:############; FOUR REALMS.... TWO SOULS.... ONE DESTINY....
:##: ;###;,,,,,,,, ,,,,, ,,,,,,, ,,,,,,,,,.,,,,,,,. .,,,,,,,,,,
:##: ##;# #############.##############,######## #######; ########;
:##: ##;## .### .. ######; ;####: :###, ### ,###; ,##; ##, ##,
:##: ##;# ;### #:# .###### ###;#: ;#;, . ### ###; ,##; ##; ##;
:##: ##; ;#### #:; ### ##, ## ;#,:: ;; ; ######; #, ,##; ##; ##; .
:##: ########### #; :###, ## ## ;#.;# # #####, ;##. ,##;##; ##;####;
:##: ###;; ### ##; :### ## ###;#.;#; ## ####; .##;#, ,####; ####;,##
.##: ;## ###:,####: ;###;:,;####:,######,:###;;;;;;;###,,;###;,,,,,,,,;##
##; ##; .;############;###################################################
##, ,## ;##########;,
:##; ;##; .;;:####:;
###;..###:
:###...##;
:#########;.
';#######
|| P R I M A L ||
|| F A Q / / W A L K T H R O U G H ||
|| Written by: Rob McGregor (
[email protected]) ||
|| May 24th 2003 ||
|| Version FINAL ||
|| Guide Completed ||
|| No portion of this walkthrough may be reproduced without ||
|| written permission from me. You may contact me at ||
||
[email protected] for any authorizations, comments, or ||
|| corrections or additions. Please make sure your subject ||
|| line contains "Primal" in it somewhere however. ||
|| ||
|| If you wish to put this walkthrough on a web site, e-mail ||
|| notification is needed. If you do wish to use this on a page ||
|| in HTML please make sure you tell me before doing so with ||
|| information on how and where it will be used. This document ||
|| may not be sold or used for profit. ||
|| ||
|| This FAQ is not authorized by, endorsed, or associated ||
|| in any way with Sony Computer Entertainment Europe or any ||
|| associated or affiliated company(ies). This FAQ should not ||
|| be confused with any publication that is distributed or ||
|| authorized by Sony Computer Entertainment Europe or any ||
|| associated or affiliated company(ies). Primal, all ||
|| characters, locations, etc. (c) & TM 2003 by SCEE. ||
------------------------------------------------------------------------------
00 // t a b l e o f c o n t e n t s
XX. Section --------------------------------------- | Last Updated |
01. Enter Oblivion: Introduction ------------------ | 16/04/2003 (Version 1) |
02. Characters ------------------------------------ | 16/04/2003 (Version 1) |
03. Enemies --------------------------------------- | 24/04/2003 (Version 4)*|
04. Item Pickups ---------------------------------- | 16/04/2003 (Version 1) |
05. Basic Information ----------------------------- | 05/05/2003 (Version 3) |
06. Walkthrough ----------------------------------- | 24/05/2003 (Version 4)*|
07. Tarot Cards ----------------------------------- | 24/05/2003 (Version 4)*|
08. Bonus Materials ------------------------------- | 24/05/2003 (Version 4)*|
09. Codes ----------------------------------------- | 21/04/2003 (Version 2) |
10. FAQ's ----------------------------------------- | 24/05/2003 (Version 4)*|
11. Revision History & End Bit -------------------- | 24/05/2003 (Version 4)*|
* New/Updated section.
------------------------------------------------------------------------------
01 // e n t e r o b l i v i o n : i n t r o d u c t i o n
Welcome to this guide to Primal.
I'm trying to keep this intro brief, so I'll get straight to the point. This
guide is my first full walkthrough for roughly newly released game (I think
it's beyond time, I've been doing FAQ's for over 4 years - and no, I'm not
counting Biohazard Gun Survivor) so I'm hoping I'm not doing a bad job of it.
I'll slowly be working my way through the various sections of this guide as I
can, but I'd be glad to receive any help I can get, so if you have anything
you want to know, do know, or whatever, then please feel free to contact me.
Just make sure you include Primal in the subject line of your e-mail.
Onwards...
- Rob
------------------------------------------------------------------------------
Current Guide Completion: 100% COMPLETE
To anyone who complains about it not being far enough completed, well settle
down, I managed to do all of the first edition stuff in about a day... I was
originally hoping I could push out the completed walkthrough within a week or
so. But I was never promising anything... I wanted this to be a nice pet
project, and not a nightmare. Pushing myself into something like that will
likely only cause major headaches so please be patient. I've kinda wound down
on rushing it, because before it was to get it done to help everyone but now
it's just become a side goal to finish this. And I will do so in the very near
future.
If you're ahead of the guide, and stuck, please consult the GameFAQ's
messageboard before e-mailing me. I can't answer each and every e-mail as
quick as I'd hope as I've learned since I originally posted this guide. I've
tried, I really have, but I just have too much to do... and answering e-mails
will probably also begin to slow down the progress on the guide as well.
A huge apology to all those who e-mailed me and didn't receive a reply. By
the time I got to clearing a lot of e-mail, many questions seemed out of date
to reply to.
**** IMPORTANT NOTE ****
If you are stuck somewhere in the game and don't want to read through massive
parts of the guide then you can use Find to search for the part you're up to.
Press Ctrl+F and then enter the name of the current area you're at on your map
such as great temple or flooded dungeons and you'll be taken to the first
mention of that in the guide. Everytime a character swap/primal change takes
place I've noted the location which means this should work for nearly 99% of
the searches in the game.
************************
------------------------------------------------------------------------------
02 // c h a r a c t e r s
These character profiles are from Sony. I take no credit for these.
< Jen
Jennifer Tate is a survivor. Orphaned as a young child, her carefully
constructed defense mechanism enables her to face whatever life throws
at her.
Feisty and confident, Jen finds her soul mate in the withdrawn, intense
Lewis, lead singer in a rock band. Alternative and original in
appearance, Jen isn't afraid to stand out from the crowd. The vibrant
force in the relationship with Lewis, Jen knows that she is meant to be
with him - no matter what happens - and knows their shared experience of
personal tragedy binds them together.
With her sharp wits and tough shell, Jen's survival instincts - and her
love for Lewis - are about to be put to the ultimate test.
< Lewis
Like Jen, Lewis hasn't had the most auspicious start in life - he is
tragically orphaned as a young child. But through Jen, Lewis has started
to turn his life around.
Her 'can-do' attitude and positive disposition have rubbed off on him,
leading Lewis to try and fulfill his musical ambitions. Through his music,
Lewis can feel truly liberated, and with Jen's encouragement, success
seems not so distant a dream.
But when his life is turned upside down after one of his concerts, Lewis
will have to depend on his girlfriend like never before - can their
spiritual connection ensure Lewis is returned to the real world?
< Scree
Scree is a gargoyle who, though small in stature, is indispensable to Jen
as she journeys through the four realms of Oblivion. Within his small
physical form are many outstanding qualities, not least an indomitable
spirit, stamina, and much wisdom and experience which he imparts to his
human companion. His grey and stony appearance allows him to blend into
the background, making him a useful spy who can infiltrate the deepest
recesses of the realms of Aetha and Volca. It has become his life's work
to defend Order from the forces of Chaos.
Loyal and noble, Scree welcomes new challenges and obstacles, through
during his journey with Jen he will often be exposed to situations of
which he has no prior experience. But his confident, philosophical nature
will not allow him to lose his belief that he and Jen will succeed in
their challenge, even though he constantly feels frustrated by the
physical limitations of his size. But when danger looms large, Scree can
through his agitators off the scene by turning himself into stone form.
That danger often comes in the form of Belahzur, Scree's oldest
adversary, for who he feels the greatest hatred and anger.
Scree's powers also extend to being able to transfer his soul to other
stone statues that are located around the four realms, bringing them to
life while Scree cleverly camouflages himself from danger. His nimble
form is even adept at rock climbing, a skill which comes in particularly
useful for scaling the vertiginous mountain peaks of Aetha.
< Arella
Arella embodies Order and finds support from the demons of the Solum and
Aquis realms. Like Abaddon, she is immortal and has no solid physical
form. But her elemental manifestations are much more beautiful than those
of Abaddon - she may reveal her face through a fluttering collection of
butterflies, for example. Arella's close ally was Abdizur, a powerful but
benign demon, who has pledged undying allegiance to the forces of Order.
But Arella has not seen Abdizur since he vanished without trace some
years previously.
It is Arella who Jen meets first when she arrives in Nexus. And it is
through the goddess of Order that Jen learns she has been chosen to
defeat the forces of Chaos.
< Abaddon
Abaddon is the personification of Chaos. A godlike immortal character, he
possesses no fixed physical form and is able to manifest himself through
natural elements. His face may find its form in the burning embers of a
fire or in a malign swarm of buzzing flies. Abaddon is supported by the
demons of Aetha and Volca, who vow to assist him in his ambition to
disrupt the balance of Nexus.
Some years previously, Abaddon masterminded an attempt to use innocent
parties to gain the advantage over Order. But his plans were thwarted and
his nefarious ambition never realized. Many years later Abaddon has
decided the time has come to put his evil machinations into action once
more.
< Chronos
Immortal and wise, Chronos is a presence who observes the power struggle
at play in Nexus and the dangerous shift of balance between the forces of
Chaos and Order. Part of a huge, ancient machine known as the Oracle,
Chronos is believed to be immortal and omnipotent, with the power to
regulate and control the energies that are diffused around the realms of
Oblivion.
< Abdizur
Abdizur is a powerful but godly demon who is a loyal and fearless defend
of Arella. General of the armies of Order, Abdizur is that rare
combination of physical strength and charm and eloquence. It is his
expansive experience and military know-how that Arella relies on and his
wisdom, pride, and noble attitude hint that he is in fact hundreds, if
not thousands, of years old.
But following a hazardous encounter with Abaddon, Abdizur has vanished
without trace, believed to have sacrificed himself in his dedication to
his goddess Arella.
< Belahzur
One of the most feared demons in the four realms, Belahzur possesses
fearsome capabilities which he eagerly demonstrates in his position as
general of the Chaos armies. Abaddon's right-hand man, Belahzur uses his
formidable powers to enter Mortalis and violently abducts Lewis, the
mortal Abaddon has chosen to help him in his destruction of Order.
------------------------------------------------------------------------------
03 // e n e m i e s
< S O L U M
< Malkai
"These aggressive and rugged Ferai hunters are fierce in appearance and
character but are sensitive to fire and will retreat from it."
The lowest form found in Solum are the Malkai. Their basic attack
consists of rough slashes with their claws, and are easy to take out
even with just Jen's knife. Their fear of fire will help out in the
early parts of Solum as Jen explores without any ability to defend
herself.
< Ferai
"The Ferai are an intimidating people, but are fundamentally a good
demon race and aligned with Order. As the most common members of the
Solum realm, these primitive people can often be found in the caves
and underground dwellings the Ferai call hall."
Commanded by the higher command, the Ferai are attacking anyone who
seems to be a threat. The three different forms of Ferai are the
Dwellers, Archers and two types of Guards. The Dwellers are the members
of the race who don't fight, and you'll find them in various cave areas.
The Archers are found in higher positions in fortresses and entranceways
which require guarding at a distance. The two types of guards come with
bladed gloves as well as those with an axe and shield. All the enemy
Ferai are fairly strong and should only be approached in Jen's Ferai
state.
< A Q U I S
< Tritons
"Loyal soldiers of Green Man, this aquatic army follows the orders of
their leader, Adaro."
The main underwater soldiers you'll find within Aquis. Equipped with
spears you'll need Jen's Undine aspect before they're attackable,
thankfully you won't come across any of them until after that is the
case. While they can be handled fairly easily on their own, if you find
them in groups watch out as they can manage to take off quite a fair bit
of Jen's energy quickly.
< Anemones
"Beware, these deadly killers make already difficult currents nearly
impossible to navigate."
These tentacle like things are found in pods covering narrow walls and
entranceways around Aquis. Their ability to zap your energy comes from
the various barbs over their length, which extends out of the pods as
they sense people swimming nearby. They are easy to avoid by swimming
close and under their pods.
< Crabhounds
"Serving as the Tritons' guard dogs, these crablike creatures can often
be found either freely roaming the areas of the map or tethered to
specific areas."
Not encountered often, but surprisingly strong, the Crabhounds large
Bulk makes it a prime target, especially if you can get to it's side or
back. They are however very likely to cause you damage because their
attacks aren't blockable, and so if you encounter many in a row, as you
will do at one point in Aquis, then expect to be watching your energy
levels very well.
< A E T H A
> Yaag
"Aggressive and violent, these creatures are the guard dogs of the Wraith
aristocrats."
Fast and also surprisingly strong, especially in numbers, the Yaag are
very common enemies for a lot of the exploration in Aetha. Their wide
swipes, even at their small size can manage a large amount of damage if
you're not careful. You're going to find them often in numbers as well
which makes them an even harder battle.
> Valkrie
"Powerful guards stationed in the Wraith dungeons."
The main Wraith enemies you'll find during the dungeon and mansion
sections of the game. The guards have swords (and some have shields too)
and will take a large amount of damage before being killed. There are
more than one type of the Valkrie's apart from those who just slice and
dice, including a version which carries a gun as well.
> Aristocratic Wraith
"The Wraith aristocrats are a truly evil demon race. Although
physically hideous in appearance, their dress is a reflection of their
extravagantly decadent lifestyle. The Wraith enjoy lavish banquets as
the peasant class of Aetha starve in squalor."
Thankfully you'll only have to fight the Aristocrats once. More
information on them can be found within the walkthrough itself.
< V O L C A
> Salamanders
"Located in the upper chambers of Volca, this zombielike slave race was
created by the Djinn."
The Salamanders' are the most common enemy in Volca and come in large
numbers up to 15 at a time. While they aren't that powerful and can be
easy to defeat, it is their numbers which make the problems of slowly
eating away at your health. If you time it right, one to two strikes with
the Djinn Long Fire Sword will kill them instantly, so keep this in mind
when you fight.
> Ghul
"The tempestuous and sinister lower form of the Djinn."
The Ghul, like most of the other middle classes of Oblivion come in
numerous forms from bladesmen, to grenadiers, and shielded guardsman.
They are relatively tough except that Jen's Djinn form allows you to
reach stronger level against them which will give you the advantage in
battle. The best idea is to use the Fire Sword again from a distance and
take them out quickly.
------------------------------------------------------------------------------
04 // i t e m p i c k u p s
< Lodestone
Looks like: A small golden orb. Lights up and bounces as Scree gets closer
to it.
Lodestones give Scree the ability to possess statues. You'll need 5
Lodestones for each statue you wish to possess, however once you've done
so you won't need another 5 to possess that statue again.
< Sprit Stone
Looks like: A small rock with yellow glow.
Sprit Stone is my name for these, as no name is given as far as I know.
They fill Scree's health bar as he crushes the rock and absorbs the
energy.
< Energy Fountain
Looks like: A yellow crystal stuck in the ground.
The Energy Fountains allow Scree to completely refill his health bar
(which Jen requires for her Primal state). It will generally fill a couple
of bars worth before drying out.
< Energy Gem
Looks like: A small diamond shaped item, generally blue but changes
colors as Jen gets closer to it.
The Energy Gem allows Jen to stay in her primal state even when her health
is entirely depleted. It refills the bar entirely with a new lot of health.
< Tarot Card
Looks like: A small white glowing card, usually hidden somewhere.
The tarot cards are concept artwork you unlock. Collecting all of the cards
in the game unlocks additional bonus'
< Rope
Looks like: A bundle of rope sitting on a barrel.
The rope will be well used by Scree and Jen on their journey, allowing them
to access areas they wouldn't have otherwise been able to reach.
< Keys
Looks like: Comes in various shapes and forms. Usually silver colored.
Keys you'll find are usually on the dead bodies of enemies. There aren't
too many times this will happen, but they've all been marked down in the
guide.
------------------------------------------------------------------------------
05 // b a s i c i n f o r m a t i o n
Welcome to the basic information section. This area will cover all the basics
you need to know about Primal. Let's continue.
05 // 01 // Menus and Controls
>> M E N U S
Once the game is loaded press X to go to the main menu. From here you have the
choice of 4 main options.
> New Game
Begin a new game of Primal
> Load Game
Load a previously saved Primal game.
> Options
Fiddle with a variety of options.
> Bonus Materials
Check a selection of materials you have earned from the game.
You can always navigate these menus with the same controls. Up and down on the
d-pad or left analog stick will select your option. X will enter the menu's,
while triangle will allow you to exit the current menu.
Some of the menus themselves run on an glyph (or icon) system which splits the
menu into categories. The option menu is one such menu, as is the pause menu
within the game itself. Let's check the option menu to see how this works.
Across the top are four different glyphs each representing a different set of
options. The first is language, the second is display, the third is audio, and
the final one is control. With one of these selected press down and then
you'll be taken to the sub options of each category. From here you can press
left and right or X to change the various options.
> Language
> Audio Language
Select one of the various audio languages for the cast of the game.
> Text Language
Select one of the various visual languages for the cast of the game.
> Subtitles
Turns the text subtitles of the game on or off. Standard setting is off.
> Display
> Display Adjust
Press X on this option to display the screen adjust option. From here
press up, down, left and right to adjust the position of the screen to
your best results.
> Widescreen
Allows you to select a widescreen option to see the game in widescreen.
Obviously good for Widescreen TV's, not so much otherwise.
> Status Display
This allows you to set the onscreen status info between three states.
Dynamic (appears when required), Never (never appears - you might as well
be playing The Getaway or something), and Always... always onscreen.
> Brightness
Allows you to adjust the brightness level on the meter from left to right.
> Audio
> Combat Music Volume
Allows you to adjust the combat music from 16Volt from either low to loud
on the meter.
> Ambient Music Volume
Allows you to adjust the orchestrated ambient music from either low to
loud on the meter.
> Sound Effects Volume
Allows you to adjust the sound effects from either low to loud on the
meter.
> Speech Volume
Allows you to adjust the cutscene/events speech from either low to loud on
the meter.
> Control
> Controller Vibration
Switch the dual shock vibration on or off.
> Camera Panning
Switch the panning movement (that is the sweep from left to right) between
normal or reverse.
> Camera Tilting
Switch the tilting movement (that is the sweeping up and down) between
normal or reverse.
> Combat Controls
Switch the combat control movement between normal or reverse.
Beyond that you also have the bonus materials menu. Each of the options will
open up as you progress through the game. These include scene select, a card
gallery and various behind the scenes videos.
In the actual game, when you press start you'll be brought to a menu which
functions much like the option menu, and does include the four glyphs for the
option menus. It also has two more. The one you open the screen on which
contains a map. You can focus in and out of the map using L1 and L2. The
second new menu to the left is the game menu which has the save game and quit
options. When you select to save a game you'll be taken to a select save file
option where you can create a new file (in green) or save over an existing
file if there are some. Quit, of course, quits the game.
Apart from the two menus plus options there is also two sets of two icons to
the left beside pictures of Jen and Scree. The top icons belong to Jen, the
bottom to Scree. The large circle is their energy. For Jen, this will be at
first be a large green circle, but as she gains each new form it will be split
in half, then into thirds, and finally into quarters each indicating the
amount of energy for each form. For Scree his circle will always be yellow and
just get larger and smaller depending on the energy he has at the time.
Beside each circle are small yellow icons. Jen's has a diamond shape, and
Scree has a kind of octagonal shape. Each of these indicate the various picks
ups you've made in the game. The diamonds are energy gems and the number
beside indicates how many you have. The octagons are lodestones and again the
number beside it indicates how many you have. For more info on both of these
items, check the items section below.
>> C O N T R O L S
There are a large variety of controls within Primal to do with the game. Each
control setup is dependent of the situation you're in. However the basic
controls for both Jen and Scree are as follows:
> Left Analog Stick
Allows you to move the character. Pushing towards items will also allow them
to scale any objects that are scaleable. Such as small walls, broken beams,
walls (as Scree), etc.
> Right Analog Stick
Adjust the camera position. If you want to look up, down, left or right,
this is how. Keep in mind however the camera is limited to physical space.
It can't go through walls generally, so you'll find it does get stuck on
things occasionally.
> X Button
The all important action button. Does all the tasks you need it to. It even
cuts, chops, and slices all for just $29.99. Well actually it lets you open
doors, break open barrels, pick up various keys and items, pull levers, and
much more.
> Square Button
If you're in an area where there is more than one action, this button allows
you to go through the list. It's not very well used as there is hardly many
areas where there is more than one action to do at once.
> Triangle
The triangle button will have Scree and Jen converse over their next goal.
Scree will generally tell you what is needed to be done next.
> Select
Pressing the select button will switch between Jen and Scree as the
currently controlled character.
> Start
The start button brings up the map, save game, and options screen.
> R1 Button
If you've had the camera move on you to where you don't want it, the R1
button will center the camera behind Jen or Scree.
Beyond that there are a number of character specific controls for each of the
characters. They are as follows:
Jen:
> Left
Ferai form. Pressing left on the D-Pad will change into the form. Holding
left will summon energy for the form from Scree if he's nearby.
> Up
Undine form. Pressing up on the D-Pad will change into the form. Holding up
will summon energy for the form from Scree if he's nearby.
> Right
Wraith form. Pressing right on the D-Pad will change into the form. Holding
right will summon energy for the form from Scree if he's nearby.
> Down
Djinn form. Pressing down on the D-Pad will change into the form. Holding
down will summon energy for the form from Scree if he's nearby.
> Circle
Secondary action button.
For Undine form this is used to swim. Holding it down will swim normally.
Pressing it, letting go, then pushing and holding it again will cause a
boost.
For Wraith form it can be used to timeshift, which slows time while you hold
circle. This however drains your energy slowly as you use it.
Jen has more controls which have to do with Combat, but these will be left for
the combat section.
Scree:
> X
With X and Scree you have the addition of the ability to possess statues
beyond what X already does. Anytime that Scree is glowing yellow you can use
this ability.
Pressing X near enemies Jen has killed will also allow him to drain their
energy to store for Jen's use.
Beyond this it also allows you to use the Scree-specific Rope action once
you have the rope and anywhere it's needed to be used. Near an edge that Jen
will need to use a rope on, press X and Scree will automatically lower it
and turn into a stone anchor.
> Triangle
Pressing triangle will allow Scree to dispossess the statues mentioned
earlier.
> Circle
Allows you to turn Scree into stone and back again.
05 // 02 // Realms
The world of Primal is split into several different realms.
> Mortalis
The human realm, or Earth as you know it. The game begins here where Jen is
attacked and left for dead and Lewis is kidnapped.
> Nexus
The center of Oblivion. Here lies Chronos who balances the orders of chaos
and order. The Nexus holds portals to the other four realms of Oblivion.
> Solum
Allied with order, Solum is a place of never ending night and cold. Home to
the race of warriors, the Ferai and ruled by King Herne.
> Aquis
Also allied with Order, Aquis is a mostly underwater world in which it's
race, the Undine, require purified water to live in.
> Aetha
Allied with Chaos, the dreary grey and wet world of the Wraith is situated
in a series of mountain villages split into two classes.
> Volca
Also allied with Chaos, the dusty dry environments of the volcano in Volca
hide the Djinn.
05 // 03 // Jen - Abilities/Forms/Energy
> Primal Forms
Jen's main ability focus' on combat, and to do so uses one of her four
primal forms: Ferai, Undine, Wraith, and Djinn. Each of these has a series
of highlights which you should be aware of. They are:
> Ferai (Left on D-Pad)
The Ferai are well known for their ability to jump, so it is no surprise
that this is the main feature of the form. At any time should you come to
an area where Jen comments that the ledge is too high for her to climb,
this is when it time to use Ferai form.
Speed is generally good in Ferai form and it is worth your time to change
to the form if you're going to be doing a lot of long running around.
Health is probably the most average of the lot, damage dealt is replaced
as evenly by Scree's bar (that is one full bar of Scree's should replace
roughly two full Ferai bars).
> Undine (Up on D-Pad)
Water form clearly. Anytime you're confronted by water it's time to switch
to Undine form.
Health is generally weaker in the water, but refills from Scree take less
health because opportunities to refill the health are less.
> Wraith (Right on D-Pad)
Timeshift. Out of combat, using circle will give Jen the ability to speed
through areas while time is frozen. This however uses some of Jen's Wraith
energy. This is required for some of the puzzles in the game.
Wraith Dodges. By pressing circle in the combat mode you can dodge around
enemies. Pressing a direction will control in which way you dodge. Unlike
the time shifting ability, these dodges do not use any Wraith energy.
Speed with the Wraith form is otherwise slower than Ferai form, meaning
for lengthy basic exploration Ferai form is still better.
Health should last you in Wraith form for sometime. However the penalty
for loosing your health is that refilling the bar is heavy on Scree's.
Thankfully this is also offset by the fact that defeated Wraith's will
refill Scree's bar further than other enemies and other forms of refilling
energy are easier found later in the realm.
> Djinn (Down on D-Pad)
Offers two combat modes selectable by circle. A quick basic dual dagger
style which does basic combat damage. Their speed is their strong point.
The second is a sword which is slow, but powerful.
Health seems to be similar to Ferai form in which it's more or less
average. However the penalty for loosing your health again is that
refilling the bar is heavy on Scree's stockpile once again.
> Combat Controls
There are a series of controls Jen undertakes when in combat mode
regardless of the primal form you're currently in, with only a couple of
minor variations. They include the following:
> X
In combat mode the X button functions as change target button. Pushing
down on it hard will swap to the next target in the room. This isn't
however a case of the next nearest enemy, but just the next in the cycle
of current enemies. This is required though as often the enemy you're
locked onto isn't the one which wants to start attacking.
> Square
In the combat mode, the square button removes the automatic locking on
enemies. This can be especially needed if you want space between yourself
and your enemies or if you need to recharge your energy in human form.
> Circle
Circle remains a secondary action button again, performing two options for
Wraith and Djinn forms.
In Wraith form, pressing circle plus pushing in a direction with the left
analog stick performs a Wraith Dodge. This move allows you to dodge around
enemies at will and attack them from the sides and back. It also doesn't
cost energy like the time shift does in non-combat mode.
In Djinn form, pressing circle switches between the two different attacks
of either daggers and sword modes.
> Triangle
The triangle button in combat mode is a taunt button. It really doesn't
seem to do anything to taunt enemies except just be there to look cool. Of
course, be careful because it also leaves you open to being attacked.
> R1
In combat R1 becomes your block button. You can't block all attacks nor
can you continue to hold block constantly. Pressing block at the right
time as well will not only allow you to block alone, but also strike back
with a counter attack.
> L1
In combat L1 is a spin attack which will take out enemies in it's radius.
The longer range the current weapon is the longer reach you will have on
the attack.
> L2
In combat L2 is the left hand attack, using the knife Jen will gain
sometime during the first realm. The pressure and use of attacks will
differ the result, as will how it's used in conjunction with R2.
> R2
In combat R2 is the right hand attack, using the special weapon that Jen
will gain with each form, or in non primal mode attack with her right
hand. The pressure and use of attacks will differ the result, as will how
it's used in conjunction with L2.
> L2+R2
Pushing L2+R2 has a dual effect use.
The standard combat attack with these buttons is a heavy hitting attack
that however takes a while to "charge" up and leaves you more open to
attack. The second use comes into play once you've stunned an enemy
(removed all their health bar) and need to perform a finishing move before
they regain some of their energy and come back to fight once more. This
finishing move with the two buttons will kill them off completely.
> R3
The R3 button (which is to push down on the right analog stick) resets the
camera to the default setting.
> Energy (And the loss of)
Jen is lucky enough to have up to five separate energy bars at once, one for
her human form, and one for her each of her primal forms. None of these bars
are linked, and are all kept separate from each other.
Jen gains her energy from Scree who collects them from a variety of sources
including items and defeated enemies. This energy only refills her different
primal forms which is organized by the different directions on the D-Pad. If
the energy for your current primal form runs out (and you have no energy
gems to instantly refill the energy) then Jen will revert to her human form.
Collecting this energy from Scree is dependent on you holding the direction
required to change into that form (which is left for Ferai, up for Undine,
right for Wraith, and down for Djinn).
Jen has limited combat ability in her human form, and takes heavier damage
than normal. The more damage you take as well, Jen becomes weaker and
weaker... even becoming transparent. Jen's human energy refills itself if
you can keep yourself out of combat, allowing you to switch between fighting
and healing if you have no other choice. If you run out of energy completely
you'll be given control of Scree and have to make your way to the nearest
Rift Gate where he can collect Jen once more by using it as a summoning
portal (press X to pull her through).
The bars for both her human form plus each of the four different primal
forms are also color coded so you know which is what. Yellow is used for her
Human form, Green for Ferai, Blue for Undine, Purple for Wraith, and Orange
for Djinn.
05 // 04 // Scree - Abilities/Forms/Energy
> Climbing
The first of Scree's main abilities is his ability of climbing certain types
of stonewall by simply approaching them. Sometimes these walls have large
ridges or heavy brick which look different from all the other walls around
the game. These are all climbable as Scree.
If you think a wall is climbable, walk towards it and if it is Scree will
climb straight onto it. From there you can climb over the walls where it
allows, including around corners and occasionally over the tops of the
walls onto new platforms. When you wish to climb back down off the wall find
a spot where you can get back down onto the ground (you can also use areas
along the side of stairs as well sometimes) and push towards the ground.
Scree will flip himself back upright onto the ground.
> Possess Statues
The second of Scree's main abilities is that of possessing stone statues for
various tasks throughout the game. Anytime he's near an object he can
possess he will begin to glow yellow with the energy he will use to possess
the stone object. However before he can possess the statue he needs to have
five Lodestones which will allow him to do so.
Once you've located 5 stones (they glow and move around as Scree comes near
to them, and some are hidden within barrels etc. but most are covered in the
guide) you'll be able to possess the various stone objects by standing near
them again and pressing X.
Some of these objects open doors, others give bigger vantage points, some
are actual doors themselves, and you'll even have a statue to possess which
you'll need to fight with. When you're finished with the current possession,
press the triangle button to dispossess the statue and return to normal
controllable form.
> Energy
Scree doesn't require energy for himself, rather he collects energy for Jen
to use in her primal forms which she draws from him. There are a number of
items which contain energy such as spirit stones, energy fountains, and much
more which he can collect pressing X. Apart from this, Scree can also
collect energy from foes which Jen has killed, again by pressing X near the
defeated enemy.
05 // 05 // Exploration
> Actions
Primal contains a dynamic action system. All basic actions required in the
game are set to the use of the X button. The system contains all sorts of
actions such as collecting items, opening doors, pulling levers, using
ropes, picking up torches, lighting urns, and much more.
For the rope, torches, and lighting urns - only Scree can do these actions
once he has the correct items around. Once you've collected the rope, you'll
be able to use it as Scree in various places for example. It will allow Jen
to climb or decent areas which are too high for her to normally jump, even
in Ferai form.
Occasionally actions that you would normally have to do by swapping
characters will be done automatically. For example Scree will occasionally
collect energy from dead enemies by himself, and Jen will even fight enemies
while you control Scree (although it's advised you do that yourself because
the AI controlled Jen isn't the greatest).
> Status
At any point in the game you can check your status with triangle in two
different ways. Pressing triangle will call upon Scree for help on the
current goal, such as telling you where, who, or what to look for or
repeating something from an earlier cutscene.
Holding triangle will bring up a HUD onto the screen (unless you've checked
always for the display in the options - in which case it's there all the
time). The onscreen display will show both characters life bars, a compass,
and numbers showing energy gems (left number) and lodestones (right number).
> Characters
Depending on what you're currently facing, you may require to swap
characters to achieve your next goal. You may also need to swap characters
to gain certain items or do certain actions not involved in the current goal
either. Anytime you want to swap between Jen and Scree you need to press the
select button.
There are also several times where you will have to constantly swap back and
forth between the two characters to solve a lengthy puzzle. All of these
basic change situations will be covered in the guide, the only stuff that
won't be covered is the change over when you wish to do non-goal related
swaps.
Keep in mind however that there will be times in the game where you can't
swap characters and can only control one of the characters at that time.
Generally the game will automatically put you into control of the playable
character.
Generally otherwise, unless blocked somehow, the non controlled character
will follow you wherever you go. This system is not 100% perfect but works
the majority of the time. Occasionally there will be doors, gates, levers,
and other entranceways which require both characters in the area to open.
> Searching
The majority of searching in the game has been thankfully cut down by the
map system which is shown when you open the menu pressing start. The goal of
where you need to go next will always be marked with Jen's tattoo. If you
can't see it on the current map then zoom out and you'll likely see it
somewhere on the map, Items are fairly obvious and doorways are generally
already open or clearly needed to be accessed. The only area not like this
for example is a large series of doorways in the city areas of Solum.
However the best way again is the same map system which will show you where
to go next in the area you are in.
> Gate Hopping
The majority of exploration also requires the use of rift gates. You'll use
them to travel to every realm as well as between areas of the realms so you
don't need to backtrack large distances. Apart from the entrance gates from
the Nexus, all rift gates require two people to operate the gates - by two
handles on the sides of the gate. You'll need to grab one as one character,
by pressing X, then wait for the other character to grab the other. From
there you'll be asked to select another gate you wish to travel to with X
again, before powering up the gate by... you guessed it, pressing X
repeatedly until the gate opens.
You can only visit areas you've previously been with the characters. Rift
gates will automatically be activated once you've arrived in the area
they're in. From there on they can be used as much as you like while you're
in the realm.
------------------------------------------------------------------------------
06 // w a l k t h r o u g h
- Tarot Cards and cutscene have been marked as you reach them. The cards
location is always explained in the paragraph or two leading up to it's
listing.
- Maps are mentioned as if the top is always north... of course this was
intended anyway (thus the north point in the top left of the corner).
- Once you have Jen's Primal form, stay in it for most of her exploring as you
can. As Scree notes, she's more agile in this state. Faster, stronger.
- Likewise, anytime you're having to run from location to location, use Jen in
this form as she's quicker to move than Scree. Scree will catch-up as he has
a boost ability (you'll see it sometimes).
- Be a vandal. Smash everything you can. Barrels, vases, etc. Items can be hid
anywhere.
- If you're unsure of something switch characters or try different forms. If
Jen says for example something about a ledge being too high to climb try
Ferai form for example.
- The partner system is not foolproof. Occasionally the other character not
currently being controlled will stay behind or get stuck on something.
Sometimes this is due to there being two paths for the characters, sometimes
not. Just keep it in mind.
- Press triangle and talk to Scree if you're unsure, he has a lot to say.
- Anytime you still are stuck beyond the guide or a little lost, check the map
(start button) or talk to Scree (triangle button). Scree will give you a
"goal" to aim for, and generally your maps not only show where you are but
also mark where you should be going. I've tried to cover everything, but I
won't be surprised if some people still get lost... they are fairly massive
worlds.
------------------------------------------------------------------------------
06 // 01 // The Beginning
Scene #1 - Lewis Is Taken
Scene #2 - The Hospital
Once you're past the lengthy opening movies, you'll be left standing still
as Jen while Scree runs off into the distance. Welcome to the Nexus.
NEXUS - MORTALIS PORTAL - JEN
Follow Scree through the door way and up the stairways until you reach the
next cutscene.
Scene #3 - Jen Sees Chronos
After the scene is finished Scree will run off, however before we follow him
it's time to get the first Tarot card of the game. To the left side of where
Screen went, if you look on the wall, will be an entrance to a stairwell.
If you're still not sure about where exactly this is, open your map (start)
and check the wall to the southwest of the Nexus Hub.
Once you're down the bottom of the staircase, take the left path to it's end.
There you will find a treasure chest with your first Tarot Card.
Card #1 - "Justice" - Chronos
Once you have the card return upstairs and follow Scree from where he is.
He'll lead you into a large chamber. Once you reach other side a small cut
scene will take place.
By now Jen has probably just asked what you were all thinking about the tattoo
on her back. Continue following Scree through the area, then step through the
Rift Gate.
------------------------------------------------------------------------------
06 // 02 // Solum
Scene #4 - Entering Solum
Now you know a little about Solum and the Ferai, and have some sort of
reasoning why you're here. Let's get moving.
SOLUM - CIRCLE OF KINGS - JEN
Follow the path through the area. As will be noted, pressing select will swap
between Jen and Scree at your wish, but for the time being Jen is who you
should have. Once you reach a split in the path. The direction to the right
(the west on the map) is currently a dead end, guarded by archers. So we'll be
taking the path to the left.
As you approach the cave a cutscene will take place in which Scree will tell
Jen about the Malkai within the caves. Because it's dangerous for Jen to go
on, Scree will volunteer to scare the Malkai away with fire.
SOLUM - CIRCLE OF KINGS/MALKAI CAVE - SCREE
Take Scree through the cave and out the exit on the other side. Once you're
out, follow the path map area around to it's left. You will see another
entrance to a small cave ("Fire Cave"). Go inside, and at it's end you'll find
a fire is burning. Stand beside it and press X to pick up one of the burning
pieces of wood.
Now we have a torch, take Scree back to the Malkai Cave. In the area where the
Malkai are, there is an urn where you can use the torch. This will scare off
the Malkai, and allow you to bring Jen through the cave. Return to her at the
cave entrance and there will be a cutscene.
When the scene is over, control Scree (or Jen if you choose) and go through
the cave to the valley on the other side. Ignoring the Fire Cave, head down
the path to the right and into the opening of the valley.
If you head to the left where the river is, you'll find the bridge across is
broken, so instead head straight ahead where you can see a building. As you
approach a cutscene will take place in which Scree shows off his rock wall
climbing skill. Once the scene is over you'll be in control of him even if you
were playing as Jen before the scene.
SOLUM - VALLEY - SCREE
Climb along the wall and through the gap caused by the missing top on the
wall. Once you're on top, you can jump down the other side, then go down the
stairs and open the door so Jen can get through. Now head up the stairs and
try to open the gate. Scree will ask Jen to help him open it, and together
they will push it open. You are entering the Ferai Villa. Run forward and a
cutscene will take place.
Scene #5 - Herne Ambush
Once the scene is over, Jen will finally have something she can fight with, a
knife, and a goal to reach - to find Jared.
Scree will note it's time for him to scout ahead. Go towards the back of the
villa where you will see a glowing stone. This is a Lodestone. As Scree notes
to Jen, you'll find out the importance of these later on.
It's time to put Scree's rock abilities into practice again, so climb down the
hole beside where the lodestone was, and you'll find yourself in the villa
basement. There is only one direction to go once you're at the bottom, so
follow it. You'll end up crossing a small wooden bridge across the valley.
Once on the other side of the bridge, follow the path to the left alongside
the water, until you reach the broken bridge. As Scree notes, you'll need to
find a way to get Jen over here. Go straight ahead and you'll be in a broken
Mill where you can hear the sounds of the mill gears moving. The gears are at
the end of the room, where there is another exit. Go out this exit and Scree
will make a note about the tree by the riverside. It's time to push it over.
So approach it and press X.
Now we have it as a makeshift bridge, go across to the other side and head
back towards the Villa. Jen should meet you half way. Return towards the
makeshift bridge you created out of the tree, but be careful - you won't be
alone.
As you approach the broken bridge on your return, the Malkai attack. It's
now time to swap to Jen and fight with your knife.
SOLUM - VALLEY - JEN
Okay, it's your first time fighting, but don't worry. As the onscreen info
says, L2 performs a left hand move, R2 a right hand move, and L2+R2 performs
a stronger move. Trying combos between the two should keep you healthy, and
Jen's health will restore itself after you fight anyway.
There are more moves than mentioned, which you should also know. R1 blocks
attacks. Also if you block an attack at the right time, Jen will occasionally
use it to counterattack. L1 is a spin attack, which is good should you be
surrounded by enemies. When an enemy is near death, they'll stand stunned at
which time you should press L2+R2 to perform a finishing move. Triangle will
taunt your enemies. Finally, to change your lock on between enemies when
fighting, press the X button, or to remove the lock on entirely so you can
escape, press square.
When you're finished fighting, continue towards the makeshift bridge and the
mill.
As you exit the mill another cutscene will take place in which Jen and Scree
figure out what is happening to Solum. At this time, we're going to take a
slight diversion as Scree to find another Tarot card.
SOLUM - VALLEY/MILL - SCREE
Head around the back of the mill area. You'll find there is a staircase,
however it's blocked with rubble. Instead, follow the wall where the
staircase actually is, and use Scree's ability to climb the wall and reach
the top of the staircase. From here you can access a part of the 2nd floor
of the mill, where you will find a Tarot card sitting.
Card #2 - "The Fool" - Jen
Err... umm, anyway, now that we have the second card, let's continue.
Head up the stairway, away from the broken bridge. It is a dead end all the
way at the top, but what we're interested in is the tower halfway up the
stairwell. However if you check the door you'll find it's locked from inside.
It's time to change back to Jen and gain access inside.
SOLUM - VALLEY TOWER - JEN
Head around to the back of the tower and you'll find there is a gap in the
wall. A gap big enough for Jen to slip through. Do so by approaching the gap
and pressing X, then go open the door to the tower so Scree can enter. Now
they're both inside, you can head down the steps and into the Ferai Burrows.
However, before we do so, it's time to get card #3. Switch back over to Scree.
SOLUM - VALLEY TOWER - SCREE
Get Scree to climb up the wall half way between the gap where Jen got through
and the door. Here he'll be able to climb higher than elsewhere, because part
of the wall is missing. From past this missing bit, head towards the right,
and follow around until you're above the wooden platform. Climb down onto it
and pick up the next Tarot card.
Card #3 - "King of Pentacles" - Herne
Once you've gotten the card, climb back down the way you got there and change
back over to Jen.
SOLUM - VALLEY TOWER - JEN
Now we're done with that card collection, you can now head down the stairs
into the Ferai Burrows. Follow the spiral stairwell down and go through the
open areas until you get to a cutscene. Scree will ask some of the Ferai
tribe about Jared.
Once the scene is finished, continue following the path through the burrows.
You'll come to a large waterfall. Don't go in the water, there is nothing
there for you. Instead head up the stairwell to the left, and continue
following the path to the top. Follow the path downhill, and at the bottom,
it'll be noted you've hit a dead end. However, that wall in front doesn't look
too stable. Follow the path to the left, into another dead end. However you
may note that beside the lit urn is a wheel. It's too heavy for Jen to lift,
so it's time to swap to Scree.
SOULM - FERAI BURROWS - SCREE
Get Scree to pick up the wheel, and walk all the way to the top of the hill
you came down to get into the area. I'm sure you noticed the groove in the
ground... it's time to send the wheel downhill. Walk to the top of the hill
and a cutscene will take place. However before you go down, grab the torch on
the wall to the left of the hill you just rolled the wheel down. Do so by
pressing X near it. You'll need the torch to enter the area you've just gained
access to.
Once inside, follow the path to the left and climb up the couple of big steps.
In the next room you can light the urn with your torch if you wish, and smash
a couple of barrels. One has a Lodestone in it, so make sure you grab it. Go
up the stairs, then through the hole in the wall. Smash the barrels blocking
the steps, go through another room, climb up the wall and finally you'll be
back outside.
As you follow the path along, you'll note a cave off to the left. At the end
will be a Rift Gate which you'll need to power up by tapping X a lot. Right
now it's not much use, because we don't need to jump to anywhere else. But
later on the various gates will become handy. If you want though you can go on
a practice trip if you want. Or cancel it by pressing triangle before the rift
is opened.
When you're finished, return outside and continue following the path until you
reach Jared's Lodge.
SOLUM - JARED'S LODGE - JEN
Just outside the steps you'll be attacked again, so fight on. Even with just
the knife, the battle shouldn't be too hard. When you're finished head up the
stairs and into the Lodge.
You'll see blood, a couple of dead bodies, and signs of a battle... but not
much else. Head towards the hole in the wall near the back, and a cutscene
will begin.
Scene #6 - Finding Jared's Horn
Once the scene is finished, go through the back and up to the gate. Get
Scree's assistance to help you open the gate, and follow the cave through.
You'll eventually reach a point where the bridge has fallen. Scree will point
out how he'll be able to get across, and we'll get to that soon, but first we
need to get Jen to the other side.
Back up from the edge a little and check the left (map west) hand wall. You'll
note there is a small ledge. Press towards the wall, and Jen will flatten
against it. Now side step around the wall, go across the gap, and repeat the
sidestep until you reach the other side of the cave. Now you're over the other
side, press select and swap to Scree.
SOLUM - UNDERGROUND CAVERN - SCREE
Scree can climb down the wall where the broken bridge is, then hop across the
gaps and climb up the other side. Do so. Once you're on the other side, and
meet back up with Jen, change back over to her.
SOLUM - UNDERGROUND CAVERN - JEN
Continue to follow the cavern to it's end, and you'll exit back outside.
Follow the path along to a bridge. We're going to ignore the bridge for now,
we'll be back. But first, it's time to go hunting for another Tarot card.
Continue to follow the path up the hill from the bridge and into the cave at
the top. Follow the path through the cave (Jen will duck under the broken
cave brace) and back outside the cave to a lookout. You won't be able to get
through the gate yet, but to the left will be a stairwell leading to the top.
Upstairs, get ready for a fight with a couple of archers.
When they're dealt with, check around the left hand side and you'll find a
lever which will open the gate. However you'll need Scree's help to move it.
After this, continue to go around the back of this upstairs area. Here you
will find another Tarot card.
Card #4 - "Strength" - Scree
Once you've gotten the card, make your way back downstairs and through the
cave to the bridge we passed earlier. As you reach the end of the bridge, a
cutscene will take place.
Scene #7 - Encounter with Devena
Obviously the main doors are going to be locked, so we're going to have to
find another path into the city block. Run up the stairs, and look to your
left. This is the direction we're going to take. Follow the path along until
you get to a point where it doesn't seem you can cross. However, the is a
ledge Jen can cross here. Push up against the wall and you'll get across. Now
it's time to get Scree across, so change to him.
SOLUM - CITY WALL - SCREE
Right beside where Jen managed to get across, press X, and Scree will jump
onto the wall. Walk across the wall to the other side, then get down. Change
back to Jen.
SOLUM - CITY WALL - JEN
Once both are across, you'll be able to gain access into the city through a
hole in the wall. Most of the doors in the Poor Quarter are locked. If you
check your map, you'll see you want to head southwest, so go towards the large
open area there. You'll get into a fight here, but it's nothing you shouldn't
be able to handle by now. When you're finished, follow the one alley out of
the yard to get to the next section of the poor quarter.
However, just as we enter this, it's time for another card.
SOLUM - POOR QUARTER (2) - SCREE
Just at the first corner of the alley heading straight for a while, is a house
with a balcony. From the ground level, you should be able to see a barrel
there. What you may not see is another card. To get the card, you need to be
able to climb up the wall before the corner with Scree, then climb around the
corner and onto the balcony.
For the sake of making this easier over directions, he's a diagram taken from
the bottom right corner of the map in the game
_
____| S - Is where Scree should start to climb up. He should
__| ____ Then climb to the left of him, and around the
| | corner to reach above the balcony, then down to
|S | get onto it.
__C_____| | C - Is where the card is.
|
_________ |
| |__|
Card #5 - "The Empress" - Arella
Once you have the card, climb back down the way you got up, and switch back to
Jen.
SOLUM - POOR QUARTER (2) - JEN
Continue following the straight roadway along, and around the corner. When you
reach the next road, take the winding stairs you find half way, as the set at
the end is blocked by rubble.
Taking the middle set will bring you to a courtyard. Following the path around
you'll find it leads you to a dead end, instead you need to go through the
only building where there is no door. Once inside, climb up on the rock on the
right hand side of the room. From here you'll be able to climb up another
small level above the fireplace, and only what is left of the second floor.
You'll note the hole in the wall across the street, so go towards it and Jen
will jump the gap.
Go down the stairs, and break the barrels blocking the path through to the
next building, then go up the stairs in this new place. From the 2nd floor
here, you'll be able to drop into the next house. From here, you'll see there
is a small gap in the wall, which Jen will squeeze under, and then a hole in
wall which will finally let you back outside.
Follow the pathway, and climb the stairs. Once in the new yard, climb the next
set. You won't be able to access the door to the building on the right yet, so
just go straight ahead down the path until a cutscene takes place with some
escaping Ferai. You won't be able to get where they're going right now, so
don't worry about it.
Instead, follow the path around the side of the building and across another
bridge. At the end of it there will be another cutscene, and Scree will
explain the reason for picking up the lodestones. You however don't have
enough just yet, so we're going to have to find some more. Thankfully there is
quite a few sitting around outside of the Great Temple. Change to Scree and
get collecting.
SOLUM - GREAT TEMPLE - SCREE
Going clockwise from the statue, there is one sitting in the middle of the
street; another hidden in a barrel on the southwest corner, near the great
temple itself; one sitting by the gate on the western side; and another by the
northwest corner, again by the temple.
Once you have them all, return to the statue, and stand near the statue. Scree
will use 5 lodestones to possess the statue and allow you to turn the light
on the top of it when you press X near the statue. You need to use the left
analog and point it towards the door to the temple. Once you hit the green gem
with the lock, the door will open. Press triangle to get out of the statue.
Once you're back in control of Scree, head inside the temple, and a cutscene
will take place.
Scene #8 - Interrupting Herne's Ritual
Once the scene is finished, you'll have the added control of Jen's primal
powers, currently Ferai. Holding Left will allow you to draw on power which
Scree has stockpiled.... pressing Left will change Jen between Ferai and Human
and vice versa. Should you run out of Ferai energy, then Jen reverts back to
normal form.
With Scree, you'll now be able to collect energy from killed enemies as well
as various stones and items. Outside the temple, Jen will encounter her first
enemies in her new form, and they'll be even easier to kill than they were
before. Scree will be able to suck energy from the dead bodies by standing
beside them and pressing X. I won't be reminding you to do this, so you'll
have to change over to Scree and do this when you need to.
Downstairs, below the temple, is another Rift Gate, however we don't need to
use it right now. Instead, we need to go to the gate to the west of the
temple.
SOLUM - GREAT TEMPLE - JEN-FERAI
With Jen's new powers, you'll be able to jump up to the top and climb around
to the other side. On the left side is a broken piece of the gate you can
climb on. From there, Jen will jump up to the top. Climb up a bit more and
walk around the outside of the gate. From there, climb down to the ground, and
move the lever so you can allow Scree to get through.
SOLUM - GREAT TEMPLE - SCREE
As you may have noted, there is a rock with energy coming off it. This is for
Scree to collect, it's more energy for him to stockpile for you, so swap over
to him and collect it. Once you've gotten it (and Scree has explained it's
use to Jen), swap back to Jen.
SOLUM - GREAT TEMPLE - JEN-FERAI
Run down the next part of the bridge, then through the cave to the other side.
This area is the hunt lands. Run up the steps leading to the large archway,
you'll have another fight with the Malkai. Once it's over, go through the
gate and head towards the campfire you'll eventually see in the distance.
A cutscene will take place.
Scene #9 - Talk With The Shaman
Once the scene is over, check around the areas for some barrels to break.
One of them should contain a lodestone (which you can collect with Scree).
SOLUM - HUNT CAMP - SCREE
Collect the lodestone. Change back to Jen.
SOLUM - HUNT CAMP - JEN-FERAI
Now that's done, head through the nearby archway to the hunt lands, and
prepare to fight. Once you're finished fighting, if you check the small
building in the middle of this area (and the middle of the lower map) you'll
find an Energy Fountain. This will give Scree a full power bar which can be
used for Jen.
Before we exit the map at the south, it's time for another card quest. If you
look at the south-east of the map, you'll see a wall with an area. As you
approach it, you'll likely get into another fight. When that's done, you'll
find a lodestone outside it you can get with Scree, so swap to him.
SOLUM - HUNT LANDS - SCREE
Grab the lodestone, then climb onto the wall. You'll notice more gaps in the
brickwork which will allow you to get onto the roof of the building. That is
your goal. Once on the top you'll find a card at the back of the roof.
Card #6 - "Queen of Pentacles" - Devena
Once you're done, climb back down the way you got there, and swap back to Jen.
SOLUM - HUNT LANDS - JEN-FERAI
Exit this current area by the exit in the south. Follow the forest path
through the mountains, across the bridge, and along until you reach an
archway. Here you'll have to fight your first proper fight with some of the
Ferai warriors.
At this time, I should note the difference between the Ferai and all other
enemies before this point - you have to kill them with a finishing move once
they're stunned. If not, their health will slowly regroup as they stand dazed,
and they'll be back for fighting in no time. Perform finishing moves by
pressing L2+R2 when the enemy is out of energy.
When they're killed, continue following the path along and up the stairs until
you come to a massive courtyard which is the Burial Grounds. Move quick as
you'll have an archer shooting at you, and more Ferai to battle. Once they're
all dead, swap to Scree.
SOLUM - BURIAL GROUNDS - SCREE
As Scree, check the east side of the courtyard for a lodestone and spirit
stone sitting near a broken rift gate which Scree can collect. There is also a
lodestone by the door, in one of the vases, which can be collected, and one
more over by the western side of the courtyard... in the snow north of the
Rift Gate there.
Once you're ready, you can go approach the statue outside the temple. Firstly,
you'll need to ignite the light by using a torch (there is one by the stairs
entering the courtyard if you don't already have one). Then you can use the 5
loadstones you should have to possess the statue. However you'll find
something is missing from the door. Leave the light pointing towards the door
where the gem should be, then leave the statue by pressing triangle and then
change back to Jen.
SOLUM - BURIAL GROUNDS - JEN-FERAI
It's time to go back to the hunt camp. Backtrack all the way to where you had
the meeting with the Shaman. Another cutscene will take place in which you'll
persuade him to help. With the piece now in your grasp, return back to the
burial grounds and use it on the door. With the light still on the door as I
mentioned, it should open right up.
Head down the stairs, and fight the Ferai at the bottom. Then make your way
into the main chamber, and do likewise again. Once they're all defeated,
you'll have two doors to look at. The one on the right, a heavy metal door, is
locked so you can't gain access just yet. The one on the left is a more easier
door to get past, so go for that one. Scree will still come in and help Jen.
Once it's open, follow the hallway into the main chamber. You'll have more
Ferai to take care of too. Once that's done there are three rooms to check
out. The first room you passed as you entered, on the right (east) side, has a
lodestone, as well as a wall you need to climb as Scree, so change to him.
SOLUM - THE NECROPOLIS - SCREE
Grab the lodestone, then check the southern wall near the urn. If you look up
you'll see a hole in the wall. Climb up the wall, and enter the tunnel. As you
follow it through, you'll find it leads to the lower hallway on the map.
At the exit, the path to the left is currently a dead end (the door is locked)
but the path to the right will allow you to open the previously locked door.
We needed to do this sometime, so it's good we did it now. Once you've opened
it, return back to where Jen is, and we'll explore the other two rooms.
The second room has a couple of spirit stones, which you may or may not need.
It also has Jen's first pickup, so swap back to her.
SOLUM - THE NECROPOLIS - JEN-FERAI
The item is an energy gem. This will fully restore Jen's energy should she
run out while fighting enemies, instead of reverting her back to human form.
The third door has a gate in the way, which you'll need Scree's help with.
Once inside a cutscene will take place.
Scene #10 - Jared Found
Once the scene is over, you'll have a new goal to undertake. From here you
need to exit the Necropolis and go back outside to the burial grounds. It's
time to use the Rift Gate on the west side of the courtyard.
You need to select: Solum - Great Temple
All right, so we're back at the Great Temple. We need to backtrack from here
just a short while to where we saw the Ferai jump up the building. Jen now has
those abilities, so it's time to make use of them.
Make your way back across the bridge, and fight the Malkai who attack. When
they're dead, continue along the path and then climb up the wall where we saw
the Ferai jump. Once up the top, drop down inside and make your way up the
small set of stairs. Open the door here so that Scree can get inside.
Once he's caught up, go back inside and go through the open doorway in the
house. There is a barrel out the back with some energy in it (energy in a
barrel... what will they think of next?) and then make it through the next
couple of rooms until you come outside into the Plaza. Here there will be some
Ferai to fight.
If you search around there are a few item pickups around, but most of them are
energy based, so if you don't need them, then it's okay. The most important
pick up is for Jen, and is located in the small little "room" to the northeast
of the map - an energy gem. There is also some barrels here with items too.
When you're read to exit, head to the south-east. Right near the words "The
Plaza" on the map, is some stairs leading up to a large door (there are some
Ferai warriors here). The door won't work, but if you follow the path around
the side of the building to the left, you'll find there is a hole in the wall
leading inside anyway. This is The Forum.
Once through the back of the building behind the throne sitting there, is a
stairwell leading down. Once you approach the door downstairs a cutscene will
take place which allows you to gain access inside. Once you follow the path
down inside, you'll come to another camp and what looks like 3 different
paths. Really it's two leading to a small cove area, and a 3rd which is the
proper exit. The two to the left and middle lead to the cove, which doesn't
have much in it. The right side path, is the exit you need to take.
Follow the path beyond it further until you get to another opening. Here will
be a gate that Jen and Scree will both have to push open. One past that and
down the path a small bit more, you'll be in the city's sewer system. The path
to the right of the exit is a dead end, so go left. There will be a couple of
enemies to fight, but nothing major. When you get to the main chamber there
will be 4 directions to go on the map. Only 2 are important however.
The first one you want to take is the south choice. However it's only
important for Scree to do anything more than climb the ladder. At the end will
be lodestone which you should collect.
SOLUM - SEWERS - SCREE
Collect the lodestone. We're going to leave Jen her for a second, and get
Scree onto the northern path. As you may have noted the ladder is broken, so
Scree is going to have to climb the wall. From the south branch, don't climb
back down to the ladder, just climb over the edge of the wall. You can now
climb right around to the other side and get onto the north path. Of course
you can climb the wall anywhere in the main sewer chamber, it's just easier to
do it from the south seeing as you had to collect the lodestone anyway. Once
your standing straight... well as straight as Scree does anyway, switch back
to Jen.
SOLUM - SEWERS - JEN
If you guessed Jen is going to do more ledge walking, you'd be correct. Take
Jen to an area beside the southern ladder, and then push to the ledge. She'll
get ready to ledge walk. Follow it around, run along the area you can, then
ledge walk around again until you reach the northern path and meet back up
with Scree.
Now run north until you reach the ladder you can exit the sewers with. You'll
now find yourself in a series of Jail cells. As you exit the first room, the
path to the left is blocked. Ignore the door leading out, we'll get to it in a
second, but continue to your right. Another blocked off area will be here, but
there are some spirit stones if you need them, as well as some barrels. Kick
the barrels open, and you'll find one of them contains an energy gem.
Return to the door we just ignored, and enter the main cell block. Run towards
the back and fight the Malkai who attack. Once they're dead, you need to enter
the only open Jail cell - it's the one on the southwestern end of the area.
Once inside, climb up to the 2nd floor. Right in front of you should be some
barrels - one which contains a lodestone which Scree will grab.
SOLUM - CELL BLOCK - SCREE
Grab the lodestone. Change back to Jen.
SOLUM - CELL BLOCK - JEN
From here there are two places to go you can see on your map, however it's not
so important to go for the rift gate area to the left from the 2nd floor right
now unless you really need some health. Instead just go through under the arch
at the end of the block. Get Scree to grab the lodestone.
SOLUM - CELL BLOCK - SCREE
Grab the lodestone. Change back to Jen.
SOLUM - CELL BLOCK - JEN
Now head around the rubble and up the stairs. As you reach the top, you'll be
asked if you want to save, as saving is blocked during the next section of the
game. Save if you wish, then a cutscene will take place.
Scene #11 - Encounter At The Coliseum
SOLUM - COLISEUM - SCREE
We're now in control of Scree as tries to find a way to fight Belahzur.
Firstly we need to grab the loadstones scattered around the coliseum. There is
one in front of the main stand; one to the right of the eastern metal gate,
one on the east side of the southern metal gate; one on the west side of the
southern gate, and one by the rubble of the coliseum in the southwest side.
With all these loadstones in possession, approach the statue of Abdizur and
press X to possesses the statue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #1 - BELAHZUR
Fighting as Abdizur, or rather the statue of Abdizur, is no different as
fighting as Jen (as the game notes). The only lack is really the spin attack
with L1. The start of the fight is no different than normal, a general fight
with any foe.
However when you get Belahzur's energy down to a certain level, he'll jump out
of the way and up onto the sides of the Coliseum. From here he will throw 3
fire balls at you. These are easy to dodge just as long as you don't run out
of space to dodge them. The best idea for this is to run to one direction
until the first fireball lands and misses, then change direction and run the
other direction. Then after the second lands and misses, go back to running
the other way again. For example running left, then right, then left again, to
avoid all the fireballs.
Once you've dodged the three fireballs, Belahzur will jump back down and fight
you again as normal for a short while before again jumping up and repeating
the fireball events. This will continue until either one of you is dead.
Generally however, given the ease of this fight, it'll be Belahzur who will
likely die first.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once the fight is over, and the cutscene is over, you'll be back to normal
however you'll need to possess the statue of Abdizur again to open the eastern
gate. Once there, the statue will be automatically left there so that it holds
the gate open so Jen and Scree can gain access past it.
Once through you can follow the path into the city. However once you're
through to the first doorway, you'll be attacked by some Ferai. Time to swap
to Jen.
SOLUM - CITY LIMITS - JEN
Should probably change Ferai form too. Go primal!
SOLUM - CITY LIMITS - JEN-FERAI
Take on the enemy. Once you're through the doorway, you'll be in a large
courtyard with a statue in the middle. While the north west path is where we
need to go, it's time to make another side trip while we get another card.
Just to the north of the statue in the courtyard, you'll find there is no door
leading into a building. If you follow the path that leads through various
rooms, and buildings you'll find yourself outside the city wall again. However
this time there is a cave (as well as a energy fountain too should you need
it). Enter the cave and you'll get so far before some barrels block your way.
Break them and gain access to the back room. Inside you'll find some spirit
stones, an energy gem, and another Tarot Card.
Card #7 - "Ace of Pentacles" - Ferai Aspect
Now you have that card, return to the courtyard with the statue and follow the
path to the northwest. As you round some of the corners, there will be more
Ferai to fight, of course, so take them on. Continue to follow the only path
you can take, over things, and around corners, until you reach the large open
area which is the City Barracks.
Scene #12 - Fight In The Barracks
As with the last open area, there are pickups to be found, again health
oriented... I'll leave them to you. As with anymore enemies to fight. When
you're finished, head towards the west side of the map, and to the towers at
the highest point. Of course there are more Ferai here to fight as well. At
one end of the bridge is a gate you can't open. The other a room with a locked
door. However the room also has a hole in it's wall that Jen can slip
through... so do so. Once through open the door so Scree can get inside, then
have both of you move the lever so you can open the gate at the other end of
the bridge. Easy as that.
Run to the other end of the bridge, but be careful of new enemies about. Once
through to the new area, ignore the buildings on the left and right, and
continue to follow the path through. You'll arrive in a clearing, however you
won't be able to access the Gate House which is located here. Instead,
continue following the path until you come to another bridge which has
collapsed. Jen needs to take the top path, and shimmy along the ledge to the
other side past the rock wall. Once you're on the other side, it's time to
swap to Scree.
SOLUM - GATE HOUSE BRIDGE - SCREE
Scree needs to climb onto the wall below where Jen got across and walk along
the wall. Once you're on the other side, swap back to Jen.
SOLUM - GATE HOUSE BRIDGE - JEN-FERAI
Continue following the path past a watchtower. Keep an eye out though, because
there will be an archer shooting at you. At the end of the path, kill the
Ferai guarding and reopen the gate which closed. Make your way down the
stairs, killing anymore enemies around. At the bottom of the stairs are two
chambers. One with a rift gate, the other an energy fountain. Continue
following the hallway until it splits in two.
The left path with the stairs going up leads to the watchtower from earlier.
Inside the tower is an Energy Gem. As well you can kill the pesky archer from
before. The right path leads around the corner and downstairs, further into
the Guard Rooms. As you get into the main Kitchen area, you may note a
lodestone on the beam across the kitchen. Scree will be able to climb the wall
and get this. However only after a cutscene which takes place at the bottom of
the stairs.
SOLUM - KITCHEN - SCREE
Climb the wall just below the lodestone. Climb up and above the beam then onto
it. From there grab the lodestone, then return to the floor the same way you
got up there. Change back to Jen.
SOLUM - KITCHEN - JEN-FERAI
The door at the end of the kitchen is locked, so go through under the arch on
the side wall across from the fireplace. It'll open out into another room,
however the door will be locked behind the approaching Ferai and you'll have
to take them on. Once they're dead, ignore the locked door, and open the gate
using both Jen and Scree on the west wall. From here go up the stairs and make
your way outside.
Follow the path around the outside. If you need any extra health it's here as
well. Once you've made it over a number of rocky steps, you'll reach the path
again. At the top will be a large glowing rock. This is a summoning stone. If
you get separated from Scree, it will allow you to bring him back to you. It's
not important now, but might just be later on. Continue on along the path, and
take on the Malkai who attack. As Scree will note, in the center of this area
is a large statue of Herne. Move over to the large tower. It's time to swap
over to Scree.
SOLUM - HERNE STATUE - SCREE
Climb up onto the wall... You need to follow the brick pattern as it wraps
around to the right, through the gap left by the break in the trimming. Once
you're around on the right side of the statue, follow it upwards and into the
top of the tower. Once at the top a cutscene will take place in which Scree
will tell Jen to wait while he finds something to help get her up to the top.
What you need to find for Jen to get to the top of the tower is a rope.
Firstly, you should grab the torch on the wall so Scree can see where he's
going. After that, head down the stairs to the bottom of the tower, and follow
the path underground. Once into the chambers, there will be a quick scene of a
quake. If you look to the left of where Scree is left standing, you'll see a
piece of floor which looks ready to collapse. You need to make it happen.
To do so, you need to pick up for green vases and carry them to the area which
will collapse. All 3 of them are within this Pantry area surrounding the floor
which will break away. Once the 3rd one is added, you'll drop down into the
pantry below... attached to the kitchen you went through earlier. In here will
be the rope you were looking for.
There are two ways to get Scree back to Jen from here. Either climb back up
the wall, and go through gap you just made in the floor, then follow the
passage way you came down to return to the top of the tower to use the rope.
Or you can switch back to Jen and use the Summoning Stone we passed earlier to
collect Scree, then have him climb to the top again and use the rope. Either
way will work, but once you've returned to the top a cutscene will take place.
Press X to use the rope, then control will be given back to Jen.
SOLUM - HERNE STATUE - JEN-FERAI
Walk up to the rope which is dropped, and press X. From here you'll want to
push up on the analog stick to climb (and push down to descend as well - but
we don't want to do that here). Switch back to Scree so he'll stop holding the
rope and return to normal.
SOLUM - HERNE STATUE - SCREE
Press X to return to normal. Then change back to Jen again.
SOLUM - HERNE STATUE - JEN-FERAI
Make your way down the tower, and through the underground passageways again.
Follow through from the pantry and you'll find a lot of barrels in your way.
Smash them, then follow the path around two more corners, and into another
large chamber. Once in this room, you'll have a choice of straight ahead or a
path to the right. Straight ahead is what we want, but it's time for another
card quest, so take the right path. Not too hard this one... it's a chest
sitting on the north side of the hall beside a bolder.
Card #8 - "The Hermit" - Shaman
Return to the previous room, and follow the northern path we haven't gone down
yet. Go around the corner, and step through the hole in the wall. Go through
this room, and down the hall. There will be a door on the left wall (which if
you look at the map is marked "Jared's Rooms") however we don't have access
just yet. Don't forget this door however, we will be back. There is a room on
the right of this hallway as we move down it, which has a lot of barrels and
vases in it. One of the barrels contains an energy gem, so don't miss it.
Continue following the hallway along and around corners and over fallen
pillars until you reach another massive chamber, watch out for any attacking
Ferai too as there is quite a few around here. Once they're dealt to, you have
three directions to go. The one on the east side is a locked door, so it's
counted out for now. The north one goes upstairs, and the south goes down
stairs. It seems clear that we should continue going downwards, so the
southern set is the one to go for.
The large metal and wood gate requires both Jen and Scree to open. Once down
the stairs, you'll be in a banquet hall. However you'll find that the exit
doors are locked. Time to go back I guess... however as you run up the hallway
back the way you came, there is a chance quake which knocks the doors down for
you. I love coincidences. :)
Return to the now removed doors, and you'll be in another room with 3 more
choices. The south choice leads to some stairs going back up. If you follow
them you'll have one Ferai to kill, and you'll find you're actually at the
gate house you passed some time back. The small north door is where we want to
go, but not just yet. Yes, again, it's time for another card quest.
Taking the western path through the west doors, you'll have climb over a
fairly large gap near the north wall of the room. Once through, follow the
door to the right, and into this first room. Again however, it's an easy card
find with it just being found in chest on the western wall.
Card #9 - "Knight of Pentacles" - Jared
The path to the north of here, just takes you back to the area near the
kitchen, so it's not really worth returning back. Instead just make your way
back towards the banquet hall, and take the northern door and down all the
stairs into the throne room. From here, run all the way to the back of the
throne room, to where the actual throne is. Here you'll find a key sitting on
one of the thrones. This is the key to Jared's Rooms, which we past earlier.
You remembered to take note right? Time to head back there, however on the way
out you'll be asked if you wish to save. Do so if you wish, then a cutscene
takes place...
Scene #13 - Devena Ambush
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #2 - FERAI ONSLAUGHT
After the scene, you'll have six Ferai to kill. However apart from their
numbers, they should be taken on as usual. I only count this as a boss fight,
because the game seems to have decided to treat it as such.
Just be careful not to be targeting an enemy who seems reluctant to fight and
then be attacked in the back by one or two who are. Quickly cycle through
targeting with X. At six, this part is the most hardest due to the number of
enemies you can possibly target... you'll still likely end up targeting the
wrong ones, but as long as you're facing forward, any enemies in your way can
be hit.
Using the spinning attack is also good should you be crowded by many of the
enemies at once.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IMPORTANT: I've had quite a few people e-mail me over this, so please take
note of this. The key you have just picked up is not the one needed for The
Necropolis. This key opens Jared's Rooms, which you will need to ever so
slightly backtrack for. Once in here you will be on your way to getting the
key for the Necropolis. Please take note of this.
Once the fighting is over, have Jen and Scree push the doors open in the
Throne Room, then head back upstairs and make your way back to Jared's Rooms.
Watch out for any new Ferai on your way back through as well. Once through the
door and into Jared's Room's, make your way through the hole in the back of
the wall, and down the hallway. Follow it through, taking on any enemies,
until you reach the rooftops outside.
As you walk around the outside, be careful of the archers as you take each one
on. Once you get around the far side of the outside rooftop walkway, go
through and up the stairs to the other side. Here you can climb onto the roof
in the corner and some healing items and an energy gem. Climb back down and
enter the door leading inside. Go down the stairs and you'll find a choice of
two ways by a fireplace, left or right. We currently want to take the left
path into the large rooms. Follow the hallways and rooms through until you
reach Devena's Rooms, where you'll find a couple of Ferai to take on.
Once they're gone, head up the stairs. Here will be at least one more Ferai to
kill coming in from the room at the back. One it's dead, head into the area
where it was, and go up the three flights of stairs. And finally, sitting on
the back wall of this room is the key we've been looking for.
Return downstairs and head back towards to the last choice we made between
left or right after coming down from the Rooftops. Watch out for any new Ferai
around. Once you're at the area where we made the choice, we now want to take
the right path, which should now be straight ahead. It leads downstairs, and
comes to a stop at a door Jen will open, and surprise, surprise, we're back in
the massive chamber room again.
Now it's time to take the northern path from here. Get Jen and Scree to open
the wooden gate, and then head up the stairs. Once you get to the top and
outside, there will be more Ferai to kill. You'll notice you're in the
courtyard of the area you went around in the Rooftops. Head to the far side,
and there will be open doorway leading downward. Follow the hall down and
you'll be taken to another Rift Gate.
Use the Rift Gate here to go to the ones in "Solum - Burial Grounds" and
you'll be on your way back to Jared. Go back across the courtyard and up the
stairs into The Necropolis.
Scene #14 - Return to the Necropolis
Make your way back into the main chamber and meet up with Jared. You'll have
plenty of enemies to take on, but thankfully you'll also have some extra help
from Jared. I hope you followed this guide earlier and got the single gold
door open in this chamber too, because that's where we're heading. Make sure
you have Jared following you, or else you won't be able to complete this next
part.
IMPORTANT: Apparently I've underestimated the idea of exploration or skim use
of this guide at times. If you haven't opened the gold door in this chamber
then please hit Ctrl+F and insert this text into the find option:
SOLUM - THE NECROPOLIS - SCREE
This should take you to the part of the guide that explained how this door
should have been opened. Appologies to all who were confused about opening the
golden doorway.
Follow the hallway at the south around. Refill your health and Scree's bar
from the fountain if you need it, as you pass, then head towards the end where
there is a gate. With Jared there, as you approach it you'll trigger the
event, and you'll be asked if you wish to save. Do so if you wish. Afterwards
there will be a cutscene.
Scene #15 - Devena's Body Found
Once the scene is over it's into another Ferai onslaught...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #3 - FERAI ONSLAUGHT #2
Same as before, except this time you have Jared helping you.
There eight Ferai to kill, however this time in two swarms of three and one of
two. As before, just be careful not to be targeting an enemy who seems
reluctant to fight and then be attacked in the back by one or two who are.
Quickly cycle through targeting with X. Using the spinning attack is also good
should you be crowded by many of the enemies at once. Jared helps a lot though
by distracting enemies. One the eighth enemy is killed, another cutscene takes
place.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Scene #16 - Shapeshifter Destroyed
After the scene, with Solum changed for the better, Jen and Scree return to
the Nexus.
NEXUS - SOLUM PORTAL - JEN
You've unlocked your first Bonus Feature. A small featurette on the main voice
actors. You can access it through the main menu.
Bonus #1 - Actor's Featurette
Once you've made your way out of the Rift Gate, through the doors and down the
steps, another cutscene takes place.
Scene #17 - Jen Meets Arella
Now the scene is over, follow Scree to the next Rift Gate, which will take you
to the next part of Oblivion, Aquis.
------------------------------------------------------------------------------
06 // 02 // Aquis
Scene #18 - Entering Aquis
AQUIS - TEMPLE LAGOON - SCREE
Once the cutscene is over, you'll be controlling Scree in the water. Walk
forward and drop down the next little ledge. From here take the path to the
right (the left leads to a dead end) and you'll drop down another small ledge.
Again, there are two choices. The path to the right which looks like it goes
into a cave is the way out of here, it will lead you back to Jen. Instead
ignore it for now, and take the path to the left.
You'll come to a ledge with the temple right in front of you. Drop down a
couple of ledges and then follow the path to the bottom of the temple in front
of you. As you walk around the outside of it, you may notice some white
pillars which look like they have grooves on them. Scree can use these to
climb up and into the Temple.
Once you're inside, approach the water being sucked into the middle of the
room and a cutscene will take place and Scree will be sucked through a tunnel.
You'll be back outside on the ledge. Now we need to figure out how to reverse
the flow of the water. Return to the bottom of the path, and climb back inside
the temple. Scree will comment on what you have to do. Instead of approaching
the water being sucked through in the middle, look around the room until you
see a lodestone. Collect it, then look to either side of it. It's time to do
some more climbing.
Climb up the pillar on either side, then move around the inside of the pillar
and climb down onto the platform. Here should be a valve which you can use.
Approach it and press X, then press towards the right with the left analog
stick. The water will reverse it's direction. Climb back down and approach it
and a cutscene will take place in which Scree is taken upstairs.
Up here is two ladders leading to platforms on the outside. One leads to a
small platform with a lodestone on it. The other leads to a larger platform
which has another ladder leading to the very top of the temple. Once you're
there, another cutscene will take place setting up what is happening in Aquis.
Scene #19 - Scree Meets Aino
Once the scene is over, make your way back down the ladder and drop off the
platforms around the outside of the temple. Now is time to make your way
back to Jen using the path I mentioned earlier. You probably dropped right to
the bottom, so find the lowest point leading onto the walkway and climb up.
Follow the path until you see the two ledges you dropped down onto when first
coming to the temple, and climb up them. From there follow the path straight
ahead.
You'll come to a large cave like area with a lodestone in it. Collect the
stone then begin climbing up all the white ledges in the area. Once you're
up the second one, you'll have to follow the slope up before you can get to
the third. The forth can be walked onto, then climb up to the fifth.
From here follow the path around to the right and Scree will jump a gap.
After that, climb up to the sixth ledge and then follow the path around to
the left. From here you'll be able to exit the water. There will be one more
ledge to climb up on, then you'll be right near Jen. Walk towards her and a
cutscene will take place.
Scene #20 - Scree Gives Jen A Gift
AQUIS - TEMPLE LAGOON - JEN-UNDINE
Once the scene is over, you'll be in the water as Jen. As the info on the
screen says you need to use circle to swim. Holding it, then releasing it, and
then holding it down again gives you a short boost as well.
You need to head for the object with the green flashing lights. Below it is
actually a tunnel leading through to the next Lagoon. Follow it through and
you'll be lead to the Dam Lagoon. Head closer to the surface, until you can
see a ledge with some object with yellow energy coming out of it. As you
swim closer to it, you'll find it is a summoning stone. Get in front of it and
press X, and Jen will pull Scree through. Both of you are now in front of the
Dam where you need to be. Change over to Scree.
AQUIS - DAM LAGOON - SCREE
Run over to the big semi-circular object on the side of the Dam. Firstly,
grab the lodestone sitting beside it, then from there push X. Scree will
possess the entrance way. From here, rotate the right hand stick clockwise
and the entrance will lower. Change back to Jen.
AQUIS - DAM LAGOON - JEN-UNDINE
Swim inside and rotate the valve at the back of the room to the right. Another
cutscene will take place.
Scene #21 - Aino Rescued
Once the scene is over, follow Aino through the Lagoons until you reach the
back of the Dam Lagoon, where another cutscene will take place.
Scene #22 - Pollution Found
Once the scene is over, you'll be able to go through the now open gateway.
However before you do, it's time to go on another card quest. Check your map
for the area labeled "Beach" within the Dam Lagoon. Head towards it, then
surface on the top of the water nearby. Don't climb onto the land just yet.
If you look around, you should see there is a rock pillar in the middle of
the water just north of the "Beach" previously mentioned. At the bottom of
the pillar is a small piece of land you can climb onto.
Once you're out of the water, you will need to quickly hit up on the d-pad
to change Jen out of Undine form.
AQUIS - DAM LAGOON - JEN
On land her energy will slowly be zapped away while she stays in this form.
Thankfully in this area it will be recharged once you re-enter the water.
Anyway, collect the next Tarot card sitting on the small piece of land.
Card #10 - "Queen Of Cups" - Aino
AQUIS - DAM LAGOON - JEN-UNDINE
Now you've gotten the card, change back to Undine form and quickly dive into
the water. Now make your way back north to the gate that Aino and Jen opened
and down the tunnel beyond.
Once you're out of the tunnel you'll probably find yourself in your first
fight. The game will also note that in polluted waters, Jen's energy won't
renew itself. This is important because if Scree isn't around to help and Jen
looses all her energy in a fight (and has no Energy Gem's) then she'll drown
and it's game over. Combat isn't any different than with the Ferai form,
except Jen's attacks have more range on them in Undine form.
Swim to the north and follow the path around towards the bottom of the
Caverns. If you try to take the north path, Jen will comment on the water
currents holding her back, so continue into the large cavern.
The first think you'll likely see is more green flashing lights going around
a circle, however that path is blocked off. What you're wanting to go is find
a way in there however. Check your map and you'll see a path to the south,
with a circle somewhere along it. The circle is where you need to go. This is
the Engineer's Room. Watch out for any enemies around as well.
As you swim towards it, do your best to avoid the Anemones which come
out of the sides (I personally do this by swimming below the pipes on one
side, and they'll generally be unable to reach underneath). Once through
safely, swim upwards and into the Engineer's Room. Once inside a cutscene
should take place in which Jen notes all the locations for the station.
Once the scene is over, push the button above the panel with X. This will open
the doorway into the area we passed earlier with the flashing lights going
around in a circle, so it's time to swim back. Watch out for any new enemies
around as you swim to it. Once through the tunnel you'll be in the Priming
Station.
The goal here is to get the cogs in the middle aligned. To do this you're
going to have to make a dry land trip. Right near the entrance you came
through on the right side of the room, you'll find a platform you can climb
up onto and out of the water. Quickly change to normal form.
AQUIS - PRIMING STATION - JEN
Climb the ladder, and walk through to the side chamber. Climb back down the
ladder, and get ready to go back into the water. Change back to Undine form.
AQUIS - PRIMING STATION - JEN-UNDINE
Quickly jump into the water, and swim for the middle of the room. You'll note
a huge object located in the center, and to the right of it a valve near the
floor. Swim to the valve and use it by pressing X. From here, push the analog
stick to the left until a cutscene takes place. Jen should state that one of
the cogs is now in place.
NOTE - I've realized that the direction you push will be dependent on which
way you're facing when Jen grabs the valve. When I did it, Jen was pointing
towards the gear, however you can also have her grab it and be facing the rock
wall. If this is the case, you'll be wanting to push the analog to the right
side instead of the left. Either way you need to push it until Jen makes the
comment about the gear being in place, so just try either way until she does
if you aren't sure which way you should be pushing.
However keep in mind that if you push it one way which is wrong, you'll have
to push it back the opposite way twice as long (once to reset it - you'll get
a cutscene of that - and then once more to finally set it).
Once that is done we need to return to the main chamber, so make your way back
the same way you got here. Swim over to the platform and climb up. Change back
to human form.
AQUIS - PRIMING STATION - JEN
Climb the two ladders and then walk through to the main chamber. Climb back
down the ladder, and get ready to go back into the water. Change back to
Undine form.
AQUIS - PRIMING STATION - JEN-UNDINE
Swim to the other side of the main chamber, and make your way to the rear of
the priming station. You'll find there is another platform you can climb up
onto out of the water. Quickly change to normal form.
AQUIS - PRIMING STATION - JEN
Walk across and climb down the ladder into the other side chamber. Once on the
platform below, you'll need to walk around and climb down another ladder to
yet another platform below that. From here change to Undine and jump into the
water.
AQUIS - PRIMING STATION - JEN-UNDINE
Same thing as before. Swim to the middle and go for the valve to the side.
Grab the valve with X and push it towards the left (or right if you're facing
the wall as mentioned earlier). Once this is done, Jen will mention all she
has left to do now is hit the master switch/button.
Swim back to the platforms that allowed you to gain access to this area, climb
up on the platform and switch back to Jen's human state.
AQUIS - PRIMING STATION - JEN
Climb the ladder and walk to the other side. Switch back to Undine form and
jump into the water.
AQUIS - PRIMING STATION - JEN-UNDINE
Swim to the main gear hold in the middle of the station. If you look in front
of it near the ground, you'll see a shiny gold object with blue light coming
from in front of it. This is the main switch. Grab a hold of it with X and
push to the right until a cutscene takes place where the power comes on.
Scene #23 - Priming Station Activated
Once the scene is over, Jen will make comment on getting the sub stations
up and running. Exit the Priming Station.
Now it's time to start on the sub stations. We might as well get the first
two easy ones out of the way, and let Scree gain access to the Bay Caverns
area. You're probably in need of some energy by now too. Head back towards
the Engineer's Room. Beyond where you needed to swim up into the room is a
gate which was previously locked. Because you now have power you can open
this gate with the blue button near it's top. This will allow Jen to have
another path to make it back to the Dam Lagoon and a path for Scree to
access the Bay Caverns area as needed. However we will stay with Jen for the
time being.
AQUIS - SUB STATION MISSION #1 - JEN-UNDINE
The first substation requires you to return all the way back to the Temple
Lagoon from the start of the Aquis Realm. Once you're there, look across from
the temple and you'll see a iris style gateway with another blue button above
it. This leads to the temple substation. If you're still not sure, it's been
marked on your map. Once the gate is open, swim along the corridor until you
reach the actual substation.
Now we need to look at the base of the station, and you should find another
valve you can turn. Grab it with X and keep tapping right until there is a
cutscene as Jen powers up the station. Now you need to swim around to the back
of the substation and look for a metal hub with a lever beside it. Flick the
lever over and a lid will open on the hub. Now that that is done, on to the
next mission.
AQUIS - SUB STATION MISSION #2 - JEN-UNDINE
Return to the Dam Lagoon and make your way to the area labeled Beach. You need
to climb up onto the beach and quickly change into human form.
AQUIS - SUB STATION MISSION #2 - JEN
Walk into the cave nearby and then walk into the water until Jen won't go any
further. Change back into Undine form.
AQUIS - SUB STATION MISSION #2 - JEN-UNDINE
Follow the tunnel along until you reach the next blocked gateway. Again, open
the iris using the button in at the top and swim inside the station. Once more
you need to turn the valve at the base of the sub station and open the door to
the hub for the filtration system. Once that's been done, make your way back
to the Dam Lagoon, changing into human form as you go across the beach, and
back to Undine as you get into the water.
Now we're back in the Dam Lagoon, we're going to have to make a detour. As you
may recall, Jen can't get any further north of the caverns due to strong
currents but that's the direction where the rest of the substations are.
Thankfully we can take Scree there. Hopefully Scree should still be around the
Dam from earlier on, but if not use the Summoning Stone there to bring him
back to the Dam. Once he's there, change over to him.
AQUIS - DAM LAGOON - SCREE
Just to the right of the Dam entrance you possessed earlier is a tunnel way
which you would have used as Jen on your return here. Follow it through to
it's end. Across from you is an entrance to an area with a Rift Gate (and the
path to it goes around to your left). But ignore all that and just step off
the platform and sink to the bottom like a Scree... sorry, stone. Or as only
Scree can.
Once your at the bottom use the energy fountain if you need to, then go
through the tunnel to the Bay Caverns area. From here, check your map to get
your bearings if you're unsure. We need to head towards the top path leading
away from the map (which may or may-not be labeled "Water Current" - it
depends on if you checked it with Jen).
Walk along the bottom of the pathway leading out to the north where Jen was
stopped from entering, until you see a boulder on the side of the pathway near
the corner. Beside the boulder will be a hole in the wall. It is this small
hole which is causing the strong current. Push the boulder towards the hole so
that you block it. That's all you need to do with Scree for now, so change
back to Jen.
AQUIS - DAM LAGOON - JEN-UNDINE
Swim either way you have open to you from the Dam to the Bay Caverns. You
should now find you can swim up the channel that was once blocked by water
currents thanks to Scree's efforts. Continue to follow the path, and avoid the
new set of Anemones until you find yourself in the Bay.
The Bay area is massive, so it's going to be easy to get lost if you're not
careful. However we won't be hanging around here long, so you don't have to
worry too much. But before we get on with the game, it's time for a card quest
however.
Check your map. In the southeast corner of the map is a rift gate. Just north
of that point is a small shelf of land leading off the tunnel where the rift
gate is. This is actually above water as you may expect. Swim towards the
large circular structure in the middle, then surface near the piece of land
and change to human form.
AQUIS - BAY - JEN
You'll find it's a beach you can walk on. At each end of the beach is a tree
with eggs below it. There is one near a summoning stone which has 3 eggs. A
couple of these have energy in them should your break them. At the tree at the
other end of the beach there is 2 eggs, one of which has the card we're
looking for.
Card #11 - "Ace Of Cups" - Undine Aspect
Now that we have the card, lets continue. Walk back into the water until Jen
begins to wade then switch back to Undine form.
AQUIS - BAY - JEN-UNDINE
Now it's time to swim to the western side. Once you get around the central
building you should see a mushroom shaped building with flashing lights
circling it's "windows." You need to go below it's lip to find an entrance
that leads inside, but watch out because you'll have an enemy to fight too.
Once he's defeated, swim inside. You'll see a closed door and a another blue
button to push. Do so.
Swim through the now open door and avoid the Anemones through the tunnel as
best you can. Part way along you'll see a summoning stone. Use it to bring
Scree through to the tunnels area. Once he's through swim downwards a little,
then forward again and you'll come to a vent gate where a cutscene takes
place.
Scene #24 - Adaro Seen
Once the cutscene is over, push X near the gate and Jen and Scree will push
the cover down. Swim through and you'll be in a 4 way junction.
To the north is another closed iris gate (with no button), however there is a
ladder and a hole leading upwards into a chamber with a Rift Gate, a
lodestone, and a some healing items. Watch out as Jen though as there are some
Anemones planted along the way up and the camera isn't too forgiving as it
changes direction. My advise is to stay as close to the ladder as you can if
you go up there.
To the west is another closed iris gate, however this one does have a button.
The only problem is that it's lacking power. So that only leaves one other
direction to go in, and that is to the south. Follow the tunnels towards to
the south. Once you check your map you'll see that there is a straight tunnel
with a substation at it's end, and three small tunnels leading off to a
chamber on the side.
If you swim towards the substation, you'll find the water currents will drag
you down the side tunnels and into the chambers. That's okay though because we
need to open a hub here anyway. So once you're in the side chamber, find the
hub and the lever to open it and use it. Now we need to change to Scree.
AQUIS - TUNNELS - SCREE
Hopefully you've had Scree either follow you, or he's somewhere not far
behind, or standing on dry ground near the previous rift gate I mentioned. In
any case you need to have him go towards the area where we just were, where
the Water Currents drove Jen into the side chamber.
Across from the second small tunnel leading to the side chamber (on the south
side of the map) you'll see another boulder you need to push a few times to
block yet another hole which is causing the shift in currents. The difference
here is however, there is two holes causing the currents. If you scout the
wall ahead of where the boulder starts, you'll see both of them. You need to
block the 2nd of the two holes with the bolder. Ignore the 2nd one. By doing
so, you'll allow Jen to be able to use the eastern most tunnel of the three
leading away from the chamber and allow her to continue on towards the next
substation. Change back to her now.
AQUIS - TUNNELS - JEN-UNDINE
Now back as Jen, swim out the left most tunnel (when facing towards all
three). You should find now that it has no water current pushing you away.
Once you get to the end, make a left and make your way towards the next
substation. Watch out though because there will be a couple of enemies
blocking your way. Once you've defeated them, push the button to open the iris
gate and continue to follow the tunnel. Also, if you get a note about bringing
Scree, then make sure you go and take him to through to the last iris gate and
into the chamber with the substation. Change back to Jen and he should follow.
Once you get there, a cutscene will take place in which Jen will refuse to
kill a engineer for the good of all Aquis and Oblivion. You now have to rescue
him somehow.
Once the scene is over, check the large pillar sitting in front of the
substation. On one side it the valve we can't touch, but if you check around
the other side at the top, you'll find a switch. Once you push it, a scene
will take place which show the iris gate with no switch near the last rift
gate opening. Time to change to Scree and make the slow trek towards the now
open iris gate.
AQUIS - SKELETON SUB STATION / SUB STATION MISSION #3 - SCREE
Once you get to the now open iris you can take Scree inside (with Jen you'll
find that new water currents block your path). Walk around to the back of the
substation and Scree will make a note about having to gain access to the
control room. Firstly however we're going to open the hub here and also go on
a card quest.
Behind the green eggs at the southern most point of the room, to the left of
the control room (that is while facing it) you should find the lever for the
hub. Once you have it open, you'll need to find it. Go back towards the
control room at the southern end, then follow the wall around to the west. You
should pass a valve, which we will come back to in a second, and then just
north of that should be the hub. Walk up to it and look inside. You should see
there is a card in the bottom. Hop in and collect it.
Card #12 - "Knight Of Cups" - Glakk
Return to the aforementioned valve south of the hub. Press X and turning it
and it will give Scree access to the control room at the southern most point,
by lowering and access platform to get inside. Once inside, you'll find
another valve which you can turn to power up the Nest Substation in another
cutscene. However the final thing you need to do is grab the handle (the stick
with the white ball on top) which is sitting to the left of this valve you
just used. This is what we need to free the engineer.
AQUIS - SUB STATION MISSION #4 - SCREE
You now have to make your way back to the previous Skeleton Sub Station where
the engineer is. If Jen is still at this Substation then you can just switch
to her and get her to use the Summoning Stone to bring Scree there. Once
you're there make your way around to the back where the hub is that Jen
checked out. As you may have guessed the hub is missing a small handle, which
is what we collected with Scree. Stand beside it and press X and Scree will
use the item. Now that is done, flick the large handle so the hubs lid can
open and the engineer can escape. A cutscene will take place with exactly
that.
Now you can go around to the proper valve and power up this substation. 4
down, 1 to go. Change back to Jen and swim to the last remaining iris gateway
left from the original 4 way path, as it now has enough power to open.
AQUIS - SKELETON SUB STATION - JEN-UNDINE
Swim back towards the last iris gateway we have left to open for now. When you
reach the water currents area, the unblocked current will take you down the
2nd tunnel way in the middle, however you'll be able to use the first (western
most) tunnel still. Essentially this means a small diversion between the first
and third side tunnels every time you want to come through this area, however
you won't be coming back.
Once you arrive at the gateway, watch out for enemies around, then push the
switch at the top of the iris to open it. Follow the tunnel along until there
will be a cutscene and Jen will be blocked in by a landslide. In the new area
you are in, fight any enemies around, the follow the only way you can go and
open the next iris gateway, and swim through.
This new area you are in is called the "Spike Pit" - appropriate I guess given
all the pillars are like spikes and the room is filled with Anemones too. If
you look at your map you'll notice there is a huge gap running along the far
southern wall, but if you actually go there, there is just a rock wall. This
is because you need to swim upwards. You'll then notice there is a patch of
water which will lead out into the open air, and you'll find your right beside
another beach.
Once you get near the beach you'll notice there is a large crab to fight. Wade
up the back until Jen starts to walk then press Left on the D-Pad to change
from Undine to Ferai form.
AQUIS - APOSTIES MOUNTAINS - JEN-FERAI
Attack the crab until it dies. Blocking is a must here as its attacks are
strong, but general attacking from Jen will easily defeat it. Once it's dead,
it's time to go on another card quest. This one is easy though, so don't
worry.
From where you are on the beach, check your map. On the northern most point of
this area in the mountains is where we will find the next card. To do that,
all you need to do is walk around outside the water-hole you just climbed out
of. Behind one of the small rock pillar surrounding the waterside you will
find the next tarot card.
Card #13 - "King Of Cups" - Adaro
Now that we've gotten the card, make your way back around to where you fought
the crab, and follow the pathway beyond leading between the mountains. It will
come to another circular cavern with a hole in the middle. If you look into
the middle, you will see water. Time to change into Undine form and dive into
the water. Press up on the d-pad.
AQUIS - APOSTIES MOUNTAINS - JEN-UNDINE
Diving in now, all you need to do is swim back to the surface of the water you
landed in. From here, check around the outside of the water and you should see
a tunnel leading back out. You'll need to change back into Ferai form once you
climb out.
AQUIS - TUNNELS - JEN-FERAI
Run along the tunnel until you meet another crab. Kill it like you did the
last one or ignore it, either way continue on. You'll find yourself in a large
cavern at the end. Make your way down the path to the bottom (the egg has
nothing in it). At the bottom, cross across the shallow water on the right of
the bridge, and over to the Summoning Stone. Pull Scree through it with X.
Refill your energy if you need it, and Scree's as well with the energy
fountain nearby.
If you check your map, you'll notice a small path going north, which is under
the water. Ignore this as it only leads back to where the rockslide happened
earlier. Instead you're going to use your Ferai form to climb.
Return to where the Summoning Stone is if you aren't already there. Hop up
onto the nearby ledge. Your Ferai form will be more than capable of making it.
Follow the path around to the left and hop up another small ledge, then
another medium sized one, and finally another small one. From here you're
going to have to shimmy around the wall to the right, in the area you would
have noticed as you climbed up. Once you've finished the lengthy side
stepping, you'll find another ledge to climb up. Follow the path around to the
left again, and Jen will jump the gaps across. Continue following the path,
and climb up one final massive ledge. Change to Scree
AQUIS - TUNNELS - SCREE
From where you are near the summoning stone, make your way across to the other
side where Jen originally came down. You should find a huge black wall with
little grooves in it which Scree can climb. Have him climb onto it and all the
way to the top, and you should find Jen standing right at the top waiting.
Change back to Jen.
AQUIS - TUNNELS - JEN-FERAI
Follow the ledge around until you come to a doorway. There is lever right
beside it you can use to open it. Press X and Jen will open the door. Go
through and you'll find two crabs to fight. Kill them then continue on through
the tunnel. At the end you'll come to another cavern ("Undine Statue Cave")
and there will be two more crabs to fight. Also if you search around you will
find some eggs, of which one has a lodestone in it.
AQUIS - TUNNELS - SCREE
Grab the lodestone. Change back to Jen.
AQUIS - TUNNELS - JEN-FERAI
Walk around to the far side of the room, and you'll see another entrance which
Scree can possess. Jen will also make a note of it being too shallow to dive
in. Change to Scree.
AQUIS - TUNNELS - SCREE
Another black wall sits beside the statue you can possess. Go over the edge
and climb down. You'll find another lodestone on one side which you can
collect. Then press X to possess the entrance. Rotate the stick clockwise and
continue doing so until the entrance opens as far as it can and a cutscene
takes place. Water will begin to fill in the hole and will allow Jen to dive
in. Change back.
AQUIS - TUNNELS - JEN-FERAI
Run around to near the entrance where you came in. Move to the ledge, change
to UNDINE form and get ready to dive in.
AQUIS - TUNNELS - JEN-UNDINE
Dive into the water and then surface. You'll need to climb up on the ledge
where the tunnel is, but as you would have noted there is the crab waiting
there for you. Climb up and change to Ferai.
AQUIS - TUNNELS - JEN-FERAI
Take on the crab. Once you've killed it, follow the tunnel until you reach
another lot of water. Change to Undine and dive right in.
AQUIS - SUB STATION MISSION #5 - JEN-UNDINE
As soon as you get into the water you'll be under attack. There are two Undine
guards as well as a large crab to take on. The Crab has the added annoyance of
being able to spit at you, so while you're taking on the Undine you can still
be hit. Use your attack reach to your advantage here, especially with the
crab. Once they're all dead, turn the valve on the front of the substation (at
the top of the steps) and a cutscene will take place. All substations cleared.
Now to finish up the job, we need to head to the purification tower and clean
the water.
Swim around to the back and open the hubs lid with the lever. From there swim
directly upwards from the lever, and you should see a hole which you need to
swim through. This will lead to the next tunnel. However watch out because
there are another few Undine guards on your next series of tunnels. Continue
to follow the tunnels to the north, there is only one direction you can really
go as you follow most of them. However at a point they come to a split.
The left path leads to a wide open area with some steps and land, the right
goes to another iris gateway. You should head towards the left path first.
Climb out of the water and onto the land. Change to normal form.
AQUIS - TUNNELS - JEN
Located here is a rift gate, a summoning stone (which you should use to bring
Scree here), an energy fountain, and some eggs. One of the eggs also contains
a energy gem for Jen to collect. Once you've collected everything and brought
Scree through the Summoning Stone, it's time to jump back into the water. Go
to the edge and change back to Undine form.
AQUIS - TUNNELS - JEN-UNDINE
Swim back down to the path selection and swim straight ahead towards the iris
gateway we passed earlier. With all of the substations online, it has power.
Hit the switch above it and go through once it opens. You'll now be inside the
Purification Tower. Swim upwards, and once approach the next iris it will open
for you. Once you're through, you'll be asked if you want to save or not. Do
so if you wish. Either way, a cutscene will then take place.
Scene #25 - Adaro Confrontation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #4 - ADARO
Adaro requires a lot of work, mainly because you can keep beating the crap out
of him, and he'll come back for more. What you firstly need to do is whittle
down his health to nothing. You can keep simply using basic attacks until he
blocks (which is usually around after he looses half his health), then it
would be a good idea to use L2+R2 attacks until he's off guard again, in which
time you can knock out the last of his bar.
Once he's lost his health, he'll be stunned for some time, and the camera and
Jen should adjust to show where Scree is. Swim towards Scree and help him move
one of the valves around the outside, simply by pressing X while near it. Once
it's done, Scree will run to the next valve however, you'll only have enough
time to do this one at a time. You'll have to go back into the center of the
tower and attack Adaro again.
The biggest pain about taking to long or even trying to get back into the
center is this ink stuff he spits at you now and then. The best way around it
as you're coming into fight him again, is to dive deeper and then come up
right below him where he'll likely not attack like that. His physical attacks
do some heavy damage too, but he doesn't do them enough to be of much concern.
Most of the time he's just open to attack or blocking heavily.
You'll have to repeat this strategy of fighting, valve opening, fighting,
again and again until all the valves are opened. Once you've done that you'll
need to go in and finish off Adaro one last time before the fight will end.
If you get disoriented while trying to find Scree with the valve, swim around
the whole platform following each valve until you find him and the valve. The
game gives you an extra length of time than is needed just to open one valve
so that you can find Scree if you loose him, but just not enough for opening
two in one go.
Once Adaro is properly defeated a cutscene will take place.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once the scene is over you will have the Undine key. Continue to swim upwards,
and another iris gate will open for you. Continue to swim upwards until you
reach the surface. Time to climb out. Change to normal form.
AQUIS - PURIFICATION TOWER - JEN
Once you're out of the water, climb up one of the ladders on either side of
the room. Once up to the next level, walk around the outside until you see
another ladder on the pillar in the center of the tower. Once you reach the
top of this ladder, walk around to the other side and go inside the pillar.
Use the summoning stone to get Scree. Time to change over.
AQUIS - PURIFICATION TOWER - SCREE
Climb up the ladder inside the tower, then once at the top go outside have
have Scree jump across the gap to the other side. From here, climb up the mesh
on either side, and follow the walkway around and into the center. Climb up
another ladder and inside once more. More ladder climbing is to be found
inside here as well. Climb up, walk around, climb up, and then walk forwards.
You'll be standing right in front of the place where you need to use the
Undine Key. But before we use it, it's time to get another tarot card.
From where the Undine Panel is, you can either walk around the outside of the
entire tower looking at the view, or walk around inside, near the central
pillar you came out of. To find the next card walk around inside, around to
the back. Sure enough, there should be a card just sitting on the ground. Grab
it.
Card #14 - "The Lovers" - Jen + Lewis
Now you have the card, go back around to the front of the tower and use the
key on the panel. A cutscene will take place.
Scene #26 - Aquis Restored
Once the scene is over, Jen and Scree will return to the Nexus.
NEXUS - AQUIS PORTAL - JEN
You've unlocked your second Bonus Feature. A featurette on the making of
Primal. You can access it through the main menu.
Bonus #2 - Making of Primal Featurette
Run down the corridor from the rift gate, and as you run ahead another
cutscene will take place.
Scene #27 - Arella Weakening
Now that that's hit you like ton of bricks, although surely answered more than
enough of your questions and speculations, continue to follow Scree as he
leads you through the Nexus to the next rift gate, and to Aetha.
------------------------------------------------------------------------------
06 // 03 // Aetha
Scene #28 - Entering Aetha
Once the scene is over, Jen and Scree will be left to make their way to the
village. However first, there is a card very nearby we should collect. Leading
down from the rift gate is some steps on both the left and right to a platform
lower than the gate one. You'll be able to see some spirit stones in the
corner to the right.
Follow these stairs down and turn to face the gate you just came through.
You'll find there is a room underneath. Go down the small stairs leading into
it and at the back of the room you will find a chest, which if you open it
you'll find another Tarot card inside.
Card #15 - "The Devil" - Belahzur
Now you've gotten the card, make your way back up to the rift gate, then go up
the stairs behind it to the tower overlooking the "portal". You'll find there
is a large gate blocking your way, and you can't open it - even if Scree
helped. Seems it's time to do some climbing. Change over to Scree now.
AETHA - PORTAL KEEP - SCREE
At the base of the stairs to this tower, you'll see some moss growing on the
wall. It is here where Scree can begin to climb the wall. Climb up a way then
go around the corner to the right and follow the wall around to the other side
of the tower. Here, the gate you can't open will be able to be opened. Climb
down onto the ground and then flick the lever to let Jen through. But we're
not finished with Scree yet.
As you may have noticed, there isn't really a way down to the platform below.
It's time to use the rope again. Get close to the edge and press X, and Scree
will drop the rope and turn to a stone anchor. The game will automatically
swap you over to Jen.
AETHA - PORTAL KEEP - JEN
Go up to the now dropped rope in front of "Anchor Scree" and press X. Jen will
grab a hold. Pushing down on the analog stick, you'll make your way to the
bottom of the wall. Once you're on the ground, press the select button and
change to Scree.
AETHA - PORTAL KEEP - SCREE
Press X once more and Scree will turn back to normal and pull the rope up. Now
go to the edge and continue walking forward so Scree will climb down it. From
here go straight down to the bottom and meet up with Jen. Change back to her
now.
AETHA - PORTAL KEEP - JEN
Follow the walkway down and alongside the keep, and down into another room
underneath it. Another gate blocks your path back outside the front, but
thankfully this one can be lifted by Jen and Scree. Follow the single path
around. Jen and Scree will make the gaps across fine. As you get into the next
section of the map, and under the start of the village, you'll get into your
first fight here in Aetha - with some weird dog-like creature known as the
Yaag. Change into Ferai form if you aren't already in it.
AETHA - LOWER VILLAGE - JEN-FERAI
The Yaag aren't too difficult by themselves, but you're going to be seeing a
lot of them, and most times in groups as well. This will begin to become a
major drain on your energy, so be careful when fighting. Make sure you always
refill Scree's energy bar as well whenever you can, especially from enemies
you've killed. You'll more than likely need it.
Continue to follow the path around and up a hill until you enter a courtyard.
There will be a few Yaag to kill too, so watch out. Once they're dead, there
are two smaller paths to take, separated by a wall. One is a dead end but has
an energy fountain in it. Refill Scree's energy if you need to here. The other
goes down a small hill and then up some stairs, leading to a door. This door
can be opened, so do so.
Once inside, follow the doorway to the left and then through to the next room.
Go out the door at the back and head up the stairs you'll find. Go through the
next room, and into a hallway. At the far end of the hallway are some barrels
which one of has some energy if you need it. But at this time I'm sure Scree
doesn't need anymore. Instead open the door nearest to where you entered the
hallway and you'll find yourself back outside in the Lower Village.
The funny thing is, there is all this space and nothing to really explore.
You'll need to exit the village area from just around the corner from where
you entered it. However there are 3 Yaag around if you want to fight
something. Make your way up the stairs just around the corner from where you
entered (if you're unsure of exactly where - check your map, they're in the
south-east corner).
Once at the top there will be another Yaag to fight. Once it's dead, follow
the path around the corners and onto another wooden bridge. And again, more
Yaag to fight both as you just reach it and then three more as you reach the
end of it. Once they're dead, ignore the path straight ahead of the bridge you
just came across (it's a dead end) and take the path leading uphill off to the
east. Go straight up the stairs and inside the next room. There are some
barrels here, which one has some more energy for Scree to collect.
Open the door on the other side of the room and make your way down the stairs
outside to the upper village. A couple of Yaag will approach from the area to
the south of the stairs, so kill them as the approach. There isn't anything in
the direction they came from, so continue east up hill and along the wooden
walkway.
Follow the walkway around and eventually you'll be confronted by even more
Yaag. Kill them and continue to follow the winding walkway until you reach a
large courtyard. The main square of the village. Once you enter into it a
cutscene will take place.
Scene #29 - The Village Offering
Once the scene is over you'll be tasked to follow the person you saw from the
main square. However before we do it's time to go on another card quest. To
the north of the city square will be a half down gate. Jen will squeeze
underneath (Scree will fit just fine) which will take you to another walkway.
Follow it to it's end and you'll be attacked by some Yaag. Once they're dead,
go inside and you'll be in a farm. However there will be more Yaag to take on.
Once they're dead, check inside the barn on the eastern side of the farm. At
the back will be a chest which contains the next tarot card.
Card #16 - "The Tower" - Nexus
Now you've got the card, run back to the main square how you came from
there and follow the path to the south out of the main square. As you reach
the other side of the arch, you'll see to your right a whole lot of barrels.
We're going to make a quick side trip. Smash the barrels in your path (you
don't have to break all of them but do so if you feel like it) then follow the
thin walkway right along and around to it's end. You'll find an energy gem
which Jen can collect.
Make your way back to the main path and go across the bridge and into the
courtyard of the manor. A cutscene will take place showing the guy you're
following escaping up the stairs and into the manor. Once you're into the
courtyard however watch out because there are some more Yaag around ready to
attack. Once you've killed the 3 which attack you, make your way up the stairs
and into the manor where the guy went.
Once you're inside, head towards the back of the main room and you'll see the
guy escape out the back in a cutscene as you get close. However before we
follow him, it's time to go on another card quest. To the left of where you're
standing once the scene is happened, you'll find a ladder. Climb up it and
you'll be on a balcony above the 2nd floor. Follow it to it's end nearby the
ladder and you'll be in a bedroom. Just to the left of where you entered will
be another chest, with another card in it. Take it.
Card #17 - "Queen of Swords" - Empusa
Once you've gotten the card, head back downstairs and open the door the guy
escaped through. Follow the walkway around the back of the building and down
underneath it. Open the door and walk inside, make your way through the room
and down the stairs at the back. Once into the cellar area, break open some of
the barrels at the top. One of them has some energy in it. Make your way down
the stairs to the bottom level.
At the bottom Jen will hear something and then you'll hear a voice telling you
to leave. Of course we're not going to do that. Continue down and into the
center of the room. You'll notice the panel in the floor which just doesn't
look right. So now we need to figure out how to open it.
I will admit this took me a bit to work out the first time, but you need to
pull the taps on the large barrels in the bottom of the cellar. But which one?
Well it's the 2nd to the south-east corner of the room. Once you do so, a
cutscene will take place.
Scene #30 - Trapdoor In The Cellar
Once the scene is over, you'll need to exit from the now-open-door at the
north-east corner of the cellar. It will lead to another walkway leading back
to and through the basement of the main square. Another cellar. From here
you'll find another path leading across below a broken bridge that leads from
the main square. However from down here we can make the large jump across to
the other side. Once over there, take the path to the right and head up the
two sets of stairs. Once you're up them, turn to the left and make your way up
another long set of stairs so that we're now up to "ground" level. A cutscene
will take place at the top.
Scene #31 - The Ghost
Once the scene is over, continue following the path ahead and make your way
through the small archway entrance into the cemetery. In this lower courtyard,
to the south of the actual map, there is a lodestone if you wish to collect it
with Scree.
AETHA - CEMETERY - SCREE
Grab the lodestone. To the north is a energy fountain you can refill Scree's
energy with. Otherwise, continue following the path and head up the stairs to
where the swirling white light is, and another scene will take place. Once the
scene is over change to Jen.
AETHA - CEMETERY - JEN-FERAI
Turn around and make your way up the next set of stairs to the gibbet. Before
heading inside, if you look up you'll see a pole with a cage on the end of it.
That's where "the duke's" bones are. Go straight through the room and out to
the back. Just to the north of the exit you came out of is a wall which Jen
can leap up when she's in Ferai form, which you should still be at this point.
So jump up it. Once you're at the top, make your way around to the front of
the gibbet. Walk onto the beam at the front and press X and another scene will
take place.
Scene #32 - The Incident With The Ear
Once the scene is over, as the one-eared Scree, take the Duke to the grave we
were at earlier. Once you get there press X and another cutscene will take
place.
Once the scene is over, begin to make your way out of the cemetery and back
towards the way we arrived here. However watch out because there will be three
or four more Yaag around. Once they're done with make your way back down the
path, back down the three flights of stairs and across the lower level of the
broken bridge. Go through the main square cellar, across the other walkway,
and back into the manor's cellar. Another scene will take place once you get
inside.
Scene #33 - A Plan Is Hatched
Once the scene is over follow "Ol' Pug Face" to the well. He'll take you back
upstairs and through the manor and courtyard. Once out of the courtyard you'll
have to take on heaps more Yaag, but hopefully he'll help you in fighting most
of them. Once they're dead, continue following him through the main square,
down the winding path to the upper village. As you come along here, there will
be more three more Yaag to kill.
Once they're gone, continue along the path then go up the stairs and through
the village building you used to get to the upper village originally. From the
other side of the room go down the stairs and down the pathway, turn right and
go across the bridge, through the winding path and back down the stairs into
the lower village square, and towards the well in the center of the square
another scene will take place.
AETHA - LOWER VILLAGE - SCREE
Time for Scree to go to work it seems. From where Scree stands push forward
and he'll climb over the edge. Head straight down the well as far as you can,
then walk around the wall until you're on the opposite side. From there you
can climb down into bottom and wade into the water. Press X here and Scree
will dunk his head into the water along with the bottle (it's kind of funny
looking) and collect the full bottle of water. Now you can climb back up to
the top the same way you got down. Once you're at the top change back over to
Jen, because four more Yaag are coming.
AETHA - LOWER VILLAGE - JEN-FERAI
Kill the Yaag then head up the stairs. We're making our way back to the main
square again, so around the corner, over the bridge, up the path to the east,
up the stairs, through the room, down the stairs, along the winding path, and
back into the main square again. As you approach the stairs you'll be once
again asked if you wish to save. I guess you know what's coming up then. Save
if you wish to or don't save if you want to, then another cutscene will take
place.
Scene #34 - The Fake Offering
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #5 - VALEERA
Valeera a.k.a. "Xena" (man, was that ever a bad in-joke), a.k.a. "that bitch
with the sword", is a fairly easy fight that just requires some timely hits
and blocks in Ferai form.
Valeera, as Wraith do, can timeshift at will, so that's really her most
challenging aspect but she generally keeps in close quarters a lot anyway
because it's the only way she can attack.
Blocking correctly, especially when knocked off balance, will result in good
counter attacking which is a heavy hitter. Anything that has force behind it,
such as spin moves and wide slashes also has a good impact against Valeera.
Trying to unleash a good combo is a good way to whittle down her health.
Once she's dead, another cutscene will take place.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once that scene is over, there will be one more in the cemetery.
Scene #35 - Bones Laid To Rest
And Jen will finally have her Wraith form. I'm sure you noticed that tombstone
that Jen smashed to bits read "R.I.P. Laura Cruft" too... Nice ribbing there
Studio Cambridge :p
Once the scene is over it's time to try out the wrath or of the Wraith, as a
silly little Yaag decides to attack you. Kill him easily in your new Wraith
form. You can also time-shift by holding the circle button, but keep in mind
that doing so slowly zaps away your energy. You can however perform a "Wraith
Dodge" by holding circle and pushing a direction on the left analog stick.
Comes in handy.
Once you're ready to go, make your way back up to the gibbet and through the
other side. From here follow the area beside the fence behind until you reach
a wooden arch and another path. Follow the path along and up into the
mountains. Continue to follow the path into the clearing and then walk up the
stairs and pull the lever with Scree. As you may note, the gate closes
again before you can even get close to it though.
What you need to do is as Jen gets Scree to help open the gate again, hold
down circle to timeshift. This way the gate will stay open and you can run
inside. After you have then you can let go and the gate may or may not stay
open until Scree goes through. Refill your energy off Scree if you can/need to
and get him to collect the sprit stone there to refill some of his energy if
he made it through the gate. Follow the hallway around and you'll come to an
area filled with water. Walk as far you can then change into Undine form.
AETHA - DUNGEON DOCKS - JEN-UNDINE
Swim into the room and across to the tunnel on the other side. Swim through
the tunnel and into the next room. Swim up the edge, climb up onto dry land
and change back into Wraith form.
AETHA - DUNEGON DOCKS - JEN-WRAITH
Run up the stairs and around the corner. You'll see a rift gate ahead of you,
and if you turn around to the left you'll see a summoning stone which you can
use to bring Scree here. Speaking of which, you might have seen a lodestone
back in the water just near where you exited the water.
AETHA - DUNGEON DOCKS - SCREE
If you wish to collect it, change to Scree, then go get it (he can climb down
the walls). To get him back however, It's quicker just change back to Jen and
use the summoning stone again to bring him back. Change to her now.
AETHA - DUNGEOM DOCKS - JEN-WRAITH
Bring Scree through using the summoning stone. When you're ready, head down
the stairs nearby, change back into Undine, and swim into the next room.
AETHA - FLOODED DUNGEONS - JEN-UNDINE
Once down the stairs and into the room, swim right through the nearby entrance
and along the left. However you'll find there is a gate blocking your path
which you can't open. If you look the left of the gate though, you'll see one
of the cells has a large hole in it's bars which you can swim through, and it
leads to an adjoining cell which has a hole in it's floor. What luck!
Go through the hole and swim down and you'll find yourself in another set of
dungeons. Once you're in the main room, swim down to the bottom and then swim
to the end of the block. From there swim back up and face the way you came,
and you should see another cell has holes in it's bars because there will be
light coming through. Swim through the hole and then surface, and you should
find you can climb up on the eastern most side. Change back into Wraith form.
AETHA - FLOODED DUNGEONS - JEN-WRAITH
From here, walk through the destroyed cell, and through the hole in the wall,
and if you check your map you'll see that you're on the other side (and
slightly above) the blocked gate we couldn't get through. It looks like there
is a gate blocking your path though, but really you can squeeze Jen through
the gap at the southern end of it. Run along the hallway and go through the
door at the end. You'll find you're just above the water on the other side of
the gate. Pull the lever that is here and the gate will open. Now it's time to
bring Scree here.
AETHA - FLOODED DUNGEONS - SCREE
Scree should still be upstairs before the flooded Dungeon area. Take him down
the stairs and into the next room. There are two spirit stones here for him to
collect if he needs them. Go through the door beside them (or where they were)
and follow the path to the left. Go to the end and through the now open gate.
Grab the next spirit stone if you need it, then head up the stairs and out of
the water to where Jen is. Change back.
AETHA - FLOODED DUNGEONS/CAGE CHAMBER - JEN-WRAITH
Go down the stairs from where you just were and there will be another slightly
flooded room but you won't need Undine form because it only really enough to
make it a quarter the way up Jen's legs. This puzzle is one of the more
interesting in the game because it's one of the more complex ones. Anyway, the
first thing we need to do is get Jen to climb up onto the broken cage in the
middle of the room. The one that is sitting in the water on it's side. Once
she's there, switch to Scree.
AETHA - FLOODED DUNGEONS/CAGE CHAMBER - SCREE
Have Scree go towards the cage Jen should be standing on, then check the wall
to the left of the cage (south on the map). Scree should climb right up it.
Climb up above the ledge through the broken section and then around and down
onto the walkway. From here walk around to where you can see a whole lot of
levers. Each one of these can be moved in four directions using the analog
stick. Go to the first one you should have come to (the left/southern most)
and press X to grab the lever
FIRST LEVER -
Push Up - Moves it forward
Push Left - Moves it down
Push Left - Moves it down
Switch to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
From the cage you're on the ground, jump up onto the first cage Scree just
lowed in front of you. Once on top switch back to Scree.
AETHA - CAGE CHAMBER - SCREE
Staying with the first lever...
FIRST LEVER
Push Right - Moves it up
Push Right - Moves it up
Push Down - Moves it backwards
Press triangle and Scree will leave this switch. Now move on the second lever
and press X to grab it.
SECOND LEVER
Push Down - Moves it backwards
Push Down - Moves it backwards
Switch to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
From where you are on the first cage, jump to the second cage just moved in
front of you. Once there, switch back to Scree again.
AETHA - CAGE CHAMBER - SCREE
Staying with the second lever still...
SECOND LEVER
Push Down - Moves it backwards
Push Down - Moves it backwards
Press triangle again and move to the third switch... X again of course...
THIRD LEVER
Push Right - Moves it up
Push Right - Moves it up
Push Up - Moves it forward
Switch to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
From where you are on the second cage, climb down to the third cage Scree just
placed beside you. When you're on it, switch back to Scree again.
AETHA - CAGE CHAMBER - SCREE
Staying with the third lever...
THIRD LEVER
Push Left - Moves it down
Triangle to exit and switch to the forth lever.
FOURTH LEVER
Push Down - Moves it backwards
Push Down - Moves it backwards
Switch to Jen. (Sometimes if you left her close enough she'll do this
automatically for you, which is a bonus.)
AETHA - CAGE CHAMBER - JEN-WRAITH
Jump across from cage three to cage four. Then change back to Scree.
AETHA - CAGE CHAMBER - SCREE
Change over to the fifth lever...
FIFTH LEVER
Push Left - Moves it down
Push Down - Moves it backwards
Push Down - Moves it backwards
Switch to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
Climb up from cage four to cage five. Change back to Scree.
AETHA - CAGE CHAMBER - SCREE
Staying with five...
FIFTH LEVER
Push Up - Moves it forward
Push Right - Moves it up
Switch to Jen. (Again, sometimes she'll do this automatically for you, which
is a bonus.)
AETHA - CAGE CHAMBER - JEN-WRAITH
Jump from cage five to cage six. Change back to Scree.
AETHA - CAGE CHAMBER - SCREE
The sixth lever is broken, so jump ahead to the seventh.
SEVENTH LEVER
Push Right - Moves it up
Push Down - Moves it backwards
Push Down - Moves it backwards
Change to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
Climb down from cage six to cage seven. Change back to Scree.
AETHA - CAGE CHAMBER - SCREE
Still on seven...
SEVENTH LEVER
Press Up - Moves it forward
Change to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
Climb up to cage eight. Almost there. Change back to Scree.
AETHA - CAGE CHAMBER - SCREE
Change to the eighth and final lever.
EIGHTH LEVER
Push Up - Moves it forward
Switch to Jen.
AETHA - CAGE CHAMBER - JEN-WRAITH
Walk off the eight cage onto the platform. Follow the platform around then
shimmy along the thin part of the wall, then at the end jump down to the level
below. Now to get Scree to catch up.
AETHA - CAGE CHAMBER - SCREE
Press triangle to get Scree to release the lever. Go back the way you got up
to the levers and climb down the wall to the ground. Walk across to the other
side of the room, then climb the wall nearest to the platform which had the
levers on it. It will allow you to get onto the platform area where Jen
arrived to. Grab the lodestone then climb back onto the wall and follow the
platform around. Climb back down, grab the sprit stone if you need it, and
then follow the path until where Jen had to shimmy across. Climb back onto the
wall and go across the gap, then get back on the platform. From there hop back
down to met Jen. Change back.
AETHA - CAGE CHAMBER - JEN-WRAITH
Now that that is behind us, you'd probably be best to save. :p
Follow the path you've now entered down to it's end on the current map, where
another couple of sprit stones await. As you move forward you'll find part of
the tunnel has collapsed, although it's okay because you can climb over the
rubble in the way. Continue through a doorway into a small room, then to the
right and through into another short hallway. At it's end is a locked door,
some barrels (one has some energy) and an open path to the right. Go through
the open path.
Once you're in the next room there will be some more Yaag to take care of.
There is a fountain at the end of the room, but it's reason for being there is
because you're going to have to make a big time shift from one end of this
hall to the other.
Grab the lever just near the door. With Scree's help you'll open it, but use
the time-shift before you completely open it. Now make your way towards the
open gate with circle still held down. Once you're through you can then let
go. Scree should hopefully have managed to tail along with you (How he manages
to keep up with Jen's time shift I'll never know). If not there is a Summoning
Stone along the hallway anyway.
Speaking of which, make your way along it. At the corner will be a spirit
stone, and there is also some more energy in one of the barrels. Continue
forwards and you'll arrive at another metal doorway where a cutscene will take
place.
Scene #36 - The Torture Room
Once the scene is over, you'll have the guards to contend with. Taking them on
is much like your fight with Valeera earlier, except now you have the added
advantage of Wraith form. The wraith dodge will help you lots especially, but
the distance and heavy knife combos of the form will also work well. Once
they're all dead another cutscene will take place.
Once the scene is over, go check the guards you killed. One of them has a key
which you need to collect. Once that is done, check the small hallway off the
south east corner. It goes back towards the area you came from, the metal door
that was shut earlier. There are some barrels around here. One has a
lodestone, but there is another two sitting in front a chest, and the chest
contains your next tarot card.
Card #18 - "Ace Of Swords" - Wraith Aspect
Change to Scree and grab the lodestone.
AETHA - TORTURE ROOM - SCREE
Grab the lodestone. Change back to Jen.
AETHA - TORTURE ROOM - JEN-WRAITH
Once you've grabbed the card and the stone, head to the south-west corner of
the torture room, and push open the door there. Head up the stairs and around
the corner, then up the next couple of sets of stairs into another rift gate
room. There will be a quick cutscene where you meet a fellow who decides to
help you out, and then you'll be under attack from some more guards. Once
they're dead, you'll probably need more energy so it's good there is some
spirit stones around as well as the energy you can get from the dead bodies.
Also check the eastern corner of the room, there is a barrel with a lodestone
there.
AETHA - CELLS - SCREE
Grab the lodestone. Change back to Jen.
AETHA - CELLS - JEN-WRAITH
Continue towards the stairs where the exit of this room is with your helper in
toe, and you'll find another gate. Lift it with Scree's help, the go up the
stairs. Turn the corner and go up the next couple of sets of stairs and you'll
be in the walkway cells area. Just to the right of where you enter (the
western most corner of the room) are some barrels. Kick them open and you'll
find an energy gem for Jen in one.
Walk up the stairs and make your way down the left walkway path through the
cells. At the rear of the block, turn left to face the east and go past some
spirit stones to another area. To the left is metal door which is locked, to
the right is a room leading to a door you can push open. This leads to an area
downstairs. Once at the bottom you'll have some more guards to take care of,
and another one has another key for you to collect. Make sure you grab it.
When they're all gone also check the back corner for a lodestone you can
collect.
AETHA - WALKWAY CELLS - SCREE
Grab the lodestone. Change back to Jen.
AETHA - WALKWAY CELLS - JEN-WRAITH
Go back upstairs and then follow the hallway at the top where you made the
left/right path choice to it's western end. Here you'll have the same thing -
a locked door and the same entrance leading downstairs. Open the door and go
downstairs. More guards. Another lodestone to collect.
AETHA - WALKWAY CELLS - SCREE
Grab the lodestone. Change back to Jen.
AETHA - WALKWAY CELLS - JEN-WRAITH
Head back upstairs and now you can use one of the locked doors (that was the
key from earlier) to gain access to upstairs. It doesn't matter which of the
two doors, they both go to the same place.
Walk across the walkway and then head up the stairs, follow it around the
corner than then to the top of the next stairs. Another statue and doors you
can't use - clearly you should know what to do.
AETHA - UPPER CELLS - SCREE
Hit the barrels and grab the lodestone in one. Now it's time to possess the
statue. Stand near the statue and press X, and Scree will possess it. Now you
need to make the statue tip. Press X to start it tipping. Let it drop back
then when it starts to swing forward hit X again to give it more momentum.
After 4 or 5 well timed presses of X it should tip and break down the door.
Switch back to Jen.
AETHA - UPPER CELLS - JEN-WRAITH
As you enter (you might need to walk to the other side of the statue) more
Wraith guards shall appear. Take them on then approach the back of the cells.
There you'll encounter some new type of guards. They block a lot, so you're
going to have to use heavy hits and combos to do damage. Thankfully with your
current helper you'll keep them off guard a lot easier. Once they're dead,
you can have Jen and Scree open the doors to the back. After this your helper
leaves. Make your way up the stairs to the next floor and a cutscene will take
place.
Scene #37 - Jen Is Captured
AETHA - MANSION - WEST WING - SCREE
Scree is now left alone by himself after Jen's capture. The circular room your
in has three different exits other than the one you came out of. There are two
hallways to the east and west and another door to the south which leads into a
large courtyard. Also in the current rooms are a couple of chests, one of
which contains some energy, so grab it if you need it.
The two hallways to the east and west are dead ends, leading to doors which
are both locked. So instead head through the southern entrance and down the
short set of stairs into the courtyard. At the bottom of the stairs are three
different paths. The one to the west leads to a rift gate. However over in the
garden to the south of it is a lodestone which you should collect. As you get
closer to it, you should see the light and jumping stone from behind one of
the plants along the side. The eastern path leads to an open area with an
energy fountain if you need it. The southern path follows east at a corner and
goes up some stairs. Go along the path and up the stairs.
Once you're at the top go through the door and head to the west. At the end of
the room you can go through a door or go down some stairs facing east. Go down
the stairs and into the seating. If you check either side of the bottom of the
podium area at the front of the seating there will be two chests, one of which
contains another lodestone. Go back up the stairs you got down here from and
go open the western door we ignored earlier.
Once through you'll be in a library. From inside the door you can go
downstairs or upstairs. We're going upstairs. Follow the walkway around until
you reach the western end of the library where there will be a small bust of
Raum. Press X and Scree will push it backwards, starting a cutscene showing
the opening of a trap door on the bottom floor. Continue to follow the second
floor around to it's end where you will find an energy gem. Make your way back
down stairs and then down again to the bottom floor of the library. Head
around to the corner and to the open trapdoor you saw.
Go through the tunnel and follow it to it's end, then go around the corners at
the end and into the Armory. In here there are some chests which you can
open. The 2nd one on the southern side has another lodestone. Once you've
grabbed it, make your way to the stairs at the eastern end of the Armory. Make
your way around the corner (much to the delight of one of the talking heads)
and up the next long set of stairs at the top. Once you're there, open and go
into the door on your left, and a cutscene will take place.
Scene #38 - Scree Overhears A Tantrum
Once the scene is over, head to the northern point of the Ballroom's 2nd floor
you're on. It'll be a dead end, but there is a chest there with an energy gem
in it. Return to where you entered, and continue following the balcony around
until you find an open door leading into a hall. However, don't start to go up
or downstairs in front of you, instead make your way to the east of where you
entered, parallel to the Ballroom, which will take you over a small raised
area. Once you're down the stairs you'll find another open door leading back
into the ball room, just however on the other side of the 2nd floor balcony
instead. Make your way to the end of the balcony and there will be another
chest to open. This one however contains another Tarot card.
Card #19 - "King Of Swords" - Raum
Once you've grabbed the card, return to the main hall where you were before.
Scree won't go down the stairs too far due to the guards, so instead follow
the stairs upwards further and follow the balcony around to the south side of
the 2nd floor where you'll find another door which gives you access outside to
the main courtyard.
From here you can turn left or right along the balcony. Firstly turn left
(south on the map) and make your way to the corner. From here, climb the wall
of the main hall, then get Scree to climb around the corner. Here you'll find
there is a short platform where yet another tarot card sits. Collect it.
Card #20 - "The Hanged Man" - Watcher
Once you've gotten it, climb back on the wall and make your way back down to
where you started. Run back to the door you entered the courtyard with and
continue along to the next (northern) corner where you'll find another
lodestone. Here will also be some water running down which is supposed to give
you the clue to also climb up here. Do so.
Once you climb up and around the corner, you'll find this area isn't blocked
off like the other corner was. Instead it leads along to a ladder with more
water running down beside it. Grab the spirit stone if you need it, then make
your way to the end of the area and up the ladder to the roof. From here,
follow the small gap in the sections of tiles and run up to the wall leading
into the tower. Scree will jump up to the next level. Then jump up once more
to make it through the open window on the right (southern most) side.
Walk forward and drop onto the stairwell. Walk down the stairs to the next
level. From here you can go down the stairs to the bottom of the room if you
wish. There are a couple of chests, one which contains energy as well. The
exit on that level leads down a series of stairwells and eventually leads to a
door which is on the 2nd floor of the ballroom. You would have passed it
earlier.
Instead of that, follow the stairs back up and around the other side, and
continue to follow the stairs and hallways as they snake around the inside of
the tower until you reach a doorway. This leads into Raum's Lab at the top.
Open the door and go inside. Once inside, you should grab the lodestone and
the energy gem before getting Jen. The lodestone is located in a chest on the
western side of the lab. As for the gem, there is a scaffold looking library
ladder which you can climb to the top of and grab the gem on the eastern side.
Once you've gotten it make your way back down to the floor. Once you've gotten
everything, climb the stairs to the iron maiden where Jen is located and a
cutscene will take over.
Scene #39 - Jen Is Found
AETHA - RAUM'S LABORATORY - JEN
Now were back in control of Jen, however she's lacking any weapons and her
vambraces. Make your way out of the lab and all the way down the stairs to the
bottom of the tower. From there, follow the next series of hallways and
stairwells until you arrive back down in the Ballroom. Make your way back into
the main hall from here, and follow the 2nd floor walkway back around to the
southern side and back out to the main courtyard. Once through the doors, take
the path to left and follow it right around. You'll find a lodestone for Scree
to collect and an open doorway into the eastern wing of the mansion.
AETHA - MAIN COURTYARD - SCREE
Grab the lodestone and then change back to Jen.
AETHA - MAIN COURTYARD - JEN
Enter into the wing and make your way around either side of the walkway to the
northern end. You'll find some stairs to go down which will eventually lead to
a large set of doors that both Scree and Jen will need to push open. You'll be
down in the Banquet Hall. Run to the far end of the hall and go through the
next couple of doors until you find yourself in a lounge like area. There is a
chest near the piano which has another lodestone in it which Scree should
grab.
AETHA - SITTING ROOM - SCREE
Grab the lodestone. Change back to Jen.
AETHA - SITTING ROOM - JEN
There are two sets of stairs to go from here. Up or down. The down is a dead
end so instead head up the stairwell until you reach Raum and Empusa's
bedroom. In the northern corner you'll find another lodestone to collect as
Scree.
AETHA - RAUM AND EMPUSA'S BEDROOM - SCREE
Grab the lodestone then change back to Jen.
AETHA - RAUM AND EMPUSA'S BEDROOM - JEN
Now you've gotten that head towards the small wardrobe at the back of the room
and another cutscene will take place.
Scene #40 - Fancy Dress
AETHA - RAUM AND EMPUSA'S BEDROOM - JEN-ARISTOCRATIC WRAITH
Now we have Jen all setup it's time to go to the ball. We need to backtrack
all the way to the ballroom, so make your way down the stairs and go back into
the Banquet Hall. You don't need to worry about any of the guards around while
you're in this disuse of course. Make your way to the other side and up the
stairs, then make your way from there to the exit out to the main courtyard.
Follow the walkway around the outside of the main courtyard to the main hall.
Follow the walkway again around the hall, then make your down from the walkway
into the center of the main hall, and head towards the ballroom. Another
cutscene will take place.
Scene #41 - The Wraith Ball
Once the scene is over, you'll be in the East Wing again, this time off the
side of the ballroom. Make your way into the adjoining room, and then down the
stairs to the walkway. Follow the hallway along until you reach the circular
room in the center. The guards will tell you about the Dark Maze and how
Elizabeth likes to play there. However the gate is closed for now, so we'll
have to ignore it. After that, continue along the walkway leading away from
the circular room, and you'll eventually come to a stairwell and a door. Climb
the stairs and open the door and you'll be back in the sitting room.
From here, climb back up the stairs so you reach Raum and Empusa's Bedroom
once more, then go towards the wardrobe area and a cutscene will take place
where Jen will change back into her normal costume. You'll automatically be
taken straight back to the Lab (I have no idea how they'd manage it with the
guards around and the event going on in the ballroom but *shrugs*) where Jen
will get her vambraces and knife back.
Scene #42 - Vambrace Retrieved
AETHA - RAUM'S LABORATORY - JEN
Now it's time to go back to the West Wing to Elizabeth's room to get the key
for the maze. However we will need a key to get there first. Make your way
down all the stairs again to the bottom floor. But watch out because there are
some Wraith guards about, so I guess it's time to change to Wraith form.
AETHA - RAUM'S TOWER - JEN-WRAITH
Time to kick some wraith butt. Once they're dead, follow the path back down
the stairs to the ballroom. From there, make your way into the main hall and
back down to the main floor. More Wraith will come and attack, so be ready.
Check the bodies of the enemies killed here as one of them will have the key
we need to get into Elizabeth's Room. Once you've killed them all and got the
key, approach the two large doors to the south and open them with Scree's
help. You can finally properly access the Main Courtyard.
Once outside you'll find some more Wraith to take on. When they're killed,
walk down to the fountain in the center of the courtyard and climb inside.
There are a couple of spirit stones and an energy gem to be collected. Once
you've gotten them, return to the doorway where you entered the courtyard,
except follow the path around the building to the north west. Here you'll find
another entrance leading back into the west wing of the mansion. Pull the door
open and walk inside, and you'll find yourself back in the library again.
Walk down the stairs and go down the next set to the bottom of the library. Go
towards the doorway on the southern side and take out the Wraith guard
blocking the doorway. Once he's gone, unlock the large door then with Scree's
help open it. Once you're through, make your way up the stairs to the left and
follow them around to the long set of stairs leading all the way up to
Elizabeth's Chambers. Once you're at the top, you'll find another guard is
blocking the door into a further room, so take him out and walk inside. You'll
find there is another set of stairs to climb to get to a 3rd floor, so make
your way up the next set of stairs and a cutscene will take place once you're
at the top.
Scene #43 - How To Get Into The Maze?
Once the scene is over, you'll be back down on the 2nd floor... and not alone.
Kill the wraith and make your way back down stairs. The previously closed
doorway leading down the long corridor will now be open, so you can either
follow the hallway down and around the corner to the circular chamber where
Jen was originally captured, or make your way through the Library and Altar
rooms, and back out to the Western Courtyard. Once you've followed either way
into the courtyard itself, make your way to the rift gate at the southern end.
Activate it and select the gate to Mansion East Wing.
Once you're through the gate, turn to the left and head back into the
adjoining room again, and then down the stairs to the walkway. Watch out for
any Wraith around. Follow the hallway along until you reach the circular room
in the center for the second time. There will be a huge swarm of six Wraith
around so take them all on carefully. Once they're gone and you've taken out
the seventh Wraith, a guard near the Maze, head down the steps into the Dark
Maze which you now have the key for thanks to Elizabeth. With Scree's help
you'll get the gates open.
Once inside Jen will note the obvious about mazes... however thankfully you
can cheat your way through this maze. Swap over to Scree.
AETHA - DARK MAZE - SCREE
As Scree, stand under the gateway you just opened. As you may note he's
glowing a bit, which means there is something to possess nearby. This is the
head on top of the gate itself. Press X and Scree will possess the statue
giving you an overview of the entire maze. This is coupled with the fact Jen
will give off a beam of light as a marker where ever she is in the maze. This
will allow you to find your way around swapping between the two as much as you
like. However before with do anything else, lets use this ability to get
another Tarot Card. Swap back to Jen.
AETHA - DARK MAZE - JEN-WRAITH
To get the card we're going to do this in steps. The directions left and right
are from behind Jen. Please keep this in mind.
1. Facing away from the gate you opened to get inside, take the second path on
the right side.
2. Follow it around to the right and then into a new area which has three
splits. Take the first left you can here.
3. Follow the corner around to the right and there will be another split. Take
the path to the left.
4. Follow the path, then take the right path at the next split.
5. From here it's all one path to follow until you reach a dead end where the
card will be sitting. There is a two left corners, three right corners,
then a final left at the dead end where the card is.
Card #21 - "Knight of Swords" - Elizabeth
Once you've gotten the card backtrack to the start and we'll properly get on
with this again. Once more in steps. The first lever:
1. Facing away from the gate you opened to get inside, take the second path
on the right side of the yard.
2. Follow it around to the right and then into a new area which has three
splits. Take the first left you can here.
3. Follow the corner around to the right and there will be another split.
Take the path to the left.
4. Follow the path, then take the left path at the next split.
5. Follow it to the next split, and take the path to the right.
6. Take the next two left corners, a right, and then another left until you
reach another split, where the left is a dead end.
7. Take the right path and you'll be in a small area between the two gates
in front of the yard.
8. Take the path to the back of the small area. Follow the corners right and
two lefts, until you come to another split.
9. Take the path to the right until the end where there will be another
split.
10. Take the path to the left, and ignore the path branching off to the left.
Go to the end and turn left.
11. At the next split go right, then left at the next split, then around the
corner to the right and you'll be in a small yard with a green light and a
lever. Pull the lever.
Now that's done the maze will shift and we'll need to find another way to the
second lever.
12. Take the exit that opened across from where you pulled the lever and take
the corners left, right, left and right again and you'll find yourself
back in the main yard where Scree is.
13. Again, facing away from the gate you opened to get inside, take the second
path on the left side of the yard.
14. Go straight ahead and around the corner to the left, then make two rights,
and a left.
15. When the path splits, take the path to the right. Then as it splits again
right after, take the path to the right once more.
16. At the end, the path splits once more. Take the path to the left, and
follow the two right corners and one left corner until you reach the small
area between the two gates in front of the yard again.
17. Take the path to the front left of the area and ignore the first left you
pass, and take the corner to the left at the end to reach another split.
Take the path to the right.
18. At the next split just after, take the path to the right, then at the next
split take the left path.
19. Follow the corner to the left, then at the next split take the left path
again.
20. Take the corner to the right and you should see a pillar on the wall in
front of you. Take the right from this corner and follow the path to the
next lamp and lever. Pull the lever.
Now that's done, the maze is fully opened. Take the path to the south of the
lamp and it'll lead you on a winding path right back to the yard where Scree
is. Swap back to Scree.
AETHA - DARK MAZE - SCREE
Press triangle to dispossess the statue. Swap back to Jen.
AETHA - DARK MAZE - JEN-WRAITH
Run to the end where the maze opened up and there are some doors. There is
also a summoning stone and a energy fountain here if you require them. When
you're ready go through the doors with Scree's help. Follow the stairs down
and go around the corner. There will be another guard down here. I don't know
if this was a bug or not, but the one I got was incredibly lazy and didn't do
anything but stand there while I slashed the crap out of him, not even
blocking. Anyway, continue down the next flight of stairs and through into
another set of cells. As you make your way across there will be a few more
Wraith to take care of too.
When they're dead continue to the large doors at the far end which Jen and
Scree will open. Take the path down to the left and carefully down the stairs.
Watch out for the first, and err only... in a new set of Wraith guards, a
rifleman. He obviously has a guns and also has a double bayonet on the end
of it for close combat. Fairly deadly. Once he's dead, continue down the
stairs into the large room which will be labeled as the Blood Machine.
Continue down the stairs to the bottom and towards the Blood Machine and a
cutscene will take place.
Scene #44 - The Blood Machine
Once the scene is over, Jen and Scree need to make their way back to the
Ballroom. Return up the stairwells to the Dark Maze. Make your way back to the
circular room, where you will be told where to head, and take the path to the
left (going to the northeast). Follow the hallway back to the rift gate that
got you here, but head into the open doorway on the left which leads into the
Ballroom. As you enter you'll be asked if you wish to save. You know what that
means. Save or don't save and then a cutscene will take place.
Scene #45 - Confronting Raum And Empusa
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #6 - RAUM AND EMPUSA
Double the enemies doesn't really make this any harder than a standard fight.
With Empusa on the ground, it's best (and basically the only thing to do) to
take her out first. She's quick with her whip so it's not very useful to stand
in front of her and try and take her on that way. Use your Wraith dodges
(Circle and a direction) to avoid her attacks and attack.
At the same time Raum will be floating around occasionally firing energy
streams at you... or more to say randomly around until it latches on. This
seems to leech a large bit of energy at once, so try to avoid it and
concentrate on Empusa still.
Once Empusa is down a cutscene will take place between Raum and Jen. Once it's
over Raum will be back to flying around like a loon shooting more energy at
you. Dodge this by either just running around in circles or if you've entered
combat mode, by using your Wraith dodges again. Eventually Raum will quit
doing this and come down to the ground for a short while. At this stage you
need to take him on exactly like you did with Empusa, but you also need to
stay close to avoid him taking off again quickly.
He will eventually launch off the ground again at some stage, however you will
just need to repeat the circle of dodging the energy attacks and attacking
Raum as he lands and stays on the ground until he is stunned. Once that
happens, pull out your finishing move (L2+R2 of course) to kill him. When
that's done, another cutscene will take place.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once the scene is over, Jen and Scree will return to the Nexus.
NEXUS - AETHA PORTAL - JEN
You've unlocked your third Bonus Feature. An interview with 16Volt about their
music in the game. You can access it through the main menu.
Bonus #3 - 16Volt Interview
Run down the corridor from the rift gate, and as you run ahead another lengthy
cutscene will take place.
Scene #46 - Chronos Killed
Once the scene is over you need to follow Scree into the portal leading to
Volca. Follow through the two doors and into the chamber on the other side.
Make your way across and through the door into the courtyard for Volca and
through the open Rift Gate.
------------------------------------------------------------------------------
06 // 04 // Volca
Scene #47 - Entering Volca
Once the scene is over Scree and Jen will be standing in an open area of The
Crater. Make your way up the three flights of stairs in front of you, and into
the Central Shaft. Straight ahead of the circle on the floor as you enter the
shaft, you will find a lodestone, so change to Scree and collect it.
VOLCA - CENTRAL SHAFT - SCREE
Grab the lodestone. Return to the circle on the floor from the entrance and
face towards the rift gate. Take the stairwell leading down to the left and
follow it to it's end. Stand near the edge of the dead end near the wall and
press X and Scree will drop the rope for Jen, and you'll swap back to her.
VOLCA - CENTRAL SHAFT - JEN
Climb down the rope by approaching it and pressing X. Climb down the wall to
the bottom then once you're back on flat ground change back to Scree.
VOLCA - CENTRAL SHAFT - SCREE
Press X and change back to normal form then walk down the wall to the bottom
to meet back up with Jen. Follow the wall around to south if you want some
extra energy (smash the two rocks you'll find for it) then return back to
where you came down and continue to follow the path north. You'll jump a gap
and then have to climb up a small ledge which is the top of a giant doorway.
Follow it to the far end then climb down onto another piece of rock at the
other end. From here there will be two more ledges to climb down then you'll
find yourself at another ledge. Press X near it and Scree will drop the rope
again, and the game will switch back to Jen once more.
VOLCA - CENTRAL SHAFT - JEN
Climb onto the wall and make your way down to the rope to the floor once more.
At the bottom change once again back to Scree.
VOLCA - CENTRAL SHAFT - SCREE
Press X to change back then walk forward and climb down to the bottom of the
wall to meet back up with Jen. Make your way north again and drop down the
small ledge so that you're right in front of the large doorway. Except there
doesn't seem to be any obvious way of opening it. You need to grab one of the
torches and light the two urns on each side of the doorway to get them to
slide open. You'll be seeing these regularly. Once it's open you can walk
inside and a cutscene will take place.
Scene #48 - Awakes
Once the scene is over, Jen will be given her Djinn form, which you can change
to and refill energy for by pressing down. Walk towards the next one of the
torch doors and open it using the torch Scree has. Walk down the hallway and
into the next room. As you enter the torches you lit will serge fire into the
room lighting the entire room and bringing your first set of enemies,
Salamanders. Time to switch over to Jen.
VOLCA - ENTRANCE CHAMBER (2) - JEN-DJINN
Before you fight you should know that Jen has two weapon forms in this primal
state, which can be selected by pressing circle. The form you start with is
two moderately powerful fire daggers which are generally fairly standard speed
of most of the weapons in the game. However if you press circle this will be
changed into a long fire sword which, while slow to use, is also very
powerful. You can choose which is best for you or the fights and then kill the
Salamanders which attack.
Once they're gone check the chests against the wall behind the riftgate. One
of them contains a lodestone which Scree can collect.
VOLCA - ENTRANCE CHAMBER (2) - SCREE
Grab the lodestone. Once that's collected, switch back to Jen.
VOLCA - ENTRANCE CHAMBER (2) - JEN-DJINN
Make your way out the other side of the room and continue along the hallway
until you reach a large circular chamber which is the Chalice of Sut. Here
there will be a large swarm of Salamanders... roughly 11 or 12 which you will
need to kill. Once they're all dead, collect their energy if you need it, then
with Scree's help push the door open at the back of the room, and continue
through to the Lava Pit. As you enter, just as before, everything will light
up in the room.
To the north is an archway which will, as you follow it, lead into another
small room. However you'll find that the doorway within this room is locked
from the other side. At the back corner of the room is a lodestone for Scree
to collect, so swap over and collect it.
VOLCA - LAVA PIT - SCREE
Grab the lodestone. Change back to Jen.
VOLCA - LAVA PIT - JEN-DJINN
As you'll have noted by now, there is a small water filled hole in the middle
of this room. Stand on the edge of it and change to Undine form.
VOLCA - LAVA PIT/WATERWAY - JEN-UNDINE
Dive into the water and swim down. This waterway will take you through a
series of connected rooms. Swim along and surface at the first waterhole.
Climb out and change to human form.
VOLCA - WATERWAY ROOM 1 - JEN
You'll see a lever on the side of the room, so press X to move it. It'll open
a gate somewhere. Go back to edge of the water and change back into Undine
form.
VOLCA - WATERWAY - JEN-UNDINE
Dive back into the water and continue to follow the waterway until you reach a
larger room with a gate blocking your exit. There is however a path heading
upwards again to another area where you can surface on dry land. Swim up to
the top and climb out. Switch to human form again.
VOLCA - WATERWAY ROOM 2 - JEN
You'll find another lever to pull, this one will open the gate that was
blocking your path down in the waterway. Go back to the edge of the water and
change back into Undine form again.
VOLCA - WATERWAY - JEN-UNDINE
Swim back down to the bottom and through the now open gateway. Swim forward to
the dead end, then swim up a level. You'll see there is another closed gate to
the south, and another area you can climb out of right above you. Swim up once
more and climb out onto land again.
VOLCA - WATERWAY ROOM 3 - JEN
Once more in human form to switch another lever. However this won't open the
gate we just passed. You might have gathered by now that actually it was the
first switch which opened the last gate... but you also can note now that this
room is connected to where you started. Use the summoning stone in here to
bring Scree though. Once you've done that, go to the door in the corner of the
room, and use it to get back into the room where you started. Walk up to the
pool once again and change to Undine form.
VOLCA - WATERWAY - JEN-UNDINE
Dive back into the water and swim along the path to the first Waterway room
again. Surface and change back to human form.
VOLCA - WATERWAY ROOM 1 - JEN
Pull the switch again and then return to the water.
VOLCA - WATERWAY - JEN-UNDINE
Swim back the way you came to the Lava Pit, then surface again, and change
back into human form.
VOLCA - LAVA PIT/WATERWAY ROOM 3 - JEN
Run back into the 3rd waterway room. The rest of this doesn't require Jen, but
rather Scree... so change over to him.
VOLCA - WATERWAY ROOM 3 - SCREE
Walk into the water and Scree will sink right to the bottom. There is a
lodestone here in the corner of the room for him to collect. From where you
collected the lode stone, climb up the west wall, the follow it around to the
south and on the small part you can climb on the ledge to the west. Follow it
around onto the front of the ledge then climb up and you'll be in front of the
gateway that Jen just opened. Follow the hallway to the end, where there will
be another lodestone to collect, then climb up the wall and you should be back
in the Lava Pit with Jen.
Climb up the stairs and Scree will begin to glow, telling you it's time to
possess another statue. Press X and you'll possess the statue. Once that's
done, press X and it will pull the lever it's holding to move the statue in
front. Once that's done, press triangle to dispossess the statue and then
change back to Jen.
VOLCA - WATERWAY ROOM 3 - JEN
Run back through the room past the pools and back to the main part of the Lava
Pit. Walk around to the far side and use the summoning stone to bring Scree
back over to this side. Nearby the summoning stone are some rocks to break,
one of which contains a lodestone. Time to swap to Scree.
VOLCA - LAVA PIT - SCREE
Grab the lodestone, then head towards the wall on the eastern side of the pit,
beside the Chalice room you previously came from. Grab the torch on the pillar
beside it then climb up and find another ledge overlooking the pit area which
also has a lodestone sitting on it. Grab it, then check behind you for another
doorway. This is a smaller version of the torch doors, so light the urns on
either side and the door will open. However before we go inside, we have to
get Jen up here. Go near the edge again and press X, which will drop the rope
off the side and the game will switch back to Jen.
VOLCA - LAVA PIT - JEN-DJINN
Climb up the rope to the ledge where Scree is, then change back to Scree to
turn him to normal form.
VOLCA - LAVA PIT - SCREE
Press X to change back to normal form. Switch back to Jen.
VOLCA - LAVA PIT - JEN-DJINN
Go through the door and follow the tunnel until you reach a large cave which
will light up as you enter it. More Salamander's will attack so take them out.
Once they're gone, check the northern most side of the cave your in and you
should see a white light sitting on the ground beside some lava. If you walk
behind a rock near the north wall you can reach the area with it, the next
Tarot Card.
Card #22 - "Ace of Wands" - Djinn Aspect
Once you've grabbed it make your way back around to the middle of the cave and
follow the path to the south. There will be another rock here near the large
pillar you can break open which contains another lodestone. Change to Scree
and collect it.
VOLCA - SALAMANDER CAVERN - SCREE
Grab the lodestone. If you need it too, collect the energy from the killed
Salamanders as well as two spirit stones you can find in the area. After that,
make your way out the south entrance to the cave and follow the winding
pathway down into another circular room. There are four chests here, two of
which contain energy and yet another lodestone. When you're ready, change back
to Jen.
VOLCA - OIL FALL - JEN-DJINN
As you will have noted there is a curtain of fiery red oil blocking the other
exit to this room. To get past it we're going to need to change to Wraith form
and use the timeshifting ability it has.
VOLCA - OIL FALL - JEN-WRAITH
Approach the oil and watch it for a while. As you'll note there is a small gap
every now and then of which in timeshift mode will allow you to walk through.
Saving first would be a good idea because this can chew through a lot of
energy if you're not careful. Wait until it's about to happen then press
circle, then as it gets completely clear run through the gap. If you timed it
right then you'll make it through easily. Just past it, you'll find a valve
which will switch it off. Also in the next room is a summoning stone to bring
Scree through, and a lodestone beside it to collect with him.
VOLCA - OIL FALL - SCREE
Grab the lodestone then follow the path to the north which will lead back out
to the Lava Pit. Here will be another lodestone to grab, so do so then go west
and up the stairs. At the end will be another statue to possess, so do so by
pressing X, and then once you have press X again to move the statue. Once
you've done that, dispossess the statue and change back to Jen.
VOLCA - LAVA PIT - JEN-WRAITH
Switch back to Djinn form again.
VOLCA - LAVA PIT - JEN-DJINN
Now it's time to backtrack. Make your way back to the Oil Fall, and switch it
off at the valve before it if you haven't done so already. Make your way up
the spiral walkway to the Salamander Cavern again. There will be a couple more
Salamanders to fight so watch out. Exit at the back of the cave and on to the
ledge again. It's time to change over to Scree so Jen can get down.
VOLCA - LAVA PIT - SCREE
Go near the edge and press X to lower the rope again.
VOLCA - LAVA PIT - JEN-DJINN
Climb down the rope to the bottom of the wall then change back to Scree.
VOLCA - LAVA PIT - SCREE
Press X to change back to normal form. Change back to Jen.
VOLCA - LAVA PIT - JEN-DJINN
Go to the summoning stone and pull Scree back out. Now make your way to the
lowered wing on the statue and walk right across the lava pit using it as a
bridge to the far side. On the far side, kill the enemies which attack. Get
Scree to use the energy fountain if you need it, then continue follow the path
to the west. Drop down a couple of levels, then follow the path slightly
uphill to reach the Central Shaft.
Follow the path along until you reach a large chamber with two different
exits. One covered by larger Oil Fall, the one in front another large torch
door. Go for that torch door first. Change to Scree.
VOLCA - CENTRAL SHAFT - SCREE
Light each urn on both sides of the base of the stairs to open the doorway.
Change back to Jen.
VOLCA - CENTRAL SHAFT - JEN-DJINN
Run along the hallway and fight the guard blocking the doorway. Watch out
though because there is another Djinn firing at you with fire grenades from
his bazooka. If they don't hit you directly, you'll have about 5 seconds
before the explode. They have quite a wide blast radius so watch out. Once the
guard is dead, go into the hall where there will also be some Salamander's to
take out. Once they're gone you can take out the Bazooka Djinn.
In here is a rift gate and an energy fountain, in the south east corner. But
if you check the north east corner you'll find a chest which when opened
contains the next Tarot Card.
Card #23 - "The Hierophant" - Lewis
Make your way back out of this chamber and back towards the earlier path
selection. We're going to have to make use of the Wraith form again to get
through the large oil fall we saw earlier, so head there and stand before it.
Change over to Wraith form.
VOLCA - CENTRAL SHAFT - JEN-WRAITH
Time it well and use your time shifting ability to make it through the large
oil fall. Once you make it through, go to the bottom of the small stairs and
use the valve on the west wall to turn off the oil and allow Scree to come
through. Change back to Djinn form.
VOLCA - CENTRAL SHAFT - JEN-DJINN
Run to the end of the hall and make your way into the Lava Temple. Once you
make your way into the center of the room you'll have to fight a whole lot of
Salamanders, probably about 14 or 15 of them. Once they're all dead a cutscene
will take place.
Scene #49 - Jen Takes A Turn For The Worse
VOLCA - ROYAL CHAMBERS - SCREE
Time to rescue Jen again it seems. Hop down from the platform to the lowest
level of the room. In all four corners of this long room are lodestones, so
collect them all then make your way to the eastern most wall if you're not
already there, and look for another small torch door you'll need to open.
However you'll find that this one opens differently. As you get close to it
Scree will begin to glow... there is a statue above the door which you can
possess. Press X to do so.
Once you've taken over the statue, rotate the left analog stick anti-clockwise
a few times until the statues mouth opens and pours hot oil into the hole on
the floor, opening the doorway. Press triangle to return to normal form, and
make your way through the open doorway.
In the next room you'll see another torch door, however there will be light it
with. In the center of the room is a pedestal with some sort of large vase
sitting on it. To the left and right of that are two circular pads which react
when weight is put on them. Pick up the vase and carry it to the pad on the
northern side. Drop it on the pad, then walk up the wall to the top and follow
the path around inside. Here you'll find a lodestone as well as a torch on the
back wall.
Make your way back out to the central chamber and collect the vase again.
Carry it to the pad on the southern side and then climb up the south wall
through the now opened gate at the top. Follow the path through, and look out
for some treasure chests in the small room to the north. One of them has a
lodestone. Once you've grabbed it, light the two urns on the southern side to
get through another small torch door. Inside the room you'll find an valve
which fills the urns for the large door back downstairs with oil.
Climb back down into the main room and light the oil filled urns with your
torch so that the large door now opens. Make your way down the corridor,
watching out for the flame grenades which go off as you walk along. There is a
lodestone to grab part way along the corridor too. Make your way up the stairs
at the end, and around the corner through the open door into the next chamber,
the Oil Bath Room. It will light up as you enter it.
Check the corner in the northwest, as well as that in the southeast for two
more lodestones. Once you've grabbed the lodestone in the southeast, climb the
south wall as far up as you can, then climb over to the eastern wall and
follow it along until you reach a walkway. Climb down onto it and follow it
across to the room to the western wall. Climb onto the wall, and follow it to
the north until you reach another walkway you can climb down onto. Follow the
path back across to the eastern wall. Grab the lodestone on your way there.
Climb onto the wall again, and continue to follow it north and around the
corner onto the back wall. Follow it around until you can drop down onto the
platform with a statue on it, where you'll find you can possess the statue
with the X button. Do so then rotate the left analog stick clockwise so that
the mouth of the statue closes and the oil stops.
You'll find it leaves an exit open for you. Now you need to dispossess the
statue with triangle look behind the statue for a hole which will take down
into the area where the oil was previously. Follow the now open gap out the
back and come into a large area which is the Pipe Room.
Instead of climbing down from here, you need to turn around and face the way
you came, and then climb up the wall on either side of the entrance. Climb up
for quite a distance between two statues until you reach the top of them. If
you check the statue to your right (the west statue) you'll find an energy gem
sitting on the ledge. Grab it, then continue back onto the wall. Climb around
the top of this same statue, and around some vents to where you'll find a pipe
which leads across the room. Make sure to grab the lodestone on your way
across too.
Run right to the northern wall end of the pipe and climb up onto the wall
itself. Go towards the east side of the wall until you have to climb upwards.
Do so and then climb down onto the highest platform at the northeast corner.
Walk across the platform until you reach another pipe to walk across. At the
end of the pipe you'll find there is a lever to pull, but before you do that
climb on the southern wall behind the lever.
Climb down to the right and go under the platform with the lever on it. You'll
find another platform with another large pipe heading back the way you came.
Except here you'll find it leads to a dead end but at the end will be your
next Tarot Card.
Card #24 - "King Of Wands" - Iblis
Once you've taken the card, walk back across the pipe and climb back up the
wall to the lever we passed before. Once you're back to the lever press X to
pull it. This will open a trap door on the other side of the pipe in front of
the lever. Make your way back across the pipe and climb down inside the open
doorway. Climb all the way down to the bottom of the pit, then follow the path
through the pipes until you reach another walkway to climb down into. Climb
down the wall and follow the path to the east until you reach a gate which
Scree can push open (more like break open). Once you do, climb down the wall
to the floor below. This is Malikel's Temple. Use the energy fountain here if
you need it, then head up the stairs at the eastern end of the room. Once you
enter the temple itself, a cutscene will take place.
Scene #50 - Scree Meets Malikel
Once the scene is over take the path heading south. You'll reach an open rocky
area in which if you look around you'll find some spirit stones to the north
east, as well as some breakable rocks of which one has a lodestone to the
west. Once you've grabbed them, look for the winding path leading out of the
area to the south. It will take you on into the central shaft once more.
Continue to follow the winding single path along and you'll find it leads back
into the Lava Temple where Jen originally pushed Scree down into the pit. Once
you reach the temple itself, continue straight forward, because we are heading
for the area to the west, into the actual temple itself.
As you enter the main circular chamber of the temple you will be once again
asked if you wish to save. Press X to save or Triangle to cancel, and then a
cutscene will take place. Although I really would stress a save at this point
especially.
Scene #51 - Jen Vs. Scree
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #7 - IBLIS' PUPPET - DJINN JEN
While it seems Jen can't hurt Scree in his current form, if she does hit him
enough times in succession it will cause a game over... Scree begins to jump
between normal and rock forms before he just turns into a rock. So make your
way quickly around the room collecting all the lodestones you can. There
should be five of them scattered around the outside of the room. Once you've
collected them all make your way to the back of the room where there will be a
small statue for Scree to possess. Once you change over to this statue you are
open to being properly damaged, so keep that in mind as well. It is the only
way however you will be able to beat Jen.
The combat controls with the statue are no different that when fighting with
Jen (or when Scree possessed the statue to fight early in the game as well)
however you're going to be in for a lot of close combat against Jen, so it's a
good idea to block and move a lot. This is probably the toughest battle you've
faced so far, but playing it safe will still make it easy.
Attacking when Jen is open or from her side or back is your best goal to
winning this fight, basically circling around her and taking the time to
attack and then block. Still the amount of damage Jen can dish out is fairly
high if she catches you, so blocking when you can't move out of the way and
then keeping agile and circling her is your best strategy. Combined with
attacking hard when she's wide open, you should be able to easily finish her
off before she finishes you. Once the fight is over a cutscene will take
place.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VOLCA - LAVA TEMPLE - JEN-DJINN
You'll probably want to make sure you refill your energy from Scree first.
Once you've done so make your way back out into the center of the temple and
back along the winding path Scree took to get back here down to the Central
Shaft. We're headed back for Malikel's Temple again. Follow the path through
the open area, taking out the enemies you'll find here. Open the doors with
Scree's help and then run down the hallway to the temple and when you reach
the throne again another cutscene will take place.
Scene #52 - Jen Meets Malikel
Once the scene is over, walk through the doorway that Malikel opened, which
leads into the Lower Chambers. As usual, as you walk further into the room the
area will light up more. There are four chests in here of which two hold items
- some energy and a lodestone.
VOLCA - LOWER CHAMBERS - SCREE
Collect the lodestone. Change back to Jen.
VOLCA - LOWER CHAMBERS - JEN-DJINN
Once you've done that, make your way through the other doorway in this room
and down the hallway, through into the next chamber where some Djinn will
attack. Once they're dead you'll find there are six chests to check out at the
start of the room, two of which contain energy.
Grab the energy gem from the north side, then check the two remaining chests
at the western end of the room. One contains a lodestone. Further down the
room you'll find there is more lodestones to collect sitting behind some
pillars to the south side of the room, and then another to the south west.
VOLCA - LOWER CHAMBERS - SCREE
Grab the lodestones from the south sides and the one from the chest. Approach
the statue at the western end of the room and possess it with X. Move the left
analog stick clockwise to stop the oil, then press triangle to return to
normal. Climb through the gap now open in the wall and smash the rocks in the
cave to find another lodestone. Follow the tunnel through to the end and
you'll arrive in the Magma Plinths. There are more Salamander's to take out
here so change back to Jen.
VOLCA - MAGMA PLINTHS - JEN-DJINN
Drop down the couple of steps after the room lights up and take on the
Salamander's in here. You now need to take the path around to the north and
follow each of the small jumps as you make your way across the winding path.
Once you make it close to the center of the room (and killed some more
Salamander's) there will be some breakable rocks, of which one contains a
lodestone.
VOLCA - MAGMA PLINTHS - SCREE
Grab the lodestone. Change back to Jen.
VOLCA - MAGMA PLINTHS - JEN-DJINN
Jump across the next gap and kill all the enemies which approach. Jump the
next two and kick the next set of rocks for some energy. From there you'll
need to jump across four more rocks before you come to another lodestone.
VOLCA - MAGMA PLINTHS - SCREE
Grab the lodestone. Change back to Jen.
VOLCA - MAGMA PLINTHS - JEN-DJINN
Once you have, follow the current rock to it's end, then you can drop down to
a lower level. Follow this new path across a few more jump areas and ledges
you'll need to climb up. Eventually you'll come to a couple of spirit stones
if you need them, and then find your way down another winding path into a
cave. This will take you to the Lava Falls. Just after you enter the Lava
Falls there will be some rocks to break to the south, one of which contains a
lodestone. Change over to Scree.
VOLCA - LAVA FALLS - SCREE
Grab the lodestone, the continue to the south and you'll find another near
some pillars. After you've grabbed that one as well, then it's time for Scree
to do some work. Walk towards the southern most wall and climb up onto it.
You're going to have to walk right over the archway below the falling lava and
down across to the other side. Once you're down on the ground on the other
side, you'll find a lodestone sitting on the ground, so grab it. Then switch
back to Jen.
VOLCA - LAVA FALLS - JEN-DJINN
Time to get Jen across to the other side. Go to the north wall and you should
see the small ledge around the cliff face. Walk Jen up to the wall so she
pushes against it, and then shimmy along the wall to the left as far as you
can. Eventually you'll arrive at a larger jut of rock which you can then walk
across, and then jump and walk over the more of these rock platforms. However
before she can climb onto the last one, there will be a tremor and it will
fall. Change back to Scree.
VOLCA - LAVA FALLS - SCREE
Just across from the exit door from the area is a large pillar, which you'll
note if you get close will make Scree glow. It's time for more possession.
Press X and Scree will take over the pillar. Just as earlier you'll have to
press X at the right time in order to tip the pillar causing a domino effect
and creating a bridge to where Jen is. Once you've knocked over the pillar,
press triangle and when Scree is back to normal, swap over to Jen again.
VOLCA - LAVA FALLS - JEN-DJINN
Climb up onto the makeshift walkway and over to Scree. Once you're on the
level ground, push open the doors with Scree's help and go through into the
chamber which contains a rift gate and some enemies. Once they're dead, switch
over to Scree so we can open the door to the south of the room.
VOLCA - LAVA FALLS (2) - SCREE
Run to the north side of the room where you will find the next urn to light
which will open the door at the southern end of the room. Once it's open,
switch over to Jen because more enemies are on their way.
VOLCA - LAVA FALLS (2) - JEN-DJINN
Take out the guard blocking the newly opened exit and make your way down the
long hallway. Make your way down the set of stairs and continue the trip down
the next section of the hall until you reach another torch door, however this
one doesn't have any obvious way of being lit. Change over to Scree again.
VOLCA - LAVA FALLS (3) - SCREE
Climb up the thin section of scaleable wall on the eastern side of the hallway
near the door. Once you're at the top you'll find a lodestone as you walk
along, as well as an urn to light at the far end. Once that is lit, return
back the way you came and climb back down to the floor. From here climb up the
other, western side of the hallway directly across from where you came back
down. Up here will be a spirit stone if you need more energy, and at the end
the second urn you need to light. Once you've lit it make your way back the
same way you came and climb back down to Jen. Before you make it the door will
likely have already opened. Once it has done so, walk through the new open
area and open the door at the end with Jen's help. This is the Sanctuary of
Immolata. Change back over to Jen.
VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN
As you enter be careful as there are Djinn Bazooka's firing the fire grenades
at you from up above now and then. At the southern end of the room is another
torch door which has 4 ground wells which need to be filled to open the door.
These all have their own separate rooms off this main one. One to the west, to
the east, to the northwest and the northeast. We will begin by heading to the
entranceway to the west.
Staying on this bottom floor, head towards the west wall and go through the
doorway there. Make your way down the long flight of stairs and hallway until
you reach the circular room at the end. As you'll note there is a fuel trail
running through the center of the room, and it is this which needs to be lit.
To do so, switch to Scree.
VOLCA - FLAME IGNITER (WEST) - SCREE
Run to the southern side of the room where you'll find a lodestone and notice
there is another statue up the top which would light the area in the center.
Climb up the wall to the left of where the lodestone was until you reach the
top. Follow the walkway around to the end here until you find a small cube
with a dish sitting on top. Use your torch to light it. Make your way back
following the flame trail and climb back down the wall to the ground.
From here, go around to the other side of the statue and climb up the other
wall. You need to repeat the same thing here of running to the end and
lighting the dish to finish igniting the flames in this room. Once you have,
climb back down to the ground. Make your way back upstairs to the Sanctuary Of
Immolata. From the exit from the west side, go south until you reach the
stairs a the southwest corner. At the middle of the stairs you'll find another
lodestone, so grab it. After doing so it would be a good idea here to change
back to Jen.
VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN
Continue up the stairs until you reach the top and take out the Djinn Bazooka
who is waiting here for you. Follow the pathway until it's end and go through
the small doorway and down the narrow hall until you reach the second Flame
Igniter area. Run into the room as far as you can and when you get to a ledge,
change over to Scree.
VOLCA - FLAME IGNITER (NORTHWEST) - SCREE
Go near the edge and press X. This will drop the rope again so Jen can climb
down, and switch back automatically to Jen.
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-DJINN
Approach the rope and press X to climb down. Make your way down to the bottom,
and onto solid ground. Before we go to continue however, look to the north
side of the platform you came down to. You should be able to see the next
Tarot Card. To get it, push against the wall to the north and Jen will be able
to shimmy all the way along the wall until she can get the card.
Card #25 - "Queen Of Wands" - Malikel
Once you've gotten the card, shimmy back across to the platform where you got
to from the bottom of the rope. Now we need to shimmy to the south side of
this platform, the opposite direction of where we just went to get the card.
Once you get to the end you'll come face to face with a brick wall, which Jen
will comment as being too high for her. Of course you've probably heard this
before too. Time to change to Ferai form. Push Left on the D-Pad if you've
forgotten how to. :)
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI
Now you can jump up to the top of the wall just by pressing X. Stay in Ferai
form, because we'll need it again. Follow the wall around and climb up on to
the rock. Follow that around and jump onto the central ring which we have to
light. Now change back to Scree.
VOLCA - FLAME IGNITER (NORTHWEST) - SCREE
Press X to change back to normal form. Back up a little and check the south
side of the wall back from where you just dropped the rope, just behind the
pillars. You can climb up here and walk across the top. From there climb back
down the wall and you'll be just where Jen was. Once you reach the flat
ground, climb up onto the rock and walk and then jump across to where Jen is
on the circular platform. From there go to the western side and climb up the
wall there to the top. Now at the top, press X again so that Scree will drop
the rope for Jen.
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI
Grab a hold of the rope and climb up to the top of the wall. Once you're at
the top, change back to Scree.
VOLCA - FLAME IGNITER (NORTHWEST) - SCREE
Press X to change back to normal form, then approach the lever and push it
with X. Jen will help. Once that is done have Scree drop the rope again so Jen
can climb back down.
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI
Grab a hold of the rope and climb back down. Once you're at the bottom switch
back to Scree.
VOLCA - FLAME IGNITER (NORTHWEST) - SCREE
Press X to change back to normal form. Climb back down the wall to Jen, then
climb up to the center of the circular area which now has oil. Light it with
your torch. 2 down, 2 to go. Climb down and jump across the gap to the rocky
area, then climb down onto the stone wall area below it. From here climb back
up the wall and across to top to return to the first part of this room.
Approach the ledge again that Jen originally used and press X to drop the rope
once more.
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI
Back to Jen now, do the same as Scree and jump across to the rocky area and
move over to the stone work. Drop down the wall you had to jump up in Ferai
form (this is why you're still in this form as she won't jump down if you're
not in it), then shimmy along the wall again until you reach the middle
platform and Scree's rope. Climb up the rope to the top then change back over
to Scree.
VOLCA - FLAME IGNITER (NORTHWEST) - SCREE
Press X to return to normal then change back to Jen.
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI
Change to Djinn form (down on the d-pad).
VOLCA - FLAME IGNITER (NORTHWEST) - JEN-DJINN
Now that's done, make your way back out the small corridor to the Sanctuary of
Immolata. Take out the new Djinn Bazooka then go back downstairs and approach
the other stairwell in the southeast corner of the room. Half way up the
stairs is an energy fountain if Scree needs to collect more energy for you.
Otherwise continue to the top and take out the next Djinn Bazooka up here.
Once you've done that, change over to Scree so you can collect the lodestone
halfway along the hallway up here.
VOLCA - SANCTUARY OF IMMOLATA - SCREE
Grab the lodestone near the edge halfway along, then change back to Jen.
VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN
Continue along the path and go through the doorway into the winding walkway.
Eventually you'll come to an open cavern where a door blocks the way to the
next igniter. Switch to Scree.
VOLCA - PRE-IGNITER (NORTHEAST) - SCREE
Climb the wall on the eastern side of the area. You should find a lodestone
near the southern end, as well as a switch on the floor. However at the
northern end will be a vase like stand again which you'll need to pick up with
X and take to the switch on the floor. Take it there and drop it on the
button, then climb back down to the ground and swap back Jen.
VOLCA - PRE-IGNITER (NORTHEAST) - JEN-DJINN
Time to change back to Ferai form again. Press left on the d-pad.
VOLCA - PRE-IGNITER (NORTHEAST) - JEN-FERAI
Jump up the wall on the west side of the room, the side that Scree didn't go
up. Once you're at the top, just step on the button so that the door will open
to the Igniter Room. Change back to Scree again.
VOLCA - PRE-IGNITER (NORTHEAST) - SCREE
Walk through the open gate and into the flame igniter room. Climb up to the
center of the circular area and light the urn with your torch. 3 down, 1 to
go.
Go to the back of the area and grab the lodestone. There are two chests here,
but they are empty, and another vase thing which you can grab. Push X to pick
it up, then walk back towards Jen. When you reach the area where the door is,
drop the vase where the door would shut. Jen is going to step off the switch
and it will stop the door from entirely closing. When you have it in the right
place, switch back to Jen.
VOLCA - PRE-IGNITER (NORTHEAST) - JEN-FERAI
Step off the switch and if it was placed correctly, the door won't entirely
shut. If this is the case then you can hop down off the platform and go join
Scree by the door. Walk through under it and walk into the Flame Igniter room.
From there go to the eastern wall and follow the path through the rock there
until you reach a ledge overlooking the Central Shaft again. Clearly you're
not going to get down here normally, so you'll need to have Scree drop the
rope.
VOLCA - CENTRAL SHAFT - SCREE
Go near the edge and press X to drop the rope.
VOLCA - CENTRAL SHAFT - JEN-FERAI
Grab a hold of the rope and walk down to the bottom. From there, go north and
then jump the gap into the main part of the chamber. However there isn't much
to do here yet. Take the path to the west which leads into a small room, and
around a corner to the north and down some stairs. Go through the next dark
room and down the next set of stairs to a dead end. However to the left of the
dead end you'll find a valve which you need to use. Press X and it will allow
you to get access to the final igniter door from the Sanctuary of Immolata.
Now it's time to back track. Make your way back up the stairs to the main
chamber. Jump back across the gap and then switch back to Scree to get him to
drop the rope again.
VOLCA - CENTRAL SHAFT - SCREE
Again, near the edge press X to drop the rope for Jen.
VOLCA - CENTRAL SHAFT - JEN-FERAI
Climb up the rope and once at the top, change back to Scree once more.
VOLCA - CENTRAL SHAFT - SCREE
Press X to change back to normal form. Time to back track still. Make your way
through the tunnel and the Igniter room, under the partially open gate,
through the chamber and tunnel, back into the Sanctuary of Immolata, down the
stairs and then check the small doorway on the eastern side of the Sanctuary
of Immolata. You need to light the two urns on each side of the door with your
torch, then the door will open.
Make your way up the first set of stairs, and grab the lodestone in the first
area. Once you've done that, go up the next set of stairs and back out into
the chamber. If you check near the edge of the Central Shaft you'll find
another lodestone to pickup as well. Before we continue to get the final part
of the door open, it's time for another card quest.
Go near the area where Jen originally came across to get into the cavern area.
Right on the edge beside where she jumped across, press X and Scree should
drop the rope (you might need to move a little to the left if he's not
dropping it where she jumped across).
VOLCA - CENTRAL SHAFT - JEN-FERAI
Grab the rope and climb down to the bottom. Once you're down there, kick the
three rocks open and you'll find the next Tarot Card.
Card #26 - "The Emperor" - Abaddon
Once you've grabbed it, go back up the rope and swap back to Scree.
VOLCA - CENTRAL SHAFT - SCREE
Press X to change back to normal form. Head north, back towards the flame
igniter down here in the cavern, and you'll see there is another pillar here
in the center that you need to possess and topple over to form a bridge.
Approach it and press X to possess it. Once again you need to time more
presses of X to make it fall, and once it has press triangle to return to
normal form. Jump up on the makeshift bridge and make your way across to the
center where you can light the final igniter. That will light up the entire
door and make it open.
Now we need to backtrack across the makeshift bridge and down through all the
stairs and back into the Sanctuary of Immolata. Do so then go through the now
open doorway and into the next area of the game. The path splits in two
directions here, but it doesn't matter which way you go as they both go to the
same place. Again it would be a good idea to switch to Jen here.
VOLCA - SANCTUARY OF IMMOLATA - JEN-FERAI
Change to Djinn form (down on d-pad).
VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN
Make your way down the stairs and then fight any enemies around. Check the
numerous chests around for some energy, then go down the single path to the
south you come across, down the stairs, and straight ahead until a cutscene
takes place.
Scene #53 - Entering The Hall Of Gods
Once the scene is over you'll have to figure a way to get across the room. If
you check the small square area to the east of where you're standing you'll
find a summoning stone and a lodestone. Time to change to Scree.
VOLCA - HALL OF GODS - SCREE
Grab the lodestone and then check the eastern edge. You'll see below this area
there is a walkway at the bottom. Stand near the edge and press X so that
Scree will drop the rope, and the game will go back to Jen.
VOLCA - HALL OF GODS - JEN-DJINN
Grab a hold of the rope and climb down to the bottom of the wall. There isn't
much else we can do here with Jen for now, so switch back to Scree.
VOLCA - HALL OF GODS - SCREE
Press X to change back to normal. Go back towards the center of the hall and
go directly across from the summoning stone from before. Here you will find
another wall you can climb down which will take you to a rocky platform below.
Once you're at the bottom, break open a rock slightly south to get some energy
then climb up the next bit of rock. Once you're on the top of it check the
next lot of rocks for a lodestone. Once you've grabbed it climb down the other
side and continue to follow the path until you reach the base of the massive
statue. If you notice there are ropes at different parts of the room which
anchor the statue. What the plan is to do is to cut all of these ropes.
The first of these ropes is very easy, walk behind the statues southern side
and you should see a rope connection there. Just use your torch with X to burn
the rope. Once you've done that grab the nearby lodestone. From here you need
to climb down the southern wall right beside it. This will lead down to
another pathway which will take us to the area on the west of the hall, where
another rope is.
Follow the path to it's end and then climb up the wall there. Once you're at
the top of the wall go forward until you find the next rope connection and
again press X near it to burn the rope. Before we leave this area and return
to the central platform where the statue is, there is another Tarot Card to
find. From the rope connection head to the northern end, you'll see a
lodestone you can collect. Do so then go around underneath the various statues
of the gods to the western side of this area. Behind the statues will be a row
of chests which you can open. One of these has the next Tarot Card.
Card #27 - "The Star" - Abdizur
Once you've grabbed the card make your way back to the southern end of the
platform and climb back down the wall. Follow the path back across to the
central platform and climb back up the wall to the base of the statue. From
here, head to the east side of the base and you'll see below another pathway
which leads to the platform located over in the east side of the hall. Climb
down the wall to the path and follow it along. Break the rocks you find for
some more energy if you need it, then reach the end of the wall.
If you try to climb up at the low part of the end then Scree will say it's too
high for him to jump, but you just need to move more to the east, to the
highest point where he can jump up. Once you're on top of the platform, head
to the next rope connection and once again burn it. Make your way back to the
south and down to the pathway that got you here, follow it to the end and
climb back up the wall to the base of the statue. Once you're right at the top
of the wall, stand near the edge facing the path and press X so that Scree
will drop the rope down. Now it's time to switch back to Jen.
VOLCA - HALL OF GODS - JEN-DJINN
Walk towards the statue at the southern side of the platform your on. Jen will
make a massive leap across to the statue. From here you can walk around it to
the south and make your way to the area Scree was just at where he burned the
rope. Once you've reached the rope, continue south until you reach the large
drop down to the path to the statue base. Jen won't jump down here until you
change into Ferai form (left on the d-pad) so do so.
VOLCA - HALL OF GODS - JEN-FERAI
Jump down the ledge and walk along the path until you meet back up with
Scree's rope. Climb up the wall to the top. Run around to the north side of
the statue, where you should find some stairs leading up. Once you're up the
stairs take the path either left or right and follow the path as far as you
can until you have to shimmy around a ledge. Do so and you'll reach another
path on the other side. Continue around the path until you get to the most
northern point of it.
From here, hoping that your still in Ferai form (which you need to be to do
this), face to the south and press X. Jen should jump up onto a higher ledge.
Move forward and press X again and she'll do it once more and you'll be at the
top of the platform where the final rope is. Approach the summoning stone on
the east side and use it to pull Scree through and up here with Jen. Now
switch over to him.
VOLCA - HALL OF GODS - SCREE
Run towards the final rope connection and press X to burn it once you're
there. That's all the ropes done, so now switch back to Jen.
VOLCA - HALL OF GODS - JEN-FERAI
Time to make your way back down to the base of the statue. Jump back down the
two ledges you needed to climb up to get to the top (Ferai form still of
course) and then follow the path either left or right to the shimmy point.
Make your way around the ledge then continue around on the path and down the
stairs. Go around to the east side of the statue base and you should find
another summoning stone you can use to pull Scree though. Do so and then
switch back to him again.
VOLCA - HALL OF GODS - SCREE
Take Scree to one of the other three sides of the Statue's base. You'll find
you can climb up the wall. Do so until you reach the top (you'll find you
can't climb right on top of the base if it's going to be in the way of where
the statue will land so either move to the east or the west side of the
statue). Once you're on top press X and Scree will take a hold of it.
With all of the ropes cut the possessed statue is open to being pushed over in
the exact same way as the earlier pillars we toppled. Time your presses of X
once you start it and eventually the statue will fall to make another bridge.
Once it's over, press triangle and change back into normal form. Approach the
edge of the base and drop the rope (you might need to cycle the actions with
square so you don't repossess the statue) so that Jen can climb up.
VOLCA - HALL OF GODS - JEN-FERAI
Change to Djinn form again.
VOLCA - HALL OF GODS - JEN-DJINN
Climb up Scree's rope to the top then change back to Scree.
VOLCA - HALL OF GODS - SCREE
Press X to return to normal, then change back to Jen again.
VOLCA - HALL OF GODS - JEN-DJINN
Climb up the statues feet and then make your way across it's back to reach the
southern end of the hall. Climb up into the area, and watch out for the fire
grenades which drop and the Salamander's who attack. Once you've made it
through safely, climb up the stairs and then attack the guard blocking the
exit. Once he's dead, press X to open the doorway into the next area with
Scree's help.
Follow the winding hallway until you reach the next chamber. Watch out for
fire grenades on your way, and fight the Djinn guards and Salamander's who
attack in the chamber itself. Once they're dead, you can go explore the Rift
Gate area to the east, but it only has that gate and a energy fountain in it,
or change over to Scree so you can open the doors to the south.
VOLCA - POST-HALL OF GODS - SCREE
Use your torch to light both urns and open the torch door. Follow the hallway
along and you'll enter the Goliath Sanctum. Once again you'll have to light
two urns to open a torch door. Once the door opens you'll be asked if you wish
to save. I'd advise you to do so, but don't if you wish. Then a cutscene will
take place.
Scene #54 - Meet Goliath
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #8 - GOLIATH STATUE
Clearly your first thought is how the hell you're going to take on this
statue. Obviously there is no easy way to actually combat it, so you'll have
to figure out how to disable it. As with all of Volca, light and heat is it's
source of power. You'll need to go around pushing off as many of the smaller
lamps and urns as you can, and try and hide behind the larger ones so that
Goliath will smash them to bits. Scree will also go around the top level
taking out the ones up there.
As for attacks themselves, Goliath has a number of them which include basic
fist smashing, spawning Salamander's from his hands, and causing bursts of
light and heat. All of them are fairly easy to avoid (or destroy) except
for the latter which will effect you somehow regardless. Just try to keep as
far away from him as you can to reduce the effect it has.
Once you've basically pushed all of the lamps off once side, Goliath will
decide to be helpful and smash down some of the roof to cause a path so you
can get back across to the other side and continue destroying all of the
lamps. Once they've all been pushed off the room will get dark and Goliath
will power down. Once that is done a cutscene will take place.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go through the door that was opened and follow the path along. You'll find
there is a lot of lava rocks to break open along here, most contain energy and
one of them by itself on the northern wall contains the final Tarot Card.
Card #28 - "Knight of Wands" - Goliath
Once you've taken the card, continue along the path until you reach the next
chamber where another cutscene will take place.
Scene #55 - Scree Takes A Tumble
NEXUS - VOLCA PORTAL - ABDIZUR
Once the scene is over you'll be playing as Sc... Abdizur and you will have
unlocked the forth bonus feature, one of the earlier trailer videos for
Primal. You can access it through the Bonus Materials menu from the main menu.
Bonus #4 - Trailer Video
Run down the corridor from the rift gate, and make your way to the end of the
hall. Just before the doors into the center of the Nexus open, you'll be asked
if you wish to save. Do so, then another cutscene will play.
Scene #56 - Final Square Off
When the scene is over you'll have to fight Lewis who has become an amalgam of
all the strongest parts of the four realms of Oblivion, and who can also shift
forms when required thanks to Abaddon's presence. However this is going to be
a fight of four parts, each with Jen in different forms.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #9 - LEWIS - FERAI - SOLUM COURTYARD
This fight is fairly straight forward. You are in Ferai form, although you
aren't bound to just the Ferai form, so if you want to switch to a more
powerful form such as Djinn do so. Just keep in mind that speed is better than
strength here because Lewis is fast. Keeping distance can be hard.
You need to whittle down his health bar to roughly 3/4ths. At some point he'll
also likely teleport himself and start throwing his weapons at you like a
fireball. Dodge the attacks and get back in close to attack if he does. Once
you've taken so much health off him, both of you will be teleported to the
next battleground. After each fight your health will be refilled, so don't
worry.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #10 - LEWIS - UNDINE - AQUIS COURTYARD
Undine is fairly easy. Attack with a hard R2 press constantly and Jen should
be able to keep attacking Lewis at a far distance and whittle down the next
quarter of his bar easily.
At some point he'll teleport and then use the inky black attack that Adaro
used in Aquis. Dodge this as best you can (swimming wide is the way to go) and
then get back in close and attack again as before. Swimming fast (by pressing
circle, then letting go and then pressing and holding it again quickly to give
you a boost) will really help with this part.
Eventually you should be able to take him out and you'll both teleport to the
next fight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #11 - LEWIS - WRAITH - AETHA COURTYARD
Wraith dodges are the way to go here. Combined again with hard R2 attacks from
a distance. Keeping in circles is the way to slowly remove the next quarter of
Lewis' health bar. After so much damage Lewis is going to also start using
timeshifts to go all over the room. Keep up the dodges so that Lewis can't
come into attack or just stand and block so he can't hit you either.
After he's done this a few times he'll return to trying to kick Jen's ass, so
go back to your previous pattern of dodge circling and attacking when you can.
He may repeat the timeshifting again so watch out. Once you've taken down his
health to the final quarter, both of you will go and teleport to the next
location.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #12 - BELAHZUR - NEXUS
Surprised huh? It's not yet time to finish the battle with Lewis, instead it's
time to kick some butt with Abdizur. The battle controls are the same as they
are with Jen, however Abdizur is quick to move and packs a punch, especially
on hard R2 hits. Come in close to Belahzur and start to beat the crap out of
him boxing style. A nice powerful combo will easily take down a lot of his
health as well. Block when needed then go back to punching.
If you don't get in there early enough, Belahzur may begin to repeat the cycle
of events that he did back in Solum and jump up to the edges of the area and
start throwing fireballs again. Because of the angles, either block or dodge
the shots and wait for Belahzur to return to fighting.
When you take down Belahzur's health to a certain level, he'll jump to the
center of the room and start throwing energy around. Disengage the combat lock
by pressing Square, then run around the outside of the arena. You should find
a shield which has a mirror on it. Pick it up by pressing X and then make your
way to one of the areas which has a circle of light on it. Once you're
standing in it, hold R1 to block and the energy attacks should be bounced off
the shield and back at the area above Belahzur.
Once you've done that, Belahzur will come back down for some more hand to hand
combat. Fight him again until he returns to the energy spot then go to the
next circle of light and repeat the destruction of the energy conductor.
Repeat this twice more to finish him off.
This can be quite a lengthy fight as far as the fights in Primal go, and
especially a pain if you die because you'll have to start back from the scene
before the first fight with Lewis to get back here again. Good idea if you did
save there then, but if you didn't you can select the scene from the Scene
Selection in the Bonus Materials menu.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BOSS #13 - LEWIS - DJINN - VOLCA COURTYARD
Back to Jen and Lewis, and here we are in the Volca Courtyard. Open up on the
fighting, then switch to the long sword by pressing circle. Time to hit hard
so keep hitting down R2 as hard and as often as Jen can strike with the sword.
The amount of damage it does will get rid of the last of Lewis' health much
quicker than he can take it off you. Once you've managed it the next lengthy
cutscenes will take place, leading to the end of the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Scene #57 - Jen's Victory
Scene #58 - Credits (+ Extras)
Bonus #5 - Next from Cambridge...
Bonus #6 - Coming Soon...
You've finished Primal. Congratulations. Stay for the credits and check the
final scenes and extras afterwards, including a sneak peek at SCEE Cambridge's
next project. Plus check the Bonus Material's for another bonus item - a
trailer for SCEA's War of The Monsters.
------------------------------------------------------------------------------
07 // t a r o t c a r d s
Here is the layout of the card gallery following the listing in the game:
07 11 18 22 02 05 26
03 13 19 24 23 14 01
06 10 17 25 08 04 20
09 12 21 28 15 16 27
01 - "Justice" - Chronos
02 - "The Fool" - Jen
03 - "King of Pentacles" - Herne
04 - "Strength" - Scree
05 - "The Empress" - Arella
06 - "Queen of Pentacles" - Devena
07 - "Ace of Pentacles" - Ferai Aspect
08 - "The Hermit" - Shaman
09 - "Knight of Pentacles" - Jared
10 - "Queen Of Cups" - Aino
11 - "Ace Of Cups" - Undine Aspect
12 - "Knight Of Cups" - Glakk
13 - "King Of Cups" - Adaro
14 - "The Lovers" - Jen + Lewis
15 - "The Devil" - Belahzur
16 - "The Tower" - Nexus
17 - "Queen of Swords" - Empusa
18 - "Ace Of Swords" - Wraith Aspect
19 - "King Of Swords" - Raum
20 - "The Hanged Man" - Watcher
21 - "Knight of Swords" - Elizabeth
22 - "Ace of Wands" - Djinn Aspect
23 - "The Hierophant" - Lewis
24 - "King Of Wands" - Iblis
25 - "Queen Of Wands" - Malikel
26 - "The Emperor" - Abaddon
27 - "The Star" - Abdizur
28 - "Knight of Wands" - Goliath
To find the locations of each of the cards, press Ctrl+F and put "Card #" and
then the number of the card. Above the card will be the information for their
location. There is no particular reason for trying to list locations for the
cards here as it's easier to find their position through following the info in
the guide.
------------------------------------------------------------------------------
08 // b o n u s m a t e r i a l s
Primal contains a number of short features which are unlocked after certain
stages of the game. All of them can be viewed through the Bonus Materials
menu.
Bonus #1
Bonus = Actor's Featurette
Gained = Completing Solum
Contains = A short feature which covers the casting of the main actors and
their work in Primal.
Bonus #2
Bonus = The Making Of Primal
Gained = Completing Aquis
Contains = A short feature which covers the creation of the game, talking
with those involved in it's creation.
Bonus #3
Bonus = 16Volt Interview
Gained = Completing Aetha
Contains = A short featurette which talks to 16Volt about their music in the
game and explains how they got involved.
Bonus #4
Bonus = Trailer Video
Gained = Completing Volca
Contains = An early trailer for Primal
Bonus #5
Bonus = Next from Cambridge... *
Gained = Completing The Game
Contains = A sneak peak of Sony Cambridge's next videogame project.
* - You'll see this after the games ending credits are finished. To rewatch it
you will need to go into the scene menu in the bonus materials option and
pick Scene #58 - Credits.
Bonus #6
Bonus = Coming soon...
Gained = Completing The game
Contains = A trailer for SCEA's War Of The Monsters videogame.
------------------------------------------------------------------------------
09 // c o d e s
Here is the list of all the currently known codes, from various sources. I
also take no credit for finding these.
To use these codes, you need to hold L1+L2+R1+R2 for 5 seconds at either the
main menu or bonus materials menu. Once held long enough, a hidden menu will
appear titled Magic Codes. Various cheat options are here with a series of
A's beside them. The value of these letters can be toggled by highlighting
one of these and holding down X and using the D-Pad left or right to switch
characters (A through Z). Once the code is in press square to enter it, or
press triangle to exit the menu if you wish to cancel.
NTSC-U/C "United States" Version - SCUS-97142
From GameFAQ's and GameWinners
Invulnerability: MONSTROUS
Solum: Unknown (10 letters)
Aquis: Unknown (9 letters)
Aetha: Unknown (8 letters)
Volca: Unknown (9 letters)
Gallery: Unknown (9 letters)
Easykill: DEMONISE
Bonus A: Unknown (9 letters)
Bonus B: PRIMAL
Bonus C: DEMONREALMS
Bonus D: MORTALIS
Bonus E: OBLIVION
PAL "European" Version (Regular and Collectors) - SCES-51135
From PrimalGame.com's VIP Area
Invulnerability: DEMONISE
Solum: SNOWFLIGHT
Aquis: CHARYBDIS
Aetha: FLINTLOCK
Volca: SUNSTONE
Gallery: ARCANUM
Easykill: MORTIFIC
Bonus A: SEABREEZE
Bonus B: AURORA
Bonus C: PSYCHOSIS
Bonus D: MIRRORY
Bonus E: ASCENDENT
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10 // f r e q u e n t l y a s k e d q u e s t i o n s
I'm leaving this space open for some FAQ's. I really should know some by now
but I only know what's in this guide so far. If you have any questions that
needed to be known, please feel free to ask.
[email protected] - Primal
needs to be in the subject line so I know what it is you're talking about :)
< G E N E R A L F A Q ' s
Q - Can you use Jen's various forms whenever you want?
A - Basically. Unless they're restricted by the environment (i.e. you can
only use Undine in water, Ferai on land etc.) you can change at any
time once you earn the form.
Q - Can you revisit a realm once you've finished another?
A - Sadly, no.
Q - I'm having trouble getting Jen to switch between Undine and other
forms. Or just one form to another. Whats the problem?
A - Quite a few people e-mailed me about this and at first it seems like
another bug, but Michele (Herring?) e-mailed me back to say it's due
to sensitivity settings in the options. Try lowering the amount and
hopefully it'll be a little more repsonive to your presses.
< S O L U M F A Q ' s
Q - I picked up the key from the throne room, and went back to the
Necropolis but it didn't work. What's wrong?
A - It's not the key for there. The key you picked up is for Jared's Rooms
which you passed a very short while before getting the key. Check your
map for the area named as such and head towards it.
< A Q U I S F A Q ' s
Q - I need to possess the statue at the start of the realm to save Aino
but I'm short on lodestones. Where are they?
A - There are 5 to collect:
- Two in the Temple. One near water vortex, and another somewhere on
the roof. You need to check the other ladder once you reach the top
of the vortex.
- On the path back to Jen
- In the Temple Lagoon, look for a summoning stone somewhere near the
Temple. Pull Scree through it, and just north you'll find a lode
stone to collect.
- By the dam.
Q - How do you align the cogs?
A - Well to avoid repeating everything I said earlier in the guide then
just search the guide for it. Push Ctrl+F and in the search box put
the following:
AQUIS - PRIMING STATION - JEN
It should take you to the right part of the guide.
Q - Jen is blocked by water currents. What do I need to do?
A - You need to change to Scree and walk into the area with current.
You'll find there is always a boulder to push in front of the source of
the current.
Q - How do you save the engineer?
A - Check behind the pillar in the room where the engineer is. At the top
is a button which will help lead you to the item you need to find.
That's all I'm going to say here, if you are still stuck after that -
check the guide above.
Q - I've gotten Scree up to top of the tunnel chambers, but I don't see
any visible path for Jen. There is one ledge which Jen says is too
tall for her to jump to. What do I have to do?
A - The ledge which Jen makes the comment on is your goal. To get up there
you need to use Ferai form (Left on the D-Pad). From there will be a
series of ledges which will let you reach the area where Scree got to.
George Koumas e-mailed me back with the actual answer to this one.
You can use the rope to pull Jen up with. Somehow that idea escaped me.
Thanks George. :)
Q - I've opened the second doorway I needed to possess with Scree and
filled the pool? What next?
A - Just take Jen around to the edge, change into Undine form, and dive
right into the pool. Surface and climb out the tunnel in the side and
take on the crab there.
Q - How do you gain access to the purification tower?
A - Once you've powered up the last substation left in the tunnels, swim
around the back and look up at the roof of the room. There is a hole
in the top marked by lights. Enter it (watching out for enemies) and
and follow the tunnels until the path goes to a split. The left path
goes to a rift gate location. The right path goes to an iris gateway
which you'll need to open. It is this gateway which leads inside the
tower.
You DO NOT need to use the rift gate and try to access the tower from
outside in the Bay. You can't do so, there is no way in.
Q - Scree gets stuck at the top of the purification tower before being
able to use the Undine Key because he can't go any further without Jen
even though she can't go any higher. What can I do?
A - Make sure you do have Jen as high as you can take her. Also make sure
she's on the side closest to the panel where you need to use the key
so that Scree can make it to the top and explore right around the top
if you also want to collect the tarot card there too.
< A E T H A F A Q ' s
Q - What do I need to do at the start of the realm? I can't find the exit.
Q - Scree needs to climb around the tower to the north of the rift gate.
Once on the other side you need to get him to pull the lever to let Jen
through. From there press X near the ledge to lower a rope for Jen to
use. Take Jen to the bottom of the wall and when she is, switch to
Scree and climb down to her.
Q - When Scree needs to go down the Well, what do I do at the bottom?
A - Just walk into the water at the bottom and Scree will fill the bottle.
From there just climb back up to the top and everything will be handled
automatically.
I've been e-mailed by a few people saying there is a glitch where Scree
won't climb down to the bottom of the well. All you can do in this case
is reload an earlier save or use the scene select to continue from the
last scene and hope that it corrects the problem.
Q - Where do I go once I've gotten Jen's Vambrace's back? Scree mentions
something about Elizabeth's room, but I don't know where to go.
A - From the top of Raum's tower you need to go back downstairs to the
ballroom. From there go into the foyer of the mansion and kill the
Wraith. One of these has a key which you need to get when they're
dead. From there, exit to the main courtyard and follow the path
around to the northwest.
Here will be a door which leads back into the library Scree went
through earlier. Make your way downstairs to the bottom of the library
and exit through the door at the back (there will be a guard in the
way and you'll use the key you collected shortly before). From here
will be a couple of sets of stairs to climb before you reach
Elizabeth's room.
If you need more detail than this, please refer to the walkthrough.
< V O L C A F A Q ' s
Q - In the 3rd Flame Igniter room, how do you continue in the game to light
the fourth? I see a cup thing which Scree can collect... is that
supposed to go where Jen is standing?
A - No. Instead you need to use it as a wedge to keep the door open. Place
it where the door closes and then change to Jen and step off the button
on the ground. The door will close but not entirely, leaving a gap for
Jen to climb under. At the back of the room will be another path
leading back into the central shaft, where you can climb down with
Scree's rope.
If you need more help after that, consult the guide. That is what it's
there for.
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11 // r e v i s i o n h i s t o r y & e n d b i t
revision history:
version final (aka. version four) - 24th May 2003 - 260K
Fourth update and guide complete. Another length break, but one that had many
reasons to be not finished until now. I did however keep my promice from what
I told Jon at IGN here -
http://faqs.ign.com/articles/410/410123p1.html
The guide has been finished and the enemies, tarot card, and bonus materials
sections finished. A couple of FAQ's have been added, but just about
everything is covered by the guide. I hope you've enjoyed it.
This guide has had two minor sets of updates, but nothing major than some
notes and corrections. Oh and to Chris Andrews - thanks for your e-mail. I
only wish I could go back and add a lot of it in, they're some good
additional tips. :)
version three - 5th May 2003 - 192K
Third edition. A longer break this time... I really had a lot of my plate
recently, and any web time has really been devoted to my website as it makes
the merger with Resident Evil Fan. I've also managed to miss out on a lot of
e-mails that needed to be answered, and I apologize to those who e-mailed me
for answers.
In any case the guide has been completed up until the start of Volca. The
guide again has been the bulk of the current update, however I've managed to
add in a decent amount of basic information, some FAQ's, and the tarot card
section. More to come...
- More to the walkthrough.
- Enemies section.
- Tarot card section (Up to 21 in the walkthrough).
- Bonus materials.
- More updates to other sections.
version two - 21st April 2003 - 109K
Second edition. The guide is taking me a tad longer than expected, but of
course a lot of that has to do with the fact we've had Easter weekend and
I've been busier than I expected. I've been surprised at the amount of
e-mails I've gotten, especially the amount of people who've appreciated the
work done so far.
The walkthrough has been completed until the arrival at Aetha. This has been
the bulk of the current update, with minor updates made to the tarot card and
FAQ sections. Still be done:
- More to the walkthrough.
- Enemies section.
- Tarot card section (Up to 14 in the walkthrough).
- Bonus materials.
- More updates to other sections.
version one - 16th April 2003 - 67K
First edition of the guide. It's still bear bones, 30-something % at this
stage. I've really rushed through things, so I apologize. I just wanted to
get a large chunk done in a day or so.
Future Planned Updates:
- More to the walkthrough.
- Enemies section.
- Tarot card Section (although if you need at least the first 9 they're in the
walkthrough currently).
- Bonus materials Section.
- Further update to other sections.
the end bit:
It is now time to go. But not before some thanks and shout outs.
This Guide!
-----------
Sony - For making a great game. Pity about the combat though...
still great overall though otherwise.
PrimalGame.com/ - For the character bios and occasional basic enemy names.
SonyUS Primal
Dan Taylor@SCEE - For e-mailing me once the VIP section was up and running.
GameFAQ's - For cheat codes for the US version.
GameWinners - For likewise.
Everyone Who - For providing said codes in the first place.
Submitted Above
Harvey Normans - For still having the preview version on hand, which allowed
me to buy the full game seeing as I liked it so much. And
then giving me 10% off the game.
PSW - For being the first place I saw this game. Which lead me to
going to get the demo... see above.
Everyone Who - For well... sending in questions and support.
emailed
The Usuals!
-----------
- Everyone who's supported my online projects.
- Stix (Jason Buckley) for the years of support and the forum
hosting. StixFX.com for all your forum hosting needs.
- Rammy for being himself :p
- Roody (Michael Baroody) for giving me so much support with
RESitez.com - I don't know if the site would still be around
without you. And for now letting me co-web REFan.
- Pure Evil - For sticking with the site, even if I have to move
once more.
- Solidus - As usual... what to say. :p
- CJayC for hosting my guides on GameFAQ's (as if I couldn't
put this somewhere).
- And finally, my forum members at New Blood who are an ever
existing source of fun, information, and everything else.
This guide is for you.
Personal Websites:
------------------
Resident Evil Fan: A New Blood
www.residentevilfan.com
RESitez.com
www.resitez.com
2003 - RMc (
[email protected])
...the end...
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