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 Copyright 1997 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 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 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?