. Then from the small rock, jump to the raised area where the warp plate is, and walk onto it. The warp plate will bring you to an area where there are four wooden bridges, three lower ones running up and down, and a fourth upper bridge running left and right, intersecting each of the lower bridges. The three lower bridges have a warp plate and a switch plate at either end of them, and a raised stone slab at the intersection where each lower bridge meets the upper bridge. The slabs are raised so that if you were on the upper bridge, you could not cross it without lowering the stone slabs first. Each switch plate on the lower bridges raises or lowers one or more of the stone slabs. To lower all the stone slabs, you must trigger the proper switch plates in the proper order. The switch plates correspond to the stone slabs in the following way: Right bridge, bottom switch plate: Lowers left stone Right bridge, top switch plate: Lowers center stone, raises left Center bridge, bottom switch plate: Raises left and right stones Center bridge, top switch plate: Lowers right stone, raises center Left bridge, bottom switch plate: Raises or lowers left stone Left bridge, top switch plate: Raises or lowers center stone Without triggering any of the switch plates, walk back onto the warp plate at the bottom of the bridge you are on(the one you entered the area from), and return to the area with the regeneration point. Once there, walk across the short bridge and through the doorway into the main passage in this area, and exit by the door at the bottom left again(the one you went out earlier). Once back outside, walk down the grassy ledge, past the chest where you found the bow, and proceed down the stairs that you will come to(below the stairs that lead to the teleport arch). Once at the bottom of the stairs, walk up the grassy path and enter the cave that it leads to. Once inside, walk downward and proceed past the raised gate into the lower room. Once in the lower room, a murgg will spot you and call for help. At this point, the gate shuts, and three more murgg appear, and along with the first murgg, they all attack you. After defeating the murgg, the gate raises. Walk back to the upper room, where you will be attacked by eight murgg, that enter through a hole in the right wall that they just created. After defeating the murgg, walk through the hole in the wall they created, into the room to the right where you will find a warp plate. Walk onto the warp plate and you will be brought to the center bridge in the area you were at previously. Walk to the top of the bridge and trigger only the upper switch plate. Triggering the upper switch plate will cause the stone slab furthest right to lower. After doing this, walk onto the warp plate at the top to be taken to a small room with many jars in it. There is a hidden doorway to the right of the warp plate that you can walk through to get into the area to the right. Once in the area to the right, walk onto the warp plate closest to you(next to the hidden doorway) to be taken to an area where the ground is shaking. Make your way across the wooden bridge to the right side of the area, and walk onto the warp plate that is there. You will be taken to the top of the left hand bridge in the area you were in previously. Once at the top of the left bridge, trigger the upper switch plate to cause the stone slab over the center bridge to lower. Next, trigger the switch plate at the bottom section of the left hand bridge to lower the stone slab to the left, above the bridge that you are currently on. After triggering the bottom switch plate, all three stone slabs should be lowered, allowing passage across the higher bridge when you reach it. Exit by the warp plate at the bottom of the bridge you are on, and you will appear on a raised area in a room filled with groups of murgg. Jump down and exit by the door at the bottom to return outside. Once back outside, burn the thorn bush in front of you, then walk down the stairs below. Next, walk slightly to the right and burn the thorn bush at the top of the first set of stairs you come to. After burning the thorn bush, climb the stairs and hop up the grassy ledges until you come to another thorn bush blocking your path. Burn this thorn bush and enter the cave beyond it to the left. Once inside the cave, kill all the dark colored mushroom creatures, then proceed through the hidden doorway at the bottom left corner of the room. Once through the hidden doorway, follow the wooden bridge and walk onto the warp plate at the end of it. You will be taken to the upper bridge in the area you were in several times previously. Since you lowered all three of the stone slabs, you can now cross the bridge and walk onto the warp plate at the right side of it. The warp plate takes you to a large room with a wooden bridge to the right. Once you approach the bridge, you are cut off by five murgg. Upon retreating, you are stopped by another five murgg. When the ten murgg have you completely surrounded, they attack. After defeating the murgg, cross the bridge and exit through the door at the bottom right. Once back outside, hop down three grassy ledges and head to the right at the wooden fence(be careful not to go down any farther or you will have to make your way back around through the caves again). Once you head to the right, you will see the stone turnstile that is next to the teleport arch. Push the turnstile to the right to gain access to the teleport arch, and the save point that is inside it(the teleport arch). After using the save point in the teleport arch(if necessary), walk upwards past the turnstile(that is now out of the way). Once you are past the turnstile, walk to the right(do not go into the area above yet), and you will come to a chest on the other side of some grassy steps. Open the chest to receive a gilded falcon. After receiving the gilded falcon, walk back to the left, and walk up the path that leads to the area above(just to the left of the steps the chest was on). Chapter Thirty Nine Take your stinking paws off me you damn dirty apes!!! You will come to the main entrance to the Great tree, and upon trying to walk through it, you will be captured by the murgg and thrown into a cell. The cell next to yours is occupied by a keysmith. Once the murgg guards leave, and you've spoken to the keysmith in the next cell, use a bomb to blow a hole in the wall above(at the back of the cell). Once you've created a hole, enter it to escape into the maze of corridors that is behind the cell. Make your way through the corridors, to the stairs towards the right. Along the way you may find chests containing such items as a bar of gold, a wonder essence, a strength tonic or herbs. Once you find the stairs, walk up them to exit the corridors. In the room at the top of the stairs you will be spotted by three murgg. After defeating them the door at the bottom of the screen opens, allowing you to exit into the next area. In this next area, make your way to the bottom of the room, while avoiding the large spiked steel balls(walk slowly behind them). Once at the bottom of the room, open the chest to the left to receive an herb, then exit by the open door. Once through the door, you will be outside beneath a giant tree. This tree is the fortress that the murgg call their home. Walk to the left side of the giant tree and enter the cave that is there. Once inside, make your way through the lower section(the chest contains an herb), until you reach the upper area(past the second large spiked steel ball). Once there, walk onto the raised center section and open the chest that is there. You will only receive one gold piece, but you will trigger the doors to the room to close, and a murgg will drop down and attack you. After defeating the single murgg, two more appear, then when they are defeated, three arrive, followed by four more murgg. After defeating the group of four murgg, the door re-opens, and five murgg drop into the surrounding area. Leave the raised section and kill the five murgg below. Once they have been defeated, the stone slabs blocking the stairs at the top left, and the doorway below, will disappear. Exit by the stairs and you will come to a room with two murgg in it. Defeat the two murgg to trigger the door at the bottom of the room to open. Walk through the next lower area, until you reach the lower left corner, and you will come to a small room with a lever at the bottom of a small set of stairs. At this point the doors will close, and murgg will drop from above and start to attack you. While killing any murgg that come near you, walk down the steps and flip the lever to open the doors, then make your way up the stairs at the bottom right of the small room you are in. At the top of the stairs, pass through the door onto the raised section in the next area, then jump down to the floor next to where the switch plate is sitting on the turnstile. Once on the floor, walk upwards and flip the lever that is in the area above. Flipping this second lever causes most of the floating platforms to start moving. Once they are moving, walk onto the raised section in the area to the left of the second lever(the one you just flipped), and from there, jump to the floating platform moving left to right. From the platform, jump to the wooden ledge to the right, then from the ledge, jump to the next floating platform when it appears from below. >From this platform, jump onto the switch plate on the turnstile below. Triggering the switch plate causes the platform on the ground beneath the turnstile to raise for a brief period of time, allowing you to jump to it, then to the raised area to the right. Once on the raised area, walk to the right and make your way into the room above the one with the large spiked steel balls. Once in the room, the doors will shut and you will be attacked by three murgg. After defeating the murgg the doors re-open, allowing you to enter the room above. In this room, kill the living chest and a real chest will fall in it's place. Open the two chests to receive an herb and a strength tonic. If you need a wonder essence, bring the barrel that is in this room to the area where the second lever was(where the floating platforms are), and place it against the high ledge with the chest on it, so that you can use it as a step to reach the chest. The chest contains a wonder essence. After receiving the items, exit by the stairs at the top left. Once in the next area, make your way through the various smaller rooms and corridors, towards the bottom right. Once you enter the room with the five stools and pot of stew cooking, stone slabs will drop, locking you in the room, at which point five murgg will attack you. After defeating the murgg, the stone slabs will disappear, so make your way to the door at the very bottom right and exit by it(you will come back for the chests later). Once outside, walk as far to the left on the balcony as you can, then jump down to the lower balcony from the open spot. Once on the lower balcony, walk to the left and jump into the chimney of the hut next to the giant tree. After you fall into the house, walk down the stairs to the left(partially hidden) and you will be in the area with the jail cells that you escaped from earlier. Walk to the bottom right and you will be spotted by a group of murgg. After defeating the murgg, walk up to the cell the keysmith is in and you will release him. Follow him back upstairs and he will open the chest and get his tools, which he then uses to open the locked gate to the hut. He will then go and hide in one of the small huts at the bottom of the Great tree(the hut at the bottom left. Note, there is also a save and regeneration point in one of the lower huts if you need it). After the key maker leaves, enter the center entrance of the giant tree and proceed to the door at the top of the hallway that is there. Once you are at the door and try to open it, you will find that it is locked. Next, go and find the keysmith in the hut he went to, and you will tell him that you need his help to enter the main section of the giant tree. He will then leave the house and wait for you inside the center entrance to the giant tree. Proceed into the center entrance to the giant tree and you will find the keysmith. He tells you to clear the main passage of murgg, so that it will be safe for him to pick the lock on the door above. Go ahead and kill all the murgg in the hallway, then return to the keysmith. He will then go with you to the main doorway above, and pick the lock for you. After picking the lock, the keysmith goes to wait in the hut to the right of the giant tree. At this point, walk through the now open doorway that the keysmith just unlocked, and hop onto the platform at the top of the hallway beyond to be raised to a room high above. After getting off the elevator platform, make your way to the room at the bottom right(past the room with the fireball spouting device). At the bottom left of this room, you will see a turnstile against the left wall. Push this turnstile upwards, and it will trigger the doorway it was blocking to open. Walk through the now unblocked doorway into the room at the left. Once in the next room, exit through the door at the bottom and you will be back outside on an upper wooden balcony. Walk to the upper right corner of this section of balcony, and open the chest that is there to receive a gilded falcon. After receiving the gilded falcon, climb down the ladder on the section of balcony under the chest, and trigger the switch plate that you can see below. Triggering the switch plate lowers another ladder from this balcony to the ground, allowing you to climb up and down without having to go through the giant tree itself. After triggering the switch plate, walk as far to the left on this lower balcony as you can, and enter the cave entrance that you come to. Once inside, walk to the far right on the front ledge as you can, and fall downwards into the open area from there. You will land on a raised section in a room below where there is a chest. Open the chest to receive a life vessel. After receiving the life vessel, leave the room by the door at the bottom and jump to the lower balconies, then to the ground. Once on the ground, climb the ladder you lowered in the upper right corner and return to the room where you just jumped from . Once back in the room, walk to the left side of the front ledge and drop into the open area to fall onto the left hand raised section in the room below with the chest on it. Open the chest to receive one gold piece. From this section you can diagonally jump to the center raised section that also has a chest on it. Open that chest to receive a bar of gold worth thirty. After receiving the gold, return again to the room above, where you just jumped from. Once back in the room, make your way across the open area by riding the floating platform that travels through the center of the room. Once across, make your way through the room above with the large spiked steel balls moving back and forth, to the upper room. Once there, walk to the left and you will be attacked by eight murgg. Defeat all the murgg, and a barrel will fall into the room at the top left. Use the barrel to reach the chests on the raised area at the top right. The chests contain a bar of gold worth thirty, and an herb. After opening the chests, use a bomb on the pile of rocks in the room at the top left, then jump into the hole it creates(note, Ignore the stairs as they lead to the same area that the hole leads to, only without being able to find the chests that you will if you jump down the hole). You will land in a room with six chests in it. Two of the chests are living chest creatures, while the others contain a piece of gold worth ten, a strength tonic and two herbs. After receiving the items, walk into the room below and the doors will shut, you will then be attacked by three more murgg. Defeat them to cause the floating platform to the right to drop, allowing you to use it to jump to the raised ledge next to it. Hop across the raised ledges until you are on the one at the bottom left with the switch plate. Trigger the switch plate to re-open the doors to the room. Exit by the door at the bottom and walk to the upper left corner of the balcony outside. Open the chest you find there to receive a life vessel. After receiving the life vessel, return to the room you just left(where you triggered the switch plate). Once there, exit through the door to the right, and walk up the stairs that are in the following room. In the room at the top of the stairs, kill the two murgg who are in the center of the room(watch out for the two spiked steel balls circling the room), and the door at the top of the room will open. Walk through the door and follow the ledge to the left, then fall straight off the open end of it. You will land on a wooden ledge in the room below. Follow the ledge upwards and trigger the switch plate that you will find, to open the closed gates that are next to it. Open the chest that the gates were blocking to receive a key. After receiving the key, walk to the bottom of the ledge and open the chest that is there to receive an herb. After receiving the herb, follow the ledge into the small room below(where the three murgg are). Exit the small room by the door at the left, and proceed out the door at the bottom of the next room to return to the outside balcony. Once back outside, follow the balcony to the upper left(above where you found the life vessel), and you will find a small hut. Use the key to unlock the door to the hut, then proceed inside. Once inside, the door shuts behind you and you are attacked by five murgg. After defeating the murgg, a chest falls into the room towards the top. Open the chest to receive the elevator key to the upper levels of the Great tree(appears on your secondary status screen). After receiving the key, the door at the bottom of the room re-opens, allowing you to exit. After exiting the hut, make your way back to the ground, and enter the main entrance(center cave) of the giant tree. Next, ride the elevator platform to the level above, then make your way to the room that you reach at the bottom left(to the left of the room with the turnstiles). Once there, use the elevator key on the door at the top, and you will be asked if you would like to attempt to open the door, Yes/No. After answering yes, you will be told that the key does not fit properly. At this point, make your way outside to the wooden balcony(through the door at the bottom of the room), and climb down the ladders to the ground below. Once on the ground, seek out the keysmith in the hut just to the right of the giant tree. Speak to him and he will ask if you wish for him to try and fix the key so that it will open the door correctly, Yes/No. After answering yes, climb back up the ladders(both of them), and re-enter the room with the locked door. Walk up to the locked door at the top of the room, and you will again be asked if you'd like to try the key on the door, Yes/No. After answering yes, you try the key in the door, and this time it opens. Walk through the door and hop onto the elevator platform that is in the room beyond. As soon as you get off the elevator platform in the room above, you will be attacked by five murgg. After defeating the murgg, the door at the bottom of the room opens, allowing you to exit to the balcony outside. Once on the balcony, climb the ladders to the left of the door, until you reach the top of the tree. Once at the top of the tree, you will find the boss' chamber. You then will find out that Zazan is the ruler of the Murgg who live in the Great tree. After threatening you, Zazan jumps down from his platform above, and attacks you. Boss strategy: Zazan will pick up large rocks and throw them at you, so keep moving when you see him with a rock to avoid being hit with it. Zazan's main attack is to extend his arms and spin towards you. To avoid this attack, keep moving and changing directions. Zazan cannot be hit while he is spinning, you must wait for him to stop. During this attack you also cannot be hit by Zazan's arms, only his body. Once in a while, Zazan will call out to other murgg to come and help him. Regular sized murgg will then appear and try to attack you as well. After defeating Zazan, two chests will drop at your feet. Open them to receive the two jewel crests that were missing from the chests that you opened in previous dungeons. It seems Zazan and the murgg had stolen them to try and stop you from gathering all seven. After receiving the two jewel crests, make your way back down to the ground, then head back to the village of Inoa. Chapter Forty Wild fire Once back in Inoa, the ground starts to shake ferociously. Talk to Meia and the other villagers to find out that Torla mountain has become active, due to Melzas' evil. Talk to Naomi in the shop(she is the shopkeeper), who tells you that Tarla mountain is erupting, then leave the shop. Upon leaving the shop, Yuri will appear and tell you about Torla mountain. He also tells you that to enter and fully explore the mountain, you will need the Ice wand. He then tells you how to get the wand(see Chapter 27, Cool). After talking to Yuri, leave Inoa and head to the area to the left of Torla mountain(the area where Magyscar is located). Once there, hop up the ledges to the right of where Magyscar is(past the stone block that you must break), then jump downwards from the top right ledge, to the ledge below that will take you to the area where Torla mountain is. Once on the ledge, walk to the right and you will enter the area with the wooden bridges connecting the ledges. Walk across the first bridge to the group of grassy ledges, and make your way around them to the second bridge. Cross the second bridge, and hop downwards off the ledge that it leads to. Walk down and to the right on the grassy ledge you land on. Towards the bend, one of the rock piles on the ground will be raised into the air by a geyser of water that is flowing beneath it. Hop onto the raised rock pile, and a second pile next to it will also be lifted by a geyser of water. Continue leaping from rock pile to rock pile, as upon landing on each raised rock pile, the next will be lifted by a geyser. When you come to the last rock pile, it will not automatically raise. You need to jump to it while it is still on the ground, as the impact from you landing on it will jar it loose, and it will then be lifted upwards by the geyser beneath it. Jump from the last rock pile onto the ledge to the right, and enter the cave that is there. You have now entered Torla mountain. Once inside, you will notice pools of lava in various locations throughout the room, this will hold true for many of the rooms inside the mountain. Walk towards the top of the room and light the left hand candelabra. This will trigger the gate at the top of the room to open. Walk to the open gate and use the Ice wand to freeze the red hot pillars that block the passage beyond the gate. After freezing the pillars, use the crusher(ball and chain) to smash them. Once they have been destroyed, walk through the passage and exit through the second raised gate(note, if the second gate is shut, it is because you lit the right hand candelabra. Use the Ice wand to extinguish it and the gate will raise). In the next room, hop across the small raised rock formations to the ledge at the top. Once at the top, hop down to the area with the switch plate. Trigger the switch plate, and the gate on both the upper ledge, and the gate where you are will open. Walk into the gate that just opened next to the switch plate and you will come to a room where five fireballs are bouncing up and down over a pool of lava. Walk up to the ledge to the right, and use the Ice wand to freeze the first fireball. After freezing the first fireball, hop onto it(if it's low enough to reach). Next, continue freezing the fireballs to make a bridge to cross over the pool of lava(while you are standing on a frozen fireball it will not thaw out). When you reach the last fireball, you must jump upwards to reach the ledge above, as the jump to the side is too far. Once on the upper ledge, walk through the door to exit the room. In the next area there is a passage that splits off in two directions. To the left is a warp plate that leads to a save and regeneration point, while to the right is a passage leading to some stairs and an open door. At the fork in the passage there is a door also. After using the save and regeneration point(if necessary), walk to the stairs at the end of the right hand branch passage and exit through the door at the top of them. Once in the next room, quickly walk to the right to avoid being burned by the flame throwers(note, you can shut off the flame throwers by jumping onto them). Jump across the lava to the lower section(there is a chest containing an herb at the far left side of the room), and exit through the doorway that is there. You will now be at the far right side of the second room, where you jumped across the rock formations. Jump to the lower area where the sign is, then quickly run through the lava to the chest below, and open it to receive a life vessel. After receiving the life vessel, hop back up the small steps next to the sign to return to the upper ledge. Once back on the upper ledge, walk to the bottom of the room, then make your way back to the left side by jumping across the rock formations. Once at the left, hop across the rock formations until you are on the upper ledge at the left side of the room. Enter the open door on the upper ledge, and you will be on a higher ledge in the room you were in previously, that had the flame throwers in it. Jump across the gap to the smaller ledge at the top and enter the door that is there. Once in the next room, hop across the rocks, shutting off the flame throwers that you come to by jumping on them, and make your way up and around the ledges above. Once around the ledges, you will come to the upper section of the room, which is composed of rock formations, lava pits, and more ledges. Kill all the phoenix that rise from the lava, as you make your way around the rocks and ledges to the ledge at the top. After killing all the phoenix that rise, the door on the top ledge will open. To reach the chest to the right of the door, you need to jump to it from the second to last rock formation. It contains a wonder essence. Once you reach the top ledge, exit through the door that is there. In the next room, use the Ice wand to freeze both of the red hot pillars, then push the left pillar to the right, then push it up, then push it right again. Lastly, push the remaining pillar(the right one) upwards where it will come to a stop against the other one. Jump onto the small step to the right, then from there, jump onto the pillars. Once on the pillars, you can jump to the upper section of the room. In the upper section you will need to use the Ice wand to freeze the fireballs bouncing up and down over the lava pit, in order to make a bridge for you to cross. The first fireball must be frozen by you while you are standing in front of it, instead of while on the ledge to the right, as the arc that the ice travels will freeze it too high for you to climb onto it. You must freeze the fireballs in such a way that you can cross to the ledge high above at the center(make it to the last fireball, then go back and forth until you are high enough). Once you are on the high ledge, exit through the door that is there. In the next room, use the Fire wand to light the nine candelabras. This will cause the stone slab with the rock on it at the bottom left to lower. Once the slab is lowered, use the Ice wand to extinguish all but the candelabra directly above the stone slab. Once the eight proper candelabras are out, stand on, or extremely close to the stone slab and use the Ice wand to extinguish the final candelabra, then quickly hop back onto the stone slab as it raises. Once the stone slab has risen with you on it, jump onto the small rock, then onto the ledge at the left and exit the room through the door that is there. Once in the next room, kill all the phoenix that rise from the small lava pools to cause the platform at the top of the room to disappear, revealing a hole. Jump into the hole to fall into the next area. You will land in a small stream. Walk Southwards and jump down the small waterfall at the end of the stream. Make your way to the upper right ledge by jumping from rock to rock. Once there, flip the lever to cause the floating platform to start traveling Southwards. Hop onto the floating platform and ride it to the lower ledge, where you can exit through the door that is there. In the next area there are two chests on the ledge that you are on, and a warp plate below. This is a passage that you were in previously, only you were at the lower section of it. Open the two chests to receive a key and the Charm boots. The Charm boots allow you to walk through lava without being hurt. Once you receive the items, jump down to where the warp plate that leads to the save and regeneration point is. After using the save and regeneration point(if necessary), walk into the upper door at the fork in the passage(not the one at the top of the stairs). Once through the door, make your way past the flame throwers, and exit through the door at the top of the hall. In the next room there is a large pool of lava, and flame throwers blowing fire into the air. First kill all the phoenix that rise and attack you. Next, walk upwards and pick up the small rock on the small patch of land. Place the rock next to the lower ledge to the left, and use it to climb onto it(the lower ledge). Once on the lower ledge, pick up the small rock that is there and bring it to the patch of land that you got the previous rock from. Place it next to the high ledge, then go and get the other rock that you used to climb onto the lower ledge. Bring the second rock to the one you just put against the high ledge and place it on top of it, but slightly off center so that you can climb from one to the next. After climbing on top of the second rock, jump to the upper area of the room and use the key to exit through the door that is there. In the next room, jump across the small rocks to reach the area where the statue is(the same type of statue that you sought out in the Ancient shrine). Inspect the statue and it will tell you to light the seven candelabras in the surrounding maze of corridors in a specific order so that you may proceed. Each candelabra you light will lower a gate, sealing off an area. Your object is to light the candelabras in such an order that you are able to enter the area in the center, where there is an octagon shaped plate with a moon symbol on it in the floor after all the candelabras have been lit. Walking onto the plate with the moon symbol after all the candelabras have been lit will trigger all the gates, including the exit at the top left to open, allowing you to proceed. Light the candelabras in this order(note, you can walk under the walls to the right where the lava is, to re-enter the lower areas): Light the candelabra next to the statue first Light the candelabra at the top right second Light the candelabra at the bottom right third Light the candelabra below the octagon shaped plate fourth Light the candelabra at the lower left fifth Light the candelabra at the top left(in area with the exit) sixth Light the candelabra at the top center seventh(last) Once all the candelabras are lit, and you are able to walk onto the octagon shaped plate at the center, all the gates will open. Walk to the exit at the top left and leave this area. In the next room, walk off the side of the wooden bridge, and fall into the open area. You will fall into a room full of lava. Scattered throughout the room are tall rocks with Spring bean plant stands on them. At the top of the room is a high ledge with a chest on it, while at the bottom is a warp plate(returns you to the room above with the wooden bridge). First, use the Spring beans to grow a Spring bean plant in each of the stands. Next, starting at the plant next to the warp plate, use them to bounce from one plant to the next, in order to reach the high ledge with the chest on it. Once on the high ledge, open the chest to receive a gilded falcon. After receiving the gilded falcon, hop down from the high ledge and use the warp plate at the bottom to return to the room above with the wooden bridge. Once back in the upper room, walk across the wooden bridge and use the Fire wand to burn the thorn bushes at the other end. Next, use the Ice wand to freeze both red hot pillars, then push one of them towards the other(doesn't matter which). Next, push the pillar you just moved, upwards, so that it slides across the wooden bridge and comes to a stop against the high wall. Walk across the bridge, and jump from the small rock to the top of the pillar, then from the pillar jump to the upper ledges and make your way out the door at the top. In the next room, make your way to the door at the top right to exit(you can hop on the flame throwers to shut them off). In the next room, inspect the statue and it will tell you to light all the candelabras in the rooms to the left and right(at the tops of the two sets of stairs). Walk up the stairs to the door at the left and proceed into the next room. In this room, use the Ice wand to freeze the red hot pillar in the center. Next, push the pillar to the left, then push it downwards, then push it to the right where it will come to a stop next to the bottom right candelabra. Hop from the small rocks, then to the pillar, finally to the candelabra and light it. After lighting the bottom right candelabra, jump down and push the ice pillar upwards. When it comes to a stop, use it to reach the upper right candelabra and light it. After lighting the upper right candelabra, jump down and push the pillar to the left. When it stops against the rocks, use it to reach the upper left candelabra, and light it. Once the upper left candelabra has been lit, jump down and push the ice pillar downwards. When it comes to a stop against the rocks at the bottom left, use it to reach the last candelabra and light it. After lighting the bottom left candelabra, a chime will sound telling you that you have done the task correctly. Return to the previous room and walk up the stairs to the room at the right. Once in the room to the right, use the Ice wand to freeze the two red hot pillars. Next, push the right pillar to the left, then push it downwards so that it comes to rest against the small rock below. Jump from the small rock to the top of the pillar, then from the pillar jump to each of the two lower candelabras(at the bottom left, and bottom right) and light them. After the two lower candelabras are lit, jump down and push the left pillar(one you haven't moved yet) to the right, then upwards so that it stops against the rocks at the top right. Use the pillar to reach the candelabra at the top right and light it. Once the top right candelabra has been lit, jump down and push the pillar(the one you just jumped from) to the left, so that it stops against the rocks at the top left. Next, walk to the bottom of the room, and push the lower pillar(first one you used) to the left, then upwards, so that it comes to a stop next to the other pillar. Use them to reach the last candelabra in the upper left corner and light it. Once the last candelabra has been lit, a chime will sound telling you that you have done the task correctly. After lighting all the candelabras in this room, return to the previous room and inspect the statue. Once you inspect the statue, your health will be restored, and the gate at the top center of the room will open. Walk through the now open door and shut off all the flame throwers that are in the next room by hopping onto them. Once all the flame throwers have been shut off, walk to the right and open the chest that is there to receive the level two Fire book. After receiving the level two Fire book, walk onto the warp plate to be brought to the boss' chamber. The boss of Torla mountain is a giant fire dragon named Wilda. He tells you that to get the sixth jewel crest, you'll have to defeat him. After telling you this, he begins his attack on you. Boss strategy: You are on a wide ledge above the lava pit that Wilda rises from. The only weapon that will harm Wilda is the Ice wand. Wilda will lower his head to the ledge and blow hot air that repels you backwards. Hop forward and strike Wilda while his head is on the ledge. Wilda will also breathe fire at you from time to time, to avoid it, keep moving towards or away from him when he does this. Every once in a while, he will cause the ground to shake and rocks will fall from above. After a certain amount of damage is done to Wilda by the Ice wand, he will become completely frozen. A chest containing the sixth jewel crest needed to raise the Palace of Melzas is then dropped at your feet. Open the chest to receive the sixth jewel crest. Wilda is then destroyed. The scene then fades. Chapter Forty One Gemini dreams You are awoken by Meia from a peaceful sleep while dreaming about the fact that you now have six of the seven jewel crests needed to raise the Palace of Melzas. She tells you that she needs your help, as Bergus, one of the twin children in the village has been kidnapped. After answering yes to her question, get out of bed and proceed to Wendell's house. After entering Wendell's house, Meade meets you at the door and tells you that one of the twins, Bergus, has been captured by the murgg. After learning of this, follow Meade upstairs to see the other twin, Nestus. Once upstairs, you will find Meade, Wendell, Meia, and Rumi gathered around Nestus' bedside. Speak to everyone, then speak to Nestus. Upon speaking to Nestus, Septimus will arrive. After learning that by entering one twins' dream, you can save the other, attempt to speak to Nestus again. At this point Septimus will ask you if you are ready to travel into the child's subconscious, Yes/No. After answering yes, you are sent into Nestus' subconscious. Once in the child's thoughts, you will appear in a room with three dematerialized statues, and a warp plate that leads to a save and regeneration point. Exit this room by the door at the top(the open area, Meia calls to you as you are leaving the entryway, and tells you that the twins are opposites). In the next room, kill the murgg, then walk to the area to the left with the warp plate and four switch plates. The switch plates will trigger themselves in a specific order. Bottom left Top left Top right Bottom right Once all four switch plates have been triggered, walk onto the warp plate in the center and you will be brought to another area(a note about this dungeon, there are actually two separate dungeons here, one for each of the twin children. The first has walls of blue, while the second has walls of gray. Each time you travel through a warp plate, you are going from one dungeon to the other. The dungeons are mirror images of each other, and because of this, when something happens in one of the dungeons, you need to perform it in the opposite way in the second). Once in the next area(second dungeon), trigger the switch plates in the opposite(mirrored) order that they were triggered in the first dungeon. Bottom right Top right Top left Bottom left After triggering them correctly, the gate at the top will open, allowing you to exit. In the next room you will see a fireball circle the raised section in the center, from top right to bottom right. After seeing this, return to the first dungeon(blue walls) by way of the warp plate. Once there, walk into the room above, where you will see four switch plates around a raised section just like you saw the fireball travel around. Trigger the switch plates in the opposite order you saw the fireball travel in, in the other dungeon. Top left Top right Bottom right Bottom left After triggering the switch plates correctly, the door at the top of the room will open. Go back to the warp plate and walk onto it. Once back in the gray dungeon, walk upwards through the rooms and cross the wooden bridge that you come to, then enter the door at the other end of it. Pick up the barrel in the next room, and while carrying it, trigger the switch plate at the top left. Once the switch plate has been triggered, the stone slab above will lower. Place the barrel against the ledge below the switch plate and use it to climb up onto the ledge. From the ledge, jump down and exit through the door at the left. In the next room, walk under the high ledge that runs under the center of the room, and exit by the door at the far left. Once through the door, walk onto the warp plate that you find, to return to the blue dungeon. After returning to the blue dungeon, walk through the door to the left into the next room. Next, walk under the high ledge that runs through the center of the room, and exit by the door at the far left. In the next room, trigger the switch plate you can now reach at the top right, to open the locked gate at the top. Once the gate is opened, proceed through it and walk up the stairs in the room beyond, exiting by the door at the top of them. Once through the door at the top of the stairs, you will be on a glass bride divided in half by a mirror. On each side of the mirror is a barrel and a switch plate. Each side of the mirror is also each of the different dungeons, as the mirror is the point at which the dungeons connect. You are currently in the blue dungeon, while the gray is on the opposite side of the mirror. Pick up the barrel on your side of the mirror and walk towards it(the mirror). You will notice that the barrel on the opposite side of the mirror is floating in the air due to your carrying your barrel. Position yourself(while still carrying your barrel) so that the floating barrel and your barrel will land on their respective switch plates when you toss them, on the opposite side of the mirror, then drop the barrel, which will then trigger both switch plates. This will cause the mirror to shatter, and allow you to cross over to the gray dungeon side of the glass bridge. Once on the gray dungeon side, walk to the bottom and exit through the door that is there. Once through the door, trigger the switch plate at the bottom of the steps to the right. This will trigger one of the three statues you saw at the beginning of these dungeons to fully materialize in the gray dungeon. The door at the bottom of the stairs to the left opens as well, allowing you to exit. Once through the door at the bottom of the stairs, trigger the switch plate on the ledge to start the floating platform moving back and forth at the left side of the room. Hop onto the floating platform and use it to cross onto the ledge at the bottom of the room. Once on the ledge, exit through the door that is there. Once through the door, cross the wooden bridge to the area below, where you will see two switch plates and a warp plate. Walk onto the warp plate and you will be brought back to the blue dungeon, into a room where there are also two switch plates. Once there, the switch plates will trigger themselves in this order: Right Left Left Right Left Right Right Left Right After seeing the switch plates trigger, walk to the left, through the hallway, and trigger the switch plate below. Triggering this switch plate will open one of the two gates on the ledge above. After triggering the switch plate, walk onto the warp plate above(not the one you entered this area by), and you will be brought to a similar location in the gray dungeon. Once there, walk downwards and trigger the switch plate you will come to. Triggering this switch plate will open one of the two gates on the ledge above(just as it did in the blue dungeon). After triggering the switch plate, walk back onto the warp plate above to return to the blue dungeon. Once back in the blue dungeon, walk back through the hallway and walk onto the warp plate at the lower right to be brought back to the room in the gray dungeon with the two switch plates. Once there, trigger the switch plates in the opposite(mirrored) order that you saw them trigger in the blue dungeon: Left Right Right Left Right Left Left Right Left After triggering the switch plates correctly, the gate at the bottom will open, allowing you to enter the lower room. Once in the lower room, you will see four candelabras light in a specific order: Top left Bottom left Top right Bottom right After lighting, the candelabras extinguish in the same order. After seeing this, walk onto the warp plate at the left of the candelabras to be brought to a similar room in the blue dungeon. Use the Fire wand to light the candelabras in this room in the opposite(mirrored) way they were lit in the gray dungeon: Top right Bottom right Top left Bottom left After lighting the candelabras correctly, the gate to the left will then open(leads back to the starting area so you can go to the save point if necessary), and a chest will fall onto the area in the center of the candelabras. Open the chest to receive a key. After receiving the key, exit through the door above and use the key on the locked door at the top. After opening the locked door, proceed through it and cross the wooden bridge that it leads to. Once across, enter the open door at the other end of it. Once in the next room, use the floating platform at the right to cross to the ledge at the top, then exit through the door that is there. Once through the door, proceed up the stairs and exit through the door at the top of them. You will come to another glass bridge that is divided into two sections by a mirror, just as the previous glass bridge was. On the blue side of the mirror(the side you are on) are four switch plates, while on the gray side are four candelabras. Upon approaching the mirror, the four candelabras will light in this order(assuming you number them one through four from left to right): Two Four One Three After seeing the candelabras light, trigger the switch plates on your side of the mirror in the opposite order(again, assuming you number them one through four from left to right): Three One Four Two After triggering the four switch plates correctly, the mirror will shatter, allowing you to cross over to the gray dungeon side of the glass bridge. Once on the gray dungeon side, walk to the bottom and exit through the door that is there. Once through the door, walk down the stairs to the right and trigger the switch plate that is there. Triggering the switch plate will cause the second of the three statues that you saw at the beginning of the dungeons to fully materialize in the gray dungeon. The door at the bottom of the stairs to the left then opens, allowing you to exit. Once through the door at the bottom of the stairs, continue downward through the rooms below, until you come to the warp plate in the center of the four switch plates and raised pedestals. Walk onto the warp plate to be taken to a similar area in the blue dungeon. Once in the blue dungeon, walk upwards into the room above, then walk down the hallway to the right and trigger the switch plate that you will find there. Triggering the switch plate causes the remaining gate on the high ledge above to open. After triggering the switch plate, walk onto the warp plate above(not the one you recently entered the blue dungeon from), and once in the gray dungeon, trigger the switch plate below where you appeared. Triggering the switch plate will open the remaining gate on the ledge above, just as the previous switch plate did in the blue dungeon. After triggering the switch plate, walk back onto the warp plate to return to the blue dungeon. Once back in the blue dungeon, walk down the hall to the left, then walk to the room below, where the warp plate in the center of the four switch plates and raised pedestals are. Once in this room, exit by the door to the right to return to the room with the flame thrower and the starting point of the high ledge. Once in this room(the room with the warp plate that leads to the save and regeneration point is below this one, use it if necessary), hop onto one of the small pedestals on the side of the high ledge in the center(above the flame thrower), then from the small pedestal, jump to the high ledge itself. Once on the high ledge, proceed upwards and cross the wooden bridge that you will come to. Enter the doorway at the top of the wooden bridge and you will be on the high ledge you walked under previously. Kill the murgg that are on the ledge with you, then exit by the door at the top of the room. Once through the door, climb the stairs and exit through the door at the top of them. Once through the door at the top of the stairs, you will come to a wide glass bridge. This bridge, as the ones before, has a mirror that divides it into two sections, a blue section, and a gray section. In front of the mirror, on both the blue and gray sides(you are on the blue side), are five unlit candelabras. When you approach them, the five candelabras on the blue side(side you are on) will light in this order(assuming you number them one through five from left to right): One Three Five Two Four After the last candelabra has been lit, a fireball appears in front of the unlit candelabras on the gray side of the mirror. You task is to now use the fireball to light the candelabras on the gray(opposite) side of the mirror, in the opposite order they were lit on the blue side. The fireball will travel in the opposite direction your character walks, so if you walk to the left, the fireball will float to the right, and so on. Light the candelabras on the gray side of the mirror in this order(assuming you number them one through five from left to right): Five Three One Four Two After correctly lighting the candelabras, the mirror shatters, allowing you access to the gray section of the glass bridge. Once you are on the gray side of the glass bridge, exit through the door at the bottom. Once through the door, trigger the switch plate at the bottom of the stairs to the right. This will cause the third statue to fully materialize in the gray dungeon, and once it does, a warp plate appears underneath it. The door at the bottom of the stairs to the left also opens, allowing you to exit through it. Once through the door at the bottom of the stairs, make your way across the ledge(kill the murgg) in the next room, to the door at the bottom and exit through it. Cross the wooden bridge that follows, then hop up the small steps at the bottom of it to climb onto the high ledge that runs to the bottom area. Once on the high ledge, proceed downwards and jump off the ledge when you reach the area with the flame thrower. Once on the ground, kill all the murgg in the area you are in to trigger the gate below the flame thrower to open. Once the gate opens, exit through it into the room below. Once through the gate, you will be in the room where the three statues materialized. Open the two chests at the bottom of the room to receive a gilded falcon and a life vessel. After receiving the items, walk onto the warp plate between the chests. You will be taken to a wide open chamber, where the boss for this dungeon resides. Shortly after arriving in the boss' chamber, two winged creatures begin their attack on you. Boss strategy: The boss for this dungeon is actually two separate creatures. They both move in mirror image patterns of each other, so stay towards one of the side walls to avoid being hit by both at once. The creatures move in warp type fashion up and down the chamber to chase you. If you walk between them, they will each fire a beam towards you. This beam will sometimes stay active for a brief period of time, so don't weave back and forth between them. Striking one of the creatures(doesn't matter which) will stop the beam. Concentrate all of your attention on only one of the creatures(again, it doesn't matter which), as once one is destroyed, they both will die. After defeating the creatures, one of the twins is lowered into the boss' chamber, encased in a glowing blue light. Walk into the light that surrounds the child to be warped from Nestus' subconscious, to the Great tree area. Once you appear in the Great tree area, you will meet the twin who was captured by the murgg. After talking to Bergus(the child), use the Steel flail(ball and chain) to strike the statue at the top of the room that the two of you are imprisoned in. Striking the statue causes rocks to fall from above. Continue striking the statue until it is destroyed, at which point, many rocks will begin to rain down in various locations throughout the room. Walk to the lower left corner and avoid the rocks that are falling, until one of them strikes the lever on the other side of the lower wall. Once a rock hits the lever, it will flip, causing the locked gate at the bottom to open, allowing you and Bergus to escape. Once outside the door, you will emerge on the lower right section of the Great tree area. At this point, Bergus returns to the village of Inoa. Make your way back to the village of Inoa as well. Chapter Forty Two Burning down the house Once back in Inoa, you behold a terrible sight. The village is in flames, and people are dying all around you. Bonaire and Myra lie dead beside their houses. Walk up to Wendell's house and you will find Bergus standing in front of it. Talk to him and he will tell you that the murgg have done this. At this point, several murgg will be heard screeching. Kill them all(there are four of them), then proceed to Beaumont's house, where you will find Bergus and Beaumont standing in the front doorway. Talk to them, and all three of you will go inside the house, where all the surviving townsfolk have taken refuge. Once inside, Rumi thanks you for rescuing Bergus. After she and the child leave, walk into the dining area and speak to the townsfolk who are gathered around the table. Upon talking to them you will find out that Meade, Wendell, Sierra and Elene also died in the fires that the murgg started. After talking to everyone, speak to Beaumont, and answer yes, when he asks if he can start the meeting. Upon answering yes to Beaumont, you will join a discussion with those at the table on what must be done. During the discussion, Ronan appears. Once the discussion ends, most of the townsfolk leave, after which the scene fades. Chapter Forty Three God damn! Upon awaking the next day, go to the Inoa shop and pick up the armor that all thoughout the game you were not permitted to buy. Naomi will give you the armor now, free of charge. After receiving the Silver armor, talk to Meia, who is standing in front of the fountain. Meia tells you to be wary of Ronan. So after you finish talking to Meia, proceed to the sanctuary and talk to Ronan. While you are talking to Ronan, Septimus, Meia, Kisha and Beaumont appear outside the front door of the sanctuary. They try to get inside, as they fear you are in danger, but the door is locked and they do not have the key. The scene then changes to show what is going on between you and Ronan. Ronan starts to chant to Melzas, and is then transformed into an immense demon. You are both then warped onto a small floating area, where after threatening you, Ronan begins his attack. Boss strategy: As soon as his attack begins, Ronan creates a ring of round spiked objects that circle him like a shield. These can be struck to be destroyed so that you can get close enough to Ronan to strike him as well. Ronan will also shoot a wide energy beam at various angles from his hand that has been transformed into a weapon. Keep an eye on the angle of the weapon so that you don't walk into it's path when the beam fires. If you strike Ronan as the weapon is firing, it will stop. From time to time, Ronan will hunch over and expel blue energy bolts from his back. The bolts travel into the air, and Rain down near where your character is. To avoid these bolts, keep moving until all the bolts hit the ground. Ronan cannot be struck while he's hunched over. After inflicting a certain amount of damage on the demon that Ronan has become, it will be destroyed. Upon destroying the demon, you are brought back to the sanctuary, where Ronan(in human form) cries out to Melzas, then dies. After Ronan dies, you leave the sanctuary and meet up with the others outside. After telling them what happened, all the surviving townsfolk appear, and a meeting then takes place in the chamber beneath the sanctuary. The townsfolk then form a tight circle, and the Holy sword appears in the air in the center of it. Your character then steps into the circle and takes the sword(note, if you already have the Broad sword from the broken statue above the Riverside pub, you will not take possession of this new sword, as the Broad sword is more powerful). After receiving the Holy sword, talk to the townsfolk once again, and they will tell you that the next task in your quest to defeat Melzas is to go and see Nava. After talking to the townsfolk, leave the sanctuary. Chapter Forty Four The Island of Nava Once you are outside the sanctuary, Meia follows you outside and expresses her worry about your well being during the challenges that lie ahead. After telling you this, she goes back inside the sanctuary. After Meia leaves, Cephas, the cemetery caretaker appears and tells you that Nava has the last of the seven jewel crests that you need to raise the Palace of Melzas. After learning of this, make your way to Nava's house by the sea. Once there, enter the house and you will notice that Nava is nowhere to be found. You will notice however, that you now have access to the stairway at the back(inside the house). Walk down the stairs to enter an underground passage. Walk through the passage, including the watery areas, and exit by the door at the bottom left. Once through the door, a gate shuts behind you, locking you in a room with four bug type creatures. Kill the creatures, then notice the three doors at the top of the room. The object of this dungeon is to seek out twelve purple orbs on small pedestals in the repeating maze of rooms that are beyond the three doors and strike them to light them. There is an orb in each room, but since the sequence of rooms changes as you go through each door, the difficulty lies in finding them all. There is a room with a stairway that is lined on either side with six orbs(twelve total) atop small pedestals that you will find. You must find this stairway before the orbs will appear in the maze of repeating rooms. Once you find the room with the stairway, attempt to exit by the sealed door at the top of it. Upon attempting to exit, you will be told to seek out and light the twelve orbs within the rooms of the dungeon, in order to open the sealed exit. At this point the orbs will fall into the rooms of the dungeon. As you light the orbs(by striking them) in the rooms of the dungeon, the corresponding orb on the stairway will light as well. Once all the orbs on the stairway are lit, the door at the top will open, allowing you to exit to Nava's Island. Below is a listing of the rooms, and how to reach the orb that is in each(note, as you exit each room, you will not be able to return to the previous room without walking completely through the dungeon first(the rooms loop around): 1: Room with water and small ledges. The orb appears at the top of the room on a floating platform. Kill all the jumping fish in the water to lower the floating platform in order for you to be able to reach it and light it. 2: Room with bug type creatures and doorways on the side of ledges. Hop up the ledges and light the orb at the top right. 3: Open room with four bug type creatures. Light the orb that is in the center. 4: Room with ledges in the center, and a ledge running around the top of the room. Hop up the center ledges and jump to the ledge that runs around the top of the room. Light the orb that is at the top left. 5: Room with ten rock piles in the floor, and swamp thing type creatures. Use bombs to blow up the rock piles so that you can light the orb that is in the hole at the top left. Some of the other holes will contain exits. 6: Room with an orb on a high rock formation in the center, and double ledges around the outside of the room. Walk to the top right end of the top ledge and jump to the rock formation that the orb is on and light it. 7: Open room with five swamp thing type creatures in it. Kill the five creatures and an orb will fall into the center of the room for you to light. 8: Room with bug creatures and square rock formations of various heights. Hop across the rocks and light the orb that is on the high rock formation at the bottom of the room. 9: Room filled with water and ledges with docks. Pick up the barrel that is in the room and carry it to the top right ledge(you must jump across sections of water to reach it). Once on the ledge, jump towards the orb on the ledge at the bottom right, and throw the barrel at the orb. The barrel will strike the orb and light it. You can also place the barrel on the top right area, then jump from it to the area where the orb is. 10: Room with a large rock mass in it. Enter the door on the right side of the rock mass and walk in a spiral pattern through the passage in the rock. When you reach the center, jump(you will be able to see your character's head) and light the orb in the center of the rock. 11: Room with three exits and three side doors. The center side door leads to a chest containing an herb. The side door to the left leads to the orb that you must light at the top right corner of the room, while the side door to the right leads to a dead end. 12: Room with multiple ledges and bug creatures. Kill all the bug creatures, and the orb you need to light, two barrels, and a chest containing a gilded falcon will rise from the holes in the ledges. Open the chest to receive the gilded falcon, then strike the orb to light it. After lighting all twelve orbs, make your way back to the room with the stairway surrounded by orbs. Once back in the room with the stairway, walk up the stairs and exit by the now open door at the top of them. Once through the door you will be back outside, but on Nava's Island. Below you is a warp plate that leads to a save and regeneration point, while above you on the highest ledge is a chest. To reach the chest, hop onto the ledge just above and to the left of the warp plate that leads to the save and regeneration point. Once there, cut down all the weeds on the ledge to reveal a Spring bean plant stand. Use a Spring bean to grow a Spring bean plant in the stand, then use it to spring yourself up to the higher ledges so that you can reach the chest. Open the chest to receive a life vessel. After receiving the life vessel, hop down off the high ledge and walk towards the house that is on the left side of the island. Once near the house, walk behind it on it's right side, and fall to the lower ledge that runs behind the house. Once on the lower ledge, walk to the left, behind the house and hop up the steps that you will come to. Open the chest at the top of the steps(on the left side of the house) to receive the level two Wind book. After receiving the level two Wind book, make your way back around the ledge that runs behind the house, and hop up the steps that you will come to at the right. Once up the steps, enter the house and you will find Nava lying hurt on the floor. Speak to Nava and he will tell you that Zorgia has done this, then he will give you the Zolist stone, a sort of crystal ball. Once you have the Zolist stone, walk to the rear of the room and place it on the wooden pedestal between the two windows. Once the Zolist stone is placed on the pedestal, you will receive the last of the seven jewel crests needed to raise the Palace of Melzas. Nava then tells you about Melzas and his sunken palace. What you must do with the seven jewel crests, in order to raise the palace is seek out the seven altars, and place the seven jewel crests atop them. The altars are at the Northwest of the world map, just to the right of the Great tree. You can reach six of the altars by going directly North from the Inoa mine(note, one of these altars has to be reached by jumping off the bridge that leads to the three Northernmost altars. Then swim to the left and climb the dock onto the island, where you can see a chest and an altar. The chest contains a gilded falcon), while the seventh can only be reached by going through the cave next to the head of the river that is located just slightly Northwest of the Inoa mine. The seventh altar lies beyond the Northern exit of this cave. After telling you this, Zorgia returns and crashes through one of the rear windows. Zorgia recognizes you from Nirude Castle, then with a flick of his hand, seals the door of Nava's house. He then begins his attack on you. Boss strategy: You battle Zorgia on a large open area. Zorgia launches multiple spinning discs that follow you. Keep moving to avoid being hit by them, and walk along the sides of the area to try and get them(the discs) to hit the sides and be destroyed. Striking the discs will do nothing. All the while Zorgia is flying above. Every once in a while, Zorgia will land, take this opportunity to strike him. Sometimes when Zorgia lands, and you do not strike him fast enough, he causes demonic energy to rise from the ground near where your character is. If you are on the section of ground that the energy rises from, you will be hurt. Keep moving to avoid this attack. Once in a while, instead of demonic energy, Zorgia will cause large meteorites to rain down around the entire battlefield, again keep moving around to avoid this attack. After a certain amount of damage is inflicted on Zorgia, you are brought back to Nava's Island, where Zorgia dies in a burst of energy. After this you turn around to check on Nava, who is still lying on the floor, but it is too late, he has died as well. As you lower your head in sorrow, a vision appears in the spot between the two rear windows, it is Nava's spirit. He tells you that you must now go and place the seven jewel crests on their proper altars to raise the Palace of Melzas. After this you are engulfed in light, and brought back to Nava's house by the sea. Once back, the stairway leading to the island is sealed forever. Leave the house and make your way to the seven altars in the Northwest, so that you may place the jewel crests in them. Chapter Forty Five We're off to see the wizard After reaching the altar where the seven altars are located(see Chapter Forty Four, The Island of Nava, for exact locations), place the seven jewel crests in their proper places(note, as you walk up to each altar, the proper jewel crest is automatically placed atop it). Upon placing the final jewel crest atop it's altar, the ground begins to tremble, and the lake behind the altars parts as the Palace of Melzas(Lake shrine) rises from below. Once the palace has risen, walk to the palace's outer grounds by way of the walkway that is now behind the altars. Once you are at the palace's front gate, walk along the outer wall to the right, then upwards until you come to a hole. Upon reaching the hole, jump into it and you will land in water. Swim to the doorway above and enter it. In the next room, stack the five barrels in the form of steps, so that you can climb to the area at the upper left where the two creatures are. Once you are on the upper section where the two creatures are, kill them and proceed out the door at the top of the stairs above. Once at the top of the stairs, use the bow and arrow to flip the lever on the wall at the top right. Flipping the lever will lower the stone pedestal that is blocking you from entering the room. After flipping the lever and lowering the stone pedestal, kill the enemies that are in the room to trigger the door at the bottom to open. Exit through the now open door. Once through the door you will be back outside on the upper right wall(above the hole you jumped into). Walk downwards to enter the tower at the corner. Once back inside, kill all the enemies in the room, and the stone pedestal blocking the stairs at the top left will lower. Exit this room by the door at the lower left. Once through the door, you will be back outside on the palace walls. Make your way to the left and enter the tower that you will come to. Once inside, you will see three red pillars of energy blocking a set of stairs, and three chests hovering in the air at the top of the room. There is also a lever at the top left and top right. Flip the lever at the top left to cause the left hand chest to fall(it falls due to the fact that flipping the left lever first, the levers are aligned in this manner, left lever pointing right, right lever pointing left). Open the chest to receive a key. Flipping the levers in other ways causes the other two chests to fall, but they are actually living chest creatures, so you can just leave them be. Once you receive the key, your task is to find a way to shut off the pillars of energy so that you may proceed up the stairs. Leave this room by the door at the right and walk back to the tower to the right. Once you are in the next tower, exit by the stairs. Once down the stairs, kill all the creatures, then enter the open door just to the right(at the top of the second set of stairs). Once in the next room, toss the two barrels over the divider and onto the two switch plates(if you miss, jump over and position them properly, then jump back by first standing on a barrel). Triggering the two switch plates will cause the left hand wall in the previous area(where you came down the stairs) to slide upwards, allowing you access to the door it was blocking. Leave the room with the switch plates, and instead of going through the door you just unblocked, walk down the second set of stairs and use the key to enter the door that is in the lower section of this area. Once through the door, use the bow and arrow to shoot and destroy the sliver eye floating at the top center of the room(you must shoot past the three floating face shaped blockers). Once the silver eye has been destroyed, the three energy pillars in this room will disappear, as will the others in this section of the palace. Open the chest at the top right to receive an herb. After receiving the herb, exit the room and proceed back up the lower set of stairs and enter the door to the left(the one that the wall was blocking). Walk to the left of this next room(there was an energy pillar here, but you deactivated it by destroying the eye) and attempt to trigger the raised switch plate that you will find. You will find that the chain the switch plate triggers is stuck. To solve this problem, strike the chain with a weapon(or bomb) multiple times then jump on the switch plate. Once the switch plate is triggered properly, the chain will unwind, which will start to open the palace's front gate. After triggering the switch plate, exit the room by the door at the right, then walk back up the stairs to the room above. Exit the room above by the door at the lower left, then walk across the palace wall and enter the tower to the left(where you saw the pillars of energy blocking a stairway). Due to your destroying the silver eye, the three energy pillars that were previously blocking the stairway to the left, are now deactivated. Walk up the stairs and exit by the door at the top of them. You will then be back outside atop the outer walls of the palace, continue to the left and enter the next tower. In the next tower, you will see two chests at the top of the room, each behind a blue pillar of energy through the door to the left and proceed across the wall into the tower at the left corner. Once inside, kill all the enemies to lower the stone pedestal blocking the stairs at the top right, then instead of exiting by the now unblocked stairs, leave the room through the door at the top. Once back outside, walk upwards on the palace wall, and enter the next tower. Once inside the next tower, walk around the spiked steel balls, kill the living chest creature, and flip the lever at the bottom right. Flipping the lever will cause the stone pedestal blocking the stairs at the lower section of the room to lower. After flipping the lever, walk back around the spiked steel balls and exit the room by the door at the bottom. Walk downwards on the palace wall and re-enter the tower at the lower left corner. Once inside, proceed down the stairs at the top right, then once in the area below, proceed down the second set of stairs to the lower section. Once there, slide the turnstile on the side of the stairs to the right and it will trigger the gate to the top left of the lower section to open. Enter the now open gate and trigger the lever that is in the room to lower the stone pedestal in the section of room beyond the energy pillar. After flipping the lever, leave the room and walk back up the lower set of stairs and enter the door at the top of them(between the two sets of stairs). In the next room, kill the enemies then push the left center turnstile downwards. After pushing the turnstile you will find a hidden passage behind it, walk down it to the left to enter the lower section of this room. Once in the lower section, exit by the open door that is there. Once through the door, kill the two creatures then trigger the switch plate to open the door above. There is a chest hidden in the alcove against the high right wall, it contains a strength tonic if you need it. After triggering the switch plate, exit through the door at the bottom, then walk back up the hidden passage to the higher section in the previous room. Once at the higher section, push the turnstile downwards again, so that you can enter the higher section, then exit by the now open door at the top(you will come back for the switch plates later). Once through the door, proceed up the stairs and enter the room that they lead to. Open the chest in this room to receive a key. After receiving the key, return through the previous rooms, to the area where you pushed the first turnstile(not the one blocking the hidden passage). Once there, use the key to enter the locked door in the lower section of the area. Once inside, use the bow and arrow again to destroy the silver eyeball floating at the top of the room(as before, aim between the floating face shaped blockers). After you destroy the silver eyeball, all the blue energy pillars will be deactivated. Hop across the water to the chest at the top left and open it to receive an herb. After receiving the herb, leave the room and enter the room at the top left of the lower section. Once through the door, you will be in the room where you last flipped a lever. Kill the two enemies, then walk through the hidden passage(you can reach it now due to the energy pillar being deactivated) and kill all the enemies at the higher section of the room as well. Once all the enemies have been killed, walk back to the lower section of the room and pick up the barrel next to the lever. Bring the barrel to the higher section and place it on one of the switch plates. After placing the barrel on one of the switch plates, jump onto the other switch plate with your character, so that both switch plates are triggered together. Triggering both switch plates together causes a chest to fall into the center of the room. Open the chest to receive a key. After receiving the key, exit through the door below the chest, then proceed through the door to the right in the outer area. Once through the door, walk to the right and use the key to open one of the two steel barriers that are preventing you from reaching the switch plate at the far right. After opening the first steel barrier, exit the room by the door to the left, and walk back up the stairs to the room above. Once in the room above, exit by the lower door and walk across the palace walls to the next tower to the right. Once inside the next tower, open the two chests that you can now reach due to the energy pillars being deactivated, to receive an herb and a key. Once you've received the key, return to the room where the steel barriers were preventing you from reaching the switch plate at the right. Once there, use the key to open the second steel barrier, then walk to the right and attempt to trigger the switch plate. You will once again be told that the chain next to it is stuck, so strike it a few times with one of your weapons, then jump onto the switch plate to trigger it. Once triggered, the chain to the right will unwind, causing the palace's front gate to open. After successfully triggering the switch plate, and opening the palace's front gate, leave the room by the door to the left, and walk back up the stairs to the room above. In the room above, exit through the door at the bottom right, and proceed across the palace walls, through the next tower, to the wall directly above the palace's front gate. Once on the wall directly above the front gate, hop down to the area where the front gate is, by jumping from the hole in the lower railing. Once in front of the front gate, walk through it and you will enter the inner garden area. The garden area is actually a small hedge maze, that you must make your way through in order to enter the palace itself. The main door to the palace lies atop a small set of stairs at the other end of the garden. From your starting point in the hedge maze, walk upwards to the locked gate, then make your way to the right, around the lion statue that is there, and trigger the switch plate that is next to the hedge beneath it. Triggering the switch plate will deactivate the right hand energy pillar next to the palace's main entrance above. Once the switch plate has been deactivated, walk directly down the path to the right, and when you come to the gray stone plate on the ground, walk upwards through the bushes(note, certain sections of the hedge can be passed through, but only in one direction. To identify these spots, look for a rough area, or indentation in the bushes, usually marked by a stone plate on the ground next to the passable section), and into the section where there is a chest. Once you have walked upwards through the bushes, open the chest to receive a key. After receiving the key, hop onto the chest, then walk to the left. You will be able to walk through the bush next to the chest, and come out next to the lion statue. From the lion statue, walk back to the center area where the locked gate is, and use the key to unlock it. Once the gate is unlocked, proceed through it to the palace's entrance at the top of the stairs above. Once there, open the two chests that are on either side of the entrance to receive a gilded falcon and a magic seed. After receiving the items, walk back down the steps, and once you are at the bottom of them(under the dinosaur statues), walk to the right and proceed up the stairs that you will come to. Once up the stairs, proceed to the lower right corner of the raised balcony that you are on, and you will see a switch plate to the left. Hop down the steps(hidden by the railing) and trigger the switch plate to open the locked door on the raised balcony that you were just on. After triggering the switch plate, hop back up the stairs and enter the door that you just opened at the top right corner of the balcony. Once through the door, walk upwards across the small walkway to the warp plate at the top of the room. Hop onto the warp plate to be teleported back to the village of Inoa. You will appear at the bottom of the well that is located next to Yustel's house of fortune telling. You can now use the warp plate at the bottom of the well to travel back and forth from Inoa to Melzas' palace(you can save your game now if necessary). Once the warp plate in the well has been activated, walk back onto it, and return to Melzas' palace. Once back at the palace, leave the room with the warp plate and walk down the stairs at the left side of the balcony. Once down the stairs, follow the bushes downwards, and you will come to a section of them that you can pass through(below and slightly right of the fountain). Pass through the bushes and open the chest on the other side of them to receive a key. Use the key to open the locked gate to the left. Once the gate is unlocked, walk through it and proceed back towards the steps that lead to the palace's entrance. Once near the steps, walk to the left and climb the stairs to the balcony that is there. Once on the balcony, walk to the far left of it and you will see a hole in the railing that will allow you to jump to the balcony below where you can see a switch plate. Jump across to the lower balcony and trigger the switch plate to open the door at the top left. After triggering the switch plate, fall down the hole in the railing, and you will land in a hidden passage(due to the angle of vision used in the game). Walk to the left in the passage, then climb the stairs and enter the doorway you just opened. Once through the door, you will be in a small watery room with a fountain at the top of it. In front of the fountain is a regeneration point. After using the regeneration point(if necessary), leave the room and proceed to the fountain slightly below and to the left of the palace's entrance. From below this fountain, walk to the left and you will find a warp plate. Walk onto the warp plate and you will be brought to the far right side of the hedge maze. From there, walk downward through the bushes(there is a section you can pass through), then walk to the right. You will walk off screen to a new area where you will find the chest that you could see when you were first trying to get into the towers on the palace's outer walls. Open the chest to receive a key. After receiving the key, walk back to the left and you will be brought back to the hedge maze. From the lower left corner of the small section you are in, walk through the bushes(there is a section you can pass through), and use the key on the gate at the center that is furthest to the left(the only other locked gate in the center area). Once the gate is unlocked, walk directly to the left, and when you can walk no further, walk upwards through the bushes to where the chest is, above you. Open the chest to receive a key. After receiving the key, hop onto the chest and pass through the bushes above it. Make your way back to the center area, and walk through the left hand gate(the one you just opened) again, and once you are through it, walk directly to the South and pass through the bushes(above the lion statue) that you come to. Once through the bushes, use the key to open the final gate below and slightly to the left of the lion statue. Once the final gate is opened, walk through it and onto the warp plate(partially hidden by bushes) at the left. The warp plate brings you to the lower left corner of the hedge maze. From there, walk to the right, and then upwards to where you can see a switch plate. Trigger the switch plate to deactivate the energy pillar to the left of the palace's main entrance. Once the energy pillar has been deactivated, walk through the bushes above the switch plate(there is a section that you can pass through), and make your way to the palace's main entrance above(you may want to go and save your game before entering the palace) and enter it. Chapter Forty Six Armageddon Upon entering the Palace of Melzas, walk upwards and enter the door at the top of the six giant unlit candelabras. Once inside, the spirit of Melzas himself arises from a platform at the top of the room. He speaks to you of Lars, then reaches out with his hand and stops time itself. At this point, you are thrown back out into the palace's main hall, and the six giant candelabras are lit with a reddish, glowing energy. Your task now, is to make your way through the many rooms of the palace and restart time. After restarting time, you must then seek out a way to extinguish the six pillars of energy emanating from the giant candelabras in the main hall of the palace, in order to re-enter the chamber where you just saw Melzas. First, walk up the stairs to the right of the energy pillars and enter the door at the top of them. Once through the door, walk down the hall to the right, ignoring the suits of armor, and once at the corner walk downward until you come to the closed gate. At the closed gate, walk slightly to the right and enter the first open door. Once in the room, hop up onto the bookcase at the top of the room and open the chest that is there to receive a key. After receiving the key, exit the room through the door at the bottom and go back to the palace's main hall(where the energy pillars are). Once downstairs in the main hall, proceed through the door to the right to enter the library. Once in the library, walk around the bookcases, then jump and grab the barrel on the bookcases towards the top. Bring the barrel to the lower left corner(the chest at the top left corner contains an herb) and place it on the stool that is there, so that you can climb onto the stool, then onto the barrel. Once on the barrel, jump onto the bookcase to the right, then from there jump to the next bookcase to the right. Next, jump down to the floor to the right and flip the lever towards the top of the section of the room you are in. After flipping the lever, the bookcase to the left will lower, allowing you unobstructed passage from one end of the room to the other. Exit the library through the door to the right. In the next room, walk past the three motionless creatures and exit through the door to the right. In the next room, destroy the top center suit of armor by repeatedly striking it, to reveal a chest. Open the chest to receive an herb. After receiving the herb, hop onto the chest, and from the chest, hop onto the suit of armor to the right. From the suit of armor, jump to the ledge at the top right corner of the room and use the key to enter the door that is there. Once through the door, walk up the stairs to the left and enter the door at the top of them. In the next room, walk to the bottom right corner and push the right hand turnstile upwards until it is slightly higher than the center turnstile(do not push it all the way up). Next, push the center turnstile as far to the left as you can, then push the right hand turnstile(the one you pushed upwards) to the right so that you can access the ladder it is blocking. Climb the ladder, then walk up the stairs to the top left corner of the room, where you'll find another ladder. Climb this second ladder into the room above. In the next room, open the chest to receive a key, then flip the lever next to the machinery at the top. After flipping the lever and receiving the key, return to the palace's main hall, where the energy pillars are. Once back in the room with the energy pillars, walk up either set of stairs and enter the doorway that it leads to. Destroy the four suits of armor that are in the hall that you have entered, and trigger the two switch plates that will be revealed(one at either end of the hall). Triggering the two switch plates will reposition the swinging doors in the hallways below them. After triggering the two switch plates, return to the main hall. Once back in the main hall(where the energy pillars are), exit through the door to the left and you will then be in the dining room. Exit the dining room by the door at the lower left. In the next room, walk past the three motionless creatures and exit by the door to the left. In the next room, destroy the suit of armor furthest to the left to reveal a barrel. Place the barrel against the ledge at the top left corner of the room(note, you can place the barrel next to the center suit of armor and climb onto it to reach the chest at the top right that contains a strength tonic), then jump onto it and use the key to enter the door that is there. Once through the door, walk up the stairs to the right and enter the door at the top of them. In the next room, move the yellow crates below the switch plate, and pick up the barrel that you will find hidden underneath them. Place the barrel on the low bench at the top left corner of the section of the room that you are in. Next, place the barrel that is on the center platform on the switch plate to trigger the railing at the top left(above the bench where you placed the first barrel) to open. Next, hop onto the low bench to the left, then onto the barrel that you placed on top of it. From the barrel, jump to the small ledge to the right, and from there jump through the opening in the railing into the now accessible section of the room above. Trigger the switch plate that is above the opening in the railing to lock the railing in an open position, then jump back down to the lower section of the room. Pick up the barrel that is on the switch plate at the lower right, and bring it to the upper section of the room. Once in the upper section, bring the barrel up the stairs, and use it, and the two other barrels that are towards the top to form steps, so that you can reach the ladder at the top right. Climb the ladder to enter the room above. In the next room, open the chest to receive a key, then flip the lever next to the machinery at the top. At this point, time will restart, due to your flipping the two levers(this one, and the one in the room a few previous). Next, hop onto the switch plate that is rising and lowering in the left hand corner to open the door at the bottom of the room. Exit through the door at the bottom that you just opened. You will then appear on a balcony on the outside of the palace. Walk through the opening in the railing below you(not the one at the top of the stairs), and you will fall onto a switch plate on the balcony below. Triggering the switch plate that you land on deactivates one of the six energy pillars in the main hall of the palace. After triggering the switch plate and deactivating the energy pillar, walk through the open door above you. Once through the door, walk down the stairs, then proceed through the hall and exit by the door after the stairs at the other end. Next, walk downwards through the hallway below, and flip the lever at the bottom of the stairs to open the door next to it. This door leads to the room where you placed the three barrels in the form of steps at the top of the twisting stairs(it is the door that is at the mid point in the stairs). Next, instead of going through the door you just opened, walk back up the stairs and exit by the door at the top right. Once through the door, walk downwards and exit through the door that you will come to below. You will again be outside on one of the palace's balconies. Walk up the stairs slightly to your right and enter the open door at the top of them. Once through the door, enter the open door straight ahead of you. In the next room, push the turnstile at the top right onto the switch plate at the lower left(down, left, down) to trigger four orbs to lower onto the shelf at the top. Three of the orbs are orange, while one is green. The object of this room is to turn all of the orbs green. To do this, walk to the right side of the shelf and use the bow and arrow to shoot straight down the line of orbs. Doing this will cause the orange orbs to turn green, while the green orb will turn orange. Next, stand on top of the top left flame thrower, and while still using the bow and arrow, hop up and shoot the orange orb. Once all four orbs have been turned green, the chest at the top right will lower. Open the chest to receive a magic elixir. After receiving the magic elixir, exit through the door at the bottom. Next, walk down the hall to the right and use the key to enter the next door that you come to(the room next to the one you just left). Once in the next room, kill the creatures, then flip the lever to move the floating platforms. Once the floating platforms have moved, place a bomb next to the lever, then quickly place your character at the mid point between the top floating platform and the ledge at the top left. When the bomb detonates, the lever will flip and the platforms will move again, but since you are standing in the top platform's path, it will stop halfway. Once the platform has been stopped, walk back to the lever, and after placing another bomb, quickly hop up the small steps and across the top floating platform, and stand on the left hand floating platform. When this bomb detonates, the left hand floating platform will bring you to the switch plate on the ledge below. Trigger the switch plate to deactivate another of the energy pillars in the main hall of the palace. After deactivating the energy pillar, hop down and exit the room(watch out for the creatures that reappear) through the door at the bottom. Once back in the hall, walk through the door to the right. In the next hall, enter the first open door that you come to. In this next room, push the turnstile onto one of the six switch plates in the floor. You must do this quickly, as the switch plates will rise after a brief period of time. After moving the turnstile onto a switch plate, place the four barrels that are in the room onto four of the remaining switch plates(does not matter if they have raised at this point). Finally, jump onto the last switch plate with your character, and when they are all triggered together a chest will fall into the bottom of the room. Open the chest to receive an herb. After receiving the herb, exit the room through the door at the bottom. Once back in the hall, walk to the right and place a Spring bean in the Spring bean plant stand at the edge of the broken hallway leading upwards(the door to the right only leads to a small balcony overlooking the palace's main hall). Hop onto the Spring bean plant, and use it to spring yourself across the gap in the floor of the hall. After springing across the gap, walk upwards to the closed gate and enter the open door to the left. Once in the next room, kill the two creatures then hop onto the small pedestal at the lower left. From the pedestal, hop onto the flame thrower next to it(while not spouting fire), and from there hop across the left hand flame throwers to reach the tall pedestal next to the top left flame thrower. From there, jump to the top center flame thrower, then make your way across the two below to reach the tall pedestal at the bottom right. From there, hop upwards across the flame throwers at the right to reach the switch plate at the top right. Triggering the switch plate will open the door on the left side of the room(note, shooting the orange orb at the top center of the room with the bow and arrow will change it to green. Doing this will reverse the direction the flame throwers light). After triggering the switch plate, exit through the door you just opened to the left. In the next room, trigger the switch plate beneath the rising and falling spiked steel ball to open the door at the bottom. After triggering the switch plate, walk through the open door at the bottom, and once in the outer hall, walk through the door to the right. Once through the door, walk to the left end of the hall and enter the open door that is there. In the next room, there are four floating platforms circling in the center, and a large spiked steel ball rising and falling towards the top. At the top left there is a switch plate on a tall pedestal, and at the right there is a jar against another tall pedestal. Hop from the jar onto the tall pedestal, then from the pedestal, hop onto one of the floating platforms and ride it to the left(being very careful to avoid the spiked steel ball). Once the platform is towards the left, jump to the tall pedestal(the wooden one) next to the switch plate. Once on the pedestal, hop onto the switch plate and trigger it to open the door at the right side of the room. Exit through the now open door at the right. Once in the next room, destroy all six suits of armor to reveal an unlit candelabra under each of them. Use the Fire wand to light all but the top left candelabra. After the other five candelabras are lit, light the top left candelabra last. After the last candelabra is lit, a chest will fall on top of it. Hop from the chair to the candelabra where the chest is and open it to receive a key(the door at the bottom of the room will also open). After receiving the key, exit through the now open door at the bottom. Once through the door, walk through the door to the right, and then re-enter the first door you come to in the next hall. Once in the next room(with the two suits of armor and the spiked ball rising and falling), walk up the stairs at the top left. Once in the next room, your task is to trigger all the switch plates without touching the floor in between any(all but one are raised in the air, and lower as you trigger them, so you must jump to the next quickly). Trigger them in the following numbered sequence(the diagram shows the switch plates in their original placement): 4 5 3 12 11 10 6 2 1(this is lowered at the start) 9 7 8 After triggering all the switch plates, the door at the bottom right opens. Exit through the now open door at the bottom right. Once through the door, walk down the hallway to the left, and use the key to enter the door at the top left. In the next room, hop up onto the area at the top right where the turnstile is, and push it onto the floating platform that is traveling at the right. Once the turnstile is on the floating platform, push it onto the next floating platform that is traveling across the bottom of the room. From there, push the turnstile onto the floating platform at the right side of the room. Once the turnstile is on the floating platform to the right, push it onto the switch plate that is on the area above to trigger the stone slab at the top center to separate, revealing another switch plate. Trigger the switch plate to deactivate another of the energy pillars in the palace's main hall. After you have deactivated the energy pillar, exit the room by the door at the bottom. Once through the door, enter the door just below. In the next room, walk to the right and trigger the switch plate that you will come to. Triggering the switch plate will reposition the swinging door just below it(so that you will not be able to enter the rest of the room, you will come back to the room at a later time). Once you have repositioned the door, walk back to the left and enter the door at the top left to return to the hall that you were in previously. Once back in the hall, make your way back to palace hallway where you used the Spring bean to spring yourself across the gap in the floor. Once back at the gap in the floor of the hallway, jump into the hole and you will fall into the dining room. Once in the dining room, flip the lever at the bottom right, and eight unlit candelabras will fall onto the two long tables(four on each). After the candelabras fall onto the tables, use the Fire wand to light them in a specific order. The order to light the candelabras is, top table first, right to left. Then bottom table, right to left(you can find the order by reading the signs on the walls of the library, although it is not necessary). After lighting the final candelabra(left hand candelabra on the bottom table), a chime will sound, and the locked door at the top left will open. Enter the now open door at the top left and kill all the creatures that are in the next room. After killing all the creatures, a chest will fall into the center of the room. Open the chest to receive the final life vessel. After receiving the life vessel, return to the palace's main hall(where the energy pillars are) and walk up the stairs to the right. Once up the stairs, walk to the suit of armor at the right corner and destroy it to reveal a switch plate. Trigger the switch plate to reposition the swinging door below it, so that you can enter the hallway slightly below and to the right. Once in the hall, enter the open door that is just before the large hole in the floor(the only door you can reach in the hall). Once in the next room, trigger the switch plate to open the door at the right. Exit by the now open door at the right. In the next room, use the ball and chain to break only one section of the stone blocks in front of the suit of armor at the top left. After breaking only one section of the stone blocks, hop onto the remaining blocks and destroy the suit of armor to reveal a turnstile. Jump over the turnstile, and when you are on the other side of it, use the ball and chain to destroy the remaining stone blocks. Once the stone blocks have been destroyed, push the turnstile onto one of the switch plates(doesn't matter which, use the left doorway to get on the side of the turnstile), then trigger the second switch plate with your character. Once both switch plates have been triggered together, the door at the bottom of the room will open. Exit through the now open door at the bottom. Once through the door, enter the door to the right. In the next hallway, enter the first open door that you come to and kill all the creatures inside the room. Once all the creatures have been killed, a chest falls into the center of the room. Open the chest to receive a key. After receiving the key, exit the room by the door at the bottom. Once back in the outer hall, walk through the door to the left(note, there is an open door at the far right end of the hallway, but it leads to an empty room), and then re-enter the first door(before the hole in the floor) to return to the room where you just triggered the two switch plates. Exit this room by the stairs at the top right. Once in the next room, your task is to trigger all the switch plates without touching the ground in between any of them. When triggering the six center switch plates, jump from each switch plate to the turnstile in the center, so that you can reach all of them. So trigger the switch plates in the following order(the diagram shows the switch plates in their original placement): 4 6 7 11 3 12 5 turnstile 10 2 13 1 8 9 14 Between switch plates, five, six, seven, eight, nine and ten, jump to the turnstile in the center, so that you can not only reach the next switch plate, but also get a breather in between jumps. After triggering all the switch plates successfully, exit through the door at the bottom left that will open. Once through the door, walk down the hall to the right(watch out for the large spiked steel balls), and use the key to enter the locked door at the top right. In the next room, use the ball and chain to break all the stone blocks, allowing the stone slab that is slowly moving through the room, to reach the ledge at the top right. You must break the stone blocks quickly, as in a short period of time, a jar will fall to the right, and the stone slab must be against the ledge by this time. Once the jar falls, hop from the jar to the top of the stone slab to reach the turnstile that is on the ledge. Push the turnstile to the right until you reach where the stone slab is(do not push it against the right wall or else you will not be able to get onto the right side of it). Next, push the turnstile downward across the stone slab until it falls off the bottom of it. Hop down to the right of the turnstile and push it onto the switch plate at the center of the room to trigger the smaller stone slab at the top center of the ledge to separate, revealing another switch plate. Hop back up to the ledge and trigger the switch plate to deactivate another of the energy pillars in the palace's main hall. Once the energy pillar has been deactivated, exit the room by the door at the bottom. Once through the door, enter the doorway just below. In the next room, walk to the left and trigger the switch plate that you will come to. Triggering the switch plate will cause the swinging door below to reposition itself, preventing you from going further into this room. Once the switch plate has been triggered, return to the room a few previous, where you destroyed a suit of armor to find a turnstile. Once back in this room, exit by the door at the bottom and fall into the hole to the left, in the hallway that you come to. You will fall into the library, but you will land in the enclosed top right section instead of the area you had been in earlier. Exit this section by the door to the right. In the next room, destroy all the suits of armor, and the creatures that appear from beneath them. Once all the enemies are destroyed, the door at the bottom of the room opens. Exit through the now open door at the bottom(you will come back for the chest later). Next, enter the door to the right, and destroy the top center suit of armor in the following room to reveal a chest. Hop from the chest to the suit of armor to reach the door at the top right, then enter it. Next, proceed up the stairs to the left and enter the door at the top of them. In the next room, make your way to the ladder at the top right corner of the room(see earlier room description if you need help getting through it. The switch plates on the stairs slow down the spiked balls, so that you can pass by them without being hurt), and exit by the door at the top of it. In the next room, hop onto the rising and lowering switch plate to trigger the door at the bottom to open. After triggering the switch plate, exit through the now open door at the bottom of the room. You will now be back outside on one of the outer balconies of the palace. Walk up the stairs to the left, and open the chest in the center of the tower above(walk around behind it to reach the chest directly above the clock) to receive a key. After receiving the key, return to the palace's main hall(where the energy pillars are). From the main hall, walk through the door at the left, then proceed through the door at the bottom left of the dining room. Next, walk through the room with the three creatures and again exit by the door to the left. In the next room, destroy the suit of armor at the bottom left, then use the barrel beneath it to climb onto the ledge at the top left and enter the door that is there. Next, follow the stairway to the right and enter the door at the top of it. In the next room, make your way to the ladder at the top of the room(note, instead of stacking the barrels as steps towards the top, hop onto the floating platform and ride it to where the ladder is). Climb the ladder to the room above. Once in the room above, exit through the door at the bottom. You will now be back outside on the palace's balconies. Walk up the stairs to the right, then jump off the opening in the railing just to the right at the top of them. You will land on the roof of the lower section of the palace. Enter either of the open doorways that are on the roof(note, if you fall off the far right corner of the roof, you will land on a balcony where there is a chest containing a wonder essence. If you go for this urn, make your way back around to the roof again afterwards), and walk through the now open gate(the swinging gate that you repositioned earlier) at the top right, then exit by the door at the bottom right. You will once again be back out on the palace's roof, but in a different section. Hop down off the roof to the balcony below, then follow the balcony that you land on to the right, where you will find an open doorway. Enter the open doorway and proceed across the balcony that runs above the main hall of the palace, and exit by the door at the bottom right. Once back outside on the palace's outer balconies, place a Spring bean in the Spring bean plant stand that is just to the right of the doorway that you just came from. Next, hop up next to the plant, then onto the plant and use it to spring yourself up onto the upper roof of the palace above. Once on the roof, walk upwards to the top, then fall off the opening in the railing to the right. You will once again land on a lower section of the palace's roof. Enter the open doorway that is there. Once through the doorway, make your way through either of the open doorways that you can now reach at the lower right. You will now be back outside on the roof of the palace, hop down towards the right and walk down the stairs that are on the balcony below. Next, enter the open doorway that is just beyond the bottom of the stairs. In the next room, exit by the door towards the top. Next, walk down the hallway to the right, then downwards to the lever at the bottom of the stairs below. Flip the lever to open the doorway below it(this doorway leads to a previous room). Instead of going through this door, walk back up the stairs and enter the door at the top right. In the next room, exit by the door at the bottom right. You will now be back outside on the palace's balconies, in a small enclosed area. Trigger the switch plate that is here to deactivate another of the energy pillars in the main hall of the palace. After the energy pillar has been deactivated, return through the previous rooms to where you were last on the palace's balconies(where you walked down the stairs to enter the open doorway). Once back there, walk back up the stairs and enter the open door at the top of them. Once through the door, walk down the hall to the left, and enter the door at the far left. Next, trigger the switch plate to open the swinging gate, then enter the doorway above that is just after it. In the next room, use the bow and arrow to turn all the orbs that are rotating around the center area, green. Doing this will lower the chest floating at the top of the room, allowing you to get the wonder essence that is inside it. After receiving the wonder essence, exit the room by the door at the bottom. Once back in the hall, enter the door below, slightly to the left(the door at the far left leads to a small balcony overlooking the main hall of the palace) to return to the palace's outer balconies. Once on the outer balcony, open the chest to the right to receive a magic elixir. After receiving the magic elixir, walk back inside the palace by the doorway above(the one you used to come outside). Once back inside, walk to the right(past the swinging gate) and enter the door at the far right(where you came from earlier). Once through the door, use your last remaining key to enter the locked door just above you. In the next room, kill the creatures and enter the door at the bottom right. Once through the door, trigger the four switch plates that are there to raise the four lowered gates that you can see across the gap at the top of the room. Once the switch plates have been triggered, walk back through the door at the left, then once in the next room, exit by the door at the top right. Once through the door, walk under the four gates that you just raised by triggering the four switch plates, then trigger the switch plate that is up the steps at the top of the room. Triggering this switch plate will deactivate the final energy pillar in the palace's main hall. After deactivating the final energy pillar, exit by the door to the left. Once back in the room before(if you need a strength tonic, there is a chest containing one beneath the stone blocks across the gap in the floor at the top left corner of the room), fall down the hole at the bottom left(not the top left), and you will land on a raised area in the room below. Open the chest that is on the raised area to receive a wonder essence. After receiving the wonder essence, return to the palace's main hall(I would suggest saving your game and stocking up on health and magic restoration items at this point) and you will notice that now that all six of the energy pillars have been deactivated, the doorway in the center of them that leads to Melzas' chamber is now open once again. Enter the doorway to confront Melzas for a second time. Once you enter Melzas's chamber, he rises from the platform at the top, and calls forth a mighty four winged dragon to deal with you. Boss strategy: The dragon will float above you in the air, and periodically land on the ground. Only when the dragon is on the ground, can you strike him to inflict damage. Also while the dragon is on the ground, he will move in circular and figure eight shaped patterns. He way spray fireballs from time to time while doing this. To avoid the fireballs, stay to the side of the dragon. Another of the dragon's attacks is to rise high into the air, and drop down on top of you. To avoid this, run downwards when the dragon is dropping. Yet another of the dragon's attacks, is to hover above you and breathe fire down onto you. To avoid this attack, walk above the dragon's shadow so you will be out of range of the fire. After inflicting a certain amount of damage on the dragon, he will be destroyed. After destroying the dragon, the scene changes to show the surviving townsfolk expressing their concern for you. The scene then returns to show your character restored to full health and magic levels by the prayers of the townsfolk gathered beneath the sanctuary. Shortly after, Melzas appears and threatens to deal with you himself. He then begins his attack on you. Boss strategy: Melzas will attack in a very deceptive way, he will appear with several likenesses of himself. These apparitions appear in two different patterns. One, with a likeness of Melzas in each of the four corners of the battlefield, and a second with three likenesses of Melzas across only the top. In each instance, the last apparition of Melzas to appear, is the true one. Strike the true Melzas to inflict damage(striking any of the false images will not inflict damage), and also cause all the apparitions to vanish. When the apparitions appear in each of the four corners, if you don't strike the true Melzas, a portal will open in the center of the battlefield, and either cause a ring of fireballs to appear and shoot outwards, or three homing energy balls will appear and follow you until they either strike you or you have destroyed them. If the three apparitions appear at the top of the battlefield, and you do not strike the true Melzas, then the true Melzas will fire several giant energy beams at various angles across the battlefield. Again, to inflict damage on Melzas, you must strike the true form of him when it appears with the apparitions. After inflicting a certain amount of damage on Melzas, he will kneel down as if in defeat, then rise up and howl. You will then be forced to fight(at your current health and magic levels) on a small area, what appears to be two giant hands, two giant eyeballs, and a giant brain. Boss strategy: From time to time, the eyeballs will shoot energy balls into the air, they then rain down around your character. The eyeballs and the giant hands will also try and grab, or knock you down. The hands do enormous amounts of damage if they are able to get a hold of you(note, the hands can be destroyed, but they will reappear). To avoid most of the attacks, keep your character at the very bottom center of this battle area, as it seems to be just out of the range of most dangers. The way to inflict damage upon this final boss, is to run up the ramp in the center, and at the top of it, jump up and strike the giant brain. After striking the brain enough times, it will be destroyed. Once you have destroyed the brain, you will once again see Melzas kneeling on his platform at the top of his chamber. He cries out, "how... how can this be? How can an insolent child stand before a god?" At this point Lars calls out to you and tells you that Melzas' body must be burnt with fire, so walk up to the platform he is kneeling on, and use the Fire wand to light him ablaze, burning his blood, thereby destroying him forever. With the destruction of Melzas, the palace starts to collapse. Lars calls out to you, to quickly make your escape from the palace. Once you exit the palace... sit back and enjoy a very well done ending :) _________________________________________________________________________ Random findings: You can only carry 9,999 Gold at a time. There are many chests around the map that you can find. If you open a chest and it contains an item that you currently have the maximum allowance of, the item will remain in the chest for you to get later, and the chest will close. When you are low on health, a warning chime will sound until you heal. Before going to the Inoa mine, search Olen's house to find a chest that contains a gilded falcon. Olen's house is slightly Northwest of the Sanctuary. Olen's house burns down after you go to the mine, which is why you need to go there before After receiving the ball and chain, you can reach the rooms above the Inoa mine. Use a bomb to blast away the rocks blocking the doorway, then proceed inside. Make your way to the room at the end with the seemingly never ending slimes. Continually attack the slimes and their rate of dropping will eventually decrease, allowing you to finally kill them all. When they've all been killed, a chest containing an herb will fall onto the platform in the center of the room, and the locked gate in the previous room will raise, allowing you to exit through the door below. Once you walk through the door, you will drop out of the side of the cliff and fall into the house below, but on the other side of the locked gate. Open the chest that is there to receive a gilded falcon, then flip the lever to raise the gate and exit the house. To reach the chest in the Magyscar dungeon that was blocked by thorn bushes in one of the spiked pit rooms, come back to it after you have the Fire wand. The chest contains a gilded falcon. The gilded falcons are for redeeming at the Medallion shop. After completing the Riverside pub's three rooms of chance on the lower floor, return to the Medallion shop and Captain Merrick will give you items based on how many gilded falcons you have. You can go back to him if you do not have the maximum amount of falcons when you first see him. You receive items at the following rate: 15 gilded falcons: Life vessel 20 gilded falcons: Olga's Ring 25 gilded falcons: Life vessel 30 gilded falcons: Sliver Armlet 35 gilded falcons: Life vessel 40 gilded falcons: Recovery Ring 45 gilded falcons: Life vessel 50 gilded falcons: Spirit wand If you go to the house just below the Inoa mine to the left, you will meet a man named Kohei on the second floor. The room he is in is basically the game's sound and music test. Depending on how far you are in the game when you visit him, there will be between one and four phonographs on the tables in the room. To hear a song, approach any of the phonographs and a song list will appear. Press up or down on the directional pad to scroll through the song selections. Each phonograph has eight song selections to choose from. Press Square to start the song, and press X to leave the sound select menu(the song will continue playing until you leave the room). There is a magic seed in the chest on the ledge to the left of the bridge you cross to get to the cliff merchant's. You need the Spring bean and Fire wand to reach it. There is a magic seed in the chest slightly to the left of the Riverside pub. You need to bomb the stumps in the area below to reach it. There is a magic seed in the chest to the right of the main doorway to Melzas' palace. Throwing a barrel, crate, jar or other object at any regular enemy will kill it instantly if it hits. Rough map of the Village of Inoa _____________________________________________________________________ | Exit Exit | | _________ ____________ | || | | || || Septi- | ______________ Well | || || mus' | | | | || || | | | | Sybill's || ||_________| | Beaumont's | ___________ | || | | | | | | || | |______________| | | |____________|| | | Jess' | | | | | | | Fountain | | | | | | | | _________ _________ |___________| | | | || | | | | || Giles | ___________ | | |Wendell's|| & | | | | | | || Kisha's | | | ____________ | | |_________||_________| | Shop | | || | | | | || | |___________| | Gustav || | | & || | _________ _________ | Elene's || || | | | | || || Lutas | Well |Yustel's | | || || & | | Fortune | |____________|| || Fein's | | Telling | | ||_________| |_________| | | | | | | | | | | __________ ___________ ____________ | | | | | | | || | | | | Nadia, | | || | |Bonaire's | | Myra, | | Kline's || | | | | & | | || | |__________| | Meia's | | || | | | | || | |___________| |____________|| | | | | | Exit | |_____________________________________________________________________| Rough guide to important locations on the World Map _______________________________________________________________________ | | | Seven Teleport Torla | | Great Stone Arch Magyscar Mountain Nirude | | Tree Altar Castle | | | | Teleport | | Rooms Ice Wand Arch | | Teleport Above | | Arch Mine | | Catacomb's Cave Upper | | Murgg Inoa Entrance Desert | | Woods Mine Water Area | | Olen's Cemetery Teleport Mill | | House Arch Despair | | Music Desert | | Ruins Select Sanctuary Caretaker's | | House House Ancient | | shrine | | Statue | | Pond Village Tarn Teleport | | With Riverside of Manor Arch | | Whirlpool Pub Inoa | | Lurvy's | | Teleport Teleport Smith | | Arch Arch Medallion Dark Shack | | shop Swamp | | Fire Nava's Teleport | | Manor House Cave Arch | | | | Shore Shore Shore Shore Shore Shore Shore Shore Shore | |_______________________________________________________________________| ______________________________________________________________________ Controls: In game: Status screens: D. Pad: Moves your character Scroll through selections Square: Advance text when speaking Not used Swing weapon(hold to charge) Pick up/throw items such as boxes/barrels Triangle: Hold to run(+D.Pad) Cancel out of Status screen X: Jump Choose weapon/item to equip Accept button Circle: Use equipped item Not used Start: Bring up Status screen Cancel out of Status screen Select: Not used Not used L1&R1: Not used Bring up secondary Status screen L2&R2: Bring up Status screen Cancel out of Status screen Saving: Inspect the save book Save your progress? Yes/No Choose save file you would like to save in (1-4) Are you sure you'd like to save in this file? Yes/No Game is saved, press Square to return to game Restarting: If you die during the game, you will be given the choice of, Quick restart Title(return to the title screen) If you choose Quick restart, you reappear where you last saved, minus any items you used before you died. Save and Regeneration points: In the various dungeons you will come across large purple glowing plates in the ground. These are warp plates that will transport you to a Save and regeneration point. At these points you can... Use the floating blue book to save your game Step on the brownish triangle shaped floor plate to restore to refill your health Step on the green triangle shaped floor plate to recharge your magic seeds Using a shop: Go to the item on the shelf you wish to purchase and pick it up Put the item on the shopkeeper's counter The shopkeeper will tell you the price of the item The shopkeeper will ask if you would like to buy the item, Yes/No If you have the maximum amount of the particular item, or not enough gold, you will not be able to purchase the item Using the fortune teller: Walk up to the fortune teller She will ask if you'd like her to tell you where to go next Yes/No After the hint she will ask if you'd like her to show you this point on the map Yes/No, the cost to look at the map is 15 gold The X mark is where you are The glowing is where you need to go After you are done speaking with the fortune teller, your health and magic levels are filled to maximum Equipping items and weapons: While in the first status screen Press "X" over the weapon you wish to equip(top choice bar) Press "X" over the item you wish to equip(lower choice box) Armor is automatically equipped when purchased Actions: 1. Use currently equipped weapon to flip levers by striking them. Picking up and throwing boxes causes them to break, revealing items such as health refills or different denominations of gold or silver coins 3. Barrels only break when you throw them into enemies or other characters. They are used for placing on top of switch plates or climbing on to reach higher points 4. Running: Hold the Triangle button and press any direction on the directional pad, your character will run that way 5. To use a key, just walk up to the locked door, if you have the right key it will open 6. Press the Square button when next to another character to speak with them 7. Shoulder smash: While running press the Square button 8. Swimming: Once you have the Merman boots, you can swim in deep water. To swim faster, press the Square, Triangle or X button 9. Charging a weapon: If you have a weapon that is chargeable, hold the Square button until the weapon glows, then release the deliver a more powerful strike Spells: Earth, level 1: An eruption of rocks rain down around your character Earth, level 2: A meteor shower rains down around your character Water, level 1: Three glowing icicle shields circle your character, your health is also restored Water, level 2: Six glowing icicle shields circle your character, your health is restored to full Fire, level 1: An eruption of fire rains down around your character Fire, level 2: A nuclear type explosion occurs around your character Wind, level 1: A downfall of lightning rains down around your character Wind, level 2: A giant tornado whirls around your character Life vessels: 1. In chest in Tarn manor 2. In the chest above the sign that reads, Tarn manor to the North, Dark swamp to the South, Village of Inoa to the West 3. Inoa village shop, cost 500 gold 4. In chest after completing the Inoa mine dungeon before you exit 5. In chest dropped by Lars after completing the catacombs under the cemetery 6. In chest in room shortly before Boss' chamber of Bonaire's dream 7. Lurvy's Smith Shack, after purchasing the armor sold there, cost 400 gold 8. In chest after completing the Ancient shrine dungeon before you exit 9. In chest on small ledge above the Watermill 10. In chest on small peninsula just to the left of the Ancient lizard god dungeon, and below the cave to the right of Nava's 11. In chest in room shortly before Boss' chamber of Coastal cave 12. In chest in 1st floor of tower 3 of Kline's nightmare 13. In chest in pool above top waterfall in Lurvy's Smith Shack area. You must have the ability to swim in order to reach it 14. In chest across small wooden bridge in Ancient lizard god dungeon 15. In chest in stalactite maze room in Giles' nightmare 16. In chest in room with thorn bushes on small islands in Magyscar 17. In chest after completing five consecutive rounds of slime combat in the first room under the Riverside pub 18. In chest after completing five consecutive rounds of target shooting in the second room under the Riverside pub 19. In chest after successfully winning five consecutive rounds of roulette in the third room under the Riverside pub 20. Given to you by Captain Merrick at the Medallion shop when you have fifteen gilded falcons 21. Given to you by Captain Merrick at the Medallion shop when you have twenty five gilded falcons 22. Given to you by Captain Merrick at the Medallion shop when you have thirty five gilded falcons 23. Given to you by Captain Merrick at the Medallion shop when you have Forty five gilded falcons 24. In chest in room with three stools in the sanctuary 25. In chest in Meia's past, where you play tag with her 26. In chest on ledge in front of Magyscar. To reach this ledge, you must burn the thorn bush at the right of the wooden bridge that runs above the back of the cemetery, then cross the bridge and enter the cave at the left end of it. Proceed through the cave, and up the stairs to the ledge where the chest is 27. In chest above the Riverside pub to the right. There is a thorn bush blocking you from reaching it. It is also directly to the right of the broken statue 28. In chest hidden behind the red hot pillars in the cave where you find the key for unlocking the drainage building in the upper desert area 29. In chest after log jumps in watery passage under Nirude Castle 30. In chest in room with female statue in shoulder of Nirude Castle 31. In chest on cliffs in the underwater caves 32. In chest on upper icy ledge in Elene's subconscious 33. In chest in room of ledges in the ruins below the Murgg woods 34. In chest above spiked steel ball that the murgg drop onto the path in the Murgg woods 35. In chest on high platform in the Great tree where you must fall from the room above to reach it 36. In chest on left hand balcony in the Great tree 37. In chest in lava pit in the second room of the Torla mountain 38. In chest in room where the three statues materialize in the twin's subconscious 39. In chest on high ledge on Nava's island 40. In chest in room to the upper left of the dining room in Melzas' palace Gilded falcons: 1. In right hand chest in room after placing four barrels on four switch plates in Tarn manor 2. In chest on wooden walkway in Wendell's subconscious 3. In chest that is dropped after killing all four murgg that appear in Olen's subconscious. You must get it quickly for it to register 4. In chest in Olen's house just outside the village of Inoa. You must get this falcon before going to the Inoa mine, or Olen's house will burn down with it still inside 5. In chest on right ledge in room the mine cart brings you to, after the save and regeneration point, in the Inoa mine 6. In chest directly across the river from the music select house 7. In chest at the top corner of the room under the area where you trigger the conveyor belts by inspecting the statue in the catacombs under the cemetery. You must fall into the open area to reach the room with the falcon 8. In chest in room where Bonaire and Sara were talking when you overheard them in Bonaire's subconscious 9. In chest next to the third statue in the Ancient shrine 10. In chest on right hand carved rock formation in the Despair desert 11. In chest on riverbank across from the Watermill 12. In chest in the hidden room to the left of the wooden bridge in the Coastal cave dungeon 13. In chest behind Nava's house by the sea 14. In chest in area above the rotted stump, just above Nava's house by the sea 15. In chest in the first room of the cave behind the third tower in Kline's subconscious 16. In chest down the path to the left of the Dark swamp. It is on the high bluff overlooking the sea 17. In chest in room below the first giant lizard statue that you destroy in the Ancient lizard god dungeon 18. In chest across the gap to the left of the two stone faces in Giles' nightmare 19. In room to the right of the area with the save and regeneration warp plate in Magyscar. It is blocked by thorn bushes, so come back for it after you have the Fire wand 20. In chest next to the warp plate that leads to a save and regeneration point in Meia's subconscious 21. In chest on bookshelf in Nava's house by the sea 22. In chest inside the Watermill 23. In chest on raised area just to the left of the square shaped, wooden ogre totem pole, just East of Inoa 24. In chest across the river slightly Northwest of Nava's house by the sea 25. In chest on ledge at the bottom of cave under the ruins to the West 26. In chest just to the left of the Level two Water book. You must walk through the break in the bushes to reach it 27. In chest to the left of the high pool of water formed by the river near Lurvy's Smith Shack 28. In chest in cave slightly to the Northwest of the Watermill. You must use the warp plate in the cave to reach it 29. In chest on ledge slightly Southwest of the Ice Manor 30. In chest on the high ledge in the upper desert area. Next to the stairs that lead to Nirude Castle 31. In chest in the side passage in the well outside Lurvy's Smith Shack 32. In chest in cave above Olen's house 33. In chest on ocean side of fence in front of the Medallion shop 34. In chest in house to the right of the Inoa mine. You must fall into the house from the door in the cliffs above 35. In chest on stone in water in the room underneath the engine room in the watery passage leading to Nirude Castle. You must fall into the hole behind the waterfall in the engine room to reach it 36. In chest next to the top right giant stone head outside Nirude Castle 37. In chest in room with the pool of water in the right foot section of Nirude castle 38. In chest behind the jewel crest altar on the island by itself 39. In chest under the water pools/falls in Elene's subconscious. It is in the chest above the lever to the left 40. In chest directly to the right of the ruins to the West 41. In chest at the top right of the Murgg woods, just before entering the Great tree 42. In chest on the upper right balcony of the Great tree 43. In chest in the room below the wooden bridge towards the end of the Torla mountain dungeon. You must use the Spring bean plants to reach it 44. In chest in the room where the three statues materialize in the twin's subconscious 45. In room number twelve of the passage to Nava's island 46. In chest to the left of the main entrance to the Palace of Melzas 47. In chest on the small grassy island in the Dark swamp 48. Received after winning four games of, "Smash the Slimes" downstairs at the casino beneath the Riverside Pub 49. Received after winning four games of, "Hit your Mark" downstairs at the casino beneath the Riverside Pub 50. Received after winning four games of, "Wheel of Furtune" downstairs at the casino beneath the Riverside Pub Items: Herb: Green herb, Restores up to 5 health, Hold 9 Strength Tonic: Green jar, Restores 10 health, Hold 1 Strength Elixir: Blue jar, Restores full health, Hold 1 Magic Elixir: Blue jar with long thin neck, Refills magic shards, Hold 1 Wonder Essence: Golden urn, if you die during the game and have one of these in your inventory, you will be brought back to life with full health and magic levels. Can also be used at any time to restore health and magic levels to maximum Bomb: Round black bomb with fuse, Blows up certain rock piles, can be used as a weapon, When equipped Press Circle to draw a bomb, then Press Square to place it. The bomb will detonate a few seconds after being drawn. You have an unlimited supply Sand Cape: Allows you to travel under the sand Aqua Cape: Allows you to breathe in the underwater dungeon Nava's Charm: Defensive power up, stops certain elements Power Glove: Allows you to lift heavy objects Spring Bean: Toss onto Spring bean stands to cause springy plant to grow. Allows access to higher area Olga's Ring: Attack power up Sliver Armlet: Defensive power up Recovery Ring: Heals 1 health point for every 3 seconds your character remains motionless Armor: There are various different armors to be found throughout the game, look for the higher number in the description when deciding which to equip Keys: Looks vary, Open various locked doors, Hold however many you need Life Vessel: Red diamond, Extends life by one point, 40 total in game, finding one of these brings your total health back to maximum, Shown at top center of screen Magic Seed: White crystal, Shown at top of screen between your health and gold, Each magic spell cast drains one magic seed, Rechargeable Gilder: Comes in 4 denominations, Gold bar worth 30, Large gold coin worth 10, Large silver coin worth 5, Small gold coin worth 1, Shown at top right of screen Gilded Falcon: Statue of Gilded falcon, Trade these for items at the Medallion shop, Total shown to right of status screen Health Ups: Small red diamonds, Restore small amount of health, These come in two sizes, small, which gives you 2 health points, and large, which gives you three or more health points Status screen weapon and items list: This is how the weapons and items appear in your inventory Weapons(by type): 1. Sword 2. Ball and chain 3. Crossbow 4. Fire wand 5. Ice wand 6. Spirit wand Items: 1. Herb 13. Nava's Charm 2. Strength Tonic 14. Power Glove 3. Strength Elixir 15. Spring Bean 4. Magic Elixir 16. Olga's Ring 5. Wonder Essence 17. Sliver Armlet 6. Bomb 18. Recovery Ring 7. Earth Spell 8. Water Spell 9. Fire Spell 10. Wind Spell 11. Sand Cape 12. Aqua Cape Save file chapter names: 1. A New Beginning 2. Wendell Succumbs 3. Escape to Tarn's Manor 4. The Book of Elna 5. Wendell's Salvation 7. Collapse of the Mine 8. A Prayer for the Miners 9. Crossing the Mine 10. Dream Revelation 11. Leaving the Miners 12. Into the Crypt 13. Slumber Bummer 14. To the Desert of Despair 15. Beginning of the End 16. A Revelation in Meia 17. A Hand for Kline 18. The Swamp Thing 19. Giles' Salvation 20. Cave of Magyscar 21. The Sanctuary's Secret 22. Sybill's Exit 23. Meia's Past 24. Nava's Choice 25. Bourne of Water 26. A Dance with Nirude 27. Ronan's Conspiracy 28. At Odds with Ronan 29. A Letter from Jess 30. Elene's 15 Minutes 31. Giles, Again 32. To Murgg Woods 33. Lost in Murgg Woods 34. The Giant Tree Tower 35. Torla, Mountain of Fire 36. Bergus Held Hostage 37. Baptism by Fire 38. Confronting Ronan 39. To Nava 40. The Castle in the Lake 41. Outside the Castle 42. The Great Hall 43. Last Armageddon Thanks section: Thanks to Tom Rossi for giving me the inspiration to write this monster, without you it wouldn't have been written :) Thanks to Mimi and Scott for dictation on the chapter, "Armageddon", as I was too burnt out on Alundra by that point to think straight :) Thanks to James Dallamora for his additional gameplay to make sure everything worked Thanks to Matrix Software, you've made the best action RPG I've played Thanks to Victor Ireland for all his help, you really are a nice guy :) Thanks to Hadi Saputra for his help in finding the 50th Gilded Falcon Thanks to Working Designs for bringing this great game to the states Thanks to Pup, for stealing the controller every time I put it down to write something :) Richard Scarry, for his big book of things to do and make :) Ed Leach, Cowbell on track 2 The list of IDIOTS: Electronic Arts, for stealing my Overblood faq from the internet, cutting my name from it, and sending it to all the European gaming magazines. Powerstation magazine, for the very nasty letter they sent when I inquired about them using my Overblood faq. I don't appreciate people stealing from me, then trying to lead me on with false promises of compensation. Game Cave, for taking people's faqs off the net and selling them to their customers. They use the excuse that they are actually selling them their own smaller guide and giving them the faqs from the internet as a free gift. Guess what Game Cave, in my eyes that isn't right, you don't even ask the people who wrote the faqs if you can do this. Son Gohan, mastrel@texnet.it, for cutting my name and copyright off of my Dragonball Z faq for the Sega Megadrive, then distributing it with his name on it to various websites. That's as low as you can go, if you didn't do the work don't try and take credit for it. Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior approval. Nor is it granted for this document to be used as any type of "source material" for for-profit magazines to use in any way, be it basing their own articles from, reading prior to get ideas, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this, or any of my faqs to sway people into buying the game from them, when without a walkthrough or translation they wouldn't have purchased the game(ring any bells Game cave? I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites. A specific note to Game cave, I adamantly deny your use of this faq in any way. Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website................................................. Get the picture? You are not authorized to use this faq in any way, shape or form...PERIOD! This faq is copyright 1997/1998, Henry LaPierre All rights reserved
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