RUE
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A mysterious teen on a quest for revenge, ever since a mysterious man came
to his house and killed his guardian, Claire. His never-ending quest to
bring her back to life'll lead him all over the map... With the ability to
transform into his defeated foes (some of them anyway), his battle tactics
are versatile and strong. [NOTE: He can only keep 4 'remembered' enemies at
one time]. Like Rue's magic, his monster abilities can be used to blow up
rocks, douse candles, light torches, etc.
MINT
¯¯¯¯
Spunky, selfish, bratty, and sly, Princess Mint was not allowed to have a
chance to become queen of East Heaven Kingdom. She ran away and has been,
for the last 2 years, seeking a relic for world domination. Being a mage,
she of course uses magic when her surprise jump-kicks don't work. As the
game progresses, she'll learn magic all-around by type (example: Hyper type
unlocked for all colors).
.--------.--------.------------.-----.--------------------------------------.
| RED | Wide | Bullet | 04 | Fires a small flame |
| | Power | Flare | 06 | Fireball attack |
| | Super | Napalm | 06 | Wildfire stream |
| | Hyper | Fire Heart | 80 | Cloaks Mint in fire |
| | Circle | Delta | 06 | Tri-flame attack |
| | Normal | Burner | 02 | Flame attack |
| | Cosmos | -------- | --- | ------------------------------------ |
|--------+--------+------------+-----+--------------------------------------|
| BLUE | Wide | Cutter | 04 | Fires three blades |
| | Power | Ripple | 04 | Fires a watery wave |
| | Super | Icicle | 04 | Drops icicles on foe |
| | Hyper | Restore | 100 | Restores all HP to Mint |
| | Circle | Crystal | 06 | A large crystal attack |
| | Normal | Droplets | 02 | Drops water on foe / douses flames |
| | Cosmos | -------- | --- | ------------------------------------ |
|--------+--------+------------+-----+--------------------------------------|
| GOLD | Wide | ---------- | --- | ------------------------------------ |
| | Power | ---------- | --- | ------------------------------------ |
| | Super | ---------- | --- | ------------------------------------ |
| | Hyper | ---------- | --- | ------------------------------------ |
| | Circle | ---------- | --- | ------------------------------------ |
| | Normal | ---------- | --- | ------------------------------------ |
| | Cosmos | Valiant | 10 | Create a barrier / release to attack |
|--------+--------+------------+-----+--------------------------------------|
| BLACK | Wide | Dark Mist | 06 | Damaging smokescreen |
| | Power | Graviton | 06 | Deadly projectile |
| | Super | Dynamite | 10 | Explosion attack |
| | Hyper | Shdwstrike | 50 | A quick shadow strike! |
| | Circle | Drill | 06 | Large drill attack |
| | Normal | Bomb | 05 | Explosion / can blow up boulders |
| | Cosmos | ---------- | --- | ------------------------------------ |
|--------+--------+------------+-----+--------------------------------------|
| WHITE | Wide | Spread | --- | 5 Vulcan-like projectiles in an arc |
| | Power | Arrow | --- | Projectile attack |
| | Super | ---------- | --- | ------------------------------------ |
| | Hyper | ---------- | --- | ------------------------------------ |
| | Circle | Satellite | 10 | Drops on enemy |
| | Normal | Vulcan | 01 | Rapidfire projectile attack |
| | Cosmos | ---------- | --- | ------------------------------------ |
|--------+--------+------------+-----+--------------------------------------|
| GREEN | Wide | Typhoon | 02 | Whirlwind attack |
| | Power | Gale | 03 | Low-wind attack |
| | Super | Impulse | 06 | Wind attack around Mint |
| | Hyper | Nightingale| 80 | Mint's invincible |
| | Circle | Cyclone | 03 | Gale-force wind attack |
| | Normal | Wave | 03 | Large windy wave |
| | Cosmos | ---------- | --- | ------------------------------------ |
|--------+--------+------------+-----+--------------------------------------|
| YELLOW | Wide | Spark | 05 | Homing beam |
| | Power | Bolt | 10 | Thunderclap |
| | Super | Trine | 08 | Three homing beams |
| | Hyper | Final Flash| 100 | Hge lightning burst |
| | Circle | Forces | 08 | Lightning strike |
| | Normal | Cracker | 06 | 2 lightning beams |
| | Cosmos | ---------- | --- | ------------------------------------ |
'--------'--------'------------'-----'--------------------------------------'
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TOWN OF CARONA [CRNA]
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Carona is the city the game takes place in, and is constantly revisited. The
buildings all have their own function.
• INN
Mint stays here for free after the first chapter. Saving/healing can be
done here, and some events require Mint to actually go to her room and
sleep.
• KLAUS' HOUSE
Many events take place here, and it's open from the 2nd chapter on. Talk
with the master here to start many events and plot points.
• TONIO'S SHOP
Equipment can be bought here as the game progresses. It's the only way to
artificially increase Strength/Defense, and the items usually cost a
pretty penny. It's open from Chapter 2 on.
• CHURCH
The church priest will ask for donations of money. If Mint/Rue obliges,
coins are awarded. 1000G buys 10 Bronze, 5000G buys 5 Silver, 10000G
buys 2 Gold, and 30000G buys a Platinum Coin. This option isn't worth it
'less the player dies like crazy, really.
• HOTEL
By paying 500G, the player can sleep in a fancy bed. There are usually some
low-level coins (Silver/Bronze) laying around, and a Dream Stone once. This
will set off a cutscene around midgame that lets Mint/Rue get a book for
Rod.
• DOCKS
Nothing to do here, although sometimes there are coins laying around.
• GRASSLANDS
Rod the Blade Star is here and will give anyone who beats him 1000G, if
100G is payed up front. This is a good way to increase HP cheaply, and
Rod gives out Gold Coins if he's repeatedly beaten (except for his fourth
and final weapon, which he gives a Platinum Coin). Mint also has to come
here a lot on her side for rides n' stuff. ^___^
• TAVERN
The barkeep will give drinks to refill MP...but since that can be done for
free, that part's rather unnecessary (even after Mint gives a Brooch for a
discount). Later, after all the legendary cookware is obtained, some great
items can be obtained here. See the walkthrough on where to obtain those
legendary items. [NOTE: Dishware breaks after 10 uses, so choose wisely!]
A Platinum Coin is received after it breaks, however.
• HOBBS' SHOP
Hobbs' merchandise is good but very overpriced. In the Underground Ruins
is some Rare Wine that, if given, will knock all his prices down to 5000G.
Also, on Mint's side only, he has a cannon orb needed for some late-game
events.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Strength Up | Costs: 30000G | Strength +1 permanently |
| Defense Up | Costs: 30000G | Defense +1 permanently |
| HP Up | Costs: 30000G | HP +10 permanently |
| MP Up | Costs: 30000G | MP +10 permanently |
|___________________|_______________|_____________________________________|
Select new game, toggle the vibration function on, and rock n' roll! There is
a rather long introduction before entering Carona, with the only playable
part being the food-samplin' in the dining hall. Inspect every dish on the
table's edge until Mint sits down in the throne. Eventually, she'll make her
way to Carona.
________________________________
| | Save at the inn and locate the dark alley
| EXIT--. Equipshop | that leads toward the tavern. A shining
| |¯¯¯|Inn ___|¯|__ / Bar | glimmer in the shadows has a [Silver Coin]
| | 2| \/ \/ _ \ | to reap. Likewise, on the opposite part of
| | |_ _| _ | _|1|¯| | town, near the waterside, a similar glint
| |_____|_ |_| ¯|_ ¯| | holds another [Silver Coin].
| | |¯ |___| |
| Elena-'\___ ___/\ |_| | Talk with a female NPC in the west part
| /| | Hotel / | of town (on map) to learn that Elena has
| Church-' |¯|__ Hobbs' | went in search of her parents and hasn't
| |__ | Shop | come back from the forest.
| ____| |____ |
| | | | Leave for Carona Forest via the large gate
| | DOCK AREA | | when ready to continue.
| |___________| |
|________________________________|
Mostly a tutorial dungeon, the game will walk Mint through the various
battle strategies one by one. Use the techniques to kill Polliwogs, Saber
Tigers, and Mandolas, eventually making it to the 3rd screen in a clearing.
A boss battle will occur after some whoopin'.
Luckily, these two enemies are pushovers. Jump around to make their direct
attacks miss more often, and use the Air Kick (X + O) to knock Smokey over,
then pound on Blood. Eventually, after being bruised to hell and back, the
duo will split.
Elena and Mint will team up to find her parents, and start in the 4th area.
Continue along the dirt trail, avoiding the deep pond (which takes off 5 HP)
until the ruins. Elena will be waiting a li'l ways beyond. At the 5th screen,
a scene with Klaus and Mira occurs. Mint will jump off a cliff. o_O
---
In the small crag area after Mint lands, simply follow the path and descend.
A few Mandola/Stinger enemies are around, but they can't knock Mint off the
ledges or anythin'. At the bottom, drop through some tree canopies to find
a clearing. Inspect the large mural opposite the landing point to summon a
few gargoyles into battle.
They have better defense than normal enemies, but about equal HP. Use magic
and the Air Kick to knock them around; hitting with the rings doesn't do much
except leave Mint open for other enemies to attack her aft. A stairway will
open after defeating 4 of them. Follow it up to the atelier. Only when Mint
tries to enter the door...
This one-horn pony can be pretty rough on our poor gal. The trick is to run
around in circles (around building) to bait it into jump-n'-stomping the
ground. Leap over the shockwave and kick/slap it for 3-4 hits. Rinse, repeat.
If Mint is close enough that the horse is charging her, time a jump so that
it runs right underneath her and she lands behind it for extra attacking.
---
Enter inside the ol' workshop for a 2 [Moon Stone]s and a [Silver Coin].
They're hidden in those pink clamshell chests. On the bottom floor, inspect
the engraved cross to "check the vault". More scenes ensue and it's back to...
Before doing anything, get the Silver Coin down by the docks. It should be
pretty easy to find...
Check out Hobbs' shop near the tavern to find some stat-increasing medicine.
Strength Up (+1 STR), Defense Up (+1 DEF), HP Up (+10 HP), and MP UP (+10 MP),
all for 30000G. Yeah, that's thirty grand. Might wanna stave off on that for
awhile...
________________________________
| | Tonio's equipment shop will now be open,
| EXIT--. Equipshop | but only the first two belts/bracers are
| |¯¯¯|Inn ___|¯|__ / Bar | available for purchase. Sell any Moon
| |ROD| \/ \/ _ \ | Stones and monsters killed up 'til now
| | |_ _| _ | _| |¯| | for extra cash to buy an add-on.
| |_____|_ |_| ¯|_ ¯| |
| | |¯ |___| | Visit Elena's house's downstairs den to
| Elena-'\___ ___/\ |_| | talk with Klaus. Apparently, Grand Magician
| /| | Hotel / | Elroy sought the relic in the past and had
| Church-' |¯|__ Hobbs' | his own atelier in some underground ruins.
| |__ | Shop | Klaus made a key, but can't go himself as
| ____| |____ | his ankle hasn't healed. Mint will obtain
| | | | [Red Magic] at this time, and can be used
| | DOCK AREA | | in-battle!
| |___________| |
|________________________________| Mint can leave for the Underground Ruins
via the exit at this time...or she can
visit Rod, in the grassy part of town. He can be fought for 100G and, if
Mint beats him, gives up 1000G. This is also a good way to increase some
stats like HP. He'll use his "Silver Breeze" twin short swords to fight,
and can really pack a punch for impatient players. Jump-kick when he thrusts
and do the same when he spins around. Otherwise, avoid that fine point of
his weapon and use the red piece of machinery as temporary cover to see what
his moves'll be. The Silver Bracer/Belt will really help here.
Gudon enemies are weak to being jump-kicked apparently, while spidery King
Ants are weak to fiery magic. On the map, passages marked with an "X" lead
to hallways that are meant to confuse the player, so avoid those and just
take the straightforward (I think...) path. In the first screen, head north;
in the 2nd, take the east to the waterfall area. In the 4th, it's east thru
the waterfall area, and then east in the 6th to the Night Stone. North and
east to a Moon Stone, then west in that passageway to a gigantic hole past
a last waterfall room. Jump inside!
After falling into the hole, enter the 3rd screen down the path to find a few
boxes stacked on poisonous ground. 5 HP is lost each time the player happens
to fall in it, which may be often given that the Gudons will breath fire now.
Use any type of magic to get past with minimal damage. Each northern passage
from now on will lead to an object to pick up (marked with "I" on map), so
get the first four. The 5th "thing" is in the adjacent T-fork's north room.
Finally, we get to the "ICE" room. Using fire magic to melt the ice isn't
that hard; it's having enough MP at this time. Around 109 MP is needed to
melt all three cubes. To train MP, pick the "White" Vulcan magic which costs
1MP and attack a King Ant nearby. Raising the stat is easier when it's being
used on an enemy, but when the enemy dies, keep flinging it around to get a
few points here and there. To refill MP, simply re-enter the screen and hit
the King Ant a few times. Repeat until enough MP is given!
After melting the mini-glaciers, collect the bounty: [Rare Wine] and the
Red Magic [Super], letting Mint use Napalm. Enter the emerald-green hallway
and jump south -- it looks like a wall but it's actually a shortcut all the
way back to the "START" room, which is the destination.
Once there, jump on the six icons that Mint picked up from right to left,
i.e. rainbow to dog. This will make the icons turn into an elevator and give
Mint a chance to jump off at a new doorway high above. Jump down the hole
there, too, and follow the ensuing passage to Rue.
Talk with him and try to leave; the boulder nearby will start to roll. Sprint
down the path, avoiding the ceiling debris (fall pattern: R, L, L, R, RL). If
Mint gets hit, she loses 10 HP and has to restart with lowered HP, so make
sure y'don't get too screwed up here! Duck into the alcove where Mint landed
before to avoid being pancake'D -- the rock blows up the barrier. Heal at
the point farthest up the incline and then continue through the red barrier
that is no more. Make sure to get the Bronze Coin from Rue's person before
entering.
In the empty cavern beyond, there's spinning icon platforms -- use them to
collect the [Legendary Sword] on the ledge across the way. Then, jump from
blinking platform to blinking platform without falling over; the last one,
a Star of David, will let Mint enter the dungeon.
It breathes fire in one projectile or at all other platforms -- these can
be avoided simply by jumping over them. The monster's stomping routing is
more likely to knock Mint into the abyss accidentally than it is to squish
her. Be careful when jumping; when in doubt, go around in a square. When it
gets tired and breathes heavily, it flashes white; attack it (I used Vulcan)
to deal damage and repeat the process.
When the monster is deep-sixed, continue (right) across the screen to the
next icon platform to descend further. In the weird building, the center
platform leads up into Elroy's 3-room atelier. Search each room for a group
of items scattered throughout: [Tiara] and 2 [Bronze Coin]s; [Cube] and one
[Bronze Coin]; a [Gold Coin], [Bronze Coin], and free healing fountain!
After stuffing her pockets, try to leave this place whence Mint came and...
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Belle |
|___________________|
She'll have some items spinning around her, so avoid her (jump past) until
Belle scatters her protective projectiles. Hit her a few times from long-
or short-range and repeat. It's perfectly plausible to take no damage, if
y'know how to groove to the battle tune.
---
Afterwards, follow the fleeing duo back as they flee.
This time, when it's vulnerable, hit it once and flee after Belle and Duke
on the elevator. Instead of a free ride to the top, our princess will have
to make tracks up the green staircase as the boss pursues. Leap over the
spiked mace balls that roll down the stairs for some reason, and don't stop
for any reason -- the boss throws Mint into the abyss if it catches up. Stick
close to the inside of the stair to avoid most of the dropped obstacles while
maintaining speed (Mint can't fall off on her own).
Afterwards, it's back to Carona...
_______________________________________________________________________________
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05) CARONA III [WK05]
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¯| ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| • Dream Stone • The Last Hero • Strength Up [4] |
|___________________________________________________________________________|
CHAPTER 3: Fancy Mel
________________________________
| | First thing first: sell monsters for some
| EXIT--. Equipshop | quick cash, then sell off useless crap. DO
| |¯¯¯|Inn ___|¯|__ / Bar | NOT SELL THE RARE WINE OR LEGENDARY SWORD.
| | | \/ \/ _ \ | Give the Rare Wine to Hobbs to reduce all
| | |_ _| _ | _| |¯| | his prices by 5/6ths (to 5000G across the
| |_____|_ |_| ¯|_ ¯| | board). The Legendary Sword is useful for
| | |¯ |___| | some later goings-on.
| Elena-'\___ ___/\ |_| |
| /| | Hotel / | Sleep in the fancy hotel for 500G, and
| Church-' |¯|__ Hobbs' | collect a [Dream Stone] for quick-cash
| |__ | Shop | selling. A dream with a monkey jumping
| ____| |____ | down a Carona Forest stump will occur.
| | | | Enter the first screen and press x-button
| | DOCK AREA | | atop the stump to descend into a secret
| |___________| | place. At the withered plant, use water
|________________________________| magic (Droplets work) to make it grow
larger, getting access to [The Last Hero]
chest. Exit via the easternmost ledge to emerge from a trunk further in the
forest. Returning back whence Mint came seems out of the question, so locate
one of the warp-to-home plants laying around to get back to Carona.
Give "The Last Hero" to Rod in the grasslands to get 4 [Strength Up]s! They
get used automatically, however.
---
Talk with Klaus for awhile to learn Fancy Mel may know how to work the cube,
used in the Lake's ruins. Both of those locations are added to the exit gate
selection, but it's Mel's digs that's the real destination.
Continue through the ugly, bright scenery until a star that's lying flat on
the ground. It'll act as a lift up to the atelier. Knock on the door and some
Poppul Purrels will start walking around. Each will want to play a certain
game. These are incredibly boring AND BRIGHT, so think about saving after
each minigame. A toucan that appears around the house after the first game
has this function. [Silver Coins are the best prizes in minigames!]
• One will talk about trumpets and joy, which sends Mint to an area where she
has to make it through the course in an alotted time. Avoid the grammophone
blasts and toucans, and try not to stop for anything. Falling in a pit will
result in her restarting the course, and it can't be exited until finished!
The seesaws will either: lean drastically in one direction, tip like normal
or slowly move in a direction by jumping on each side of the fulcrum.
The bonus game is scaring a cockadoo. More points the more are scared, but
if the bird lands on Mint's head, it's game over! High score is 500, but
there is a booby prize of a Bronze Coin for about half that.
• Giant Balls...besides a stupid name, this one can be just as annoying as
the trumpets. It's basically the same, except the 2nd ball-rolling kid
should not be killed until Mint can jump onto the eastern block. They do
not damage Mint, so...
The bonus game is "hit Fungie" to get points. He'll counterattack if under-
ground, and it's game over when the time's up. 500 is high score. Booby
prize is a Bronze Coin.
• Big Swings... This game has a lot of horribly placed enemies, so instead
of using jump-kicks -- which would suffice elsewhere -- use projectile
magic instead. There's one block towards the end that will fall (like a
donut lift in Mario games) so time a jump onto the last swing to hitch a
ride out.
Bonus game: ball pick-up. Pick up balls for points, double points if they're
the same color. Black ball results in point loss, game over when time limit
is up. 500 is high score. Bronze Coin is booby prize.
After three mini-games, the front door can be unlocked and Mel's atelier can
be entered. She'll examine the cube but only if Mint finds her missing Poppul
Purrel, a dwarfish helper. Return to Carona and talk to Marco near the town
fountain; he says they like the forest. Go back there to where Blood/Smokey
were fought and...hey, they're there again!
They use the same tactics as before, except Mint should be much tougher with
the stat-upping equipment she (should have) bought. Use any kind of magic and
just Air Kick (X + O) away.
---
Afterwards, it's sundown in Carona. Get the [Bronze Coin] and [Gold Coin] at
the docks, talk with Rod to hear his life story, and sleep back at the inn
("Go to Room"-wise). The next morning, return to Fancy Mel's and get [Mel's
Report] and the Cube back.
=========================
CHAPTER 4: Starlight Duke
=========================
When walking back to Carona with Elena, keep pestering her to make her give
up Rue's secret...sort of. Duke will be dressed up as a star a little ways
down the glittery road.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Starlight Duke |
|______________________|
This battle is as stupid as the scenery it takes place in. Duke will spin
around like a sawblade, but evasion is easy -- just jump out of the way and
force him to change directions. When he falls down flat, hit him. Eventually
he spins his starsuit around horizontally, which follows the same maneuvers
to evade. Kicking him when he's down is the only way to get by in this fight,
odd as it is. Air-kicking does the most damage. He'll deal 20 damage with his
final falling attack; jump up before impact to evade damage (I think).
CHAPTER 5: Upstream Adventure
________________________________
| | Talk with Klaus again to learn the Cube
| EXIT--. Equipshop | contains a Prima Doll that can be used to
| |¯¯¯|Inn ___|¯|__ / Bar | unlock Valen's relic. Too bad it needs a
| | | \/ \/ _ \ | few items from the Ghost Temple and Garun
| | |_ _| _ | _| |¯| | Forest first. Rue volunteers to help, so
| |_____|_ |_| ¯|_ ¯| | it's up to Mint to get the earrings at the
| | |¯ |___| | forest's atelier.
| Elena-'\___ ___/\ |_| |
| /| | Hotel / | Tonio's Shop now sells the Gold Bracer &
| Church-' |¯|__ Hobbs' | Belt for 3500G apiece. A [Bronze Coin] is
| |__ | Shop | upstairs of the hotel's room if Mint wants
| ____| |____ | to sleep there, also. Beat up Rod a bit
| | | | if our princess is strapped for cash.
| | DOCK AREA | |
| |___________| | Speaking of which, when Mint tries to
|________________________________| leave town, Mira suggests that she use
Rod's boat to get upstream faster than
normal. Rod demands that Mint beat him in battle (free of charge this time)
in order to hitch a ride. He'll use his twin hand-scythes this time, but
jump-kicking him while dodging should be a lot easier this time since his
weapons are less dexterous than the Silver Breeze (although they can be used
as projectiles now). During the preparation time, go back to town and save,
then return to see it waterborne!
After disembarking, Mint finds the atelier busted up. The huge pottery urn
restores MP, while Ginema's diary is sitting on the ground. Inspect the
propeller in the far side of the atelier ruins, then wander back to the tiled
floor to see some funny scenes with Belle.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Hexagon & Belle |
|_______________________|
Yes, Hexagon is invincible...but as Mint pointed out, Belle is the weakness.
Avoid the hand-crusher attack the robot tries, and wait until Belle casts a
bit of magic (jump over to evade). This levitates the atelier's floor a bit.
Jump on one, Air Kick the dame, and repeat a bit. She's got about 100 HP.
Search Belle's defeated bod afterwards to obtain Green Magic! It comes with
Wave, Impulse, and Typhoon already. Use "Wave" on the windmill from a ways
away to turn the sucker until a primitive lift descends. Up in the canopy
where the Gamul tribe resides (they will fight furiously if provoked, but
don't if not), continue through the walkway until another windmillesque
propeller can be turned, leading to the 2nd screen.
The "L" stands for a lever, and the hash mark (#) stands for space tracks
need to take Mint over. After making it through Town to track switch area,
hit it and ride to the "1" path. There, use the Wave wind magic to fire up
the windmill and ride the platform across to the first lever. Fall into a
pit, get back to the first lift, and ride it up. ALL SECTIONS BRING MINT TO
THE TOWN'S BEGINNING AGAIN (don't ask why).
Next time the track switch is found, simply ride the track to the "2" path.
There are two levers here -- hit 'em and restart the town section again like
normal. The "3" path is taken just by Mint jumping on the thing again. The
isolated part of Garun village beyond requires Mint to fire up TWO windmills
to continue, and a li'l timed jumping on her part. This leads to the fourth
lever.
Back at the lever again, hit it and be taken to the "4" path. Continue along
the straightforward path until a few scenes with Belle take place. After a
long tumble, a boss fight!
The seadwellin' boss has some easy tactics to follow. When the water swells
over the raft when it moves around, simply jump over the surge. It can suck
Mint in to recover health while damaging her some (apx. 10). Garulians will
drop down so Mint isn't without a source of HP/MP refilling. The only time
its vulnerable is when its forehead is glowing red or when it opens its
mouth -- fire "Vulcan" white magic at it. If you're not doing enough damage,
GET CLOSER! That's the main reason why I thought it was hard...ignorance. >_>
Earrings are obtained afterwards, and it's back to Carona!
CHAPTER 6: Dragon Battle
________________________________
| | View the scenes with the red-haired freak
| EXIT--. Equipshop | and talk with Klaus downstairs to see how
| |¯¯¯|Inn ___|¯|__ / Bar | the Prima Doll reacts once activated. It
| | | \/ \/ _ \ | still needs the phantomite amulet that's
| | |_ _| _ | _| |¯| | found at...Raging Mountain! Mint says she
| |_____|_ |_| ¯|_ ¯| | will go steal Wylaf's treasure, but finds
| | |¯ |___| | out Wylaf is a dragon. :p
| Elena-'\___ ___/\ |_| |
| /| | Hotel / | The Platinum Bracer/Belt are available
| Church-' |¯|__ Hobbs' | for purchase after those events, so get
| |__ | Shop | 'em if possible. Just beat the crap outta
| ____| |____ | Rod to make the pocket change.
| | | |
| | DOCK AREA | | Like before, staying at the hotel results
| |___________| | in Mint having access to a [Bronze Coin]
|________________________________| and [Gold Coin] laying around the room.
In the first room, take the highroad, jump the first gap, and near the 2nd.
Fall down this one and move left in midair, landing by the [Black Magic]
container. Use the "Bomb" black magic to blow up large boulders. In the next
room, this will be used. A trio [Silver Coin]s is on a dead-end path, while
the alternative leads toward some Bubbas near the exit. The lava-filled 3rd
room is easy to get through if the player's platforming skills are up to
snuff. An HP healing point is in the foreground's far wall. Jump across to
the east (rightside of screen) to continue.
A windy path for Mint to take! Use the lee side of the boulders on the path
as rest spots, and gradually move forward to the exit. Avoiding the Bubbas
to get through in time is recommended. Then...
This is the same as before, except now Duke has joined the fray. He will
be wussy and attack like a dork at close-range, either with a magical-type
attack or spinning upper. Air-kicking him will knock him down, though. Belle
rides Hexagon around and tries to do a vicegrip on Mint -- simply jump out
of the way to avoid. When Hexagon nears the cliff, jump up and Air Kick the
"old woman" -- she's the only person that makes the life bar go down. In that
respect, try to avoid tangoing with Duke when she's near. Duke _can_ be
defeated pretty easily, though. If Mint upgraded to the Platinum Belt before,
she should be taking 1 damage basically. Belle jumps off Hexagon when the
first lifebar is depleted, but her projectile magic can be avoided by leaping
like usual.
---
Afterwards, use the next HP recovery point and continue up the cliffs. On
one side, some fire blobs are perched on small pillars. Use "Bomb" black
magic to destroy them without falling off, and get the [Legendary Shield]
beyond. Continue up the slopes like usual from here, avoiding the fire blobs
when cautious jumping is called for. At the top of the mountain...
Wylaf will blow whirlwinds on the flat summit, which can launch Mint into
the air. When the dragon comes close to the ground, land an Air Kick or
a few "Bomb" black magic hits to inflict some damage. His flamethrower breath
can damage when it's a stream and when the impact forces it into a lot of
different directions; knowing the spread pattern helps with evasion. Having
a Platinum Bracer can really help here, just as using the whirlwinds for a
springboard to get in a cheap shot if Wylaf is nearby. The battle gets a li'l
harder as flame spouts spring up on the mountaintop and don't fade.
CHAPTER 7: Together with Prima
________________________________
| | After Blood n' Smokey extend an invitation
| EXIT--. Equipshop | match to Mint in the forest, visit Klaus
| |¯¯¯|Inn ___|¯|__ / Bar | and commission him to make a phantomite
| | | \/ \/ _ \ | amulet. Prima's power is low, so that's
| | |_ _| _ | _| |¯| | another problem to solve.
| |_____|_ |_| ¯|_ ¯| |
| | |¯ |___| | A [Silver Coin] is found in the alley
| Elena-'\___ ___/\ |_| | leading to the tavern's area, and there's
| /| | Hotel / | another in the dock area's far right
| Church-' |¯|__ Hobbs' | wharf (doesn't show up). Stay at the hotel
| |__ | Shop | to find a [Bronze Coin] and [Silver Coin].
| ____| |____ |
| | | | Depart for Carona Forest and make for
| | DOCK AREA | | the 2nd screen. The red-haired punk from
| |___________| | before reveals himself as the hoodlums'
|________________________________| boss, and has a debt to pay.
He'll make Mint fight on his own private battlefield, a nine-platform area
fashioned in the shape of a square. If Mint falls off, she takes damage, so
it may be best to retire the air kicks for awhile and use projectile magic.
The tiles will flash/darken when a trap is sprung -- fire comes out, a large
mace-head falls down, etc. -- so avoid those for best effect. It's quite easy
for a platforming pro.
This is the follow-up boss fight. It's easy as always, but the HP/MP values
from the previous fight are the same, so don't let them pick off a weakened
Mint!
---
After the exercise in the enemies' idiocy, it's time for an expert opinion
from Fancy Mel! Revisit her atelier to learn that Gorotan may help her, as
he controls lightning. Yes, this means more PLAYTIME WITH POPPUL PURRELS...
The minigames are the exact same (including bonuses) excep the courses are
a little extended. Protip: in Big Swings, use Vulcan to get rid of enemies
floating between swings. Silver Coins are the best prizes, of course. There
is a 4th poppul purrel outside, the one Mint saved at some point, who will
warp her to Gotoran.
This giant kitty can be annoying, and can deal 20+ damage with lightning
strikes. Wait for it to shoot sparks and air kick the boss, then when it
makes its revolving stars spread out around it, head closer to the cat and
start beating the crap out of it. Watch out for its lightning strike attack
and things'll go smoothly.
Mint will get the [Yellow Magic] from the boss afterwards, allowing her to
help Prima Doll with the energy problem.
---
Back in Prima, there's some time to kill before the amulet is finished. Get
a [Bronze Coin] by the dock entrance. Visit the tavern for some Belle/Duke
scenes, then the lakeside. Back in Klaus' house, the master suggests taking
Prima to see the ruins, which Mint begrudgingly agrees to. Marcum out in
the town square gives [50G] when talked to, and there's a funny one-liner
if Rod's talked to (can't be fought). After visiting the Lakeside with Prima,
return to Klaus' house to get the amulet.
==============================
Chapter 8: Relic, here I come!
==============================
The last part before the lake ruins is securing a boat. Talk to Rod, bribe
him with tales of Mira's meatballs, and talk with Klaus to head for the ruins!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
12) LAKE RUINS/TOWER OF MAYA [M-12]
_______________________________________________________________________________
¯| ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| There ain't any! |
|___________________________________________________________________________|
After a long bunch of scenes involving the lake ruins, Rue breaks Mint outta
jail. The first player-acted part in the section involves following Rue over
some invisible platforms. They light up (temporarily) when stepped on, and
this part's easy as pie. After more scenes, Mint rides a platform while a
pumpkin-shooting cannonwitch fires at her. Simply jump to evade the shots
until the platform docks above.
More scenes later, it's back to Carona. Yawn...boring section.
CHAPTER 9: Maya's Here!
________________________________
| | Belle and Duke are waiting at the tavern,
| EXIT--. Equipshop | and Rue goes on ahead. A [Silver Coin] is
| |¯¯¯|Inn ___|¯|__ / Bar | in front of the hotel's banner, and a
| | | \/ \/ _ \ | [Bronze Coin] near the dock entrance.
| | |_ _| _ | _| |¯| |
| |_____|_ |_| ¯|_ ¯| | Visit the tavern to hear some sob stories,
| | |¯ |___| | then save at the inn. Mint has to rest w/
| Elena-'\___ ___/\ |_| | the "Go to room" option to make time pass
| /| | Hotel / | to morning, remember.
| Church-' |¯|__ Hobbs' |
| |__ | Shop | The next morning after exiting outside,
| ____| |____ | Mint will automatically head for Carona
| | | | Forest. Puppets can be found here, but
| | DOCK AREA | | rushing through to the second screen is
| |___________| | where the real action's at. Choose to help
|________________________________| Smokey and Blood by defeating the puppets,
and a [Silver Coin] is collected after.
Two screens down, more scenes lead back to...town! Haha...how cyclic. =(
Mythril equipment (5500G) is sold at the shop now, so get some! Rod knows
how to accomodate those who need 1000G extra cash, y'know. He uses a gigantic
hammer ("Black Tornado") now. Visit Klaus' house and Mint will have to go
check out the Underground Ruins again.
CHAPTER 10: Protect Prima!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
14) UNDERGROUND RUINS II [M-14]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This area is still the same as last time, only the Gudon and King Ants have
been replaced by Puppets. The passages are still looping and confusing, so
it's best to just follow the map above and get through the first stretch. Odd
that the waterfalls have stopped running, however...
After jumping in the hole at the end, Mint sees that the platforms have all
disappeared. This means she has to go back through the poisonous maze and
get 'em all again. This time, the enemies within the antechambers have to be
defeated to make the icons appear, though. =/
Use the shorcut to get back, then jump on the platforms' semi-circle pattern
from right to left -- they should spiral upwards to the next room with a hole
to jump in.
There's no boulder to flee from this time, but the free healing spot is still
open for business. Sample its services and enter the sword that (once?) held
the Legendary Sword. See some scenes and Mint automatically leaves back for
Carona.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
15) CARONA VIII [M-15]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After some funny scenes ("Your boy's an astronaut!"), Mint squares off with:
The easiest boss yet, the player already knows about his teleporting/evading
abilities. If attacked from the front, he will evade and counterattack with
a shockwave ring around him. With Platinum equipment, it should do 10 damage
consistantly. The trick is to attack him from behind, his weak spot.
More scenes, and Tower of Maya will be available on the Carona exit gate.
CHAPTER 10: Maya's sooo dead!
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
16) TOWER OF MAYA II [M-16]
_______________________________________________________________________________
¯| ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| • Gold Coin [2] • Star Stone [2] • Gold Coin [2] |
| • Legendary Helmet • Gold Coin [3] |
|___________________________________________________________________________|
After some scenes, Mint will approach the tower. Take the stairs upwards,
avoiding the monsters and pumpkins that roll down, ending up towards the top.
Get the 2 [Gold Coin]s in a chest, defeat the pumpkins that try to squash
Mint, and enter the door.
This indoor area has floating green pumpkin platforms. A witch in the back
will shoot pumpkins, and if one hits Mint, she falls underneath and has to
fight 3 pumpkins (can't escape 'til they're dead). A few of the platforms
will automatically initiate battle, also. Luckily, the path is abundantly
clear at that point.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| After making it across, get the 2 [Star Stone]s and
| _ | use the healing droplets for an instant cure. Get up
| (_) | the stairs and jump to the large circular platform.
| _ _ _ | Pumpkins will stream down but an X-X-X attack will
| (_) (_) (_) | (well, should) kill them. At the top, jump off into
| _ \ / | a similar outdoor walkway where two more [Gold Coins]
| (_) Avoid | can be found.
| _ _ |
| (_) (_) | The indoor room tries to replicate the annoyances of
| \ _ | the pumpkin puzzle, but it ain't so hard. Use Vulcan
| Avoid (_) | to kill the enemies perched on platforms, and ride
|____________________| over to the [Legendary Helmet] chest near the healing
font.
A chest with 3 [Gold Coin]s is hidden immediately upstairs. Circle around to
spot the sucker in one of the blind corners. Avoid the cannon-firin' witches
as the ascent is made. At the top...
Still pretty easy, although now more of the 9 tiles explode. Standing in the
middle and firing the projectile of choice is the easiest way to get through,
just like last time.
She uses projectile magic and summons large pumpkins to assist, but if those
are avoided, they don't respawn. Air Kick her like crazy for the best effect.
Be careful of her pumpkin ray, which turns Mint into a defenseless pumpkin.
After winning, Mint chases Mode Master to a jail cell where she has to figure
out which of the 2 Mayas is the real one. The one on the left is the phony,
if you listen to how they speak (too formal?).
Once arriving back in Carona, return to Fancy Mel's atelier and collect the
mistress' treasure: a cannon orb! Talk with Rod to learn his machine can fly
to Valen's fortress...but it needs 5 more cannon orbs. Mint needs to
collect'em first. The locations of the other four:
CHAPTER 11: Get the cannon orbs
________________________________
| | • Hobbs' shop. It's listed as a hundred
| EXIT--. Equipshop | million G, but after some bargaining and
| |¯¯¯|Inn ___|¯|__ / Bar | trickery, Mint can get it for a 15,000G
| | | \/ \/ _ \ | deposit, normally. If she "does an act",
| | |_ _| _ | _| |¯| | it can be dropped down to 5000!
| |_____|_ |_| ¯|_ ¯| |
| | |¯ |___| | • Klaus has one, and gives it over after
| Elena-'\___ ___/\ |_| | laying his fears about the Dewprism
| /| | Hotel / | bare.
| Church-' |¯|__ Hobbs' |
| |__ | Shop | • In Carona's tavern, talk with Belle and
| ____| |____ | Duke. They'll agree to let Mint borrow
| | | | Hexagon's orb, and will even deliver it
| | DOCK AREA | | to Rod themselves. What nice chaps...
| |___________| |
|________________________________| After three are found, go down to the
grasslands where Rod usually is and talk
with Belle. The men will have collected the final cannon orb, and an idea's
proposed for a new pilot of the Pinto (Rod: "Don't call it that!").
Make sure to visit Raging Mountain's summit for a scene with Wylaf. He will
bestow Mint with the last magic type -- Hyper -- if she beats him in battle.
It's the same strategy as previously, but Wylaf's entire health bar has to
be depleted AND attacks damage Mint more. It might be one of the few bosses
that can actually be a challenge!
========================
CHAPTER 12: Final Battle
========================
The next morning, go down to the grasslands. If you haven't bought the
Brave Bracer/Belt from Tonio's shop, make sure y'have! Talk with Belle to
get the scenes rolling.
HP Recovery
ARENA I |¯¯¯¯| /
|####|/ After teleporting into this dump, Mint will receive
|####| the Gold Magic from Prima, which almost all of her
|¯¯¯¯¯|--|####| abilities one of their most MP-consuming, powerful
|_ _| |____| attacks.
| |
_| |_ After entering, there are enemies to fight (can raise
| |--|¯¯¯¯| HP pretty easily here by getting beat up), but there
|_ _| |____| is little difficulty about the proceedings.
| |
_| |_ Teleport to the first 2nd room slanted at an NE
| |---------|¯¯¯¯¯| angle, and take the farthest warp tile. From
|_____| | ___| there, go straight up/north to the farthest tile,
/ / and finally arrive in a room with a big ol'
/ /.-----. abyss.
|¯ ¯| |¯¯¯¯¯|
| | |_ _| Attack the forcefield blocking the passage,
/ /¯¯¯¯ \ \ and a timer starts. Mint will have to time
_____ _/ /_ _\ \_ her jumps correctly by leading the target,
| |--| | | | At the end, she'll get a Bronze/Silver/Gold
|_ _| |_____| |_____| Coin depending on how fast she maneuvered
| | / the course.
| | HP Recovery
_| |_ The teleport here will heal and make our
| | princess rise up into the "Arena II" level.
|ENTER|
¯¯¯¯¯
Arena II is a bit longer. In the first room, take the middle teleport a ways
until the next 3-warp screen. The northern/uppermost will lead eventually to
the 3rd 3-teleport area, and the lowest/southernmost teleport will come to
the exit. Along the way, rocks have to be destroyed ("Bomb"), Ice has to be
melted (any fire move), and fire has to be doused ("Droplets"). The abyss
here is a timed platforming course like last time. The only difference is an
immobile middle platform has fire coming out of it. It flashes white before
spewing flame, though. Onto Arena III!
|¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯|
| ___| |___ |---. | ___| |___ | | ___| |___ |
/ / | \ \ \ / / | \ \ / / | \ \
/ / | _\ \_ \/ / | _\ \_ _/ /_ | _\ \_
|¯ ¯| '-----| | |¯ ¯| '-----| | | | '-----| |
|START| |___ | |_____| |___ | |_____| |___ |
/ /¯¯¯ \ \ \ \ | \ \
_/ /_ _\ \_ _\ \_ | _\ \_
| | | | | |--' | |
| | |_____| ARENA III |_____| |_____|
¯¯\¯¯ |
HP Recovery |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| |¯¯¯¯¯|
This one can be complicated if only because | | ___| |¯¯¯¯¯|
the places look so alike. Take the furthest | / / | |#####|
north warp, and to the following: north, | / / | |#####|
north, south, north, south, north. That's | |¯ ¯| '--|#####|
counting the tiny passages also. This will | | | |_____|
spit her out in the arena's abyss room. The | / /¯¯¯
new factor now is that two platforms spew a | _/ /_
dose of fire now. Correct timing is all one '-| |
needs to get through this 'un, son. :p | |
¯¯¯¯¯
|¯¯¯¯¯| |¯¯¯¯¯|
|_ _| ARENA IV | | This one's a whole lot easier if
_| |_ ¯| |¯ y'know the trick. Each of the two
| |--|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|--|¯ ¯| warps on either side of the start
|_ _| |_____|¯|START|¯|_____| |_ _| point lead to dead-ends where 2
| | ¯¯|¯¯ _| |_ Behemoths spawn. Kill them (4 in
|¯ ¯| | | | all) and return to the starting
|_____| | |_____| point.
|¯¯¯¯¯| |
|#####| | Kill the Behemoth at the point of entry, then use the
|#####| | lift to get to the abyss room. This one moves faster
|#####|--' and there are two (optional) fire platforms. Remember:
|_____| there's no HP recovery point if you don't finish in
the time limit!
A savepoint will be found after that, in the form of a spinning gyroscope
thing. Use the nearby elevator.
________________________
| | There are eight rooms, fashioned in the shape of an
| Rock | octagon; four of them have torches, four simply
| ________\_____ | have hellhound enemies. The object of this torch
| /\ /\ | puzzle is to collect four rocks and bring them back
| / /¯¯¯¯¯¯¯|¯¯¯¯\ \ | to the "START" room.
| / / START \ \ |
| |\/ \/| | N ROOM: Extinguish and relight the 2 middle torches
| | | | | | E ROOM: Light the two middle torches.
| | |-Rock Rock-| | | S ROOM: Only two middle lit (use "Wave" on 3rd)
| |/\ /\| | W ROOM: Extinguish leftmost/rightmost torches
| \ \ / / |
| \ \____________/ / | Fighting is not possible while Mint has a rock on
| \/____________\/ | her head, so simply breeze through each room and
| / | avoid the enemies. Back in the initial room, Mint
| Rock | will automatically be teleported to the next floor
|________________________| above. Someone is waiting for her...
Like before, he will evade & counter all attacks if a direct assault is put
up by Mint. Instead, circle around him and air kick him in the back for the
best effect. Sometimes he will catch Mint in midair and attack her. Try not
to hit the invisible arena edges either, which will damage Mint. When he
floats around and tries to grab Mint (succeeds if at close-range), run/jump
around in a circle until he changes his attack. Also: don't use magic, which
will be countered also. Poor Mint!
Afterwards, Mint does the oldest trick in the book, earning a right to enter
the Cursed Crossways...
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CURSED CROSSWAYS | 1 - Skeleton, Puppet, Specter |
| _____________ | 2 - Cloud Whale |
| |3 4 5| | 3 - Ootang, Stinger, Pollywog (?) | <- FORGOT! ;p
| | |¯¯¯| |¯¯¯| | | 4 - Nightmare |
| | |___| |___| | | 5 - Bubba, Fire Blob, Gudon |
| |2 START 6| | 6 - Skull Beast |
| | |¯¯¯| |¯¯¯| | | 7 - Witch, Pumpkin, Wabbit |
| | |___| |___| | |____________________________________|
| |1 7| |
| ¯¯¯¯¯¯|¯¯¯¯¯¯ | This part is very easy, but Mint should be selective
| EXIT | in the fighting order she chooses, if her HP is hurting.
| | Fight the crappy teleporter enemies (1/3/5/7) to earn a
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ little magic and health before tackling the bosses. All
enemies have been previously fought, so I won't go in any details. All y'need
to use is Air Kick 99.9% of the time, yeah? The bosses are pretty weak since
their stats aren't scaled to Mint's current state, haha. :p
After killing all 7 groups of enemies, the exit can be opened in the south
part and so will a savepoint. This leads to...
No fancy setup this time -- just a fight on a walkway. His wings can blow
Mint backwards (no damage) at which time he usually fires a blue projectile
beam, which can be jumped over. Damage him at this time. Make sure Mint does
not advance when she's being pushed away, or the sparkly orbs that come out
of the boss will attack her (albeit for low damage, but still...).
Valen sends his black-colored "evening dew" monster to do the attacking, and
floats around himself doing nothing. His lackey can heal him if left alone,
so Mint should go on the offensive, jump-kicking his rear end until he dies.
He'll respawn later, so use the downtime to use something powerful like the
Final Flash (yellow) attack. The possessed "doll" can be attacked physically
when he floats over the path, but most of the time this method doesn't work
that well. Use the Restore magic if Mint's HP gets low.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Valen II |
|______________________|
This is supposed to be the new light? Huh? Valen's ultimate form has a few
attacks. When he's flying and chasing Mint, he'll attempt to pick her up
and slam her down. Evade by staying out of armreach. His hands will shoot
4 projectiles each; avoid by staying in between them or outside of range.
When he's flying upright he will shoot a huge stream of semi-homing pellets
that will continuously damage Mint. Use the Cosmos "Valiant" when he shoots
his long stream of projectiles to nullify some of the damage; immediately
afterwards when he's glowing red(der), jump kick! Sometimes the boss will
crawl-n'-jump attack on the ground, or spin its shoulderblades for a suction
effect, but these aren't that hard to avoid with simple jumping/staying out
of range. Use "Restore" magic when needed, and heal up with the HP/MP refill
items that drop into battle here and there.
Enjoy the final chapter ("Aftermath"). Visit Klaus' house, Rod's campsite,
the tavern, the church, and the hotel for various scenes with the game's
characters. Tell Gramps it's time to go and wait for the credits to roll!
CHAPTER 1: Beginning
________________________________
| | After the introductory scenes, Rue takes a
| EXIT--. Equipshop | ferry to the port town of Carona. Save at
| |¯¯¯|Inn ___|¯|__ / Bar | the inn and get the [Silver Coin]s located
| | | \/ \/ _ \ | in the alley near the tavern, and the camp
| | |_ _| _ | _| |¯| | area across town. It's just like Mint's
| |_____|_ |_| ¯|_ ¯| | walkthrough, including the part where the
| | |¯ |___| | town girl Elena is missing in the forest!
| Elena-'\___ ___/\ |_| |
| /| | Hotel / | The shop in town isn't open, and there's
| Church-' |¯|__ Hobbs' | nothing to do in Carona besides. Use the
| |__ | Shop | town gate to enter into the forest.
| ____| |____ |
| | | |
| | DOCK AREA | |
| |___________| |
|________________________________|
Unlike Mint, Rue can transform into monsters by holding down the [] button
and selecting monsters he's defeated. Attacking foes earns MP, although his
regenerates a lot slower than the other main character's. The forest is very
straightforward, so continue to the 3rd screen where...
Rue will have to change into a Pollywog first, and then attack a hoodlum to
initiate battle. There's little strategy besides using the jumping Tail Slap
attack (X + Triangle), which can hit both bosses if he's lucky. Rue can
change into his normal form, also, which is recommended.
---
After saving Elena, follow her through the 4th screen to the plateau where
her parents are waiting. Rue will jump down the cliffside to find an old
atelier of a magician. The descent through this area is very bland, and has
only one route. In the forest's bottom, inspect the fancy mural and defeat
the two gargoyles that show up. Turn into a Gargoyle and face the statue of
the similar monster perched on a block, revealing a hidden stairway up to
the atelier's base. Try the door and--
Run around the atelier in circles, baiting the unicornesque boss into leaping
and trying to crush Rue. Leap over the ensuing shockwave and whack it with
the sword.
---
Enter the atelier afterward and get the [Silver Coin] and 2 [Moon Stones]
scattered throughout the two floors. Inspect the ground-floor vault for some
more scenes, and talk with Klaus afterwards to return to Carona.
CHAPTER 2: Underground mystery
________________________________
| | After returning to town, visit Klaus to
| EXIT--. Equipshop | learn about the underground ruins, and
| |¯¯¯|Inn ___|¯|__ / Bar | the atelier supposedly within. That will
| | | \/ \/ _ \ | be the next destination.
| | |_ _| _ | _| |¯| |
| |_____|_ |_| ¯|_ ¯| | The equipment shop now sells the lowest
| | |¯ |___| | add-ons: Bronze/Silver Bracers and Belts.
| Elena-'\___ ___/\ |_| | Buy the best kind immediately via selling
| /| | Hotel / | monsters and the two Moon Stones picked
| Church-' |¯|__ Hobbs' | up at the last atelier.
| |__ | Shop |
| ____| |____ | Can't afford everything without a hassle?
| | | | The grasslands outside of town has a guy
| | DOCK AREA | | named Rod who can be used to increase HP
| |___________| | and earn 1000G for each win, provided the
|________________________________| 100G kicker is added in at the start. ^__^
Item-wise, by the docks, on the right side of the ship, is a [Silver Coin].
Once a Silver Belt is bought, proceed to the Underground Ruins. Whether or
not Rue chooses to collaborate with Mint makes no difference.
Gudon enemies are weak to being jump-kicked apparently, while spidery King
Ants are weak to fiery magic. On the map, passages marked with an "X" lead
to hallways that are meant to confuse the player, so avoid those and just
take the straightforward (I think...) path. In the first screen, head north;
in the 2nd, take the east to the waterfall area. In the 4th, it's east thru
the waterfall area, and then east in the 6th to the Night Stone. North and
east to a Moon Stone, then west in that passageway to a gigantic hole past
a last waterfall room. Jump inside!
Continue into the poison swamp area (denoted with #'s) and collec the icons
(denoted with 'I') in each tiny antechamber. If Rue is a Gargoyle, he won't
take any damage from the poison floor! Should our hero have around 110 MP
at this time (which can be hard since his bulky weapon makes him slower than
Mint), he can melt the icecubes and get the [Rare Wine] behind the three
blocks. This can be given to Hobbs to make him give a 5/6ths discount on his
store prices, so DO NOT SELL IT TO ANYONE. ^___^
Once 6 of the platforms are collected, backtrack to the floor's entry point
and they'll be scattered there. Jump on each from right to left, making 'em
spiral upwards to a new room with a hole. Jump in!
After landing, head up the incline and talk with Mint; try to leave and the
boulder will start rolling! Dodge the ceiling debris (pattern: right, left,
right, left, left & right). This rolling stone'll break the barrier and give
entrance to the door beyond. Sample the healing font at the top of where the
boulder used to be and proceed.
Once Mint "makes a splash", moving platforms will hover over the lake. Get
the [Legendary Sword] at the far end of the pond, then jump from each
glimmering platform to the next -- the final one will take Rue down into
the basement. Try to proceed over the tops of the blocks and...
The only projectile form of any use is the Gargoyle, although remaining as
Rue is alright too. The beast will either jump around after Rue (evade by
jumping to each open block) or fling fireball(s) which an be jumped over.
When it flashes white, attack it with the preferred method and repeat until
it gives up the ghost.
Use the gray platform to continue down the atelier! There are three rooms
above, having: Tiara, Bronze Coin, Bronze Coin; Bronze Coin, a healing font,
and Gold Coin; Cube, Bronze Coin. After collecting the Tiara & Cube, attempt
to leave and...
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Duke |
|______________________|
Duke will split into three and circle around Rue just out of reach, before
the real one throws three shuriken projectiles. Jumping at the last second
should avoid any real damage. When not pretending to be a ninja, he uses a
non-homing projectile that leaves him vulnerable to attack from any type of
transformation. Repeat a few times and he'll sleep the eternal sleep...well,
he should anyway. >__>
---
After defeating the boss, watch the scenes where Rue pursues the duo. Another
Skull Beast fight will start, except Rue can leave early this time (it can't
be defeated) by taking the lift. When in the green spiral stairway, gain a
lead on the would-be attacker by sticking to the inside and timing advances
to avoid the obstacles thrown down the route. At the top, watch the scene and
use the platform to leave.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
05) CARONA III [R-05]
_______________________________________________________________________________
¯| ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| • Dream Stone |
|___________________________________________________________________________|
CHAPTER 3: Mel's Atelier
________________________________
| | After returning to Carona, talk with Klaus
| EXIT--. Equipshop | and gain access to the Lakeside (where the
| |¯¯¯|Inn ___|¯|__ / Bar | relic is sealed) and Mel's Atelier, which
| | | \/ \/ _ \ | is the next destination. If Rue collected
| | |_ _| _ | _| |¯| | the Rare Wine last time, talk with Hobbs
| |_____|_ |_| ¯|_ ¯| | and he'll give Rue a permanent discount
| | |¯ |___| | on merchandise -- 5000G across the board!
| Elena-'\___ ___/\ |_| |
| /| | Hotel / | Stay at the hotel for 500G and search
| Church-' |¯|__ Hobbs' | the room for a [Dream Stone], one of the
| |__ | Shop | only special items. Y'may have obtained a
| ____| |____ | few coins each time a room was bought,
| | | | after all. Sleep and Rue will dream about
| | DOCK AREA | | a monkey jumping into a trunk in Carona
| |___________| | Forest. "The Last Hero" can be obtained
|________________________________| by going there and watering the withered
plant within, but Rue doesn't have access
to any water moves yet. Rod gives 4 Strength Ups if the book is given to him,
so remember this tidbit!
Continue through the ugly, bright scenery until a star that's lying flat on
the ground. It'll act as a lift up to the atelier. Knock on the door and some
Poppul Purrels will start walking around. Each will want to play a certain
game. These are incredibly boring AND BRIGHT, so think about saving after
each minigame. A toucan that appears around the house after the first game
has this function. [Silver Coins are the best prizes in minigames!]
• One will talk about trumpets and joy, which sends Rue to an area where he
has to make it through the course in an alotted time. Avoid the grammophone
blasts and toucans, and try not to stop for anything. Falling in a pit will
result in him restarting the course, and it can't be exited until finished!
The seesaws will either: lean drastically in one direction, tip like normal
or slowly move in a direction by jumping on each side of the fulcrum.
The bonus game is scaring a cockadoo. More points the more are scared, but
if the bird lands on Rue's head, it's game over! High score is 500, but
there is a booby prize of a Bronze Coin for about half that.
• Giant Balls...besides a stupid name, this one can be just as annoying as
the trumpets. It's basically the same, except the 2nd ball-rolling kid
should not be killed until Rue can jump onto the eastern block. They do
not damage Rue, but he's also less dexterous than Mint, so changing into
the Gargoyle (which has a projectile/double jump) may be easier.
The bonus game is "hit Fungie" to get points. He'll counterattack if under-
ground, and it's game over when the time's up. 500 is high score. Booby
prize is a Bronze Coin.
• Big Swings... This game has a lot of horribly placed enemies, so instead
of using jump-kicks -- which would suffice elsewhere -- use projectile
magic instead. There's one block towards the end that will fall (like a
donut lift in Mario games) so time a jump onto the last swing to hitch a
ride out.
Bonus game: ball pick-up. Pick up balls for points, double points if they're
the same color. Black ball results in point loss, game over when time limit
is up. 500 is high score. Bronze Coin is booby prize.
After three mini-games, the front door can be unlocked and Mel's atelier can
be entered. She'll examine the cube but only if Rue finds her missing Poppul
Purrel, a dwarfish helper. Return to Carona and talk to Marco near the town
fountain; he says they like the forest. Go back there to where Blood/Smokey
were fought and...hey, they're there again!
They use the same tactics as before, except Rue should be much tougher with
the stat-upping equipment he (should have) bought. Use any kind of magic and
just Air Kick (X + O) away.
---
Afterwards, it's sundown in Carona. Get the [Bronze Coin] and [Gold Coin] at
the docks, talk with Rod to hear his life story, and sleep back at the inn
("Go to Room"-wise). The next morning, return to Fancy Mel's and get [Mel's
Report] and the Cube back.
=========================
CHAPTER 4: Starlight Duke
=========================
When walking back to Carona with Elena, keep pestering her to make her give
up Rue's secret...sort of. Duke will be dressed up as a star a little ways
down the glittery road.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Starlight Duke |
|______________________|
This battle is as stupid as the scenery it takes place in. Duke will spin
around like a sawblade, but evasion is easy -- just jump out of the way and
force him to change directions. When he falls down flat, hit him. Eventually
he spins his starsuit around horizontally, which follows the same maneuvers
to evade. Kicking him when he's down is the only way to get by in this fight,
odd as it is. Air-slicing does the most damage. He'll deal 20 damage with his
final falling attack; jump up before impact to evade damage (I think).
CHAPTER 5: Rue's Memory
________________________________
| | The shop hasn't updated yet, so for the
| EXIT--. Equipshop | extraneous stuff, get the [Silver Coin]
| |¯¯¯|Inn ___|¯|__ / Bar | down by the docked ship's east side.
| | | \/ \/ _ \ |
| | |_ _| _ | _| |¯| |
| |_____|_ |_| ¯|_ ¯| | Speak with Klaus downstairs in his house
| | |¯ |___| | and Chapter 6 - Haunted Temple will start.
| Elena-'\___ ___/\ |_| | Mint is going to Gamul Forest, and Rue's
| /| | Hotel / | destination will be available for leaving.
| Church-' |¯|__ Hobbs' |
| |__ | Shop | The Gold Bracer/Belt are available for
| ____| |____ | purchase now. Make sure to get both 'fore
| | | | Rue skidaddles to the Ghost Temple. Rod's
| | DOCK AREA | | a good source of income, but he'll have
| |___________| | left with Mint, so any extra cash'll have
|________________________________| to be collected the old-fashioned way. =(
After entering, check either of the doors to find the right one opening by
itself. Some puppets patrol the next hallway, but Rue avoids them. Trial them
into the door they take then kill them; double-back to the hallway and take
the previously locked door straight down the corridor. Continue to the puppet-
-infested hallway where gigantic mace-heads drop down. Jump the abyss and
enter an antechamber that contains a Saber Tiger. Use this transformation to
get across the large pit in the main hallway. A fake puppet will be standing
on a pedestal. Kill it, transform into a Puppet, stand on the pedestal until
the real statue turns, and continue.
This multi-headed freak attacks with a scythe. Keep jumping around, which'll
probably avoid the attack in and of itself, and attack in midair as Rue goes
around the boss. It's very vulnerable when throwing a weapon as a projectile,
which gives plenty of time for hack-n'-slashing. As its heads grow, its
attack patterns seem to as well.
Afterwards, Rue gets the Left Solleret. Continue through the next room filled
with Skeletons to find an HP recovery point on one side, the exit across the
room. This leads to a mixed-elevation area with poisonous ground and raised
platforms. Cross to the third and enter a sideroom with 3 [Bronze Coin]s and
[Silver Coin]s. Rue must be a skeleton, stand on the pedestal, make the real
statue turn, and leave via that way. Whew!
It's back for more! It ceases to do its quick-slice scythe attack and uses a
bolt-from-the-sky trick. Rue can avoid by running around randomly and getting
in a few potshots when it's inert. When low on HP, it have a 2-hit firebreath
attack, so wait for that before moving in for th' kill.
Afterwards, Rue will have to transform into an Ootang to get past the large
height difference in the Specters' hallway. Don't have one? The location is
marked on the map. Past there, kill the fake skeleton and use its Fall Apart
ability on the pedestal...this'll unlock the door. Surprise, surprise...
This time, its defense is weaker but its attacks are harder-hitting. It's
quick, uses its scythe as a projectile, and breathes fire in a semi-circle
around it. Jump-slash it when possible and wait for an opening, either when
its breathing fire or hesitating after an attack. Its evasion powers have a
bit of experience now, so don't be surprised to see if float away before
Rue can land a hit! It drops a gauntlet.
In the next area, use the Specter's Water ability to douse the four torches
near the locked door. This opens back into the first hallway where Rue saw
the puppets. Continue into the dungeon's very first room to see the locked
door is now open.
---
Elena will 'join' the party, and Rue can call her with Triangle when he's
sure its safe. Pull a nearby lever to lower a gate, and follow until there
is a pit. Call Elena across and she'll trigger a trap that sends monsters;
she won't jump across until they're all gone from behind the doors. Go there
and kill all of them, making sure to get the Stinger (mouse) transformation
near a [Moon Stone] chest. Toward the end of the passage she's in, transform
into said monster and go through a little hole.
Crawl through, get the [Night Stone], hit the lever, advance. Further on,
a scene will play where a switch breaks when hit. Elena gets locked in after
trying to leave. Transform into a puppet and find the only white-circle warp
platform, which will lead back towards Elena's locked location.
Enter inside to see Elena kidnapped! Backtrack a short ways to the room where
Elena would not budge into the monsters behind the doors were defeated. She
will be on the right side, behind a fake wall -- it's where the Moon Stone
should've already been obtained.
After rescuing her, continue FORWARD to the room with the broken lever. The
door can be broken by transforming and attacking (I used Skeleton form). Past
there, the two white floating steps by the previously locked door will be
spinning. Cross with Rue and try to call Elena to guide her through -- this
uses Triangle also. Enter the iron door and follow the enemyless, straight-
-forward passage way to...
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Duke |
|______________________|
Duke will have read 'Fist of Fire' and uses that technique at close-ranges.
When he unleashes his barrage of fiery punches, jump over him and unleash a
combo. Standing on vases or boxes works for evading temporarily, but Duke's
sunrise uppercut will destroy them.
Afterwards, Rue will have to manually beat down the door. Keep slashing at it
no matter the circumstances, and it will give way.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
09) CARONA V [R-09]
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¯| ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| • Strength Up [4] • The Last Hero |
|___________________________________________________________________________|
CHAPTER 6: Raging Mountain
________________________________
| | After arriving back with Elena, visit our
| EXIT--. Equipshop | good doctor to learn the phantomite needed
| |¯¯¯|Inn ___|¯|__ / Bar | for Prima Doll's amulet can be found at
| | | \/ \/ _ \ | Raging Mountain. Meanwhile, Mint will go
| | |_ _| _ | _| |¯| | get the tiara back from its thieves.
| |_____|_ |_| ¯|_ ¯| |
| | |¯ |___| | Tonio's shop will now carry Platinum
| Elena-'\___ ___/\ |_| | Bracers/Belts, and given how many enemies
| /| | Hotel / | that were in Ghost Temple, Rue should've
| Church-' |¯|__ Hobbs' | gotten enough to buy both (9000G). Don't
| |__ | Shop | leave for the next destination without
| ____| |____ | 'em!
| | | |
| | DOCK AREA | | Now is a good time to get "The Last Hero"
| |___________| | previously mentioned. The Specter's Water
|________________________________| ability can be used to water the withered
plant in the Carona Forest tree-stump
tunnel to get access to it. The reward: 4 [Strength Up]s!
In the first room, take the highroad, jump the first gap, and near the 2nd.
Fall down this one and move left in midair, landing by a boulder. Jump right
across the screen to where a gigantic mallet-wielding foe (Bubba) is found.
Kill it, take its token, and transform into it. Its hammer will be used to
smash rocks! Get across the highroad this way and into the forked room, where
3 [Silver Coin]s can be found on a dead end.
There's an HP recovery font on the background's platforms, but moving across
the teetering floating ones is the necessary avenue. Bubba sinks; use Rue to
cross. Next: a windy path for Rue to take! Use the lee side of the boulders
on the path as rest spots, and gradually move forward to the exit. Avoiding
the Bubbas to get through in time is recommended. Then...
The three plan to get revenge. Mint's path will have already introduced the
robot that tries to vicegrip Rue, but Rue's a newbie in this field. Jump over
Hexagon's advances, attack Duke when Belle's machine is drifted away from
the main path, and jump-slash her when in range. Duke can be defeated after a
little time, and makes the procedures a lot smoother. When Hexagon is done in,
Belle jumps off and fights womano e mano. She prefers a fire stream attack
and firing orbs that temporarily make her invulnerable -- both can be jumped
over like nothing happened.
---
Afterwards, use the next HP recovery point and continue up the cliffs. On
one side, some fire blobs are perched on small pillars. Use "Bomb" black
magic to destroy them without falling off, and get the [Legendary Shield]
beyond. Continue up the slopes like usual from here, avoiding the fire blobs
when cautious jumping is called for. At the top of the mountain...
Wylaf will blow whirlwinds on the flat summit, which can launch Rue into
the air. When the dragon comes close to the ground, land a jump-slash or two.
His flamethrower breath can damage when it's a stream and when the impact
forces it into a lot of different directions; knowing the spread pattern
helps with evasion. Having a Platinum Bracer can really help here, just as
using the whirlwinds for a springboard to get in a cheap shot if Wylaf is
nearby. The battle gets a li'l harder as flame spouts spring up on the
mountaintop and don't fade. Luckily, the battle ends when half of Wylaf's HP
is depleted.
CHAPTER 7: Bond with Prima
________________________________
| | After getting back, Blood and Smokey issue
| EXIT--. Equipshop | a challenge in Carona Forest. Talk with
| |¯¯¯|Inn ___|¯|__ / Bar | Klaus first to get him making the amulet,
| | | \/ \/ _ \ | then head for the forest's 2nd screen.
| | |_ _| _ | _| |¯| |
| |_____|_ |_| ¯|_ ¯| | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |¯ |___| | | BOSS: Trap Master |
| Elena-'\___ ___/\ |_| | |_____________________|
| /| | Hotel / |
| Church-' |¯|__ Hobbs' | Not hard at all; it's the 9-block field
| |__ | Shop | that can be annoying. When he appears on
| ____| |____ | a platform, jump to it and use Triangle
| | | | for a spin-around attack. Platforms that
| | DOCK AREA | | will explode flash white, luckily. Jump
| |___________| | over any projectiles and repeat! Using
|________________________________| Bubba form's hammer helps close-range!
These guys should be simple as pie, with the only difficult thing about it
being the HP/MP values from the last boss fight...they're the same.
---
Everyone seems to be talking about Poppul Purrels or Fancy Mel, so that is
the tipoff to go there. Once there, talk with Mel, then go outside to talk
with the Poppul Purrels. Instead of suffering through stupid minigames, find
the one in the back of the house that Rue saved. He'll warp our hero up to
where Gorotan is. Once in the dark setting, run around for awhile and 'talk'
at the flying catbat creature to start the fight.
Being an electrical user, it can shoot homing sparks and use a gigantic
thunderclap attack. Run around in circles to avoid, waiting until the tiny
stars encircling it branch out in a wider orbit. That's the cue to get in a
few attacks before its thunderbolt tries to strike Rue for ~15dmg.
---
Afterwards, return back to Klaus' basement, then visit the tavern and the
Lakeside. Talk with Klaus after all the activities and Prima will want to
view the lake ruins from the shore. At this time, talk to the merchant by
the Carona fountain for [50G] before leaving.
=====================
CHAPTER 8: Lake Ruins
=====================
Once back in town, visit Klaus one more time then talk with Rod about taking
his boat for a ride. Best him in battle (he'll use his warhammer, which gives
easy vulnerability when it's slammed) and talk to Klaus to leave!
See the scenes at the Lake Ruins and, afterwards, talk with everyone in the
tavern. Sleep in Carona using the "Go to Room" option; in the morning, visit
the Lakeside tower. Rue will arrive home night again. "Go to Room" again for
some scenes involving Claire. Visit the tavern area, docks, Rod's camp, and
finally the church.
Frontal attacks will only make the strike miss and the boss counter. Rue must
attack from aft (behind) to inflict any actual damage. Psycho Master warps
around the room, so Rue'll have to run around to get into position. When the
boss follows our hero around the room, simply run out of reach until his
pattern changes.
Afterwards, the invitation to the tower is granted. FINALLY, this longtastic
section can end! Get the Mythril equipment at Tonio's before setting out for
the...
After entering and talking with Trap Master, start running up the stairs. The
spiky-haired lout rigged the door to deal 15 damage each time Rue tries to
escape, so don't bother. Climb the staircase until it reaches an open-aired
2F, where 2 [Gold Coin]s can be obtained. Kill a pumpkin and gain the ability
to transform into one before entering the door.
This indoor area has floating green pumpkin platforms. A witch in the back
will shoot pumpkins, and if one hits Rue, he falls underneath and has to
fight 3 pumpkins (can't escape 'til they're dead). A few of the platforms
will automatically initiate battle, also. Luckily, the path is abundantly
clear at that point.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| After making it across, get the 2 [Star Stone]s and
| _ | use the healing droplets for an instant cure. Get up
| (_) | the stairs and jump to the large circular platform.
| _ _ _ | Pumpkins will stream down but an X-X-X attack will
| (_) (_) (_) | (well, should) kill them. At the top, jump off into
| _ \ / | a similar outdoor walkway where two more [Gold Coins]
| (_) Avoid | can be found.
| _ _ |
| (_) (_) | The indoor room tries to replicate the annoyances of
| \ _ | the pumpkin puzzle, but it ain't so hard. Use any type
| Avoid (_) | of projectile to knock the enemies off their perches,
|____________________| and leap on over to the [Legendary Helmet] chest near
the healing font.
In the next spiral staircase, search the bottom area for 3 [Gold Coin]s this
time. Move on up, avoiding the pumpkins and witches, and heal up near the
next door.
Attack the boss from the small platform, knocking him back across the screen.
Jump across the smaller platforms, dodging the huge waves of electricity or
guarding the tiny projectiles, and get to where the boss resides, attacking
him some more. Incredibly easy as it is, Atenacius takes 50+ damage and is
a glutton for punishment, apparently.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
13) CARONA VII [R-13]
_______________________________________________________________________________
¯| ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| There ain't any! |
|___________________________________________________________________________|
CHAPTER 11: Aim for the Sky
________________________________
| | After arriving home with Maya, visit the
| EXIT--. Equipshop | good doctor in his basement -- he suggests
| |¯¯¯|Inn ___|¯|__ / Bar | talking with Fancy Mel for a way to get up
| | | \/ \/ _ \ | to Valen's Fortress. She suggests talking
| | |_ _| _ | _| |¯| | with Wylaf at Raging Mountain. Go there...
| |_____|_ |_| ¯|_ ¯| |
| | |¯ |___| | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Elena-'\___ ___/\ |_| | | BOSS: Trap Master |
| /| | Hotel / | |______________________|
| Church-' |¯|__ Hobbs' |
| |__ | Shop | Same strategy as last time. The difference
| ____| |____ | is that Rue probably won't have the Bubba
| | | | transformation, which is the easiest way
| | DOCK AREA | | to get through -- stand in the middle
| |___________| | tile and hammer him to death wherever he
|________________________________| teleports to. Otherwise, the Witch's
Pumpkin Cannon will suffice just the same.
She changes into Rue's image at the start, and will use Bubba and Behemoth
transformations also. She's not really hard, considering she only has powers
of the monsters she transforms into. Jump-slashing and knocking her down as
Rue, and following suit against the beasts is all that needs to be done.
At the mountaintop, Wylaf allows Rue to change into him for the trip.
============================
CHAPTER 12: Soar Into Battle
============================
In Carona once again, talk with Klaus and buy the best equipment now sold in
Tonio's shop (Brave Bracer/Black Belt). Sell some Gold Coins if y'can't afford
it all at once, and make sure to sell any "stones"! Valen's Fortress will now
be accessible from the town gate. (There's a funny scene with Mint/Maya at the
hotel to be watched also, if y'want to listen).
HP Recovery
ARENA I |¯¯¯¯| /
|####|/ After teleporting into this dump, Rue will receive
|####| locate Prima Doll on the outskirts of the building.
|¯¯¯¯¯|--|####| A few scenes later, Rue is rearin' to wreck this
|_ _| |____| place's bosses!
| |
_| |_ Once inside, there are enemies to fight (can raise
| |--|¯¯¯¯| HP pretty easily here by getting beat up), but there
|_ _| |____| is little difficulty about the proceedings.
| |
_| |_ Teleport to the first 2nd room slanted at an NE
| |---------|¯¯¯¯¯| angle, and take the farthest warp tile. From
|_____| | ___| there, go straight up/north to the farthest tile,
/ / and finally arrive in a room with a big ol'
/ /.-----. abyss.
|¯ ¯| |¯¯¯¯¯|
| | |_ _| Attack the forcefield blocking the passage,
/ /¯¯¯¯ \ \ and a timer starts. Rue will have to time
_____ _/ /_ _\ \_ his jumps correctly by leading the target,
| |--| | | | At the end, he'll get a Bronze/Silver/Gold
|_ _| |_____| |_____| Coin depending on how fast he maneuvered
| | / the course.
| | HP Recovery
_| |_ The teleport here will heal and make our
| | protagonist rise up into the "Arena II" level.
|ENTER|
¯¯¯¯¯
Bubba
/
|¯¯¯¯¯|--|¯¯¯¯¯| |¯¯¯¯¯|--|¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯|----------.
| ___| |_____| ARENA II | ___| |_____|¯|_____| | ___| |
/ / / / | / / Hellhound |
/ /.--------------. _/ /_ | _/ /_ / |
|¯ ¯| |¯¯¯¯¯¯¯¯¯¯¯¯| | |--|¯¯¯¯¯| '-| | |¯¯¯¯¯¯¯¯¯¯¯¯|
| ___| |____|¯¯|____| | ___| |_____| |¯¯¯¯| | ___| |_____|¯|____|
/ / | / / |####| / /
_/ /_ | _/ /_ |####| / /.----.
| | '-----------| | |####| |¯ ¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯|
|START| |_____| |____| |_____| |_____|¯|_____|
¯¯¯¯¯ |________________________|
Arena II is a bit longer. In the first room, take the middle teleport a ways
until the next 3-warp screen. The northern/uppermost will lead eventually to
the 3rd 3-teleport area, and the lowest/southernmost teleport will come to
the exit. Along the way, rocks have to be destroyed (get from Bubba) and
both fire/ice moves used. Kill a Hellhound marked on the map to get both of
those elemental abilities covered. Fire Blobs' Sparks abilities can help a
smidge, also.
Crossing the gap at the very end of the level
|¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯|
| ___| |___ |---. | ___| |___ | | ___| |___ |
/ / | \ \ \ / / | \ \ / / | \ \
/ / | _\ \_ \/ / | _\ \_ _/ /_ | _\ \_
|¯ ¯| '-----| | |¯ ¯| '-----| | | | '-----| |
|START| |___ | |_____| |___ | |_____| |___ |
/ /¯¯¯ \ \ \ \ | \ \
_/ /_ _\ \_ _\ \_ | _\ \_
| | | | | |--' | |
| | |_____| ARENA III |_____| |_____|
¯¯\¯¯ |
HP Recovery |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| |¯¯¯¯¯|
This one can be complicated if only because | | ___| |¯¯¯¯¯|
the places look so alike. Take the furthest | / / | |#####|
north warp, and to the following: north, | / / | |#####|
north, south, north, south, north. That's | |¯ ¯| '--|#####|
counting the tiny passages also. This will | | | |_____|
spit him out in the arena's abyss room. The | / /¯¯¯
new factor now is that two platforms spew a | _/ /_
dose of fire now. Correct timing is all one '-| |
needs to get through this 'un, son. :p | |
¯¯¯¯¯
|¯¯¯¯¯| |¯¯¯¯¯|
|_ _| ARENA IV | | This one's a whole lot easier if
_| |_ ¯| |¯ y'know the trick. Each of the two
| |--|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|--|¯ ¯| warps on either side of the start
|_ _| |_____|¯|START|¯|_____| |_ _| point lead to dead-ends where 2
| | ¯¯|¯¯ _| |_ Behemoths spawn. Kill them (4 in
|¯ ¯| | | | all) and return to the starting
|_____| | |_____| point.
|¯¯¯¯¯| |
|#####| | Kill the Behemoth at the point of entry, then use the
|#####| | lift to get to the abyss room. This one moves faster
|#####|--' and there are two (optional) fire platforms. Remember:
|_____| there's no HP recovery point if you don't finish in
the time limit!
A savepoint will be found after that, in the form of a spinning gyroscope
thing. Use the nearby elevator.
________________________
| | There are eight rooms, fashioned in the shape of an
| Rock | octagon; four of them have torches, four simply
| ________\_____ | have hellhound enemies. The object of this torch
| /\ /\ | puzzle is to collect four rocks and bring them back
| / /¯¯¯¯¯¯¯|¯¯¯¯\ \ | to the "START" room.
| / / START \ \ |
| |\/ \/| | N ROOM: Extinguish and relight the 2 middle torches
| | | | | | E ROOM: Light the two middle torches.
| | |-Rock Rock-| | | S ROOM: Only two middle lit (use "Tornado" on 3rd)
| |/\ /\| | W ROOM: Extinguish leftmost/rightmost torches
| \ \ / / |
| \ \____________/ / | Fighting is not possible while Rue has a rock on
| \/____________\/ | his head, so simply breeze through each room and
| / | avoid the enemies. Back in the initial room, Rue
| Rock | will automatically be teleported to the next floor
|________________________| above. Someone is waiting for him...
Like before, he will evade & counter all attacks if a direct assault is put
up by Rue. Instead, circle around him and airslash him in the back for the
best effect. Sometimes he will catch Rue in midair and attack him. Try not
to hit the invisible arena edges either, which will damage Rue. When he
floats around and tries to grab Rue (succeeds if at close-range), run/jump
around in a circle until he changes his attack.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CURSED CROSSWAYS | 1 - Skeleton, Puppet, Specter |
| _____________ | 2 - Chimera |
| |3 4 5| | 3 - Sabre Tiger, Mandola, Pollywog |
| | |¯¯¯| |¯¯¯| | | 4 - Nightmare |
| | |___| |___| | | 5 - Bubba, Fire Blob, Gudon |
| |2 START 6| | 6 - Skull Beast |
| | |¯¯¯| |¯¯¯| | | 7 - Witch, Pumpkin, Wabbit |
| | |___| |___| | |____________________________________|
| |1 7| |
| ¯¯¯¯¯¯|¯¯¯¯¯¯ | This part is very easy, but Rue should be selective
| EXIT | in the fighting order he chooses, if his HP is hurting.
| | Fight the crappy teleporter enemies (1/3/5/7) to earn a
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ little magic and health before tackling the bosses. All
enemies are the same strength as normal, meaning Rue can easily overpower
those that appear early in the game. After 7 fights (any combination I guess)
a savepoint and exit appears. Continue to...
No fancy setup this time -- just a fight on a walkway. He'll use his large
hand to slap Rue around, and will shine temporarily before he lunges and
grabs our hero for large damage (30+ usually, even with best equipment).
This can be avoided by running from the advance. Attack him after he fails
in his technique, and a few more potshots can be fit in as he gets up (use
airslash to knock him down again). He can fire a homing projectile that'll
do minor damage a few times, and a surging aura attack at extreme close
range. Transforming is unnecessary in this battle, actually.
Valen sends his black-colored "evening dew" monster to do the attacking, and
floats around himself doing nothing. His lackey can heal him if left alone,
or use homing magic for hard-hitting damage, so never let him stand still and
charge the spells. The other attacks Evening Dew does is jumping around (each
tremor can hurt Rue no matter where he is) and spinning around like a buzzsaw;
timed jumps'll evade damage. When Valen's body floats near the walkway, jump
up and attack it.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Valen II |
|______________________|
Ahaha, the light of the universe looks like a freak who fell into boiling
acid. Valen's attacks are like so: a cut-'em-up suction spell that also fires
projectiles; an attempted hover-n'-grab; and a stream of homing projectiles.
After that stream of homing projectiles -- which Rue will know is coming as
Valen floats upright -- he will momentarily overheat and redden. Attack then,
as its his only weak spot! Guard (w/ Triangle) against that projectile stream
to minimize damage...that's about all there is to do. HP/MP refills will fall
into battle for some reason, so abuse 'em when they appear. Four or five hits
at its weakspot will complete the final boss.
Enjoy the final chapter ("I'll see you soon"), by visiting Klaus' house,
the tavern, and Rod's campground. Return back to Klaus' to see the happy
ending! ^___^
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VI. APPENDICES [APPN]
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EQUIPMENT LIST [EQPT]
________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Equipment selections in Tonio's shop are unlocked automatically during plot
events (often chapter changes). Once bought, they're instantly equipped and
cannot be taken off; they cannot be repurchased either. Lesser equipment that
has not been bought will be removed from the selection, also.
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VII. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - Is there any reason to fight Rod?
[A] - If beaten, there's a 900G profit and he can give out Gold Coins after a
bunch of losses (per weapon upgrade). These can be sold for extra cash,
to.
[Q] - How do I get 'The Last Hero' for Rod?
[A] - During Chapter 3, sleep in the hotel or inn (using "Go to Sleep option)
and dream about a monkey in a Carona Forest stump. Go there and use the
character's water attack to make the withered plant grow, obtaining the
item on a ledge. Mint can do this in Chapter 3; Rue has to wait until
Chapter 6 when he can use the Specters' water attacks.
[Q] - I see an Oolong in Carona Forest and it climbs a tree! What the heck?
[A] - Rue can turn into an Oolong and get a Moon Stone up there.
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VIII. UPDATES & CONTRIBUTIONS [UPDT]
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03-24-08 -----------------------+ Added to GameFAQs
03-25-08 -----------------------+ Error corrections
05-29-08 -----------------------+ Cannon orb correction (thanks to Jean M)
CONTRIBUTIONS
¯¯¯¯¯¯¯¯¯¯¯¯¯
• Jean M, for a tip on getting a Cannon Orb for less cash
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IX. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.