Game: Crusader of Centy
System: Sega Genesis
Genre: Action/RPG
Author: Seraph 0
Real Name: Andrew Almeida
E-Mail:
[email protected]
Date: July 28, 2004
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Table of Contents
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1. Introduction
2. Story
3. Controls/Tips
4. Skills
5. Equipment/Items
6. Animal Companions
7. Animal Combos
8. Enemies
9. Boss List
10. Life Apple Location List
11. Money Bag Location List
12. Walkthrough
Chapter 1 - Beginning of a Hero
Chapter 2 - The Prophecy
Chapter 3 - The Rescue Chilly
Chapter 4 - Daisies of Fire
Chapter 5 - Curse of the Slime
Chapter 6 - The Tower in the Desert
Chapter 7 - The Trial of Ice
Chapter 8 - Sunken Temple
Chapter 9 - Return to the Tower
Chapter 10 - The Land of Serenity
Chapter 11 - Back to School
Chapter 12 - Future's Past
Chapter 13 - The Desert Temple
Chapter 14 - Hero of the Past
Chapter 15 - The Final Chapter
13. Review
14. Last Words
15. Copyright
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1. Introduction
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Probably one of the best Action/RPGs you could get for Sega Genesis. The game
is similar to the Zelda series, in that the gameplay is viewed in a top down
perspective, and the gameplay is a mix of action, puzzle and RPG elements.
Another unique part of the game is able to summon companions, like animals and
bugs to your side to not only give you new abilities, but also able to combine
both abilities of the animals, to create a new ability.
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2. Story
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The Age of Darkness, without light. Creatures who wandered this world were
later called "monsters" by humans. They were feared by everyone... No one knows
where, when, or how these creatures came to be. Have they been here since the
start of humanity?... Or were they here since the start of time?... Who's to
say... Time Passes... One day, there was a change in the world. A great beam of
light struck the earth and diffused through the darkness... Filling the earth
with light and density... Most of the "monsters" had no resistance to light and
quickly perished.... A seemingly endless period of time passed... Humanity had
evolved and dominated the earth's surface... But... Monster did not become
extinct. They hid underground and increased their numbers, as if they were
waiting for the moment of restoration... Our story begins, when the monster
reappear, and the inevitable conflict between man and monster ensues...
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3. Controls/Tips
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D-Pad - Move Character
Start - Menu
A Button - Attack/Talk/Action
B Button - Jump
C Button - Animal Action
- Hold the Attack Button to charge sword. When glowing, release sword to throw.
- If the Animal/s have no action, they will simply move in front of you and
shield you from danger.
- Some rocks that you shatter, re-grow back or have a mole pop up. If you
happen to be standing on the mole or rock, you will get hurt.
- Move up and down ladders, vine walls, etc., by pressing Up and Down on the
D-Pad. On vine walls, you can also go left and right.
- Boost Flowers fire you up in the air and onto a higher platform.
- To lift an object, {once you enquired the skill}, go up to the object and
press the Action Button. Throw it by pressing the Action Button again. If you
jump and throw the object in the air, it will travel further.
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4. Skills
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During the course of your quest, you will gain new abilities from various
people and animals.
Skill: Location/Info
Sword Throw The first house you see in Rafflesia School. A man
will teach you the Sword Throw skill if you pay him
twenty Malins. The Sword Throw is a useful attack, as
well as useful to solve puzzles. To execute the Sword
Throw, hold down the Attack Button, until your sword
glows, then release. The sword only spins a few feet
away from you.
Animal/Plant Tongue In the Soleil Town Plaza. Go to the second house on
the far left of the area, the go inside, and talk to
the fortuneteller. She will give you this ability in
Chapter 2. With this ability, you cannot only talk to
animals and plants to give you information, but also
have animals join you on your quest. At first, you can
not talk to humans anymore, but in Chapter #, you will
have the ability to talk to humans and animals/plants.
Jump: After you gain the ability to talk to animals, go to
the very top of Dahila Valley and talk to the rabbit
twice. The rabbit will teach you how to jump, by
pressing the B Button. The Jump ability will open up
many paths and help you indefinably through out your
quest.
Strength: In the Animal Village, at Anemone Beach. Go to the far
left and to the house with the closed door. Jump on
the green plate at the base of the door 3x, and the
door will open. Talk to Daddyphant, {obviously the
big elephant}, once and say yes, then once more. Then
go to the piece of wood on your left and pick it up by
pressing the Action Button. This skill is mainly used
to pass obstacles and solve puzzles.
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5. Equipment/Items
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Here is a list of equipment and items you will come across in the game.
Item: Location/Info:
Malin This item can be found by defeating enemies, finding
moneybags, and other locations. Malin is a gold coin
and the currency of the world.
Apple Found around the world, by destroying rocks, cutting
down bushes, etc. Restores one hit point.
Life Apple See Life Apple Location List. Life Apples add one hit
point to your maximum.
Money Bag See Money Bag Location List. Money Bags contain thirty
Malins.
Father's Sword & Shield A birthday present from your mother, in the beginning
of the game. Your father used this sword and shield
to protect the kingdom and now you follow in your
father's footsteps.
Bronze Medal Found at the end of the Beginners Course, at Rafflesia
School. First of three Medals, needed to obtain the
Holy Sword.
Silver Medal Found at the end of the Intermediate Course, at
Rafflesia School. Second of the three Medals, needed
to obtain the Holy Sword.
Gold Medal Found at the end of the Expert Course, Rafflesia
School. Third of the three Medals, needed to obtain
the Holy Sword.
Holy Sword Present the three Medals to the King and he will
rewarded you the Holy Sword. Double the strength of
your Father's Sword.
Giant Plant Seed You get this item right before the boss Georama begins
to attack, in Castle Freesia.
Magic Shoes After obtaining Rio, use it's ability to help you
cross the pond and open the treasure chest, in the
Human Village of Iris of the past. The Magic Shoes
allow you to return to the present.
Awakening Powder After rescuing the woman in the Camillia Desert/Desert
Temple, climb down the pole and open the chest to
obtain the Awakening Powder. This powder revives the
Chameleon boss, as well Moa.
Mother Monster Horn After defeating Mother Monster, you will appear in
front of the cave and find the horn on top of the cave
broken off. A critical part of the story, near the
end.
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6. Animal Companions
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One of the best part of this game is the ability to summon animals to aid you
in your quest. Some animals give you a new ability, others change the attribute
of your weapon, and much more. Their are a total of fifteen animals to find,
and three you can only rent, which means you can only use these animals once.
When you use a animal that gives you an ability, like Chilly, the animal will
go in front of you and protect you, when you press the Animal Action Button.
Main Animal Companions
Name: Ability: Location/Info:
Cecil Rebound You will rescue Cecil from the belly of Shuffler.
Cecil gives your sword the ability to rebound of
walls. Good for taking out enemies around corners. Not
only his, but Cecil can also extend the Sword Throw
range by incredible distances. The only down fall in
this, is the screen flies with the sword, immobilizing
you and making you invulnerable. You however, can
recall your sword back by pressing the Attack Button
again.
Dippy Transport After the battle with Roxie, return to the Animal
Village of Camillia Desert. Talk to Dippy, {the
dinosaur in the pool of water}, and start to leave the
pool. Dippy will then join you. Not only does Dippy
allow travel over water, but once equipped, you can
ride Dippy over spike floors, and other hazards
without any harm to you. The only set back is Dippy's
a bit slow and you can't attack.
Dodo Impale After you return from the Past Camillia Desert/Desert
Temple, enter the exit of Burn Daisy. Return to where
the burnt bird was, Dodo will join you after talk to
it. Dodo will surround your sword with a white aura,
allowing the sword to stick to items, and impale
monsters once thrown. The monster will not be harmed,
but will fly back at you. Dodo by itself, can be
dangerous, because of the obvious. But using it to get
far away items, is the only good thing about.
Flash Speed Flash joins you, if you beat it in a race at the
Animal Village of Iris. The racetrack is in the far
right corner, near the squirrel cave. If you talk to
it before the race, you have a chance to pay it fifty
Malins to be slower in the race. Equipping Flash will
increase your speed 2x, and even extending your long
jumps.
Chilly Ice Brand After saving Chilly from the Devilfish, Chilly joins
you. Chilly grants your sword the attribute of Ice.
This only works when you use the Sword Throw skill.
The sword will be covered in ice and is good against
fire based enemies, like Salamanders. Ice Brand can
also freeze certain things to open up paths for you.
Inferno Fire Brand Outside the Castle Freesia, you will rescue Inferno
from a prison. Inferno grants your sword the
attribute of Fire. Of course, this only works with
your Sword Throw. The sword will be covered in flame
and is good against ice based monsters, like Snow
Giants. Fire Brand can also can melt ice, to open up
paths.
Leviathan Swordsman Leviathan joins you when you defeat it, in the Root
Temple. Leviathan increases the speed of your attack,
the charge time for Sword Throw is lessened, and the
speed and length of Sword Throw by 2x.
Mac Bite After you gain the ability to talk to animals, talk
your dog outside your house twice, and Mac will join
you. When the Animal Action Button is pressed, Mac
will stand where it is and paralyze any monster that
comes into contact with it. If you call back Mac, the
monsters will still be paralyzed. Some enemies are not
effected, like Salamanders.
Moa Enhance You rescue Moa from the Chameleon, in the Camillia
Desert Past. Moa is useless alone, but can enhance the
other animal's abilities. Moa is the best with combos,
and gives you the most combination options.
Monarchy Operate Monarchy emerges from the pupa of Pieces, after the
second time through the Tower of Babel. Monarchy
allows you to control your sword once thrown. This is
a good skill to take out enemies from around corners
and hit switches that are hard to reach. You can only
control it until it stops.
Pieces None Pieces will join you after the trial of the Witch, in
Iris. Pieces at first will not have any abilities.
When you enter the Tower of Babel for the second time,
Pieces will leave your party and turn into a pupa.
When you finish through the tower and exit it, Pieces
will emerge as Monarchy, the butterfly.
Rio Plank Rio joins you in the past, in the Animal Village of
Iris. You can find him in the pond, to the far right.
Rio, the armadillo, has the ability to go in it's
shell and allow you to use him as a plank. To do this,
just press the Animal Action Button, and Rio will go
in it's shell and you can pick it up. This is
obviously good to cross the lake and rivers, if need
be.
Wong Mimic Once the human language is restored, return to Soleil
Town. Go talk to your mother, then go to the house
that was for sale, {the house has a sign in front of
it and the door is open}, and go inside. You will see
your mother again and if you talk to her, she says she
bought this house for you. Return to you original
house and talk to your mother. She will deny she
bought you the house and asks where is Mac. Return to
the house on sale and talk to your mother with Mac
equipped. Mac will discover that she is an imposter,
and Wong will then explain itself. Agree to forgive
Wong and it will join you. Wong can create a image of
you, when the Animal Action Button is press and the
enemies will then attack the decoy. The decoy will
disappear if you go off the screen.
Rent-A-Pet
Kitty Revive You can hire Kitty for fifty Malins, in Animal
Village of Anemone Beach. Go to the first house to
your left as you enter the village, {the house with
the owl sign in front}. Talk to Kitty, pay it fifty
Malins and it will join you. Kitty will automatically
revive you when you loose all your hit points and does
not need to be equipped. Once Kitty has been used, it
will return to house and wait for you again, if
needed.
Edgar Eggbomb You can hire Edgar for fifty Malins, in the Animal
Village of Iris, {it's the cave in the far left
corner, up the rope}. Once equipped, Edgar will fire
beams of energy randomly across the screen, destroying
any enemy that comes on screen for five seconds. Edgar
is good if your surrounded, but over all, Edgar is a
bit of a waste. Hire Edgar for just in case scenarios,
and once used, it will of course return to the Animal
Village of Iris.
Batty Shield You can hire Batty for a hundred Malins, at the Animal
Village of Camillia Desert. Batty will fly around your
head for ten seconds, and make you invulnerable.
Although this is a good animal to hire, it costs a bit
much, so don't go wasting it. Batty will of course
return to the Animal Village of Camillia Desert, once
used.
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7. Animal Combos
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Another cool aspect of the game is the ability to combine your animal
companion's abilities, to create a new ability. Also, switching the Animals
will not change the ability. Also, you can't combine Rent-A-Pets.
Animals: Ability: Info:
Cecil & Forever Once thrown, your sword will forever rebound off
Moa Rebound walls. It will only stop if you hit any enemy, or
any other obstacle.
Chilly & Artic With Dodo's sticky ability, sword will imprison
Dodo Touch the enemy in a crystal prison and drain it's HP,
once thrown. The tail of energy following the
sword is from Dodo's ability.
Chilly & Diamond A tail of large ice crystals follow the sword and
Moa Dust once it hits an enemy, it causes a explosion of
ice crystals that swirls for a moment. Diamond
Dust is stronger then Ice Brand.
Chilly & Sword of It strange that two opposite elements can combine,
Inferno Disruption and it's even stranger that the combo effect tab
says it's powerful ice magic. Your sword turns
dark green once thrown. When the sword hits an
enemy, it surrounds the enemy in a black and
orange sphere, The sphere will fluctuate and drain
four hit points from your enemy, no matter the
element of the enemy.
Cecil & Vortex When you throw your sword, the sword will spin in
Monarchy Sword circles and can be controlled forever. The sword
will cut through enemies and continue spinning,
until either you press back on the D-Pad, {depends
where you face}, or you hit an obstacle. The sword
however is a little bit difficult to control.
Dippy & Express Dippy will now be able to move 2x as fast, which
Flash Transport is good since Dippy is a little slow. You still
can't use any other action.
Dodo & Ignite With Dodo's sticky properties, the enemy will
Inferno catch on fire and drain it's HP. The flame on the
blade is wider and the tail following the sword
is from Dodo's attack.
Dodo & Skewer Although I named it this, I see no real difference
Moa from Impale, other then a wider sword.
Flash & Haste Your speed will be 3x faster. The obvious downside
Moa is that you may not react in time to stop and you
may bounce of walls a few more times then usual.
Inferno & Hellfire The sword now has a large tail of flame
Moa following sword and once it hits an enemy, it
sends three large fireballs, in random direction.
Hellfire Sword is stronger then Fire Brand.
Leviathan & Master Combining these two animals allows you to increase
Moa Swordsman the speed of your attack, the charge time for
Sword Throw, and the length of Sword Throw by 3x.
Mac & Vice Although I named it this, I see no real change
Moa Grip from Bite.
Moa & Forever When you throw your sword, it will not stop and
Monarchy Operate can be controlled forever. It will only return if
you press the Attack Button, or the sword hits a
wall. Easier to control then the Vortex Sword.
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8. Enemies
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Here is the list of monsters that wander the world. They are in alphabetical
order.
Bee
HP - 1
Areas: Rafflesia School
Place of Peace
These, small insect can't harm you, but can push you into pits, floor spikes
and any other hazard. After several seconds are so, they will automatically
fly away.
Cactus King
HP - 4
Areas: Camillia Desert
This large, stationary cacti, have a small crown-like spikes on its head.
They fire cacti orbs that home in on you. The good news is that you can
destroy the cacti orbs, the bad news is the Cactus Kings take four hits to
kill. It's best to take them out from a distance.
Cactus King, Past
HP - 8
Areas: Camillia Desert, Past
The ancestors to the present day Cactus King, have twice the amount of HP and
twice as strong. There color is a golden hue.
Cadaver
HP - 1
Areas: Camillia Desert
These must be the skeletal remains of a human, who died in the desert. The
golden hue skeleton will travel underground and you can see a moving bump in
the desert. They will eventually pause and swirl out of the sands and fire
energy pellets, in all four directions. They best way to attack is to wait for
it to stop, position yourself at an angle and slash when you get the chance.
They move about randomly, so watch your step.
Cadaver
HP - 2
Areas: Camillia Desert, Past
The ancestors to the present day Cadaver, have twice the amount of HP and twice
as strong. There color is a brighter, golden hue.
Condor
HP - 1
Areas: Dahila Valley
Place of Peace
These large, red birds try to attack you with their talons. They chase you
slowly, and not as direct. If you move around them for instance, they circle
you, instead of flying right towards you. Other then that, they have no other
attacks and are easy kills. In the Place of Peace, some Condors just pop out of
the clouds and head straight at you, and try to push you off the land.
Condor, Past
HP - 2
Areas: Dahila Valley, Past
The ancestors to the present day Condor, have twice the amount of HP and twice
as strong. They are green in color.
Dahila
HP - 1
Areas: Dahila Valley
These small, green skinned creatures look like an biped armadillos, with a blue
shell. They start out as eggs and fall out of holes in walls. The egg shatters,
an the Dahila emerges. They walk about slowly, pausing to gaze about. If they
spot you, {which is indicated by a ! in a thought cloud}, they will begin
chase. Dahila are quick, but not as quick as you. Just let them chase you,
swing around and attack. Other then that, they have no other attacks.
Dahila, Past
HP - 2
Areas: Dahila Valley, Past
The ancestors to the present day Dahila, have twice the amount of HP and twice
as strong. The are a dark pink in color, and have a @ shell.
Feeler
HP - 4
Areas: Root Temple
This strange, green tentacles are composed of spheres and have no bodies, {so
to speak}. They are stationary, but can extend their "bodies" to try to reach
you. It's best to take them out from a distance.
Fire Mouse
HP - 1
Areas: Rafflesia School/Monster Crossing
Iris
Fire Mice usually hang around lava pits, because that were they spawn. Their
bodies are basically a fireball, with a mouse head in front and four legs to
run on. Other then touching them, they have no other attacks. They have no
specific movement pattern, they just run around a second or two, then pause,
then repeat. When it snow in Iris, Fire Mice become Ice Mice. They jump out of
frozen lava, and are blue in color.
Fire Mouse, Past
HP - 2
Areas: Iris, Past
The ancestors to the present day Fire Mice, have twice the amount of HP and
twice as strong, but are still one of the weakest enemies you will face. Also,
the color of these Fire Mice is slightly brighter.
Hieroglyph
HP - 4
Areas: Camillia Desert/Desert Temple, Past
This humanoid, flat figures continually pop out of the walls of the Desert
Temple. They have no attacks, {other then their bodies}, and move rather back
and forth, or up and down. I suggest taking them from a distance.
Inchworm
HP - 3
Areas: Rafflesia School/Monster Crossing
Iris
These large, green caterpillars will roll up in a ball if struck, and if it
ricottas off a wall and right towards you, you will get hurt. Other then their
own bodies, they have no other attacks. Larva chase you where ever you go, but
because of their slow speed, you will have a better chance of hitting them
before they do. An interesting note about Larva is that they pause when you
jump, so take advantage of this flaw. The Inchworm will turn a moss green
color, when it snows in Iris.
Inchworm, Past
HP - 6
Areas: Iris, Past
The ancestor to the present day Inchworm, has twice the amount of HP and twice
as strong. This could be trouble, since every time you hit one, they roll and
may bounce back at you. Other then that, they are a shade of moss green color.
Krill
HP - 1
Areas: Anemone Beach - Area 2
Krill are tiny shrimp that jump out of the water, and spit beads of energy at
you. They best way to attack is to use your Sword Throw skill. Sprat, they
are quite weak, but in large numbers, they can be annoying.
Mollusk
HP - 2
Areas: Anemone Beach - Area 1
At first glance, they look like an ordinary red stone on the sands of the
Anemone Beach. But when you get to close, multiple green legs, and a visible
eye, pop out and scurry away from you. Although they usually run in the
opposite direction of you, sometimes they run after you, or they bump into a
wall and reverse direction towards you. They move only horizontally and have
no attacks. You cannot attack when it is in its shell.
Mollusk, Past
HP - 2
Areas: Anemone Beach, Past - Area 1
Unlike most of the Past monsters, this monster is not stronger then it's
present self. The only difference is it's a gray color.
Primordial Ooze
HP - 2
Areas: Burn Daisy
These strange, green blobs move randomly around the area leaving behind a
bubbling trail of slime. They move in one direction for about two or three
seconds, then pause and repeat in a different direction. Either attack from
afar, or wait for them to pause. Other then that, they have no attacks.
Primordial Ooze, Past
HP - 4
Areas: Burn Daisy, Past
The ancestors to the present day Primordial Ooze, have twice the amount of HP
and twice as strong. They are pink in color.
Salamander
HP - Special
Areas: Hot Daisy
These fire serpents chase you about relentlessly. They not only hurt by touch,
but they can also push you. The move around like Condors, but make sharper
turns Since these creatures usually are on bridges, they can easily push you
over it. They cannot be hurt by normal means. They can only be hurt by Ice,
so Chilly is required to best these foes. One hit with Ice Brand, {or any other
Ice attack} and they freeze and shatters.
Sandworm
HP - 2
Areas: Camillia Desert
This large, long worms jump in and out of the sands. They chase you about,
trying to bite you or hit you with its body. It's best to take them out from a
distance, since it's hard to get close to it's head, while it hops about you.
Also, Sandworms continue to follow you, even if you are on the far away from
them.
Sandworm, Past
HP - 4
Areas: Camillia Desert, Past
The ancestors to the present day Sandworm, have twice the amount of HP and
twice as strong. Like the Past Cadaver, the Past Sandworm is a brighter, golden
hue.
Slug
HP - 2
Areas: Anemone Beach - Area 2
Root Temple
This small, goggle eyed creatures are the slowest creatures you will encounter
and the stupidest. Like the Condor, it chases you in circles, not directly,
and Slugs move in a larger circle. They even get stuck against wall when they
do this. Take them out anyway you can, for they are weak and have no attacks.
Small Blu
HP - 1
Areas: Root Temple
This small, blue fish swim back and forth, in a horizontal line and
occasionally jump. Other then their bodies, they have no attacks. Just one
slash will kill them.
Snow Cub
HP - 3
Areas: Castle Freesia
This human sized monsters, look similar to polar bears. All they do is chase
you about, but because the floor is slippery, it's hard to catch you. Other
then that, use Inferno for a instant kill.
Snow Giant
HP - 6
Areas: Castle Freesia
This large, snowmen are as big as bosses. They are slow and have no projectile
attacks. The only chase you about. Using Inferno can easily cut them down to
size with two hits.
Starfish
HP - 2
Areas: Anemone Beach - Area 1
Starfish start off stationary, until they spot you. Then, using their body like
a helicopter, they jump and spin in the air. The chase you, in a loop de loop
fashion. Although they are quit slow, it's best to take them out from a
distance. Other then that they have no attacks.
Starfish, Past
HP - 2
Areas: Anemone Beach, Past - Area 1
Unlike most of the Past monsters, this monster is not stronger then it's
present self. The only difference is it's silver/silver color.
Stump
HP - 2
Areas: Iris
This monsters look like stumped trees, but have two pairs of insect like legs.
The chase you about like Larva, even the same speed. While they chase you
though, they fire discs of wood at you. You cannot destroy the discs, so you
will have to dodge. It's best to take them out from a distance. When it is
snowing in Iris, Stumps turn to a gray, silver color.
Stump, Past
HP - 4
Areas: Iris, Past
These ancestors of the of the present day Stump, have twice the amount of HP
and twice as strong. This could be a problem, because these gives the Stump
more time to attack with it's wooden discs. The Past Stump is gray, silver in
color.
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9. Boss List
------------
Here is the list of bosses that you come across in the game. All these are a
direct copy from the walkthrough section. After each boss, you get one hit
point added to your maximum.
Wolf
HP - 4
Area: Dahila Valley
The Wolf is fairly easily. He moves around in a figure eight, and only pauses
to attack. He attack starts out as a smack to it's own head with a hammer.
Then, various small objects surround his head in a circle, like stars and
ducks. A finally, he will launch the objects in a growing circle that moves
clockwise, outwards. You can only hurt him with your Sword Throw skill, and
it's hard to penetrate his attack, when it surrounds it's head. So, it's easier
to just dodge his attack first, then launch your Sword, but you can at least
try to hit him when his attack surrounds it's head. If your lucky, you can kill
it before it gets a third shot off, but if you can't, take your time.
Octopus
HP - 8
Area: Anemone Beach - Area 2
This large, two tentacle, purple Octopus has the penguin on it's head and use
the penguin to acquire ice based attacks. At first it moves back and forth and
spit's out frozen, mini octopi in a vertical line. Just throw your sword at
it 4x, then the Octopus will dive and emerge orange in color, have four
tentacles, and have a different tactic. Now, it spins about spewing octopi in
every direction. Hit it another 4x and it will die.
Shuffler
HP - 6
Area: Burn Daisy
This large, green humanoid splits into eight, bowling pin shaped monsters. The
one of the little green monsters will flash, then all the monsters will move
randomly around the room 4x. The one that flashed is the only one that can be
hurt. This boss battle is like a memory game, so keep your eye on the monster
that flashed and attack, after the fourth move. If you hit the wrong monster,
you get damaged. This battle may take a while, so be patient.
Roxie
HP - 8
Area: Tower of Babel
Roxie has three attacks: one is that it turns it's arms into ball and chain
like weapons, and swings them in a wide ark. The second attack is it fires both
arms at a time, and they home in on you. The third attack is the only time you
can attack. Blue energy will burn around him, then it will release large
spheres of energy in all direction. Then the body will collapse and the heart
will be exposed. If your lucky, you can hit it twice, before the body reforms.
Roxie side jumps, and occasionally jumps, but always returns to the same
position. The best strategy is to stay at the opposite side of Roxie, against
the wall, and you will not be hurt by it's ball and chains. Carefully face
Roxie, so that you can dodge his ball and chains, and enables you to attack
it's homing fists. As soon as Roxie begins to glow blue, move to the side
slightly, so you can dodge the energy spheres. This battle may be a while, so
take your time.
Georama
HP - 6
Area: Castle Freesia
This massive, puddle of slime moves around randomly and has two attacks: In the
fire form, {the red colored form}, it fires a fireball across the floor that
not only the ability to set the floor on fire. In ice form, {the blue colored
form}, it fires an ice ball, has the ability to freeze the floor, making the
floor slippery. Both attacks move randomly around, so watch yourself when the
attack has been fired. You can only hurt and kill Georama by using Chilly and
Inferno, {separately}. Use Chilly on the red form and Inferno on the blue form.
You have to hit the face of the monster, with either animal.
Leviathan
HP - 10
Area: Root Temple
Leviathan will transport your mother onto a moving platform behind you, and
will try to hit your mother with energy spheres. If the pulsating spheres hit
your mother, it will restore one hit point to Leviathan, so you will have to
protect her from the spheres. Leviathan can not be harmed many normal means, so
you have to hit the energy spheres that it fires, back at it. Leviathan travels
back and forth, in a horizontal line. Other then that, the battle may take a
while, so be patient.
Maldra
HP - 16
Area: Place of Peace
This serpent has two attacks and a shield to protect it's head. It can sweep
it's tail back and forth, and if it hits you, you will be pushed in that
direction. The last attack is the one to watch out for. It swings it's sword
down and fires multiple bolts of energy. The best way to attack is to make
Maldra chase you to the bottom of the screen, then run back up and throw your
sword at it's head.
Chameleon
HP - 20
Area: Camillia Desert/Desert Temple, Past
This large lizard has a predictable pattern. First it will try to jump on you,
but the jump only pushes you. Not only that, the shockwave from the landing
calls three small chameleons to drop down and attack you. Then, as the little
chameleons attack you, Chameleon will camouflage itself, and move to another
part of the screen, making it invulnerable for that period of time. Finally, it
will then run at you, with it's tongue rather circling around it's head or
straight ahead. If you get caught by it's tongue, it will chew on you and spit
you back out. Chameleon will then repeat itself. Basically when you get the
chance, Sword Throw it's head. This is probably one of the more difficult
bosses. Using Inferno will add another attack point to your sword.
Puppet Master
HP - 20
Area: Burn Daisy, Past
This boss has no projectile attacks. The Puppet Master randomly moves around
the screen, trying to hit you with it's puppet, as it makes the puppet dance.
You have to break the puppet first, before you can do any harm to the Puppet
Master. Because the puppet is made of wood, using Inferno is required and using
Inferno and Moa together would be best. After destroying the puppet, the Puppet
Master will lower itself and grab the pieces of the puppet, so it can
reassemble it. As it does this, you can hurt the Puppet Master. Beware though,
as the Puppet Master moves around, you can get hurt by it. Once it reassembles
the puppet it will repeat itself. Again, using Inferno and Moa against the
Puppet Master is best.
Baron
HP - 16, 6, 3, 2
Area: Anemone Beach, Past
This large, strange crustacean will begin curling itself in it's shell and roll
towards you. This will cause the platform to tip in all directions, depending
where the Baron moves. While the Baron is doing, it releases little yellow
orbs, which will move depending where the platform tips. The Baron can also
hurt you if it rolls over you. Also, you won't fall off the edge unless you are
pushed by the Baron, or it's orbs. Using Inferno and Moa is the best
combination. Once the shell is destroyed, two purple orbs will pop out. The
orbs can only push, not hurt. If you slash it with a regular attack, it will
continue to split into two smaller orbs, and will do this twice. If you want to
destroy them quickly, use Inferno and Moa's ability.
Mother Monster
HP - 8
Area: Dahila Valley, Past
This massive heart is the weakest boss in the entire game, and probably ever.
I'm wondering why they would call her Mother Monster and make her completely
useless. It has no attacks and no defense. Just use Chilly and Inferno twice,
and she will fall.
Sense of Smell
HP - 6
Area: Final Chapter, Top Door
This strange looking boss is slug-like, and instead of an eye, it has a large
nostril in the middle of it's head. It moves slowly, and has now attacks other
then it's body. You cannot attack by regular means, not even with elemental
sword. Instead you will have to use the environment. As you walk, you will
notice the floor to break. Cover the a area with the cracks in the floor and
wait for the Sense of Smell to slither on it. Then jump on the crack, to cause
the floor to erupt spikes. This will damage it as well as you. You can use Wong
to help, distracting the beast while you runaway and jump on the crack.
Sense of Taste
HP - /
Area: Final Chapter, Upper Right Door
This boss must be a tribute to Pac-Man. You don't have to fight the mouths, you
just have to get all the apples, {or hearts ,I'm not sure}, to finish the boss
off.
Sense of Touch
HP - 30 2x
Area: Final Chapter, Bottom Right Door
These two large hands can only push you, but the area is the slippery gray
floor, with spikes bordering it. Other then that, they should not be a problem.
Using Chilly and Inferno is a good tactic.
Sense of Sight
HP - 26
Area: Final Chapter, Bottom Left Door
Another unique fight. This large eye will disappear, and will reappear under
the floor. Use your sword to cut through the floor, {and don't worry, you won't
fall}, and you will eventually hit the eye. The floor will then re-grow, making
it harder to hit the eye. The eye moves in angles, always bouncing off the
walls, so you should be able to predict it's movements. Use Sword Throw, this
way you will have a better chance to hit it. Again, use Chilly and Inferno.
Sense of Hearing
HP - 30
Area: Final Chapter, Left Door
This large musical note, will move about the area, {usually on the side}, and
pause to jump. When it lands, it will make a sound, and a moment later, it
will cause the floor to change into the slippery gray floor. Like the Sense of
Touch room, the area is bordered by spikes and the edge is also slippery.
Either use Dippy to avoid slipping, take the damage of the spikes, or stay near
the edge of the area, and when the wave of transformation nears you, jump
towards the opposite side. The best tactic is to use Inferno and Moa
combination.
Spirit Energy
HP - 32
Area: Final Chapter, Center Door
This large sphere of energy has a single eye in the middle. Spirit Energy fires
small white spheres of energy that home in one you. You cannot destroy the
spheres. The blue floor plates around you, randomly fall one piece at a time,
and sooner or later a piece of floor will return. Spirit Energy moves slowly
back and forth. To inflict damage on it, you first have to hit it with Dodo's
Impale, {or Dodo and Moa}, and this will open the eye. Now you can attack it
and for best results, use either Chilly and Inferno or any other enhanced
attack.
----------------------------
10. Life Apple Location List
----------------------------
Through out the game, you will come across golden apples known as Life Apples,
which increase your maximum hit points by one. You also get a hit point added
to your maximum by defeating a boss.
Location: Info:
Soleil Town Go down/left, until you reach the corner. You should
see a golden apple on the water. To get it, go up the
stairs near by, and go the third row of flowers, on
the right. Now, move right to the second last flower,
{the one that is moving in the opposite direction},
and jump on it. Follow the smoke trail to a bridge,
that leads to the Life Apple.
Soleil Town - Plaza Go left until you reach the Plaza, which you will know
your in when you see a slide. Continue left until you
a house. There are two houses in the Plaza, so go to
the first house you see, and to make sure it's the
right house, read the sign and it should say "Mermaid
House". Enter the house and talk to the Mermaid. The
Mermaid will offer the Life Apple for 800 Malins.
Anemone Beach - Area 2 Go up of this area, crossing a bridge and you will see
a Life Apple in the upper right corner, blocked by a
wall. To open up the wall, get to the edge of the wall
and as close to the blue switch as you can. Then,
throw your sword and quickly run to the right.
Hopefully your sword hits the switch and the wall will
collapse. If you didn't, don't give up and keep trying
until you do.
Hot Daisy The first bridge you see has a secret rope attached,
that will lead you to a Life Apple. To reveal the
rope, go to the end of the bridge, {the right side},
and jump on the seventh plank to the left and the rope
will appear. The plank will not break under you.
Iris - Area 1 After the moving spiked walls, make a u-turn to the
right and go down to the end. You will see some
platforms in the lava that you can jump on. Jump to
the platforms and the lowest one has a Life Apple.
Iris - Animal Village In the upper right corner of the Animal Village is a
cave of squirrels. They have holes in their floor and
if you plug them up, the squirrel nearest to the door
will give you a Life Apple. It's easy to plug them up,
just push the wooden planks over the holes.
Soleil Town The Life Apple is located in the castle. To get there,
go up from the entrance of Soleil Town. Once inside
the castle, go to the top right corner, and up the
stairs. Hit the switch, and go the bottom left corner.
Check out the cheetah skin, and Flash will become
upset. The cheetah skin will calm Flash down and tell
you to search for water, for a prize. Go straight up
from the room and you will see a Life Apple in a pool
of water.
Camillia Desert When you reach the area with large amounts of
sandpits, move up and right, until you pass a line of
sandpits. You will then see a switch to hit. Continue
through the path, until you pass another switch to hit
and you see an area full of spikes. You can wait to
get Dippy for this, but you don't need Dippy. Hit the
sand blocks, and jump on them and any other area not
with spikes. Continue up and you will see a switch,
that will get you that Life Apple.
Root Temple When you reach the area of moving platforms, follow
them and jump to the closest land. Go to the bottom
right corner and jump to the next piece of land. Go
right, breaking the boulders as you go and at the end
of the land, a Life Apple lies on top of a platform.
Place of Peace This is the most annoying Life Apple to get. In the
beginning of the Place of Peace, there are a lot pink
flowers on the ground. Once touched the flowers begin
to dance. Using Flash, touch all the flowers, then go
up the stairs in the right corner. Then go clockwise
all around, and talk to the green haired woman at the
end and she will reward you with a Life Apple.
Soleil Town - Plaza After your regain the ability to talk to humans,
return to Soleil Town and enter the Plaza. Move to the
south/east corner and you will see pegs surrounded by
rocks. Break the rocks with your sword and jump from
peg to peg, until you reach the edge of the fence.
Now, look for the peg in the fence that is not
connected to the fence. Then jump outside of the fence
and move to the left. Then move up and behind the tree
is a Life Apple.
Rafflesia School In the second area of Intermediate class. In the
beginning there is a lake, use Dippy to swim to the
other side and a Life Apple awaits you on a platform.
Anemone Beach After acquiring Dodo and Monarchy, return to Anemone
Beach. Move to the upper right corner of the area, and
you should see a Life Apple and a switch beside it.
Using the combined abilities of Dodo and Monarchy,
throw your sword to hit the switch, then control the
sword up the newly formed stairs and grab the Life
Apple.
Final Chapter In the Final Chapter, you will reach an area where you
have to Sword Throw around a pit, to create a path. At
the far left of the pit, the Life Apple waits.
---------------------------
11. Money Bag Location List
---------------------------
During your travels through the world, you will have a chance to make easy
money. Money Bags are worth thirty Malins.
Location: Info:
Soleil Town - Plaza 3x Go to the upper right corner of the Plaza and you will
see two rocks outside of the fence. The post on the
bottom of the right most rock, can be jumped on. Jump
on it 31x, and it will lower. Now make your way to the
left and break all five rocks, and there will be three
Money Bags
Anemone Beach - Area 1 When you reach the first set of stairs, {the one close
to a group of five Starfish}, go up the stairs and
continue down the hill. You will see a Money Bag
behind a fence and to get it, use your Sword Throw
skill to hit the switch and a path will open up for
you to get it.
Anemone Beach - Area 2 When you see a small platform on the water, and rocks
jutting out of the water, jump onto the small
platform. You can break these rocks and jump onto the
newly made platforms. Continue this until the last and
you will see the Money Bag. Now, wait for the wind to
push right, and jump with the wind.
Anemone Beach - Area 2 When you reach the area when you need two wooden
platforms, go left across the small platforms instead.
Keeping breaking down the rocks and continue jumping
until you reach the hill with the Money Bag on it.
Hot Daisy After you past the lava Geyser, {the one you freeze to
get past}, go down the rope and break the blocks
beside the fire pillars. Continue right, passing
several other fire pillars and it will be at the
edge.
Burn Daisy When you first enter the cave, head north until you
reach some stairs. Now go south, until you see a
switch. Hit the switch, climb to the top and go to the
bottom of the hill to see another switch. To hit it,
go to the top of the lava fall, and throw your sword.
Go down to the next floor, and keep to the right. The
Money Bag is across a wooden bridge.
Burn Daisy Before the Shuffler Boss, there is platforms you must
jump to reach the boss, and on the way, you will see a
Money Bag on the far right.
Iris - Area 1 As soon as you enter the area, you will see a Money
Bag on top of a hill. To get it, go down the side of
the hill and you will soon see a rope to climb. Then
just climb the rope and head up, you will soon have
the Money Bag.
Iris - Area 2 After you open up another path, {hitting the switch to
engulf trees with lava}, you can clearly see the Money
Bag. To get it, follow the path you opened up and when
you reach the end, you will see a green hill. Walk at
the edge of the hill, and you will reach the Money
Bag.
Dahila Valley Go to the area, where you have to hit two walls to
open up a large waterfall. Go down the stairs to the
left, and you will see a breakable wall, behind a
rock. Jump the rock and hit the green block to start
the waterfall. The waterfall will lead you to a Money
Bag.
Camillia Desert As soon as you enter the desert, follow the wall to
the left. Sooner or later, you will reach a fence of
rock and a switch behind it. Hit the switch and cross
the sandpits to the left for the Money Bag.
Camillia Desert Continue down from the last Money Bag, to the bottom
left corner. You will see another switch to hit, and
a Cactus King right behind the wall. Once the wall is
down, take out the Cactus King and a Money Bag will be
behind it.
Camillia Desert At one point, there will be area that is covered in
spikes, and scattered holes in the ground. You can
wait until you get Dippy for this, but you can do it
without Dippy. Jump from hole to hole, to the bottom
left corner and a Money Bag awaits.
Castle Freesia As soon as you enter, break one of the two ice blocks,
{preferably the left}, and head up the stairs. Now go
left onto a ice bridge, throw you sword at one of the
ice blocks, and return to the entrance and go left
towards to Money Bag.
Root Temple You can't miss this Money Bag. It's behind a bunch of
rocks and boulders, which you can break down to get
the Money Bag.
Place of Peace When you reach the rope grid, take the lower path. You
will soon enter an area where you have to fill the
holes with moveable blocks, so that when you hit the
red switch, the blocks will explode and open up the
path to a Money Bag.
Tower of Babel Once you finished your business at the Tower of Babel
and Monarchy has joined you, use Monarchy to hit the
switch on the right side of the wall. Then go to the
upper right corner to get the Money Bag.
Rafflesia School This one is located in the middle of the Intermediate
course, After you pass an area with dunes and spikes
in a lower pit, take the next set of stairs, {south}.
Follow the path across a bridge to a Money Bag.
Desert Temple The first of four Money Bags of the Desert Temple, is
in a enclosed room. You have to look for a wall with
no shadow, enter through it and jump to get the Money
Bag.
Desert Temple Near the first of four Money Bags, this Money Bag is
to the far right side of the floor. This Money Bag is
protected by a spiked floor, which only Dippy can
cross, or use Flash to long jump to the Money Bag.
Desert Temple On another floor, there is another Money Bag
surrounded by a spiked floor. Use Dippy once again, to
cross the spikes and get the Money Bag.
Desert Temple Before the last floor, their is a hidden Money Bag
behind the staircase to leads to the last floor.
---------------
12. Walkthrough
---------------
Begin you adventure by naming your character.
Chapter 1 - Beginning of a Hero
Soleil Town
Items - Father's Sword & Shield
Your adventure begins at home, where your mother has thrown you a birthday
party with your friends. Your mother will give you your Father's Sword and
Shield, as a birthday present. Talk to your three friends, then your mother
again, and wait at the empty spot at the table. Fireworks will go off, a your
friends speak of a hero named Amon, who is leaving today for a quest to rid
the world of evil. Leave after your friends and if you wish, explore the town
and talk to the people if you like. If not, go north and past you friends into
the castle. Continue north, then you will see a short conversation with the
king and Amon. When the conversation is over, go and talk to the king, and he
will give you permission to train at Rafflesia School. Exit the castle and head
south to exit the town.
World Map
Press down, then up, and press the Action Button to enter Rafflesia School. If
you wish, you can go to Dahlia Valley if you wish.
Rafflesia School
Enemies - Bee
Items - Bronze Metal
Begin moving north, past the house and talk to the instructor, {guy with the
eye patch}, and he will tell you about the courses. Take the beginners course,
and as your going through it, cut throw the bushes to reveal some Malins.
Continue until you see two red switches in a sunken pit. Hit the right one and
it will reward you with six Malins. Don't bother with the left, it only
surrounds you with floor spikes. Continue left and smash the boxes and chests
for some items. You will see a hill, with some dunes on top, blocking your way.
You can hit them all, but some contain floor spikes, so just hit the
bottom/center/right, center/right, center/left, and then the top/center/left to
open up the path. Continue north and you will enter a running course, which you
can't do yet. So, move right to skip it and go north. Their is a path on the
left to Monster Crossing, which gives you a taste in real battle.
Monster Passing
Enemies - Inchworm
Fire Mouse
This small area has only two Inchworms, and re-spawning Fire Mice. Stay away
from the edge of the lave lake, because you can easily fall in, as well as get
hit from Fire Mice jumping from the lave lake. However, you can hit the Larva
into the lava lake and be instantly killed, but you may loose a item.
Rafflesia School
Enemies - Bee
Items - Bronze Metal
After the Monster Passing, get the chests if you like and continue around the
fence and up the stairs. Be warned, you will have to hit the red switch to open
up your path, and floor spikes will erupt and also Bees will fly out from the
exploded tress. Move quickly to the left and take out the Bees if you can. You
will see some chest across some steep hills. If you want them, move down to the
edge and quickly run to the left. Get the chests, move to the far left edge,
and run across again. Continue north and hit the switch to open up the path.
Carefully move around the pits and stay away from the edges. When that's down,
continue right and carefully past the moving spikes. Then cross the shallow
waters, move right up the blue block and they will disappear. Collect the
Bronze Medal from the large chest and head north to the exit.
World Map
You should have twenty Malins by now, so return to Rafflesia School.
Rafflesia School
Skill - Sword Throw
Go to the house and talk to the man. He will teach you the Sword Throw ability,
assuming you have the twenty Malins. Now exit Rafflesia School.
Chapter 2 - The Prophecy
World Map
Return to Soleil Town.
Soleil Town
Head north and take the first right. Pass the cow, move down then right. You
should see a two, orange-roofed houses, connected at the second floor. Move
into the house on the right. Talk to the elder and he will say that he can't
get past Dahila Valley, and return home because he does not have the Sword
Throw ability. So, exit Soleil Town and head to Dahila Valley.
World Map
Head to Dahila Valley by pressing down, then left.
Dahila Valley
Enemies - Dahila
Condor
Begin moving up, and if you wish, take out the first two Dahila that you see.
Go up the stairs and break the rocks that block your path, and continue left.
Break even more rocks, and take out and Dahila in your way. You will see a
Money Bag below, but you cant get it now, so continue up the stairs and right.
Continue moving right, and up a set of stairs. You will see a vine wall, which
you can climb, by continue left instead and take the Boost Flower, because you
might get hit by the falling Dahila while on the vine wall. Continue left and
up the small path, and you will be attacked by two Condors. Kill them quickly,
then use Sword Throw and hit the two green blocks, on the wall. A waterfall
will push you onto a house. If you need health, hit the boxes for some Apples
then move into the house. A wolf in a cape, was trying to eat a elderly woman,
but since she won't come out of the fireplace, he will have to eat you.
Wolf
HP - 4
The Wolf is fairly easily. He moves around in a figure eight, and only pauses
to attack. He attack starts out as a smack to his own head with a hammer. Then,
various small objects surround his head in a circle, like stars and ducks. A
finally, he will launch the objects in a growing circle that moves clockwise,
outwards. You can only hurt him with your Sword Throw skill, and it's hard to
penetrate his attack, when it surrounds it's head. So, it's easier to just
dodge his attack first, then launch your Sword, but you can at least try to hit
him when his attack surrounds it's head. If your lucky, you can kill it before
it gets a third shot off, but if you can't, take your time.
When the Wolf finally disappears, the elderly woman will come out of the
fireplace at talk to you. Apparently, the fortuneteller in Soleil Town Plaza
told her to hid in the fireplace, because of a monster will come to her house.
The fortuneteller also tell her a hero will come to her house to save her. So,
it's time to return to Soleil Town and meet the Fortune Teller. To exit the
area, move to the right side of the house and hit the green block on the wall.
The waterfall will bring you near the exit, so the rest you just have to back
track.
World Map
Just press Up, then Down to return to Soleil Town.
Soleil Town
Move left and up, until you see a bridge to Soleil Town Plaza
Soleil Town Plaza
Skill - Animal/Plant Tongue
Go left, until you see a house with a lone white flower off to the side of the
house. Go inside and talk to the fortuneteller. I should warn you though, you
will loose your ability to talk to humans for a long time, so if there is
something you want to do, now is the time to do it. The fortuneteller will
tell you that you will change the fate of the world and will bestow the ability
to talk to animals and plants, so that they will help you on your quest. With a
flash of light, the fortuneteller is gone and you have gain the Animal/Plant
Tongue ability. Go outside and talk to the white flower. It will tell you that
the fortuneteller went to Iris. Before you go though, exit the Plaza and back
into town.
Soleil Town
Animal - Mac
Go to your house, it's on the far right side of town. Talk to Mac, your dog,
twice and he will be you first Animal Companion. Now, exit Soleil Town and
return to Dahila Valley.
World Map
Press down and then left, and enter Dahila Valley.
Dahila Valley
Enemies - Dahila
Condor
Skill - Jump
Return to the last area before the big waterfall and beware of the green, pools
of water. Now go up the set of stairs on the right, and watch out for the
Condors. Move right and don't break the rocks, use them to defend yourself
from the Dahilas and Condor. Once you dispatch the Condor, break the rocks and
continue right down the stairs and up the vine wall. Continue left, break the
path of rocks, go up the stairs and right. Go into the cave and talk to the
rabbit twice. The rabbit at first won't trust you, but with Macs help, he will
teach you to Jump. Just press the B Button and watch how you angle yourself.
Now exit the area and it's time to do a little back tracking, to get some
items.
World Map
First we should go to Soleil Town, so press down, up, down and your there.
Soleil Town
Items - Life Apple
Money Bags 3x
Go left, until you see a set of stairs going up to a flowerbed. Now, go to the
third row on the right side, and move to the second lat flower. It's the one
moving in the opposite direction. Now jump on it and follow the smoke trail to
Life Apple. Go to the Plaza now, and go to the top right corner, and you will
see two rocks. Jump on the post under the right most rock, 31x and it will
fall. Now go all the way to the left and break all the rocks to receive three
Money Bags. Now you can leave, Soleil town, and return to the exit of Dahila
Valley.
World Map
Return the exit of Dahila Valley, {the point you were at before your came
to Soleil Town. Press down, left, and left again. Now, press up, then left and
enter Anemone Beach.
Chapter 3 - Rescue Chilly
Anemone Beach - Area 1
Items - Money Bag
Enemies - Mollusk
Starfish
Begin moving up/right and be careful of the coconuts falling from the Palm
Trees. When walking on the sands, you will uncover Malins, but you also may
fall into pits. The pits don't hurt you and they can actually use the pits to
dodge Starfish. Break the sand dunes and you will encounter you first enemy of
the beach. The Mollusk will run away when you get to close, so either kill it
or just leave it alone. Walk around the beach if you want and head up as you
do. Sooner or later, you will encounter the Starfish. It will attack as soon as
it sees you. They take two hits to kill, so try a Sword Throw first and run
after the sword. When the sword hits, you can grab it quickly and finish the
Starfish off with a slice. Continue up, and you if you stay to the right, you
will encounter a group of five Starfish. Head up the wall and move past the
first stairs you see. Then go up the second stairs you see and move to the
right and up against the fence. You will see a switch that you can hit with
your Sword Throw skill. After that's done, go back to the first stairs you saw
and go up. You will see cracks on the floor that will give out if you jump near
it. Before going up, go down and find your first Money Bag. You will see it
behind a fence and you have to hit the switch with your Sword Throw skill to
get it. Now, continue back up, and carefully jump from platform to platform,
making sure you don't fall on the cracks. You will soon see an opening in the
fence, which you did with the earlier switch. Pass the fence and you will see
Sonic the Hedgehog, taking a vacation from the battles with Dr. Robotnic. Their
is a rumor that their is a hidden Sonic game in Crusader of Centy, could Sonic
be the key to unlocking it? Probably not, since this game is old and no one has
every found it. Talk to him if you wish and continue up. You will see a lone
Malin in a pit, but don't bother. When your reach the Malin, the pit will fill
with water. Continue up and hit a switch on the left, and stairs will appear.
This will make it easier if you wish to come back. There is a Life Apple up the
stairs at the far right side of the screen, but you can't get it yet. Continue
up and soon you will see a opening to the Animal Village.
Animal Village of Anemone Beach
Animals - Kitty
Skill - Strength
Go about the town and talk to the animals. The buzz around town is that there
is an animal trapped beyond their village, but can't get passed the large
boulder blocking the path. They won't move it either, because it protects their
village from monsters. Go to the first house on the left, {the one with the owl
shaped sign in front}, and enter. Talk to the Ram and he will allow you to hire
animals for a price. If you want Kitty, talk to it and pay it fifty Malins. It
will revive you once if you die automatically. Return outside and go to the
house on the left, with the green plate at the door. Jump on the plate 3x and
enter the house. Talk to the elephant twice and agree to allow the elephant to
teach you how to lift heavy objects. Now grab the piece of wood on the right,
by pressing the Action Button beside it. With your new skill, head north to the
exit.
Anemone Beach - Area 2
Items - Life Apple
Money Bag 2x
Enemies - Slug
Krill
This area has two annoyances. One is the hard winds, that push you across the
screen, {either left or right}. The other is the Krill. This enemies pop out
of the water and spew a energy bead at you. Staying away from the edges of the
cliffs, because of the Krill and the occasional open cliff, {that drops you in
the water}. Begin moving up and talk to the white flower if you like. It will
tell you to about the trapped animal and to lift this boulder out of the way.
After you throw away the boulder, take out the slug and move right. Continue
past the stairs and move up. Jump on the switch and move back to the beginning.
You will see that one of the blue blocks is gone, so move up through the small
path and jump onto the next switch. Continue along the path and watch out for
the Krill. Continue left, and jump on the next switch you see. Now, return to
the beginning of the area and go left. Hit the switch against the wall and a
opening will appear. Now wait for the wind to blow left and jump with the wind.
Quickly run up, before the wind blows again. Continue right and jump down on
the small platform in the water. Don't worry about the wind, it won't push you
off the platform, unless you jump. Now hit the rocks, and continue on the path
that they open to you. On the last one, you will see a Money Bag and to get it,
wait for the wind to blow right and jump with the wind. Once you got it, return
with the wind the last area, before the small platforms. Continue right and
jump onto the two switches, to open up a path. Continue up and be careful of
the of the spikes in the floor. When you see a wooden bridge, cross it and it
will collapse behind you. Continue left, past the second bridge and go up. You
will see a Life Apple, and to get it, first hit the switch and move the blocks
out of the way. Second, wait near the blue block and angle yourself up/right.
When the wind blows right, throw your sword and quickly run down and to the
right. Hopefully, the sword will hit the switch, but if it doesn't, either keep
trying or come back another time. Return to the last platform and grab the
wooded platform. Throw it in the middle of the collapsed bridge and use to get
back to the other side, or just wait for the wind. Continue up and watch out
for the group of Slugs. Continue up and jump down the little platforms in the
water. Continue across, jump on the next hill and go down. Then move left, past
the wooden platform and across the platforms in the water. Continue across the
platform and you will reach a hill with a Money Bag. Keep jumping to platforms
and break up new ones. Continue this until you reach the a hill with the Money
Bag. If you jump on the switch, the hill will collapse and leave behind a small
platform. Return to the last area. Grab the wooden platform and get near the
edge of the hole in the all, facing up. Then jump and throw it. Jump across
until you see a yellow headed, sea creature moving back and forth, You can use
this creature as a platform. Carefully jump onto the creature and up onto the
hill. The next area is the boss. The Octopus will rise up from the water, and
the captured animal on top of it's head. He won't give the penguin back and use
the animal's ability against you. When fighting Octopus, watch out for the
spikes on the southern wall.
Octopus
HP - 8
This large, two tentacle, purple Octopus has the penguin on it's head and use
the penguin to acquire ice based attacks. At first it moves back and forth and
spit's out frozen, mini octopi in a vertical line. Just throw your sword at
it 4x, then the Octopus will dive and emerge orange in color, have four
tentacles, and have a different tactic. Now, it spins about spewing octopi in
every direction. Hit it another 4x and it will die.
The penguin will thank you, a joins you, after it tells you how it was
captured. You will then be automatically return to the Animal Village.
Animal Village of Anemone Beach
Talk to the animals and the will thank you and even tell you your next
destination, the Village of Medium Lily. To get their, you will have to cross
Hot Daisy. Exit Animal Village, and Anemone Beach.
Chapter 4 - Daisies of Fire
World Map
Press right, right and you will be at the entrance of Hot Daisy.
Hot Daisy
Items - Life Apple
Money Bag 2x
Enemies - Salamander
Begin moving up the rope and continue right. As your moving through this level,
watch out for magma bombs. Before you continue across the bridge, make sure you
have Chilly equipped and your Sword Throw charged. When you cross the bridge,
the planks begin to dissolve, so don't stay on to long. A Salamander will
attack, and they only can be killed by Ice Brand. Continue across the bridge
and another Salamander should pop up. Before continuing on, go to the seven
plank to your left, {the one that does not break}, and jump on it to reveal a
rope to a Life Apple. Continue right and jump on the strange bridge. The
bridges will turn into conveyer belt like platforms and push you right, so be
careful. Before you continue right though, go down the rope and go left. These
bridges will push you left and lead to a Money Bag, then return to the previous
area. Continue right and freeze the lava geyser, to open up a path. Before you
get a chance to go down the rope, another Salamander will pop from the right.
Defeat it and go down the rope. You can push the blocks in front of the first
two firetraps, then break the blocks with your sword. Before you climb the
rope, continue right past the fire pillars and get the Money Bag. Return to the
rope and climb up. Continue right and be careful of the flame turrets. Continue
until you see a rope, then climb down a run across the bridge. It will collapse
behind you and a Salamander will try to stop you. Exit the level, before the
Salamander gets back at you.
World Map
Move down, {or right}, once and enter Burn Daisy.
Burn Daisy
Items - Money Bag 2x
Enemies - Primordial Ooze
You can't cross the lava pool, so enter the cave. Before you continue, I should
warn you that some of the floor is unstable and will collapse under you,
dropping you in lava. Continue up, all they way to the end, and be careful of
the Primordial Ooze. Continue until you see stairs at the end, and descend
them. Continue down until you see a switch. Hit it, and climb the new formed
stairs. Go to the bottom of the hill and go to the top of the lava fall, and
throw your sword at the switch. Climb down the stairs and climb down to the
next floor. Carefully pass the firewisps and keep to the right. Pass the
bridge, grab the Money Bag and return to the first floor. Go to the first
stairs you came down on and move to the right. Go under the bridge, and you
will see another staircase, behind some moving blocks. Move the blocks and go
down the stairs. Go down and right, and you will see a floating platform. Jump
from platform to platform, until you reach the end and continue up. You will
see another staircase behind some moving blocks. Earful here because a lot of
the area is unstable and beware of the firewisp. Once up the stairs, go right
and hit the switch with your Sword Throw. Hit the next switch again with Sword
Throw, and carefully jump to the platform and move up. When you reach the end,
move left and carefully maneuver around the firewisp and go down the next
staircase you see. Continue left, make a u-turn and go to the end of the of the
platform. Move to the upper edge, and you will see some platforms to jump on.
Continue jumping right first, and grab the Money Bag you see. Now continue
down, and you will see a burnt bird. Continue down, and enter the walled
structure to initiate a boss battle.
Shuffler
HP - 6
This large, green humanoid splits into eight, bowling pin shaped monsters. The
one of the little green monsters will flash, then all the monsters will move
randomly around the room 4x. The one that flashed is the only one that can be
hurt. This boss battle is like a memory game, so keep your eye on the monster
that flashed and attack, after the fourth move. If you hit the wrong monster,
you get damaged. This battle may take a while, so be patient.
Once Shuffler disappears, Cecil, the flying squirrel, will pop out and explain
that it was swallowed by Shuffler. Cecil will then join you. Exit the cave by
moving down, then move right to exit the area.
Chapter 5 - Curse of the Slime
World Map
Press right once, and enter Iris.
Iris - Area 1
Items - Life Apple
Money Bag
Enemies - Stump
Fire Mouse
Inchworm
Begin moving down, and you will encounter a Stump. Be careful when taking it
out, because Fire Mice are not to far behind. Climb the first rope you see and
continue up. Grab the Money Bag and return to your last position. Now go right
and up. You will have to dodge the moving spike walls by dropping into the
pits. Make a u-turn to the right and go down. Three Stumps will attack. Take
them out, and continue down. Jump on to the platforms in the lava, and move
down to get a Life Apple. Return to the main land, and move up and right.
Carefully take out and of the Larva, and go to the patch of bushes, beside two
rows of trees. Equip Cecil and aim yourself diagonally up/right. Then Sword
Throw against the wall, and you should hit switches that will open a path for
you. Continue up and make a right. Continue until the end, then move down and
make a left. When you reach the end move down, and make a right. You will then
exit the level and enter the Human Village of Iris.
Human Village of Iris
Because you still have regain the ability to talk to humans, you can only talk
to a dog in the first house. You will also see Amon, from your hometown, in
the same house. Since you can't really do anything, go to the upper right
corner and take the right path. If you go up though, you will see a large hole,
with a lone white flower. If you talk to the flower, it will sell you
information for ten Malins a piece. If you pay him twenty Malins,
{in total}, it will tell you it saw the fortuneteller and she said she will
open the path and made the big hole. Either way, return to the village to go to
the exit to the right.
Iris - Area 2
Items - Money Bag
Enemies - Stump
Fire Mouse
Inchworm
Begin moving right, and watch out for the Stumps. Continue right, when you
reach the end, continue down and left. Watch out for some Inchworm at the end,
and continue down and right. When you reach the end, you will have to throw
your sword at an angle again, to hit the switches and open up a path. Continue
across the lava, and go up. When you reach the end, carefully jump the lava.
Before you continue on, go onto the hill and follow the edge, to the Money Bag
you saw earlier. Continue up and you will see two paths. You can't go right,
so up into another village.
Animal Village of Iris
Items - Life Apple
Animals - Cheetah
Edgar
Go to the left and into the small cave. Talk to the bunny and you find out that
you are not the only human who lost his speech. Something happened at the Tower
of Babel that caused all humans to talk strangely. Exit the cave and climb the
near by rope. Continue up into the cave, and if you want, you can hire Edgar.
Return outside and go to the far right. Enter the cave and talk to the
squirrels. They don't like humans and they have holes in their house. Fix the
house by placing the wooden squares into the holes, and talk to the squirrel
who hates humans and it will reward you with a Life Apple. Return outside and
exit to the right. You will enter a racecourse wear if you win, Flash the
cheetah, will join you. You have to pay twenty Malins to enter, and if you want
to make it easier, talk to Flash and pay him fifty Malins to go slower. It
possible to win without cheating, {excuse the pun}, but if you want to make it
easier on you then pay it. The kart has a faster top speed then the cheetah,
and is good with straight-aways, but the turning is not as good. Once you beat
Flash, it will join you. Exit the Animal Village and go the right path.
Iris - Area 3
Animal - Pieces
Begin moving right, and using Flash's Speed ability, jump over the wide pit. Go
up against the fence and you will see a pair of eyes in the bush, and a Slime.
Jump over the fence and you will transform into a Slime, and the Slime will
transform into you. The mimic will run away, and the pair of eyes will
disappear. Continue moving down, past the two houses and stop at the switches
over the pit. Go left, then up and you will see dome Slimes playing. That ask
you to join, but suddenly Amon will attack you and the other Slimes. Follow the
Slimes in the Tree and talk to the Slime family. Talk to the Slime Mom twice
and answer "Yes". She will tell you that her son Slimey fell in love with a
human and asked Klin to help. Exit the tree and head to the first house on the
left, but beware of Amon. Talk to Klin 2x, and he said he can't undo the magic.
Return to the tree and speak to the mother. She will say to ask Klin's master,
the Witch, for help and to go the yellow star on the far right. When you
reach a yellow star in the ground, start jumping in the middle. Jump on the
spot 10x, and follow the dust trail to the Witch's House. Talk to the Witch and
she will ask you if you want to become human again. Say "Yes" and she will
change you back, if you pass a test. Talk to the reflection of the Witch and
she will explain this trial. This test is strange, but easy once you know how
to do it. First push the caterpillar over to the red carpet first, then push
the chicken over. Before you go off the red carpet, push the caterpillar back
to the green carpet, and then push the white flower on the red carpet. Now
finish the trial by pushing the caterpillar back to the red carpet. Now exit
the room and talk to the Witch. She will transform you back into a human and
Pieces, the caterpillar will join you. Return to the switches, and once
pressed, run and jump over the wide pit.
World Map
Before you go to Camillia Desert, return to Soleil Town.
Soleil Town
Items - Life Apple
Go up and into the castle. Go up the stairs on the top right corner and hit the
switch. Now go to the bottom left corner and go up to the cheetah skin on the
rug. Flash will get upset, but the skin will calm Flash down, and tell you to
look for water in the castle. Go up and a Life Apple will be sitting in a pool
of water. Now exit Soleil Town, and if you haven't gotten the Life Apple in
Anemone Beach, {Area 2}, I suggest you get it now before you forget. There is
also a Money Bag in Dahila that you can get now, {look at Money Bag Location
List}. If you have it, then return to the entrance of Camillia Desert.
Chapter 6 - The Tower in the Desert
Animals - Batty
Items - Life Apple
Money Bag 3x
Enemies - Cadaver
Sandworm
King Cactus
While walking through the desert, there are sandpits that will disorient you
character, but not kill him. Also, while walking through the desert, some of
the sand will break away and turn into a sandpit, {you can tell by the swirl
cracks in the sand}.Begin moving right, following the wall until you see a
switch, behind a fence of rocks. Sword Throw the switch, and move to the top
left of the new path. You will find a Money Bag behind the sandpits. Continue
down, and into the bottom left corner. You will see another switch and a Cactus
King. Hit the switch and take out the Cactus King. Behind the Cactus King is
another Money Bag. Now continue your quest to the right, until you exit this
part of the desert. You will find yourself in an area full of holes. Go down
and right, until you see a switch and a few moveable blocks. First break the
sand blocks around the movable block near the wick,{the one against the wall},
and then push the block up. The, push the block in front of the switch up. Now
move the switch to the wick and hit the switch. Now continue right and you will
find an area with large amounts of sandpits. If you have trouble moving through
the sandpits, try moving in the opposite direction that you want and then push
in the direction that you want. First try to get to the top, and move to the
right. You will find a switch, beside some rocks. Hit the switch and continue
right and up. When you reach the end, continue left and you will reach another
switch to hit. You will then enter an area with spikes in the floor. You can
wait to get Dippy for this, but you can do without. Hit the sand blocks, and
jump there and any other area that is open. Continue up and you will see a Life
Apple on top of a wall. Hit the switch below the wall, and you get it. Return
to the sandpits. You now have to get to the middle/right side of the sandpits.
You will see two switches behind two rocks. Hit the switches and the area opens
up. Continue right, until you see some sand blocks that spell out ATLUS. Head
down and you will enter another area of spikes, but with holes scatter about.
Again, you can wait until you get Dippy, but you don't nee Dippy. Jump from
hole to hole, to the bottom left corner of the area and a Money Bag awaits. Now
jump from hole to hole downwards until you exit this part of the desert. You
will find a bunch of moving blocks and one moving switch. This looks harder
then it really is. Just move all blocks to either left or right, until you
opened a path to the wick. Push the block at the wick down, then go to the
switch. Move the two blocks beside the switch down and push the switch to the
opening between the blocks. Now push the switch down to the wick and hit it. In
this area, sandpits have spikes in the middle. Move to the bottom right corner,
then move left against the wall. You should see a switch, and some rock above
you. Using Cecil, rebound your sword to hit the switch. Now move to the left,
hitting switches to open up a new path, until you see a swirl in the sand,
beside two sand blocks. Quickly hit the sand blocks, before the sandpit forms.
Continue left, and go down the stairs into an Animal Village. If you talk to
the villagers, one will tell you that the Tower of Babel was built by humans,
to reach an area called the Place of Peace. Once your done in the village, go
to the entrance and hit the near by switch. Go through the new path and go left
to the exit.
World Map
Push right and enter the Tower of Babel.
Tower of Babel
Go straight up, through the door, and go to the elevator. The express elevator
will bring you to the top. Climb the strange looking rope, and sooner or later
the rope will collapse, along with a heart. A humanoid shape will surround the
heart, and attack you.
Roxie
HP - 8
Roxie has three attacks: one is that it turns it's arms into ball and chain
like weapons, and swings them in a wide ark. The second attack is it fires both
arms at a time, and they home in on you. The third attack is the only time you
can attack. Blue energy will burn around him, then it will release large
spheres of energy in all direction. Then the body will collapse and the heart
will be exposed. If your lucky, you can hit it twice, before the body reforms.
Roxie side jumps, and occasionally jumps, but always returns to the same
position. The best strategy is to stay at the opposite side of Roxie, against
the wall, and you will not be hurt by it's ball and chains. Carefully face
Roxie, so that you can dodge his ball and chains, and enables you to attack
it's homing fists. As soon as Roxie begins to glow blue, move to the side
slightly, so you can dodge the energy spheres. This battle may be a while, so
take your time.
After the battle, Chilly will tell you that a fast growing seed resides in
Freesia, and it will get you to the top of Tower of Babel.
World Map
First go back to the Animal Village of Camillia Desert.
Camillia Desert
Animal - Dippy
Go talk to Dippy, and Chilly will talk to Dippy as well. They just as you leave
the pool, Dippy will join you. Exit Camillia Desert.
World Map
Press down twice, and Dippy will travel over the water and you can now enter
Castle Freesia.
Chapter 7 - The Trial of Ice
Animals - Inferno
Enemies - Snow Cub
Snow Giant
Begin moving down, until you see a little ice cavern. Go inside and you will
see Inferno imprisoned. Use Cecil to rebound your sword and hit the switch to
free Inferno. Talk to Inferno and it will join you. Continue up in to the
castle. The castle has ice-based enemies, so it's best to use Inferno. Also,
there are large blocks of ice with nails in them. Break the ice blocks by
throwing your sword a the nail. One last note is the floor is slipper, so watch
yourself. Begin moving to either the right or left ice block, and two Snow Cubs
will attack. Take them out and break one of the ice blocks. Before you continue
on, go left onto an ice bridge and hit any three of the ice blocks, to open a
path to a Money Bag. Now go to the entrance and go left to get it. Now go back
up the stairs and head right. Continue moving up, until you see a two path. One
will be blocked, so go through the second one to a portal. After the portal go
down into another portal. You will enter an area, where you can't go anywhere,
but you have to rebound your sword to open up a path for later. After that, go
back to your last position and continue up. Once you past an ice bridge and
went down some stairs, watch out for a Snow Giant. Continue up and once you
reach the end, go left. When you reach end, you will see a nail in the wall.
Hit it with your sword, {not Sword Throw}, and you will enter a hideout of
Chilly's family. They will tell you about Leviathan and the monster Georama,
who has taken over the castle. Now break the ice block, and go down and right
into the portal. Equip Dippy and cross the far left edge of the water pool.
Climb the stairs at the end and go right. Continue into another portal and you
will enter an area where you will see Amon frozen, and blocking your path. Use
Inferno to unfreeze him and continue left. Break the two ice blocks, and
continue left to the end. When you reach the end, hit the strange pink pouch
twice and it will break the row of ice blocks, that where blocking your path.
Then the strange pink pouch will end up at the bottom row of ice blocks. Hit it
twice again, and once finished, go back to that area. Once you reach that area,
go down. You will have two hit some ice blocks across the pool of water. Using
Cecil, go to the third set of ice tiles on the floor, {counting from the
bottom}, and throw your sword right. Now go to the seventh row of ice tiles on
the floor, and throw your sword again to the right. Then use Dippy to cross the
edge of the pool, and continue up and you will soon reach the boss area. Once
you enter the room with a treasure chest in it, grab the treasure chest and
Georama will attack.
Georama
HP - 6
This massive, puddle of slime moves around randomly and has two attacks: In the
fire form, {the red colored form}, it fires a fireball across the floor that
not only the ability to set the floor on fire. In ice form, {the blue colored
form}, it fires an ice ball, has the ability to freeze the floor, making the
floor slippery. Both attacks move randomly around, so watch yourself when the
attack has been fired. You can only hurt and kill Georama by using Chilly and
Inferno, {separately}. Use Chilly on the red form and Inferno on the blue form.
You have to hit the face of the monster, with either animal.
Once Georama dies, the screen will go white and Georama will send you to an ice
prison, with frozen trees about. Go to the left frozen tree against the wall
and hit it. It will open a path. Go in and floor will slip you into the next
area.
Chapter 8 - Sunken Temple
Animal - Leviathan
Items - Life Apple
Money Bag
Enemies - Slug
Small Blu
Feeler
This area has large fish I call Anglers. They are stationary and occasionally
spit air bubbles, in a vertical line, but the air bubbles only push. They are
indestructible, so just run when you get the chance. Also, you will travel in
water occasionally and you only have sixty seconds underwater. Begin moving
down the stairs into the water and move up. Break the rock to the left path,
and then when you can't move anymore go down to the green Angler. Take a ride,
and take the right path. Continue right up the stairs to the small platforms,
and take the u-turn platform. Watch out for the Small Blu, and continue
down. Continue past some Small Blus, and soon you should reach some movable
blocks. Move the blocks to block the Angler, and continue left. Carefully walk
on the edge of the pit, so the air bubbles don't hit you. When you reach a
point when you have to walk the path of the air bubbles, wait until the Angler
stops, and then move quickly. Break the rocks to the left and grab the Money
Bag. Continue up and you will soon reach an area of moving platforms. Before
you continue, follow the floating platforms and jump to the nearest land. Go
to the bottom right corner of the land, and jump to the next platform. Go
follow the right path, and quickly break any boulders in your way. At the end
of the land, you will climb the stairs to a platform, where a Life Apple lies.
Go back and take the other path, {the north path}. Continue until you see some
moveable blocks, and air bubbles from an Angler. Push two blocks to block the
air bubbles, then push one block to the right as much as you can, then go back
for the other. When you reach the end, push the sole block and lowest of the
two blocks you pushed, to block the air bubble path and enter the door. You
will meet Leviathan who will not tolerate bloodshed. Jump closer to Leviathan
and throw your sword at it, and it will attack.
Leviathan
HP - 10
Leviathan will transport your mother onto a moving platform behind you, and
will try to hit your mother with energy spheres. If the pulsating spheres hit
your mother, it will restore one hit point to Leviathan, so you will have to
protect her from the spheres. Leviathan can not be harmed many normal means, so
you have to hit the energy spheres that it fires, back at it. Leviathan travels
back and forth, in a horizontal line. Other then that, the battle may take a
while, so be patient.
When you hit it's last hit point, Leviathan will restore itself. Leviathan will
explain it was a trial, and your mother is just an image it used to test you.
Leviathan will then raise it's temple and will join you on your quest. Exit the
area, then go to the beside the moveable block and jump across the pit. Then
climb and descend the platform below you. Finally, jump to the right side and
continue up the platform and right to the exit.
World Map
Now with the Giant Plant Seed, return to the Tower of Babel. Just press right,
up, up, right, and enter the Tower of Babel.
Chapter 9 - Return to the Tower
Move towards the tower's entrance an Pieces will leave you, to turn into a
pupa. Enter the tower, and you will find out that the express elevator will be
broken. Now you have to climb each section of the tower and endure it's trials.
The first floor is easy, just use Cecil to rebound your sword and hit the
switches. The second floor is just as easy, you find one of those strange
creatures again, {from Castle Freesia}, and all you have to do is hit it and
make sure you don't fall. The third floor is incredible easy, just use Dippy to
cross the conveyer belts. The forth floor is easy, but you can get hurt. You
have to break through the blocks, while trying to avoid the firewisps. The
fifth floor can be easy, but also difficult, because you have to jump at the
recoiled band at the perfect angle, or you won' make it across. Using Flash,
jump from the first row of tiles on the floor, {the closest to the door}, to
the left recoil band. The sixth floor is hard if you don't know what to do. I
remember it that it took forever for me to figure out, and I was annoyed at how
easy it is. Look at the brown color tiles at the bottom. On the left, there is
a brown square, on the right through, the square is incomplete. So, go to the
gray tile and jump on it, to open the door. The seventh floor again is easier
then it looks. Just move the blue blocks to open up a path for one of the
orange blocks, and push one of the orange blocks to the blue blocks blocking
the stairs to the next floor. The eighth floor is a little strange. You are in
a permanent slid, and you have to guide yourself to the stairs, but recoil
bands will hinder your efforts. The ninth floor is quite easy, but you can get
hurt. You have to break a path to the stairs, but the spiked obstacles you
break grow back. Use Leviathan to quickly slash through the obstacles. The
tenth floor again looks harder then it really is. There is a couple of ways of
doing this, but I will tell you the easiest. Push the first block, {from the
top}, to the right and the third block to the right. Then, push the middle
block down, and then push the third block all the way down. Now you just have
to repeat the steps with the other blocks, and a path will form. The eleventh
floor is easy. You will have trouble seeing your character, but it's easy to
tell where you are going. To make it even easier, just use Flash to long jump
over the pits. You finally reached the top. Go to the little bump in the floor
to plant the Giant Plant Seed and a vine will grow. Climb the vine to the top.
Chapter 9 - The Land of Serenity
Item - Life Apple
Money Bag
Enemies - Bee
Condor
When you reach the top, jump on to the cloud and go up into the next area. In
this area you will find humans and animals living together in peace. You can
talk to everyone if you want, but there is only one person you will want to
talk to. First go up and you will see a bunch of pink flowers, that when you
touch them, begin to dance. Using Flash, touch all the flowers, {I know it's
annoying, but you want go un-rewarded}, and go up the stairs in the right
corner. Now go clockwise all around the platform, and talk to the green haired
woman and she will reward you with a Life Apple. Now, return to the main area
and go up into the next area. Jump to the next platform and continue until you
see a floating pod, I will call Balloon Flowers. Sword Throw the Balloon Flower
to extend a vine, but they also carry a Bee. Continue on the vines until you
reach the next platform, You will see a switch, but it will only unleash
several Bees after you. Just go to the left edge of the platform, and you will
see more Balloon Flowers to take you to the next platform. When you do, you
will have to walk on a narrow platform and you will also see an explanation
mark. It warns you that the bridge will collapse after you, so use Flash to
quickly run and jump. Continue up, past the firewisps and take the north path.
Continue with the path and you will soon have to walk on a narrow bridge to a
switch, and there are also some firewisps to block you. Just walk the path and
jump over any firewisps to get to the switch. Jump on the switch and a piece of
bridge will appear. Now return to the previous area and take the right path. At
the end you will find a switch, and once hit, the switch will make a the open
up the path and it will be moving. This requires you to go with the flow and
jump at the end. If you don't, just hit the switch at the end and try again.
You will land on a rope grid that you can climb. Go down first, and you will
have to jump on moving platforms. Continue until you reach and area of moveable
blocks. You have to fill the holes with the movable blocks, so that when you
hit the red switch, the chain reaction will open up the path to a Money Bag.
Return back to the rope grid, but watch out for the slippery path. Take the
left path of the grid, and you will enter and area of firewisps. The problem
here is that the white areas slow you down. Continue left and you will see
three switches, but keep your distance and hit them with your Sword Throw. The
platform will collapse and unleash some Bees. Continue the path and another
bridge switch awaits. Now return to where the Money Bag was, and a path will be
open. Return to the rope grid leap area, but don't jump. At the end is the path
to the next area. You will now have to take some leaps of faith, because there
is an invisible path that only shows once stepped on. Watch out for the Condors
when you are doing this. The first invisible area is easy, just walk on the
edge of the land until you begin moving on air. The next requires you to jump
diagonally just a bit. The third requires you to first go left on the land, and
jump slightly to the right. If you spell out the invisible platforms, it spells
Mac. So, when you reach the end, equip Mac to enter the next area. Before you
go, you probably had some falls, so return to the entrance and grab some apples
on the sides of the area. In this area, you have to go to the corners of the
area, and jump on the switches. Beware of the Condors, these ones will push you
off the ledge. Once all switches area pressed, the boss will speak. Maldra will
then come flying from the bottom left corner and erupt through the middle of
the area.
Maldra
HP - 16
This serpent has two attacks and a shield to protect it's head. It can sweep
it's tail back and forth, and if it hits you, you will be pushed in that
direction. The last attack is the one to watch out for. It swings it's sword
down and fires multiple bolts of energy. The best way to attack is to make
Maldra chase you to the bottom of the screen, then run back up and throw your
sword at it's head.
Once defeated, Maldra's body parts will fly. Go to the door and speak with it.
It will tell you why it took away the language of humans and the return it. You
will then be transported to the base of the Tower of Babel.
Tower of Babel
Animals - Monarchy
Items - Money Bag
Go up and talk to the human twice and Monarchy the butterfly will join you.
Using Monarchy, throw and control your sword to hit the switch, located on the
right side. Now before you exit, go to the upper right corner to get a Money
Bag.
World Map
With human language restored, return to Soleil Town.
Soleil Town
Animals - Wong
Items - Life Apple
Go talk to your mother, then go to the house that was for sale, {the house
has a sign in front of it and the door is open}, and go inside. You will see
your mother again and if you talk to her, she says she bought this house for
you. Return to you original house and talk to your mother. She will deny she
bought you the house and asks where is Mac. Return to the house on sale and
talk to your mother with Mac equipped. Mac will discover that she is an
imposter, and Wong will then explain itself. Agree to forgive Wong and it will
join you. Now go to the Plaza and move to the bottom right corner. You will see
pegs surrounded by rocks. Break any of the rocks and start jumping on the pegs.
Jump down and one of the pegs is not connected to the fence, {you can tell if
you look closely to the fence}. Jump over it and head left. Continue down the
path and soon you will reach a tree. Behind the tree is a Life Apple. Now it is
time to go back to Rafflesia School.
Chapter 10 - Back to School
Rafflesia School
Items - Silver Medal
Gold Medal
Life Apple
Money Bag
Enemies - Bee
Go to the left, to enter the intermediate course. If you want to take the easy
route, {and miss out for some Malins}, use Dippy to swim the river and
waterfall on the left. Begin moving up and take a left. Jump on the two buttons
and start jumping from platform to platform, in the spiked area. Continue
jumping left, until you reach land. Jump on the next button and continue down.
Go right and you will see six buttons. Jump on the third to the right,
{starting left}, then jump on far right button on the next row of buttons.
Continue right and go around the fence. Earful of the torches and jump on the
button near the torch, and you will get a lot of Malins. Continue the left path
and you will reach and area with rows of spikes and buttons. The problem here
is you can fall of the switch easy, once you jump on it, as well as not being
able to make the jump. Use Flash to long jump over a couple of rows. Jump on
the button at the top, and the floor will slide, so watch out for the spikes.
Continue up the stairs and jump over the pits. Pass the bridge is a switch you
will need to Sword Throw. Use Flash to long jump down, and continue down. You
will see another switch to hit with Sword Throw, but once hit, it will open up
the path and release many Bees. Here's a chance to get a bit of Malins if you
want, but don't want to, just try to stay away from ledges. Continue down the
path until you reach the pond. You will have to jump from log to log, to get to
the other side, or just use Dippy. In the next area, use Dippy to swim to a
Life Apple on a platform, and the other side. Continue up, and you will see
three sets of buttons. One will release Bees, the other will give you Malins.
The left button in the sets will release the Malins. Once your done, continue
left, then down the stairs and continue the path. Take the next stairs and
cross the bridge to a Money Bag. Now continue the path left. and down a moving
hill. Continue up, and down into the area of blue blocks. Hitting the switch
will collapse the floor and make a path. Continue down, and you will have to
move some blue blocks to create a chain reaction. After you fill the gaps, hit
the switch and continue right, but be careful of the torches. Climb the
stairs, and use the recoil bands to bounce to the other side. You will enter
another "fill the gaps with blue blocks" area. Continue the path, and you will
soon see a treasure chest, with the Silver Medal. Continue up to the blue
block, and they will open up once touched. Continue up, and you will enter the
end of the Beginners Course, so just head up for the exit.
World Map
Renter Rafflesia School.
Rafflesia School
Items - Gold Medal
Enemies - Bee
Now go the right path, into the Expert Course. Using Flash, long jump over the
pit and continue down. Don't bother pressing the switches, they don't do
anything. Jump over the spikes, move left, then when you reach the edge, use
Flash to run up. You have to run, so the recoil band repels you over the pit.
Continue around the fence, and up, but watch out for the torches. Go down the
stairs to the small ledge, and jump over to the next platform. Continue right,
and you will need to hit these dunes to open up the path, but you will also
unleash a Bee. Take the upwards path, and at the end, jump onto the left piece
of land. Continue up to the fence, hit the switch up near the fence and quickly
run around the fence. Continue out of the fenced area, and soon you will reach
a steep hill. When the steep hill pushes you up, press down so you don't run
into the spikes. When you reach the three paths, one filled with boxes, the
others clear. Don't' tale the left path, either go through the boxes, or take
the right path. Soon you will reach a area, where everything is moving. If you
want a bunch of Malins, they go left outside the fence, and cut down the
bushes. If not, go inside, move to the bottom and continue right into the next
area. Begin moving right again, and watch out for the torches and the moving
spiked walls. Soon you will reach some rows of blue blocks, with moving spiked
walls in the middle. When you touch the blue blocks, they open up the path for
you. Jump over the spikes at the end, continue up the stairs and walk to both
moving hills. Continue left, and watch out for the torches. Continue the path
up the stairs, and you will soon need Cecil to rebound your sword and hit a
switch. Carefully jump the platforms, then when you reach the stairs with
torches on them, hit all the red switches and the torches will be destroyed.
Continue right, and if you want some Malins, cut down the bushes, and you will
find Malins that spell FUNK. If not, continue up and go on the moving hill.
After the long ride, go right, the up to a switch. Jump on it, then move down
the stairs and continue left. Hit the switch at the end, and go through the
path you just opened. Go to the moving hill at the top, and continue right. You
will soon reach the treasure chest with the Gold Medal. Hit the switch
afterwards, and go with the moving hill. Go down the next moving hill and
continue right. You will reach the blue blocks that disappear when touched.
Exit into the end of the Beginners course, and exit the top.
World Map
Return to Soleil Town.
Soleil Town
Items - Holy Sword
Go up to the castle and talk to the king. With all three Medals, the king will
reward you with the Holy Sword, which is 2x stronger then your Father's Sword.
After that, it's time to return to Iris, because apparently it has been snowing
for months.
World Map
Return to Iris, {the forest before Camillia Desert} and enter the back way.
Chapter 11 - Future's Past
Iris
Enemies - Stump
Fire Mice
Inchworm
With the constant snow, the monsters in this area have adapt, so them make look
different, but are not. Return to the human village, it's just to the far left.
Human Village of Iris
If you talk to the old woman in the lower corner house, she will tell you of a
cyclone that takes you to the past. She will also tell you about Magic Shoes,
that will bring you back. Talk to the little girl twice, and she will tell you
that the Magic Shoes were in the treasure chest near the pond, but were stolen.
Then take the upper path, near the way you came in. Talk to the white flower
and give it fifty Malins. Go to the top of the hole, and a magical vortex will
send you to the past.
Human Village of Iris, Past
If you talk to the young girl, who was once old lady again, you find out her
name is Dorothy, {funny}. Return to the Animal Village of Iris.
Iris, Past
Enemies - Inchworm, Past
Fire Mouse, Past
Stump, Past
Be careful, the monsters of the past are have twice the amount of HP then there
present counterparts. You will have to use Cecil again, to open up the lava and
burn a path for you. Then go up to the village.
Animal Village of Iris, Past
Animals - Rio
You find out that the village has not become a village yet, and only two
animals live here for the moment. Go right, and you will see a animal in the
water. Jump throw the wooden plank near it, and talk to the animal. Rio the
armadillo will then join you. Time to return to the Human Village of Iris.
Iris
Enemies - Inchworm, Past
Fire Mouse, Past
Stump, Past
Just run and dodge any enemy that comes in your way, so you can get to the
village a lot quicker.
Human Village of Iris, Past
Items - Magic Shoes
Use Rio as a plank and throw him in the small pond. Then go get the Magic Shoes
from the chest, {you will notice a bad typo}. You will quip the shoes, and
automatically be returned to the present, {or future, whatever you want to
think.
Human Village of Iris
Exit Iris the same way you came in and head to Camillia Desert.
World Map
Enter the exit of Camillia Desert, {near the Animal Village}. You will notice
a tornado at the edge of the desert.
Chapter 12 - The Desert Temple
Camillia Desert
Enemies - Cadaver, Past
Sandworm, Past
Cactus King, Past
Because of the tornado over the desert, you will be brought to the past. Go
left, breaking down the sand blocks and entering the walled area. Continue
left, when you see some stairs at the top of the screen, continue past them and
you will see some large stairs to climb.
Desert Temple
Animals - Moa
Items - Awakening Powder
Money Bags 4x
Enemies - Hieroglyph
In the temple, begin moving right and you will see some people. They will talk
about Awakening Powder, an are accusing the woman, because they think she is a
monster. Go up the stairs, near the room. This floor has more people, and if
you talk to them, they will tell you of their troubles. Go to the far right,
and you will need to jump throw Rio onto the button, to open the door. Begin
moving right and up the next staircase you see. Go down, and left to the next
staircase, but watch out for Hieroglyphs popping out of the wall. Go down, over
the spiked floor and talk to the injured man. He tells you to save his
daughter, and to look for the wall with no shadow. Go back down the stairs, and
you will see a wall with no shadows on the right. Jump across the platforms,
but beware, the platforms will break when you stand to long on them. Go up the
first staircase you see and go left. You will see a switch, so use Monarchy to
hit it. Use Dippy to cross the moving floor and of up against the right wall,
until you see no shadow. Go up the stairs, and go right first. You will see a
Money Bag in a enclosed room, so look for the wall with no shadow on the left
and jump to the Money Bag. Now go back to where you came in. You will see a
switch, so use Monarchy to hit it. You will see a Money Bag, surrounded by
spikes. So either long jump with Flash, or use Dippy to get it. Go back down
the two staircases and go right, over the spikes and up the next staircase. Use
Dippy to cross the moving floor to the small piece of floor that is not moving.
Jump over the pit and use Dippy again to go up. Continue left, and you will see
another Money Bag to get. After using Dippy to get it, go right and up the two
staircases. Continue the path, over the spikes, jumping to the platform, and
stop at the big pit. Use Rio and jump throw it. Continue the path and get the
hidden Money Bag, behind the staircase. After getting the last Money bag of
this area, go up the stairs. Go down and you will have to use Rio again to hit
a button. Continue the left path and talk to the woman. She will thank you for
saving her and leave. Follow her and you will see a pole to climb down. You
will reach the sealed room from the first floor. Grab the Awakening Powder from
the chest, {see another typo}, and enter the opened door to the left. You will
enter a room and the boss will appear. After a small conversation, it will
begin to fight.
Chameleon
HP - 20
This large lizard has a predictable pattern. First it will try to jump on you,
but the jump only pushes you. Not only that, the shockwave from the landing
calls three small chameleons to drop down and attack you. Then, as the little
chameleons attack you, Chameleon will camouflage itself, and move to another
part of the screen, making it invulnerable for that period of time. Finally, it
will then run at you, with it's tongue rather circling around it's head or
straight ahead. If you get caught by it's tongue, it will chew on you and spit
you back out. Chameleon will then repeat itself. Basically when you get the
chance, Sword Throw it's head. This is probably one of the more difficult
bosses. Using Inferno will add another attack point to your sword.
After you destroy it, talk to the bird. You will revive it with Awakening
Powder and it will join you, after a small conversation. You will then return
outside the room and as you try to leave, the people will imprison you, because
they think your a monster. You will appear in a prison will a cellmate. She
will die after you talk to her. Look for the wall with the most light and hit
it with your sword. Follow the path and talk to the man you see, after you
exit. He will ask you to talk to his friend outside. Talk to the man outside
and after a small conversation, you will return to the present in the Animal
Village of Camillia Desert. Exit Camillia Desert.
World Map
You should have enough Malins by now to get the Life Apple from the Mermaid,
in Soleil Town Plaza. So either get it, or go to exit of Burn Daisy.
Chapter 13 - Hero of the Past
Burn Daisy, Past
Animals - Dodo
Enemies - Primordial Ooze, Past
Enter the cave and go to where you saw the burnt bird. You will find Dodo, and
he will join you when you talk to it. Dodo will also tell you of the Puppet
Master further ahead. Jump to the left, and go the upper left corner. Enter the
entrance, and go to the far right of the wall area. You will see the Puppet
Master, and a torso of a puppet. Use Dodo and throw your sword at the torso.
After a short conversation, the battle will begin.
Puppet Master
HP - 20
This boss has no projectile attacks. The Puppet Master randomly moves around
the screen, trying to hit you with it's puppet, as it makes the puppet dance.
You have to break the puppet first, before you can do any harm to the Puppet
Master. Because the puppet is made of wood, using Inferno is required and using
Inferno and Moa together would be best. After destroying the puppet, the Puppet
Master will lower itself and grab the pieces of the puppet, so it can
reassemble it. As it does this, you can hurt the Puppet Master. Beware though,
as the Puppet Master moves around, you can get hurt by it. Once it reassembles
the puppet it will repeat itself. Again, using Inferno and Moa against the
Puppet Master is best.
After the Puppet Master destroyed, the monsters the Puppet Master made,
{like Stumps}, and the dungeon itself, will disappear and you will return to
the present. Exit Burn Daisy and return to Anemone Beach.
World Map
You will see another tornado, when you get near Anemone Beach.
Anemone Beach, Past
Enemies - Mollusk, Past
Starfish, Past
Go to the Animal Village of Anemone Beach. When you near the village, there is
a white flower will tell you of a large monsters named Baron, who has been on a
rampage.
Animal Village of Anemone Beach, Past
Talk to the gray monkey at the entrance twice, and it will ask you to ask the
other villagers to join together and fight the Baron. Talk to all the
villagers, and they will tell you they will not fight and tell you to fight.
Then talk to the gray monkey again, and it will then go out of the village and
face the monster by itself. Exit the village.
Anemone Beach, Past
Enemies - Mollusk, Past
Starfish, Past
Talk to the white flower again, and it will tell you of the short battle with
the monkey and Baron. Talk to it again, and it will say you have to look for a
place on the beach that does not leave footprints, if you want to face the
Baron. Go down the beach, all the way near the entrance and you will see the
gray monkey. Talk to it and it will lose conscious, because of the deep wounds.
Go down a little further, and you will see four Starfish, arranged in a
diamond. In the middle of the shape, jump and you will face the Baron.
Baron
HP - 16, 6, 3, 2
This large, strange crustacean will begin curling itself in it's shell and roll
towards you. This will cause the platform to tip in all directions, depending
where the Baron moves. While the Baron is doing, it releases little yellow
orbs, which will move depending where the platform tips. The Baron can also
hurt you if it rolls over you. Also, you won't fall off the edge unless you are
pushed by the Baron, or it's orbs. Using Inferno and Moa is the best
combination. Once the shell is destroyed, two purple orbs will pop out. The
orbs can only push, not hurt. If you slash it with a regular attack, it will
continue to split into two smaller orbs, and will do this twice. If you want to
destroy them quickly, use Inferno and Moa's ability.
Animal Village of Anemone Beach, Past
You will enter the village, and all the animals think of the monkey is brave
and try more to be like gray monkey. Go to the monkey's house and the rest of
the animals will inside. Talk to the wife monkey and the monkey will regain
conscious. The monkey will thank all the animals and you. Then you will
return to the present.
Animal Village of Anemone Beach
You can talk to the animals again, and see a human couple at the bottom right
corner, through some peepholes. Exit the village.
Anemone Beach
Items - Life Apple
Enemies - Mollusk
Starfish
Go get the Life Apple to the right, you will have to use Monarchy to hit the
switch, then use Dodo to grab the Life Apple. Then exit Anemone Beach.
World Map
Time to return to Dahila Valley, to another adventure in the past.
Dahila Valley, Past
Items - Mother Monster Horn
Enemies - Dahila, Past
Condor, Past
Go up the stairs and go left. When you see the green block on the wall, jump
over the rock and hit it. The waterfall will take you to the base of Dahila
Valley. Go down the stairs and go right. You will see a cave, in a form of a
large monster head. Enter and begin moving with the path. Just to let you know,
some of the floor will break under you, {the can tell be the floor not
flashing}. Past the revolving torch and continue through the tunnel. Climb the
gray steps, and continue the path. You will soon reach an area, where you have
to break the pulsating mounds, before you jump over the spikes. Continue with
the path, and soon you will reach an area, where the moving floor. Use Dippy to
cross the floor and go left. Afterwards, you will have to keep breaking down
pulsating mounds, but watch out for some of them have spikes under them.
Continue the path. When you pass a bone bridge, watch out for the revolving
torches, and continue to the far left and then down. Continue the path and after
you pass a tunnel, break the green blocks to the next tunnel. The next area not
only has revolving torches, but the whole floor is almost breakable. Continue
the path to the right, and after you climb down a bone pole, go through the
tunnel and you will see a cave to the boss. Enter the area and begin the fight.
Mother Monster
HP - 8
This massive heart is the weakest boss in the entire game, and probably ever.
I'm wondering why they would call her Mother Monster and make her completely
useless. It has no attacks and no defense. Just use Chilly and Inferno twice,
and she will fall.
With Mother Monster slain, all the monsters in Dahila Valley will vanish. After
the battle, you will appear outside the cave and the horn on top of the cave
broke off. Grab the Mother Monster Horn and you will return to the present.
Exit the valley.
World Map
Time for one last stop, before the final chapter. Return to Soleil Town, and
will have yet another adventure in the past.
Soleil Town, Past
You can go about talking to people if you want, but the only houses you can
enter are your house and the church. You can see you father and mother as
children in your house. Either way, go to the castle. When you enter the throne
room, and guards and advisor say the monsters have fled and the king is in
trouble. Go to the upper right corner and go up the stairs to the king's room.
Just as you approach the room, the monsters flee. Talk to the king and he will
thank you. Head down stairs and the people say the monsters are heading towards
the village. Exit the castle and head to the church. You will find the
monsters, and they say they just what to live in peace. Exit the church, and
the guards will then enter the church. Re-enter the church and the monsters
will be slain. Exit the church again and head to the castle. Talk to the king
and he will thank you again and will model the statue in the fountain after
you. Exit the castle and read the sign near the construction site of the
fountain. You will the return to the present.
Soleil Town
You can go around talking to people if you want, but if not, then exit Soleil
Town..
World Map
Press down the right. Enter the lake and into the final chapter.
Chapter 15 - The Final Chapter
Items - Life Apple
Push the movable block to the right and up, and connect the path left behind to
the pit. Go back and hit the switch and the water will fill the pit. Use Dippy
to cross the pit, and continue through the bubbling mounds, but beware, spikes
may be under them. Also, the mounds will slow you down and they re-grow. When
you finally get through, you will have to use Moa and Monarchy to hit the
switch. Continue through the fallen wall and though more bubbling mounds. You
will reach a pit, and to get across, you will have to use the gray floor. The
gray floor will make you speed up, so go all the way to the right, run across
and jump. Go down and use Rio to push the two switches. You will then reach an
slippery floor area, with small pockets of spikes in it. Use Dippy to cross the
path and continue using Dippy, until you reach past the pink moving floor. You
will soon reach a walled area and a dead end. Quickly move in the middle of the
area, and wait for the path to open and the spikes to surround you. Continue
doing this to the end. You will soon be at a pit, with no visible route. Sword
Throw and an invisible bridge will show. Use Moa and Monarchy to create a path
to the left, and don't forget to get the final Life Apple at the far left of
the pit. Beware though, the path will break under you. Go up the hill and
continue the path. When you see a switch, hit it and a staircase will open up.
Then use Dippy to cross the spiked floor and talk to the monsters. You will
find out of the bosses and the history of the monsters. A smaller version of
Mother Monster will have a long conversation about how they got here, and how
they are attacked by the humans. Agree to help them back to the underworld and
Mother Monster will move aside. If you need HP, talk to her again to restore
all HP. The area behind Mother Monster has five doors, and each go to the five
senses. I'm going to of to the top, and go clockwise, but you can go anyway you
want. Also, I should tell you that you don't level up after these boss battles.
Sense of Smell
HP - 6
This strange looking boss is slug-like, and instead of an eye, it has a large
nostril in the middle of it's head. It moves slowly, and has now attacks other
then it's body. You cannot attack by regular means, not even with elemental
sword. Instead you will have to use the environment. As you walk, you will
notice the floor to break. Cover the a area with the cracks in the floor and
wait for the Sense of Smell to slither on it. Then jump on the crack, to cause
the floor to erupt spikes. This will damage it as well as you. You can use Wong
to help, distracting the beast while you runaway and jump on the crack.
Sense of Taste
HP - /
This boss must be a tribute to Pac-Man. You don't have to fight the mouths, you
just have to get all the apples, {or hearts ,I'm not sure}, to finish the boss
off.
Sense of Touch
HP - 30 2x
These two large hands move in circles and can only push you, but the area is
the slippery gray floor, with spikes bordering it. Other then that, they should
not be a problem. Using Chilly and Inferno is a good tactic.
Sense of Sight
HP - 26
Another unique fight. This large eye will disappear, and will reappear under
the floor. Use your sword to cut through the floor, {and don't worry, you won't
fall}, and you will eventually hit the eye. The floor will then re-grow, making
it harder to hit the eye. The eye moves in angles, always bouncing off the
walls, so you should be able to predict it's movements. Use Sword Throw, this
way you will have a better chance to hit it. Again, use Chilly and Inferno.
Sense of Hearing
HP - 30
This large musical note, will move about the area, {usually on the side}, and
pause to jump. When it lands, it will make a sound, and a moment later, it
will cause the floor to change into the slippery gray floor. Like the Sense of
Touch room, the area is bordered by spikes and the edge is also slippery.
Either use Dippy to avoid slipping, take the damage of the spikes, or stay near
the edge of the area, and when the wave of transformation nears you, jump
towards the opposite side. The best tactic is to use Inferno and Moa
combination.
Spirit Energy
HP - 32
These large sphere of energy has a single eye in the middle. Spirit Energy fire
small white spheres of energy that home in one you. You cannot destroy the
spheres. The blue floor plates around you, randomly fall a piece of a time, and
sooner or later a piece of floor will return. Spirit Energy moves slowly back
and forth. To inflict damage on it, you first have to hit it with Dodo's
Impale, {or Dodo and Moa}, and this will open the eye. Now you can attack it
and for best results, use either Chilly and Inferno or any other enhanced
attack.
After the battle, the door to the underworld is opened and all the monsters of
the world return to their true home. The world of monsters now have never
existed on in the human world.
Ending
The whole history of the world has changed. There is no war, no need for
fighting, and everything is about peace. Talk to all the people if you want and
even look about at the differences. You will find out that it's the day before
your birthday, and you will also notice that you can't talk to animals anymore.
You can also see the new statue of the goddess of peace. If you go to your
house, you will find your father alive. If you go to the castle prison, you
will find Amon behind bars. Find Mac in the king's room and talk to it. Mac
will join you, and now leave the village. Talk to Alice twice at the entrance,
and say Yes. The credits will then roll as you take a walk through the forest
and most of the animals you met during your quest, will join your walk.
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13.Review
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Graphics = 4
Sound/Music = 4
Gameplay = 4
Overall = 4
Probably one of the best Action/RPG you can find on the Sega Genesis. The
Graphics are nice and big, with good amount of detail. There nothing bad about
the graphics, but there have been better. Before I say anything about
Sound/Music, I should tell you that the Sega Genesis has the worst audio chip
in the 16bit era. That being said, this is surprisingly one of the better
sounding games ever. It sounds that they took the time to do it right to the
point where I even recorded one of the boss themes. A good amount of tracks,
but it has that gritty sound to it. There is not a lot of Sound FX and the few
you have is quite annoying. For instance, I think they used some of the Sound
FX from Micheal Jackson's Moonwalker, {when you fall in the pit}. The Gameplay
is what makes this game fun. It plays like the Zelda series, plus with all the
Animal Companions, it adds a lot of variety. The only thing I think could have
been better is that the bosses where more of a challenge, and maybe a few more
animals. Overall, I must say again this is a game you should not miss out on.
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14. Last Words
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I could be missing Life Apples and Money Bags, so any information would be
helpful and you will be credited for it. Any other useful information would be
valuable as well.
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15. Copyright
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Copyright 2004 - 2005 Andrew Almeida
This document cannot be used for profit, such as printing it in magazines.
This document may not be posted on any website without my permission.
You cannot reproduce this document and alter it to make it looked like
your own.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.