------------------------------------------------
Soul Blazer
FAQ/Walkthrough
v0.1
by Terrafire
[email protected]
[C] James Nash 2005-2006 All Rights Reserved
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First Section================
P R E L I M I N A R I E S
================-------------
1. Legal Notice
This document [C] James Nash 2005-2006 All Rights Reserved
This document can be freely reproduced, and posted on all not-for-profit
websites. I do request that you inform me first though - it's nice to see where
my work ends up. If you wish to change this document, you will need to obtain
my permission first. In most cases I will grant this, but all modified versions
must retain both the credit to me (Terrafire), and also this legal notice. If
you represent a commercial organisation then you must receive permission from
me before you can publish this document in any form, whether electronic or
otherwise.
I will state again that you do NOT need my permission to copy this document as
long as you keep it _exactly_ as it is and do not change a word.
Soul Blazer [C] 1992 Quintet/Enix
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2. Introduction
To me, the Soul Blazer series represents the pinnacle of action RPG's, and that
reaches its height with the amazing epic Terranigma. The first game in the
series is still more than worthy of anyone's attention though. The way the
group of games, developed by Quintet and released by Enix, build up from the
anticipation of Soul Blazer, through the plot development of Illusion of Gaia,
and then to the climax of Terranigma, and manage to keep a sense of cohesion
and unity despite being totally unrelated to each other, astounds me. Sadly
underrated, these great games deserve more than they have received in the way
of attention, and I will attempt to remedy this by writing FAQ's and
walkthroughs for all three games.
I start with Soul Blazer, a game that to some minds defines linearity, with its
set boundaries of what must be done before a certain event happens. Some find
this limiting, others find it comforting. I choose the latter. To me, the
combination of an intuitive battling system and the knowledge that you are
definitely doing the right thing makes playing this game so rewarding, in a way
more complex games can't offer.
-------------------------------------------------
3. Before You Start...
~ a.Objectives ~
If you're starting a new game of Soul Blazer, there are a few things you need
to know first. I was going to write a hell of a lot trying to explain the
game's structure, but I found a great flowchart in the American version of the
game's manual that explains it perfectly.
Master's Shrine
|
--------------------------------------------------------------------
| Move to each area |
| ------------------------------------------------------------------ |
|| Action Stage ||
|| ---------------------------------------------------------- ||
|| | Destroy all the Monster Lairs | ||
|| ---------------------------------------------------------- ||
|| | | ||
|| ------------------------------ -------------------------------- ||
||| Souls of all the captured || Changes in town |||
||| creatures revived | -------------------------------- ||
|| ------------------------------ ||
| ------------------------------------------------------------------ |
| | |
| Move to additional action | Clear next stage or release |
| stages by obtaining | the souls of other |
| information in the town | creatures still confined |
| | |
| ------------------------------------------------------------------ |
|| Town Stage ||
|| -------------------------- -------------------------------- ||
|| |Talk with freed creatures | |Solve the puzzles in other areas|||
|| -------------------------- -------------------------------- ||
| ------------------------------------------------------------------ |
| | |
| Move back and forth between the action and town stages |
| until you have found the Boss guarding that area |
| | |
| ------------------------------------------------------------------ |
|| Showdown with the area Boss ||
|| ||
|| Defeat the Boss controlling that ||
|| area and restore peace ||
| ------------------------------------------------------------------ |
--------------------------------------------------------------------
|
Move to the next area by way of the Master's Shrine
This kind of route is the path you will be taking throughout the whole game.
I'll explain it briefly. There are six 'towns' in the Freil Empire, and each of
these follows roughly the same sequence. You start off in the Master's Shrine,
and will come out into an empty area. After moving through another area filled
with monsters will be found.
After destroying all of these that you can, go back to the town, which will
have changed. You then need to find the information or change the switches/grab
the items required to open up more lairs. Maybe you will need to solve puzzles.
After repeating this sequence all the monster lairs will have been defeated,
and the boss of the area will become accessible. Killing him will restore peace
and normality to the area. You can then go back to the Master's Shrine and
proceed to the next area.
-------------------------------------------------------------------------------
Second Section=====
C O N T E N T S
=====--------------
First Section: Preliminaries
1. Legal Notice
2. Introduction
3. Before You Start...
a. Objectives
Second Section: Contents
Third Section: Walkthrough
I. Your Quest Begins!
II. Trial Room
III. What Happened Here?
IV. Underground Castle, west
V. Elevatin' Relatin'
VI. Underground Castle, west
VII. Underground Castle, east
VIII. You Too Can Converse With Goats And Tulips
IX. Underground Castle, east
X. So Leo Could Paint As Well?
XI. Leo's Paintings
XII. Leo's Paintings
XIII. Leo's Paintings
XIV. Leo's Paintings
XV. Monster in the paintings
XVI. Chief Happy Music...
XVII. The Woods of GreenWood's Forest of Trees
XVIII. Lostside, a marsh
XIX. Water Shrine
XX. Water Shrine
XXI. Water Shrine
XXII. Water Shrine
XXIII. Water Shrine
XXIV. Lostside, a marsh
XXV. Talking Nuts With Mr. Squirrel
XXVI. Fire Shrine
XXVII. Fire Shrine
XXVIII. Fire Shrine
XXIX. Fire Shrine
XXX. Fire Shrine
XXXI. Lostside, a marsh
XXXII. Turbo Was A Clever Mutt
XXXIII. Lostside, a marsh
XXXIV. Light Shrine
XXXV. Light Shrine
XXXVI. Tomb of a stone statue
XXXVII. Stone 'n' Emblem
XXXVIII. Everything's Going Swimmingly
XXXIX. Southerta
XL. Lazin' By The Poolside Wit' My Mermaids
XLI. Southerta
XLII. Statue's Statute
XLIII. The Seabed of St. Elles
XLIV. Shore reef of Rockbird
XLV. A Magmatic Mission
XLVI. The Seabed of St. Elles
XLVII. Durean
XLVIII. Save Lue!
Fourth Section: Appendices
A. History
B. Weapons
C. Armour
D. Items
E. Level Statistics
F. Bestiary
G. Souls
H. Magic
I. Boss Strategies
J. Game Information
-------------------------------------------------------------------------------
Third Section============
W A L K T H R O U G H
============-------------
The walkthrough writer for Soul Blazer is lucky, because the game's linearity
makes it incredibly easy to write for. It also means that guides like this one
can ensure that everybody gets every single item. That is what I will strive
for in this document. Anyway, let's get started!
NOTE: I will not even attempt to stop any spoilers that may appear in the body
of this document. As you are consulting this guide, you are obviously unable to
play through a certain section of the game on your own. Fair enough, but that
means, in my eyes, that you forfeit your right to discover the story entirely
by yourself.
'Wise men tell a tale late
at night of a great King
destroyed by the temptation
of evil.
The Freil Empire, as it was
called in those days,
was ruled by a powerful man,
King Magridd.
It seems most people thought
the King was a fair and kind
ruler. There were some,
however, who felt the King
himself was ruled by greed.
One day the King happened to
overhear two guards talking
about a man named Dr. Leo.
Now Dr. Leo was considered
by all to be a great inventor
and a genius.
The King stayed up many
nights wondering how he
could use this great
inventor to make him even
more wealthy.
All of the sudden the King
had an idea.
He ordered his guards to
capture Dr. Leo and bring him
to the castle at once!
Soon Dr. Leo was brought to
the castle.
The King confined him to a
small room and ordered him
to invent a machine that
would summon the King of
evil, Deathtoll.
Dr. Leo finally completed
the machine.
The King instantly called
upon Deathtoll, hoping they
might strike a deal.
After many days the deal was
complete. The King would
bring Deathtoll all living
creatures, and in return,
Deathtoll would give him a
gold piece for each.
One by one, all living
creatures began to disappear.
Soon the world was completely
empty.
Two people were watching
this catastrophe,
the Master, and you,
his follower.
"The King was very foolish
to be tempted by evil,
however I will give him
another chance. You must go
down to Earth and revive the
World!" the Master said.
On a ray of light you
descended to Earth.....
.. A warrior sent to revive
the living and punish evil.
A SOUL BLAZER!!'
(from the prologue to Soul Blazer)
=================================================
I. Your Quest Begins!
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
In Soul Blazer, our hero hasn't got a name, so the first action of the game is
to name your character. I suggest naming him something sensible - as in most
console RPG's you cannot rename your character, so please ensure you are not
stuck with a name like 'loser' or 'gay' - it will only annoy you.
After what could be the worst opening line ever - 'Allright, go and save the
world for all creatures.' - you gain control of your character. I'll just take
a minute here to explain the basic premise of Soul Blazer, which doesn't have
much in the way of introduction.
As it says in the prologue in the opening sequence, which I've written out
above for you, King Magridd of the Freil Empire was a greedy man. He kidnapped
a well-respected scientist to force him to make a machine that would summon the
King of evil, Deathtoll. The machine works, Deathtoll is summoned, and the King
and he strike a deal. For every creature delivered to Deathtoll by the King
Deathtoll will give the King a gold piece.
The King didn't see the obvious flaw in this rather brainless scheme, and duly
delivered all the living creatures to Deathtoll, thus emptying the Earth.
Watching all this was a mysterious figure known only as 'the Master', and of
course yourself, his acolyte. The Master decided to send you down to 'sort it
all out'. So there you go.
Back to the game. You start at a crossroads, although at the moment only two
options are open. The road to the top leads to a point where you are presented
with two options, Record and Quit. Record saves your game, while Quit does not
in fact quit the game (how could it), instead it just gives you a message of
encouragement. Think of this square as a point of contact with the Master.
The other road takes you into the Trial Room!
=================================================
II. Trial Room
Lairs: 1
Monsters: Cherry Head 4
Items: N/A
Weapons: Sword of Life
Armour: N/A
Souls: Soul of Magician
Magic: Flame Ball
=================================================
The Trial Room is, as the name suggests, a training area. It's not as extensive
as in some games, but it gives you the idea. Firstly, go up and grab what is in
the treasure chest. This is the Sword of Life, and is your trusty weapon. To
equip it, access the menu using the X button, and go to Wep: and equip it. Then
push B to use it.
You'll need to use it on the monster, a Cherry Head, on the other side of the
wall. Go up and around it and attack. Once that monster has been killed another
will appear. You need to kill all the monsters that appear from the lair, the
flashing tile. You gain both EXP and GEM from killing these monsters, and as
you go through the game you'll find that you'll need to destroy these lairs for
new paths to open up to you. After killing four monsters the lair should change
tiles. Go and stand on the newly changed lair. An old man should appear,
blocking your exit.
He gives you a bit of plot information, and says that every soul set free will
aid your cause. He then gives you the Flame Ball magic, and joins you as the
Soul of Magician, floating around your head. If you equip the Flame Ball magic
in the same way as a weapon, but in the Mag: slot, then, provided you have
enough gems, when the Y button is pressed the soul floating around will shoot a
flame ball at the enemies. This can be very useful!
Go out of here now by going back to the blue tile. Save your game if you wish,
then go down at the crossroads to Grass Valley Highlands.
=================================================
III. What Happened Here?
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
The Grass Valley Highlands area is the site of a village that has disappeared
after King Magridd's foolish ideas went awry. I'm not quite sure why the
buildings would have disappeared, but let's not be picky here, the game has yet
to start in earnest.
You might have noticed by now that this area is not very eventful. The only
thing you can do is go down the steps at the bottom-left of the map, and then
left. After listening to the talking plant, go inside the cave to the right.
This leads to the underground castle. Kill all the monsters inside there, and
you will have resurrected the Grass Valley Highlands village.
=================================================
IV. Underground Castle, west
Lairs: 13
Monsters: Cherry Head 36
Pineapple Plant 16
Bonguard 14
Zip Fly 6
(Gepper 6)
(Water Slime 5)
Items: GEMs 12
Dream Rod
Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
This area is your first real test of combat skills. Don't expect to survive all
the way through without seeing the Game Over screen a few times. Luckily, Soul
Blazer allows you to save often, so this shouldn't be a problem.
The first lair lies just inside the dungeon. Kill the six Cherry Heads inside,
and step on the tile. The fence will change shape and allow access to the
second monster lair, where another six Cherry Heads await. Hit this tile and
the game will cut to the Grass Valley village, where you are told that you
released an old woman. Strangely, when a person is released, their house also
appears. If you wish you can go back to the old woman's house now. There is no
point - unless you wish to save - but it can be satisfying.
You are now faced with a choice, to go left or up. Choose the path upwards, and
attack the next lair, containing four Pineapple Plants. Be careful, as two of
these monsters can exist at once, meaning you could be trapped in. Be aware now
of the Water Slimes that can attack you - these do not belong to any particular
lair.
The result of destroying the third monster lair is a treasure chest appearing.
Open it by pressing B in front of it and you will receive a Medical Herb. To
use this, equip it on the menu in the Item slot, then when your life meter
reaches 0 the Medical Herb will replenish it. As I'm sure you can imagine, this
helps.
Vanquishing the next lair involves a bit more complex planning than before.
First, you need to kill the Gepper shooting at you from the top of the steps.
Run to the left until the edge of the map, then go up and kill the Gepper by
hitting it with your sword. You can then kill the eight Cherry Heads that
appear from the lair, and hit the tile. This will create a staircase to the
shining blue jewel sitting on the ledge to your right, and you will be called
over to it.
Go and 'talk' to the jewel. Turns out there's some kind of fairy in there. She
tells you to remember to equip everything you obtain - if you've been following
this guide you already knew that. She also gives you thirty welcome EXP, and
offers to send you back to Grass Valley. Choose the Stay option, unless you
need to save. We haven't finished with the Underground Castle yet.
You now need to travel up the bridge to the north. There's another Water Slime
monster there, and also a lair with three (only!) Cherry Heads. You know the
drill by now - stand on the tile, and watch as another bridge appears to the
north. Go across that bridge.
On the wooden structure, head left and around. Kill the six Cherry Heads in the
next lair, and step on the tile. You've now released the tool shop owner! Why
do I get the feeling she'll be more useful than an old lady...?
Don't worry about going back to Grass Valley just yet. Instead, head down, and
kill the three Geppers that shoot at you. Grab the 12 GEMs in the treasure
chest above the middle one and head back down, right, and up.
Yeah, it's another lair. This one is home to six Pineapple Plants. Be careful -
if you do not kill them quickly then all six will be out at once, which could
overwhelm you. However, you shouldn't really have any major difficulties. Hit
the tile that appears, and watch in amazement as you release... a tulip!
Underwhelming ain't the word... The tulip tells you that the guy who ran the
water mill operated the elevator in the Underground Castle... maybe if we
resurrected him the lift would work?
Go right now, and over the conveyor belt-like thing. The next lair contains
four Bonguards, which can shoot at you! This shouldn't be too much of a problem
if you use the strategy of hitting them at an angle so their straight-shot
bullets cannot reach you. The tile for that lair releases the bridge guard,
and therefore the bridge! Handy, you might think.
Next go straight down from the previous lair, and take out the Gepper. This
leaves you free to concentrate on the monster's lair in the centre of the area.
These monsters are Zip Flies, and hence they can fly, which doesn't really seem
fair... there are six of them to kill... good luck in staying alive! On the
positive side, you should gain a level up somewhere around this point, which
will increase your strength, maximum life, and replenish your life meter.
Anyway, hit the switch for the lair, and grab the item in the treasure chest
that appears. It's a Dream Rod. What I can tell you now is that it is a
'storyline' item, meaning that until I say you need it to advance the plot you
can simply forget about it. What does it do? It looks into people's dreams...
This next part of the game is just hard. Head up, and right, and then down
against the flow of the conveyor, to find a host of released Cherry Heads.
Firstly, kill the Gepper straight down. Then kill any monsters attacking
you directly. A lair of seven monsters lurks to the left along the passage;
that's where those came from. Hit its switch and more lairs are opened up.
Walk into the boxed-off area that has just been opened up. Six Pineapple Plant
monsters wait to be killed. Their lair, when activated, releases some ivy in
Grass Valley. Expect to be climbing that later...
Only two lairs to go now... Head down for the next one. This has some of
those Bonguards that shoot at you, so watch out. Try and keep them around a
corner while you slash them and you'll get on just fine. After killing those
four Bonguards, the switch creates a bridge to the left. Walk along it, and
you'll realise that it is a short-cut back to the entrance to the castle.
Continue going down. The next lair also has Bonguards in it, and this time
they attack you in groups. Kill the six enemies, taking care to kill the
Water Slimes while you do, and step on the tile switch for that lair. This
releases the water mill keeper. Obviously he's having trouble turning
something.
Seeing as there's a lift in front of you now, and you've had enough hints about
the connection between the mill keeper you just released and the mill (such as
the actual elevator telling you), I think it's high time we left the
underground castle for the time being. Go left, up and then across the bridge
to the left for a swift way back to the village.
=================================================
V. Elevatin' Relatin'
Lairs: N/A
Monsters: N/A
Items: GEMs 50
Medical Herb
Weapons: N/A
Armour: Iron Armor
Souls: N/A
Magic: N/A
=================================================
Due to your efforts in the Underground Castle, the village is looking a little
busier. Your first stop, if you haven't already been, should be the warp point
in the centre of the left side of the village, where you can get back to the
Grass Valley Shrine and save your progress.
Next you should go to the old woman's house and talk to her. Apparently she's
lonely since her husband, the Chief of the village, died, and she needs
somebody in her family. If you agree to become one of her children then you
will be able to replenish your health on the upper floor of her house.
If you used your Medical Herb then go to the tool shop. They will give you
another one free of charge - the only drawback is the fact that you can only
carry one. If you already have one they will send you away.
Carry on over the bridge, ignoring the guard's inane musings on the importance
of his bridge, and enter the water mill to the north. Talk to the man operating
the wheel. Answer Yes to his question, and the elevator in the Underground
Castle will work again. Before we leave, however, there is one other item of
interest here. Head directly down from the water mill, and climb down the ivy
and enter the cave.
This special treasure room contains two treasure chests. The left one contains
a suit of Iron Armor (don't forget to equip this), while 50 GEMs are inside the
right one. You should then go up to the blue shining stone.
The fairy in the shining stone will say she is watching over the world. She
will then give you eighty EXP. There's nothing else to see here, so you might
as well leave. After exiting here, save, and then return to the Underground
Castle. There's a lot more ahead!
=================================================
VI. Underground Castle, west
Lairs: 1
Monsters: Pineapple Plants 6
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
We now return to this area only en route to the next area, the Underground
Castle, east map. Nevertheless, we still have one more monster lair to deal
with. Keep going right when you enter the area, and take the right fork at the
junction. Go up and over the bridge, right, along the conveyor belt, and then
down and right to the elevator. Climb on it, and it should take you up to
another platform, where a lair with six Pineapple Plants awaits. The switch
releases an old man, who stands in an inaccessible looking part of the village.
Helpful of him... Anyhow, all that remains now is to go right into the next
area. You will want to make sure you have a Medical Herb equipped. If you don't
possess one because you used it, the tool shop in the village will give you one
for free.
=================================================
VII. Underground Castle, east
Lairs: 14
Monsters: Zip Fly 32
Cherry Head 26
Pineapple Plant 14
Bonguard 11
(Water Slime 9)
(Gepper 7)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
The first lair you will encounter lies through the opening above the passage
where you enter, and is populated by Pineapple Plants. Eight of them, to be
precise. The nice thing about these is they move randomly; they don't chase
you. The nasty thing is that all eight can be out at once. Pressing the switch
causes a goat to be released. That's right. A whole goat! They even throw in a
randomly constructed fenced-off enclosure to keep him in... Isn't that kind?
The next two lairs are a danger to you, because they are constructed together
in a tight corridor with two Geppers firing at you from behind them. Prepare to
lose a slight amount of life as you battle your way through these with brute
force. Both lairs contain four Cherry Heads. The lower switch releases Lisa
(and of course her house). You know she's important in the story because she
has a name... and apparently she's sleeping at present, hence the light
snoring. The upper switch releases another tulip (Quintet had a fixation with
these flowers), which looks very easy to get to perched on that cliff...
If you go down the bridge on to the next island, you'll notice three Water
Slimes await. These critters are lair-less, so while they might be a good
source of EXP, they don't need to be killed, so don't be too conscientious
about putting them to the sword. Instead, go down over the next bridge, and
run into the stone enclosure. Bearing in mind that the Gepper will be firing
at you, swiftly kill the six Pineapple Plants in there. This lair is a good
candidate for a magic attack, if you've mastered the aiming by now. Don't worry
if you haven't - physical attacks work just fine. The switch... releases an
architect... and some grand looking steps up a cliff at the back of the
village.
Okay, now head up the steps to the bottom-left, and kill the three Water Slimes
and the Gepper. You'll notice that the conveyor belt conveniently goes the
opposite way to the direction that you need to go, so run along the conveyor to
the right all the way to the end (don't take the path up that is halfway
along). Then go up and destroy the two lairs in the little area there. The lair
to the left contains six Cherry Heads, and the right one has six Bonguards. Try
to keep out of their way - keep the monsters on your right side where your
sword is the most effective. About now you should have levelled up to level 3.
The left lair releases some ivy that goes on a cliff in the village. Yes, it's
for climbing. The other lair releases the tool shop owner's son. You'll see how
useful he is when you go back to the village.
Get back on the conveyor belt and retrace your steps, this time taking the up
fork on the conveyor belt. You should meet another fork going right; ignore it
and continue up and right around the platform in the centre. Get off the
conveyor belt in the top-right corner and face the lair of Zip Flies. This is
annoying, because they get stuck on the conveyor belt and you have to go and
chase them around. Slash all eight, and then hit the switch that releases
another lair of exactly the same monster-type in the bottom-right hand corner
of the platform you're on.
In this lair the Zip Flies can all be out at once, so make sure to be quick so
that you don't get overwhelmed. This lair only holds six monsters, but when
you stand on the tile another lair of Zip Flies is created in the bottom-left
of the platform you're standing on.
Six more Zip Flies emerge from that lair, and they wait before all charging at
once. Paradoxically, this makes it easier, as you can kill all the enemies with
one sword stroke. The lair's switch here creates yet _another_ lair of Zip
Flies with the same behaviour.
That lair is as easy to deal with as the others. Just slash the monsters,
making sure your blows are effective and are not hitting blinking enemies, as
after you slash your sword you have a moment of vulnerability. Vanquish the six
Zip Flies in that lair, and hit the switch, releasing... a goat! Yes, after all
those four lairs you've released an animal that doesn't even bring his own
fence like the other goat!
That's enough of this platform, so get back on the conveyor. Let it carry you,
and at the point where the path splits, go against the flow and go right then
down. Travel down until you can get off, then kill the three Water Slimes,
taking care not to be carried into them by the belt. Travel left now, and
you'll see another lair releasing Cherry Heads. Just stand in the passage a
little way away from the lair, and slash the six enemies as they walk straight
into your sword. This time the switch creates another lair again... behind you!
Spin around and fight those annoying Zip Flies again. There's six of them, and
you can use the same tactics as the last lair. Just watch out for the Bonguards
shooting you from behind the barrier. When you step on the lair tile you
release yet another tulip... yeah, they're about the most fully developed
characters in this game.
Travelling left another lair of Cherry Heads is revealed. This kind of thing
should be standard drill for you now; just hit them with your sword is about
the loftiest wisdom I can impart. There's six monsters to kill, and the only
complication is avoiding the constant shots at you by the monsters behind the
barriers. The switch opens up a barrier to the left.
The barrier that you just unlocked opens up a shortcut back to the exit. Don't
go there just yet, instead head down, keeping the shooting monsters to your
right. Get down to the conveyor belt and walk along it, dodging fireballs. Kill
the Gepper as you pass it, and continue going right. Kill the Gepper at the end
of the belt, and walk up. At the corner turn left (like you have any choice!)
and keep going until you see the next lair.
This is a hard one. If you have just started playing Soul Blazer it's likely
you'll need the use of that Medical Herb you should have, so make sure it's
equipped. There are two Geppers firing at you, and a lair of five Bonguards
that can also shoot you. Try and lure them out into the relatively safe passage
you came along and kill them there.
When you have smashed the lair, kill the two fire shooters and hit the switch.
This will release an old man, who appears to have a very nice house on top of
the cliff. He also appears to be afraid of ghosts... there's a little storyline
hint for you. Next go and examine the blue jewel. Yup... it's another one of
those wise fairies, with some amazing gems of wisdom for you. Apparently your
sword sucks, so there are many enemies you can't harm with it. Conveniently
enough this means you need to find another one at some point. The fairy also
offers, like the others, to transport you back to Grass Valley. You might as
well agree - it's quicker than walking, and your work here is done. If you were
to head out the conventional way, you would see the remaining lair over the
water and a barrier, but it's inaccessible at present.
=================================================
VIII. You Too Can Converse With Goats And Tulips
Lairs: N/A
Monsters: N/A
Items: Goat's Food
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Much reconstruction has happened now because of your work in the Underground
Castle, and the village is nearly back again. Firstly, walk to the right from
the cave entrance and climb up the ivy. The old man on the left teaches you how
to crab walk. Simply press one of the shoulder buttons, either L or R, while
walking, to stay facing in a certain direction while moving. The tulip on the
right gives you a hint just in case you're really stupid. It says that should
you encounter anyone who happens to be sleeping, equipping the Dream Rod and
talking to them might be a very good idea.
Moving on, climb back down the ivy and walk around back into the main part of
the village. Head into the tool shop to find a rare bit of humour in a game as
sparse of dialogue as Soul Blazer, when you talk to the owner's son. The upshot
is that you get given a bag of Goat's Food. If you can't work out who requires
goat's food then I think you really should not be playing 'complicated' games
like this. Head out of the shop and across the bridge to the other side of the
village.
Quite a lot more has changed on this side of the river. Firstly you should
enter the goat enclosure. Yes, they do speak. The first goat mentions that the
village Chief was swallowed up by a painting in his house. The second goat will
notice the goat's food you have and will offer to tell you a secret if you give
it to him.
Give him the food. He will then tell you that if you wish to get inside a
painting you must equip an item that used to belong to the artist and touch the
painting. That all sounds very implausible... but hell, if goats can talk,
people can enter paintings. This animal will then march off to the tool shop to
get more food. Amusingly, if you leave this area and return, the goat will be
back in the enclosure, and when you talk to him he says that he is known among
his friends as a 'Gourmet Goat', because he only eats food from the tool shop.
Since when was a gourmet someone who only tried one type of food... I think bad
translation is an issue here.
Now you should go in Lisa's house. You should have remembered that it's the
building to the top-right. Inside a girl is sleeping on her bed. To wake her,
you have to equip the Dream Rod and talk to her (see... I told you I'd say when
you needed it). You will place the Dream Rod on her head, and you will be
transported to... Lisa's Dream.
Unexpected? Devices like this where the hero gets transported into a dream are
common in games of this type. Don't worry about it. If you talk to the girl she
cries out for her 'daddy'. The idea is to step on the switch that looks like a
defeated lair. This will open up a gate over the barrier to the left, and begin
a dialogue sequence between the girl and her father. Her father will say that
she needs to give his paintbrush to you; this will allow you to get into a
painting in the Chief's house on top of the cliff in Grass Valley. Head over to
the girl and talk to her. You will be teleported, yet again, back to Grass
Valley.
Not very gratefully the girl will shout at you and tell you to get out of her
house. When you go to do this, however, she will change her mind and call you
back. Walk back over to her and speak to her, and she will tell you about this
dream she had about 'someone who looked just like you'. What a coincidence!
Even though she says she'll give the brush to you, she then tells you to go and
find it yourself, without giving any indication of where it is. That's what I'm
here for though.
For a hint, go and talk to the tulip to the left of the Chief's house on the
cliff. It says that the brush is in the same location as the dream was. Now
that looked like the Underground Castle, didn't it? There was one remaining
lair in the east section of the Castle - that's where the brush is.
Go back to the entrance of the castle and enter, making sure to save and stock
up on a Medical Herb before you enter. Run through the west section of the
Castle and head into the Underground Castle, east area. Incidentally, you might
have noticed that since the architect was released the village walls have been
rebuilt.
=================================================
IX. Underground Castle, east
Lairs: 1
Monsters: Pineapple Plant 8
Items: Leo's brush
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Remember that gate that opened in Lisa's dream? If you go left from the
entrance to this area, then down, you'll go through it. Continue down until you
meet a junction. Firstly, go left then up the stairs and grab the treasure
chest. It contains Leo's brush, usefully. Before leaving, take the right path
at the fork and go to the monster lair. Get rid of the eight Pineapple Plants
and hit the lair's switch. It will release an old man whose house is on the
left side of the river next to the teleport to the shrine.
You've got the brush now, so exit this place. Just head back the way you came
in until you're out in Grass Valley highlands again.
=================================================
X. So Leo Could Paint As Well?
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
You're probably fed up of this area by now, but there's some new elements that
could be interesting. Head up the steps into the village, and have a look at
the old man's house that's appeared now. Since he lost his wife he's decided to
keep an affectionate goat as a pet. There's no goat at the moment though...
it's still to be resurrected.
Equip Leo's brush and head back down to Lisa's house. She'll tell you about the
moment her father left her, and will read out the note he left, asking, among
other things, for her to look after her friends 'Turbo, the dog, Lue, the
dolphin, Nome, the snail, and Marie, the doll'. Okaaaaaay... Quintet seem to
have a fascination with animals in games...
More epic dialogue ensues when you are asked 'I know you're a complete
stranger, but will you please search for my father?'. This game is leagues away
from the realistic and emotional characterisation that permeates such games as
Final Fantasy IV, even if its graphical qualities surpass it.
Go out of the house now and chat to the architect standing at the foot of the
steps to the north. Afterwards, go up those steps and into the house on the
cliff. The man walking around the table seems to be pretty agitated about the
painting on the wall to the left, so you know what to do. After saving and
getting a Medical Herb, go up to the painting with Leo's brush equipped and
'talk' to it. Be prepared for a hard area.
=================================================
XI. Leo's Paintings
Lairs: 5
Monsters: Dragon Bird 12
Spear Guy 10
Stone Fire Pot 8
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Yeah! Another proper fighting area at last. As soon as you enter you are
confronted by two monster lairs generating Dragon Birds. Both lairs contain six
monsters. To beat them you need to get into a rhythm of killing a monster from
each one alternately. The switch tile from the first lair releases yet another
tulip into the village when you tread on it, and the second gets rid of the
barrier separating you from the next room.
Walk upwards into the next room, where eight Stone Fire Pots await. These look
like Geppers, but are part of a lair, and they can only shoot either vertically
or horizontally, so they shouldn't be too much of a problem if you ensure that
you do not stand in the path of their fireballs for too long. The trick is to
take your time. The main problem is that they have a hell of a lot of health.
After defeating them, the switch opens up the next part of the level.
Head up through the gap in the wall. Travel up one of the conveyor belts to the
lair at the end. Be aware that the Spear Guys here throw spears at you. There's
only four, but like most monsters in this area they are considerably stronger
than the Underground Castle monsters. Hitting the switch after will create a
walkway to your left.
Go back down the conveyor belt, and up the walkway to the right. Continue up
until you reach a medium-sized room. A lair with more Spear Guys in it occupies
this room. Just use standard keep-them-on-your-right tactics and you should
beat all six. Unfortunately this time they can all be out at once. Stepping on
the tile causes a lonely goat to be released. From here just walk up and out of
this area.
=================================================
XII. Leo's Paintings
Lairs: 4
Monsters: Dragon Bird 8
Spear Guy 6
Block of Doom 5
Items: Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
This next painting area is much like the last one. Upon entering you are again
confronted with two lairs releasing Dragon Birds, but this time only four each.
The bottom-right lair creates another pillar by which to cross the area of sky,
and the top-left lair releases some ivy in the bottom-right corner of the
village in Grass Valley.
Go right now to the treasure chest. Only collect this if you do NOT have a
Medical Herb, as you can only possess one at a time, so it's a waste of an item
if you try and collect it while carrying one. After this go right, and lure the
Blocks of Doom towards you. Be careful - because they are bricks with blue dots
in the centre it's very easy to confuse them with normal bricks. Destroy all
five and cross carefully over the conveyors on the platform. Be careful not to
get dragged into the spikes. Hit the switch, and the blocks in your way will be
removed.
Another lair is situated to the right across a row of conveyor belts going in
opposite directions. The best method is to lure the enemies there towards you,
rather than going over and being pushed around. Be aware these monsters are the
Spear Guys, and there's six of them. After killing them, head over to the lair
switch. Don't worry about the Metagrinner going around the block; you can't
kill it with your sword and it won't hurt you if you don't get in its path. The
lair tile opens up a path on the pyramid-like structure to the right.
Walk up the pyramid. Don't worry about the other lair to the right - that only
blows up when you defeat that creature going around the block, and you cannot
do that until you have a better sword. Just go up the steps and out of this
area.
=================================================
XIII. Leo's Paintings
Lairs: 3
Monsters: Dragon Bird 6
Spear Guy 6
Block of Doom 5
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Yes, yet another Leo's Paintings area. It might seem insane to give each area
its own section, but to me it seems a good way of breaking up the document into
logical pieces.
The lair in front of the entrance contains six Spear Guys. Don't run into
the area, instead wait in front of the entrance facing left, and slash your
sword. The monsters should be on the right of you, hence receiving the full
force of the attack without you being under any threat. Take care not to walk
into the Metagrinners as you get the lair's switch. This releases yet another
goat. If it wasn't for goats and tulips this area of the game would be
incredibly empty...
Now you should walk right, along the conveyor belt. The enemies here are Blocks
of Doom - they disguise themselves as normal blocks, so be careful. You will
have to kill five of them - be careful of the Metagrinner that traverses the
walls. Step on the lair to release a boy (and his hut).
Next head around the blocks and walk up the pillar directly up from where you
are standing. The lair up there contains Dragon Birds. Defeat all six. Their
habit of moving in straight lines and for set distances makes life easier for
you. Now stand on the lair to release... yes, a tulip.
Run left along the conveyor belt, then follow it down, left, then up again.
Keep on heading up, past the lair that you cannot defeat just yet, and walk out
of this area.
=================================================
XIV. Leo's Paintings
Lairs: 3
Monsters: Spear Guy 11
Stone Fire Pot 6
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
More Leo's Paintings. Walk up along the conveyor belt, and the first lair will
be on your right. It contains three Spear Guys, and if you lure them out of
their enclave onto the conveyor belt then you won't have a problem killing
them. The switch for this lair opens up an enclave on the other side of the
belt. Go in the teleporter in this, and you will be transported back to Grass
Valley Shrine, with your teleporter back to Leo's Paintings on the right side
of the crossroads. That's convenient, because now is a good time to, yup, you
guessed it, save, and get a Medical Herb. I forgot to mention earlier that
you'll probably be at level 4 by now.
Continue along the belt and get off at the first space, to the left. You'll
notice six Stone Fire Pots. These enemies only fire at you if you are lined up
directly horizontally or vertically with them, which you have to be to beat
them. Kill each one one at a time, and you shouldn't lose _too_ much life here.
The switch for their lair will release a boy (and incidentally, a cave as
well).
Travel up to the end of the belt, where two monster lairs await. Eight Spear
Guys inhabit the left one, while the right cannot be defeated yet, as it is for
the Metagrinners that circle the blocks. Step on the switch for the left-most
lair to open a gate to your north. Walk through that gate now.
=================================================
XV. Monster in the paintings
Lairs: 1
Monsters: Monster in the paintings
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
This is your first boss fight, and it's not going to be easy if you're not
comfortable with the battle system by now.
_______________________________________________________
+ BOSS FIGHT: Monster in the paintings +++ HP: 50 +++++
_______________________________________________________
Strategy: While on the floor at the bottom, move to
under either the left or right conveyor.
Just as the boss becomes level with you,
but before he begins to fire, run back to
the centre of the room and up the conveyor
that is pushing you down. You should reach
the top as the boss is coming back level
with the centre conveyor - hit the boss
with your sword now, and run back down the
conveyor. This works because the movement
of the conveyor is working with you in
helping you to escape the boss's attacks.
Repeat this process fifty times and the
boss will be defeated. This may take a long
time, but it will mean you will hardly lose
any health during the course of the battle.
Experience: 50 EXP
_______________________________________________________
The boss has a lair just like most normal monsters. Step on the lair's switch
after the battle has been won (by you, I hope) to release The Village Chief.
He invites you back to his house to talk about something.
That's it for this area, and indeed for these paintings for a while. Later
we'll come back with a better sword and polish off those Metagrinners, but for
now go down back to the teleporter to the Grass Valley Shrine, and use it.
Save, and go out into Grass Valley highlands.
=================================================
XVI. Chief Happy Music...
Lairs: N/A
Monsters: N/A
Items: Brown Stone
Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
The Grass Valley theme music has been replaced by a much nicer mix of the same
theme. See! There are rewards to completing tasks on Soul Blazer! If you took
the teleporter like I said to get back you should come out in the old man's
garden. Talk to the goat to reveal a nice twist - that the goat that the old
man took in to heal the wound left by the death of his wife is actually his
wife reincarnated.
Go to the tool shop if you need to to get a Medical Herb. If you still don't
know your way around the village, talk to the goat at the bottom-right of the
part of the village on the right side of the river. He'll give you a guided
tour, showing you Dr. Leo and Lisa's house, the house on top of the cliff
containing the "World of Evil" painting that you've just been in, and the
'house for the goats', or fenced enclosure, which he apparently doesn't like.
He does mention something about something being on the ground near the corner
of the fence of the goats' house. Go to the inner bottom-right corner of the
enclosure to find a Medical Herb.
Now go to the old woman's house, which, of course, is also the village Chief's.
The Chief is on the upper floor in a chair. Talk to him and you will receive a
story about the Chief hearing the voice of his best friend, Dr. Leo. By an
amazing coincidence, Leo told the Chief to give a Brown Stone to you... it
couldn't have worked out better if someone had written it.
The Chief doesn't know what the Brown Stone looks like, so he gives you a
random stone Leo gave to him, that, funnily enough, happens to be the Brown
Stone. The room then goes dark, and the Master comes along and ruins
everybody's fun. He says the Brown Stone is a key to the World of Evil, where
Deathtoll lives. Your orders are to go back to the Master with that stone.
Aaahhh... it's good to be back where you started, right? Anyway, the Master
wants to speak to you, so speak he will. He says that that Brown Stone is one
of six stones in the world. When all six are found then the gate to the World
of Evil can be opened. Apparently, you must go to GreenWood next.
Walk up to the tile where you usually save your progress. There is now another
option there - Move. Choose that option, and you will be on the world map.
The world map is, like the rest of this game, very linear. There are only two
places you can go at present, Grass Valley, where you currently are, and
GreenWood, below it. Choose to go there.
=================================================
XVII. The Woods of GreenWood's Forest of Trees
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
This shrine is very much like the one in Grass Valley. The gold tile at the top
is still where to save your game, but the only branch open at the moment is the
bottom one. Go down there to be transported to Woods of GreenWood (stylish
name).
The Woods of GreenWood is a big and, at the moment, nearly empty area, rather
like Grass Valley. In fact, almost exactly like Grass Valley, because GreenWood
is in a similar situation. The best thing you can do to help, seeing as you
cannot obtain the item in the treasure chest to the north just yet, is go to
the east of the screen and over the wooden bridge.
=================================================
XVIII. Lostside, a marsh
Lairs: 4
Monsters: Mudpit 18
Shrubber 4
(Shaber 5)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
I can hardly contain my excitement! A swamp area! Woo! Okay, that's enough
sarcasm for now. This place is much the same as any previous fighting area.
Head directly right to the first lair, which contains Mudpits. They give you 6
EXP, which is pretty generous, considering that all that you have to do is
stand and hit all six. Step on the tile to release a bird, and the leaves on a
tree stump, which I presume count as the bird's home.
As you go to head up the bridge to the right a Shaber will jump out of the
water and shoot fire at you, so be careful there. Killing it won't be a problem
as long as you stay out of its reach and below it, and hit it when it has
jumped out. Anyway, head up the bridge now and turn left, walking along the
lower walkway. Head north to the island with a lair on it. Two more Shabers
will jump at you from the right - you'll be fine with them if you use the same
tactics as with the previous one. The lair is exactly the same as the first
one, with the same six Mudpits, but they appear more quickly. Activating the
switch will release a dog, and again the leaves on a tree stump. I'm a bit less
inclined to believe that the dog lives in them though...
Head back down to the bridge and right, until you reach the start of the two
bridges. As the Shabers are back you can get some more experience from killing
them again. This time take the upper bridge, and go left all the way along it,
again, taking care of the two Shabers. Defeat the six more Mudpits in this lair
- be careful not to let them overwhelm you, and go to the switch. Levelling up
to level 5 should occur somewhere in this area. The tile, when stepped on,
creates a bridge elsewhere in the level.
Go back around to the start of the two bridges and take the lower of the two
again. Walk along to the end and go up until you meet the newly-created bridge
branching off to the right. Go along it and you will get to a lair of
Shrubbers. These have long vine-like arms that they will stretch out at you
with. As long as you avoid being in front of them you should not have a problem
defeating all four. They're very weak defensively, and give a lot of
experience. When you step on the lair a bridge to the building to the north is
created. Go in there now.
=================================================
XIX. Water Shrine
Lairs: 2
Monsters: Mudpit 8
Shrubber 4
(Shaber 2)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Upon entering the shrine, head left slightly, then up to the island to find a
lair of Mudpits. There's eight in total to kill, and your reward is the
creation of a bridge to make possible your progress through the level.
Use that bridge now. Go left, then up to the lair on its own on a small island.
Take special care not to get hit by any of the Shabers dotted around the level
that jump up out of the marsh - there's two of them: one under the first lair;
the second by the second lair. The lair you are at now contains four Shrubbers,
and when the switch is activated afterwards a squirrel is released. A not-so-
subtle hint is then given to you about where your next weapon might be coming
from.
Your path now lies down, then left, then down the bridge, then left, and
finally upwards, and then down the staircase.
=================================================
XX. Water Shrine
Lairs: 5
Monsters: Mudpit 16
Shrubber 9
(Shaber 7)
Items: GEMs 150
Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
No... not another area with the same name as the last! It completely wrecks my
area naming system, and looks stupid on the Table of Contents. Oh well, I'm not
changing it now.
Walk up from the start position to the lair above. There's a Shaber that jumps
out of the swamp to the left of the lair - be careful not to get hit by it. The
lair here spits out Mudpits very fast - all five emerge virtually at the same
time, so be prepared to be busy. Don't try to kill them all at once. Standing
on the lair afterwards will cause a bridge to be constructed immediately to
your right.
Cross it, and you will see a lair of Shrubbers. These monsters have a very
clever AI - they will move without you even realising to a place where they can
hit you with their vine attack. Another three Shabers will jump at you before
and after you reach the lair. Take out all six Shrubbers to gain the reward
from their lair of the releasing of a bird. I sure hope all these animals we're
releasing can talk... otherwise this'll be one hell of a boring area.
When you return back to the area be careful of the Shaber that will come back
to life and try to shoot you the second you are transported back. Continue left
and down to the large open area - another Shaber will jump out as you walk.
Turn right, and walk up the side of the room. Two, yes, Shabers will jump out,
and unless you stop they will hurt you. At the top is a lair of Shrubbers. If
they do not come close to you, the trick is to wait until they have extended
their vines, then run in and kill them before they can extend them again.
Defeat all three, and the waterfall to the left will disappear.
Run left now, past the space where the waterfall was, and grab the treasure
chest. The treasure inside is 150 GEMs. Now go back right, and down all the way
to the large area at the bottom of the room. Turn left towards the lair amongst
the spikes. It contains six Mudpits, and is very straightforward to complete.
Time your passage across the spikes and step on the lair to make a jewel
appear.
Go over to the jewel and talk to it. It will give you a very welcome 180 EXP,
and will ask you whether you wish to return to GreenWood. Say No, as you do not
need to just yet. Instead, prepare to attack the Mudpits that are coming after
you from the lair to your left. Kill all five monsters, taking care not to
stand on the spikes, and go to the lair. The switch will release a mole, that
says that he is the creature that brings light to darkness, and that you should
go and see him upon your return to GreenWood.
The treasure chest below that lair contains a Medical Herb. This is of slightly
more use here than in Grass Valley, as you do not now have easy access to the
tool shop and free Medical Herbs. The only thing left to do now is run down the
staircase at the left of the room.
=================================================
XXI. Water Shrine
Lairs: 7
Monsters: Mudpit 18
Shrubber 12
Demon Statue 3
Items: GEMs 50
Delicious Seeds
Strange Bottle
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Sigh... another Water Shrine area. At least this one looks very different to
the last one. Head left, and at the junction turn south, to a lair of
Shrubbers. Kill all four: it's easy if you avoid being directly level with
them; and hit the lair switch, which reveals a treasure chest to the right.
Go and collect that treasure chest, which contains Delicious Seeds. If you look
on the menu, it says that this can be exchanged for an item at the exchanger,
whatever that is. We'll find out. Go back left and up now, past the passage
where you came in, and approach the lair of eight Mudpits. These are
straightforward to kill, and once defeated reveal another lair. By the way,
here is around where level 6 should be approaching for your character.
The lair to the right contains Shrubbers. Kill all eight, not by going into
their courtyard if it can be avoided, and hit the lair's switch. A crocodile
will be released in GreenWood.
Go back left to the passage and continue walking up. You will come across
another lair of Mudpits - this one only contains four. When you hit the lair's
tile, an area to the right is revealed.
Go into that area to the right. Stand on the tile in the centre, and you will
receive a Strange Bottle. Want to know what this does? Simple. When you die you
lose your store of GEMs. With a Strange Bottle, you can keep your GEMs when you
get Game Over. Now go back left, and again, continue up the passage. It veers
to the right, so walk that way. In the long room with five statues, approach
the fourth one. It will turn into a Demon Statue when you touch it, and will
materialise, fire at you, then disappear again. Hit it while it fires at you.
When it is dead, get its lair, which releases another squirrel.
Continue going right for a little longer, until a corner turns the path down.
Stop at the large room with the statues, and go to the top-left of the room.
The statue there will turn into another Demon Statue like the previous one.
Defeat it in the same way, by hitting it when it materialises, and it will soon
be defeated. After killing it, go to the right side of the room and walk
towards the third statue down. It will again turn into a Demon Statue like the
other, and will reveal its lair, which had been hidden underneath it. Kill it,
and when you press the lair's switch a mole will be released in GreenWood.
Now go down the passage below the room that you are in now until the turn left,
and continue left past the first downward turn, until you can see the lair of
Mudpits in the small room. Defeat all six, and the lair's switch will create a
treasure chest in the room to its right.
This area is a turning into a haven of goodies. Go into that room on the right,
and grab the treasure chest. Inside it there are 50 GEMs. Now head up out of
this room, go left until the end of the passage, and go up through the door.
=================================================
XXII. Water Shrine
Lairs: 1
Monsters: Demon Statue
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
This area is actually the second water shrine area you came into, but from a
different door. You might have noticed when you left it before that one lair
was still to be defeated; well, we're doing it now. Go right through the
spikes to the next lair. This consists of a Demon Statue like the ones we just
defeated in the last area. Use the same tactics on these. Defeat the monster,
then step on the lair to release a deer (and a fancy pink house, like all deer
live in).
Now simply go up the stairs to quit this area.
=================================================
XXIII. Water Shrine
Lairs: 1
Monsters: Mudpit 6
(Shaber 2)
Items: GEMs 50
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
From the staircase you emerge from, go left along the bridge to a lair full of
Mudpits. These are incredibly simple to beat, so kill all six of the enemies
and step on the lair. Mind out for the Shaber that will jump out to your north.
A bridge will appear joining the platforms you stand on with the rest of the
level, as this area is in fact the first Water Shrine area.
From the defeated lair, go north, then west, then south to the treasure chest.
Taking care of the Shaber in front of it, get the 50 GEMs from inside it, then
go back to the lair's place. From here, go right, then up, then left along the
platform, then finally up out of the screen and the area.
=================================================
XXIV. Lostside, a marsh
Lairs: 3
Monsters: Shrubber 11
Mudpit 8
(Shaber 3)
(Lotus Plant )
(Butterfly *)
(generated by Lotus Plant)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
We're finally out of the Water Shrine, where a lot of the resurrecting was to
be done, and back in the beautiful marsh region... Head straight up to a lair
of Mudpits. There's eight of them, but they're easy to beat. Watch out for the
Butterfly flying around - you'll need to hit it with your sword. The lair's
switch releases a dog.
Next walk right, avoiding or killing, or both, the Shabers that jump out at
you, and go downwards to a lair of Shrubbers. Kill all three monsters, and
then hit the lair to create a teleporter.
This teleporter is very useful for you. It puts you on the left fork of the
crossroads in the GreenWood Shrine, and means that you can save and have all
your health healed easily, plus you can get back to Woods of GreenWood in
hardly any time. I suggest saving now, and then getting back to the level.
Now you need to go back to the door you came out of the Water Shrine by. From
here, walk to the left over the bridge. Go up and kill the Lotus Plant. That's
what is releasing the Butterflies, so they shouldn't be around after the Lotus
Plant dies. Go left from there, avoiding the Shaber, to kill a lair full of
Shrubbers. After killing all eight, stand on the lair to create a bridge to a
building in the marsh.
Don't go through it though - before we go into the Fire Shrine, we need a
different weapon. Go back to the teleporter you unlocked before, and go back to
the GreenWood Shrine. From there, go down, and out to the Woods of GreenWood.
=================================================
XXV. Talking Nuts With Mr. Squirrel
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: Psycho Sword
Armour: N/A
Souls: Soul of Light
Magic: N/A
=================================================
Yeah, we're back. A lot of animals have now been resurrected here though, so
it'll be a bit different, and a lot more interesting. First off, talk to the
people around. Don't go in any mole holes yet, but take special care to talk to
the tree stumps by the entrance to Lostside. They contain the spirit of
GreenWood, and you learn that the place was created by Turbo the dog, yes,
Dr. Leo's pet. Now go into the tree trunk to the right of the shrine entrance.
You should an item called Delicious Seeds. Equip it, and then talk to the
squirrel by the table. He will swap them for the Psycho Sword. Wow. That name
really inspires you... Despite the anti-climatic feel, you have just obtained a
new sword that can be used to accomplish many more tasks, but not,
unfortunately, the enemies in Leo's Paintings; it just stuns them... just
remember to equip it. Equip it now, in the same way as you would an item. Now
go back outside, then travel left to underneath the shrine, then down and into
the mole's hole just above the crocodile.
Go and speak to the mole standing below. He will tell you that he can bring
light to dark places. He will then join you as the Soul of Light. This will
mean that you can go into dark places and still see. There is nothing else you
can do in here, so go back outside.
Now you need to go back into the Shrine, and onto the teleporter to the left.
This will take you back to Lostside.
We're just passing through here. Head up, and then left along the bridge. Go
up, and then finally right, and then up and into the Fire Shrine. There's three
shrines in Lostside, so you'll be busy for a while.
=================================================
XXVI. Fire Shrine
Lairs: 3
Monsters: Lizard Man 11
Ghost 3
Items: Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
You now need to walk over to the bridge that is second from the left and go up
it. You will encounter a lair of six Lizard Men. Kill them - they are very
straightforward to beat - and step on their lair to create a treasure chest.
Get the Medical Herb from inside it - equip it if necessary. Now go back down
the path across the lava and walk over to the far right of the room. Go up the
path there and kill the lair of three Ghosts. The lair's switch releases a dog
(and a hell of a lot of tables).
Go back down, and up the path immediately to the left. A lair of Lizard Men
awaits. Defeat all five monsters to open a set of stairs on the path to the
right.
Go down, and again, take the path up to your immediate left. Be careful of the
Metal Scorpions as you make your way and walk down the stairs there.
=================================================
XXVII. Fire Shrine
Lairs: 4
Monsters: Lizard Man 12
Lizard Man + 6
Ghost 4
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Firstly, get the treasure chest to the immediate right. Guess what? There's
nothing in it! What a funny joke! Anyway, go down, and then right to the lair
full of Lizard Men. Be careful of the Metal Scorpion that you can't kill that
crawls around the structure just below you as you kill all six, and then hit
their lair switch. It creates a staircase down where the treasure chest used to
be.
From the lair, go left, and then down all the way to the lair full of Ghosts.
There's four there, and they can travel through walls, so be careful not to
get caught in a corner by them. The lair releases a dog, and a bunch of graves.
You have to be really careful of the Metal Scorpions all over this level. Go
back to where you came in, and go left, then up. Walk right, up and left around
the buttress, and kill the six Lizard Men there. Hit the lair to release a
squirrel.
Walk left to the very edge of the area, then down to the bottom of it, until
you come to the corner of the map. Turn right there, and keep walking until you
come across a lair of Lizard Men +. Be aware that these can turn invisible.
Killing all six will release a crocodile.
The remaining two lairs in here are either inaccessible or indestructible for
the time being, so walk right to the end of the passage, then go up until the
left turn, walk up to the dead lair, go up, go left until the next up passage,
take the first left there, and turn into the room in which you started. Walk
down the stairs to finish this area for now.
=================================================
XXVIII. Fire Shrine
Lairs: 8
Monsters: Lizard Man 15
Lizard Man + 10
Fire Walker 9
Ghost 4
Items: GEMs 160
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: Light Arrow
=================================================
Walk left from where you appear, through the small island, and left again. A
lair of Fire Walkers will become apparent. These guys can spit flame at you,
but they're not defensively very strong. Kill all four, and either at this
point, or very soon after, you should advance to level 7. The lair, when stood
on, releases a mole.
Below you there is a bridge with a twist. When it glows red, it will damage
your health when you walk on it. Wait until it cools and stops glowing before
crossing. At the bottom of the bridge is a lair of four Ghosts. These Ghosts
may try to get you before you have crossed the bridge - just kill them then in
that case. Their lair releases a squirrel - for those of you who looked around
GreenWood, he's a performer at the theatre, along with that deer.
Head right now until the corner, then turn down. To your left there will be
another burning bridge. Time your run carefully on this one - it's very long,
so you could be caught out halfway across if you do not take care. There are
platforms along the way to rest though. Do not try to cross the whole bridge at
once! At the end of the bridge a lair with four Lizard Men in it lies. When
defeated the lair's switch uncovers a jewel on another island.
Walk back along the bridge now. When you get to the other side, go down and
walk to the end of the piece of land running parallel with it, and speak to
the jewel. The fairy inside will give you some different magic - the Light
Arrow spell. Equip this in your magic slot, and when you push the Y button,
four light bolts are shot, one going up, another right, a third downwards, and
the last to the left. This can be fairly useful.
Run right back along the piece of land you are on, and at the end go right. You
should see three damage bridges to the north. Take the left-most one to get to
a lair of Lizard Men +. Remember, these disappear. When you defeat all five,
standing on the lair will extend the bridge to your right.
Run back down the bridge you just came up, and this time go up the newly
extended centre bridge. At the top is a lair of, again, Lizard Men +. Be
careful of the invincible Metal Scorpions as you kill the five lizards. Their
monster lair extends the bridge to the right upwards.
Now go to that bridge. Run up it; it's wise to use the platform; and then walk
to the left of the island you are on. Get the item in the treasure chest - 100
GEMs are yours. Go back right, and then up to the junction of two fire bridges.
Take the one to the left, then at the end take the bridge up. You will see a
lair of six Lizard Men: destroy them all; and their lair will release a bird
that sleeps in front of Turbo's grave stone.
Go back down, and then left. Be careful of the metal beetles as you go up,
then left, and finally down to a lair full of Fire Walkers. Five of them, to
be exact. Step on their lair to release yet another mole.
Continue round the path, and halfway down the stairs to some Lizard Men's lair.
Hit all five of them, and then hitting the lair's switch will release a deer,
and of course a tree stump that will inevitably talk.
At the bottom of the staircase, walk right and go up to the treasure chest
there. It contains 60 GEMs. Wow... this area's pretty generous. Go back to the
foot of the stairs, and continue going left. The remaining lair to the north is
for the Metal Scorpions that are swarming around that we can't kill, so just go
up the stairs into the pyramid thing.
You will emerge in another fire shrine area, but your only option here is to go
up the stairs to the right of you.
=================================================
XXIX. Fire Shrine
Lairs: 1
Monsters: Fire Walker 3
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
More Fire Shrine madness ensues... Walk right to a lair full of Fire Walkers.
You've seen these before - just dodge the fire they shoot and you'll be fine -
so you should be able to defeat all three easily. Standing on the lair results
in a path being opened up to the rest of this area - the first Fire Shrine area
you come into.
Now go right from the lair and down the steps at the end of the peninsula.
=================================================
XXX. Fire Shrine
Lairs: 1
Monsters: Ghost 4
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
As is plain to see, there is one lair of Ghosts in this area. They're not hard
so defeating all four should be a walk in the park. The reward that the lair
gives you is to release a squirrel. Woo... Walk back up the stairs.
From here, walk left to the junction, and go up out of the screen and this
area, and indeed this shrine!
=================================================
XXXI. Lostside, a marsh
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Yeah... back out in the open again! Walk up to the raft above, and it will
move. Surprisingly, it will then talk to you... there's Quintet logic at work.
The raft's logic is even stranger. It says that since it is made from wood from
GreenWood, anybody who rides on it must be able to prove they are from
GreenWood, and since you cannot prove you are from GreenWood, you cannot ride
on the raft...
We need to go back to the village now. Go back inside the Fire Shrine, and keep
walking downward until you come back out again. Now walk around the river, and
take the right path down to the teleporter to the GreenWood Shrine.
Once inside there, save, and then go along the down path to the Woods of
GreenWood.
=================================================
XXXII. Turbo Was A Clever Mutt
Lairs: N/A
Monsters: N/A
Items: Leaves
Weapons: N/A
Armour: Ice Armor
Souls: N/A
Magic: N/A
=================================================
Go directly south from the shrine, and over the two crocodiles onto the
graveyard. To the left you should see a bird sleeping in front of the grave of
Turbo, the builder of GreenWood, and once Dr. Leo's pet. Equip the Dream Rod,
and talk to the sleeping bird...
You'll be transported into the dream of the bird, much like what happened with
Lisa's dream back in Grass Valley. Go over to the bird and talk to him. He will
tell you about how Turbo resisted Deathtoll, but he was defeated and killed.
Now you should step on the switch. This will open a passage up to the north,
and a dog will appear.
This is Turbo, and he will tell you to go to the final shrine in Lostside, the
Light Shrine, and release the Guardian of the Woods. He then tells you that a
bird named Tiki will help you. He then disappears. Talk to the bird now to exit
the dream.
Now you're back here, talk to the bird whose dream you just entered. He will
suggest that you get something of Turbo's to ride the rafts. He then says that
some leaves from GreenWood are buried with Turbo. That's a big hint staring you
in the face. Maybe the moles could help?
The next sequence is a big puzzle. Walk into the mole hole to the left of the
one next to the crocodile. Go through the tunnel, and out the other end. Equip
the Dream Rod and talk to the stump of the tree on the island.
Walk right and step onto the lair-like switch that you come across. A path
through the flowers will open, but there is nothing to do there, so go back
towards the left and talk to the bird. The dream will now end.
You should have noticed that the place you saw in the dream was in fact here in
this area. Go up to the entrance to GreenWood shrine, and go up to the right of
the trunk. Continue up to the water, then turn left, and get the treasure
chest that is past the tree. It contains... a suit of Ice Armor! As well as
being more effective in defence than your old Iron Armor, this suit has the
rather handy ability of making it so that you can cross fire without coming to
any harm.
Go down now to the place where you cross the river on the crocodiles. Don't
cross though, but instead go down the mole hole that is just above the
crocodile. Walk down until you come to the dog's bones. You will obtain the
Leaves of GreenWood. This is just the signal that the raft wants that indicates
that you come from GreenWood and so can ride on it.
Come out of the hole, and go back to GreenWood Shrine. Save, and sort your
belongings, because we're now going in search of the Light Shrine! Leave the
shrine via the left path that leads to a spot in between the Water and Fire
shrines.
From here, go up, left, left again, then around and into the Fire Shrine. You
know the way. Inside the Fire Shrine, walk straight up, ignoring any turnings
or paths, and you'll come out on the other side.
=================================================
XXXIII. Lostside, a marsh
Lairs: 2
Monsters: Mudpit 12
(Lotus Plant 3)
(Shaber 2)
(Butterfly *)
(generated by Lotus Plant)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
When you step towards the raft now it is not so recalcitrant. Instead, it will
see that you have something of Turbo's, and will agree immediately to take you
to the Light Shrine. Step on the first raft to go up to another island. Kill
the Lotus Plant here, then step on the raft to the left. Kill the Lotus Plant
here as well, then walk down to the lair of Mudpits. Kill all six of them, and
the Shaber that appears, then step on the lair to release a mole.
Now step onto the raft to the right. The island you land on contains another
lair of Mudpits. This one also has six monsters, plus another Shaber that jumps
at you, and your reward for defeating them is to release a dog, the last
theatre performer.
You should now walk up onto the raft there. On the next island, kill the Lotus
Plant, and step on the raft to the left. It will take you to the entrance to
the...
=================================================
XXXIV. Light Shrine
Lairs: 10
Monsters: Lizard Man + 20
Fire Walker 14
Lizard Man 14
Ghost 7
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Once inside here, head right, then up. You cannot walk through the lasers, but
you should be mindful of the Ghosts, who can float through. You should see
a lair of Lizard Men ahead of you. Kill all eight, and hit the lair to get rid
of the laser blocking you to the right.
Go that way to discover a lair of three Ghosts. Stepping on their lair results
in the laser to the north being turned off.
Walk north, and then left to find six Lizard Men walking around. Kill 'em all
and hit their lair's switch to turn off yet another laser.
Walk north through the path of the laser that just got turned off. Be careful
of the Fire Spirits that bounce of the lasers here - your sword will stun them,
but you cannot kill them yet. Keep going up past the path to the right until
you see a lair of Lizard Men +: remember, these are just like Lizard Men, but
disappear regularly. Smash all six of them. Stepping on the lair turns off two
more sections of laser; one each for the right and left sides.
The lair to your right is for the at present indestructible enemies that roam
the level. Go left instead, and then down a while to a lair of six Fire
Walkers. After killing them their lair gets rid of the lasers to your west,
south and east.
Go left now to a lair of Lizard Men +. Be careful of the ghosts that may fly
your way as you defeat this lair of eight monsters. Also, the Fire Walkers to
the left will try to shoot you with fireballs; in that case just dodge, it's
not too hard. This lair gets rid of a laser to the north.
Go up then left to another lair of Lizard Men +. There's six of them to kill,
and with no nasty surprises this lair is easy. Stepping on its tile afterwards
causes the lasers at the north and south of you to disappear.
Firstly, go up to the top and then right to discover a lair of Fire Walkers.
There's four of them to beat. Their lair's switch causes a second squirrel to
be released in the Exchanger's house.
Go all the way down now to a lair of Fire Walkers. Dodge the Fire Spirit as you
defeat the four of them. Their lair will get rid of the laser to the south.
The lair below contains four Ghosts. You might already have killed one or two
of these when they were roaming around the level. Tread on their lair to get
rid of the laser to the right.
Walk right through the place where the laser used to be, and go down the steps.
=================================================
XXXV. Light Shrine
Lairs: 5
Monsters: Lizard Man + 17
Fire Walker 6
Ghost 3
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Woah! The only light in this place comes from either the torches scattered
around, or yourself. If you hadn't have got the Soul of Light then there would
not be a pool of light around you, so that's why that was important. The Light
Shrine in darkness? Obviously that's meant to symbolise how the world has been
turned on its head by Deathtoll.
Go right as far as possible, and then up until you reach a lair of disappearing
Lizard Men +. Kill all eight, and hit the lair. It opens up a passage to the
north. I levelled up to level 8 here.
Go through that passage, and then go right. Head down to another lair of
disappearing Lizard Men +. In this lair there are five monsters - kill them to
release a crocodile.
From here go down, through the more narrow passage, and left for a while. You
should come to another bottleneck passage, through which two lairs lie: one of
disappearing Lizard Men +; and the lower one of Fire Walkers. There are six
Fire Walkers: kill those first, as they can be lured out into the space on the
right. Their lair releases another mole.
Now kill the four Lizard Men +. When you step on their lair a teleporter to the
GreenWood Shrine is set up to your north. This is very welcome right now - I
imagine you're low on health and need curing.
When you walk into the Shrine, your health will be completely restored. Save
now. Before you get back to the level, go out into the Woods of GreenWood. Go
to the theatre area, and talk to the performers. Keep talking, until they start
their second act. Watch where the real squirrel is, and they will give you a
Medical Herb. That's useful now...
Head left now, and when you can, go up. At the top of the passage is a lair of
three Ghosts. Just as in the last area, you may have killed some of these
Ghosts earlier on if you had the misfortune to get noticed by them. They're not
hard to kill though, and stepping on their lair will result in a passage to the
north being created.
Head up now, and when you can, turn left. Walk under the buttress that sticks
out from the north. After that, go up, and walk out of the screen and this
area.
=================================================
XXXVI. Tomb of a stone statue
Lairs: 1
Monsters: Fire Statue
Lightning Statue
Water Statue
Items: N/A
Weapons: N/A
Armour: N/A
Magic: N/A
Souls: N/A
=================================================
There are really three bosses in this area. When you walk up to the left statue
it turns into the Lightning Statue; afterwards you can approach the right
statue which turns into the Water Statue; and finally the centre statue, the
Fire Statue, has to be defeated. They have to be done in that order, and they
get progressively harder. All three battles combined are extremely hard to come
out of alive. A Medical Herb is a necessity.
_______________________________________________________
+ BOSS FIGHT: Lightning Statue +++++++++ HP: 50 +++++
_______________________________________________________
Strategy: As the easiest of the three statues,
Lightning is still no walk in the park, and
much harder than Monster in the paintings.
Approach his block to the left of the room.
As he wakes, stand to the bottom-right of
him and face left while you use your sword
for maximum damage. He will then move right
to a new position. Move to a spot just
to the bottom-left of him and face up,
while using your sword again. He will then
travel down. Use the same tactics of
keeping him in front and right of you where
your sword is most powerful, while staying
out of the way of his lightning bolts by
being diagonally lined up with him. Repeat
as he moves around in square patterns until
you have taken 50 HP from him.
Experience: 30 EXP
_______________________________________________________
Catch your breath now, and then approach the statue to the right.
_______________________________________________________
+ BOSS FIGHT: Water Statue +++++++++++++ HP: 50 +++++
_______________________________________________________
Strategy: I wrote down a huge strategy for this guy,
and then found out the cheapest way ever to
defeat him! You won't lose any health in
this battle. Normally, he's an extremely
hard opponent to beat. However, you can
beat him easily. Once you've woken him up,
stand at the position two and a half tiles
right of the red tile in between the Water
and Fire statues, and one tile down. Now
face up, and hold either L or R. Watch as
he impales himself on your sword without
you suffering a scratch!
Experience: 30 EXP
_______________________________________________________
One more to go... I hope you didn't lose any health... you'll need all you can
get for this guy.
_______________________________________________________
+ BOSS FIGHT: Fire Statue ++++++++++++++ HP: 50 +++++
_______________________________________________________
Strategy: Usually this boss would, like the last was
supposed to be, be incredibly hard.
However, there is a weakness in this boss
that means you can kill him without even
losing any health. Approach his statue, and
it will become animated. When it starts
zooming around the room, go and stand on
any of the two tiles to the right of the
block the boss used to be on. Stand facing
upwards, and watch as the boss travels
around you in a set pattern, but cannot get
to you because of the block you are
standing next to. Don't move from here, but
instead just swing your sword and wait
until the boss dies.
Experience: 30 EXP
_______________________________________________________
And you've done it! Some people find those bosses to be one of the hardest in
the game, especially seeing as they are much harder than anything faced before.
Hopefully though, with the strategies I've given you, those three battles
shouldn't have been too hard. Now go to the top-left corner of the room. The
Wood's guardian will be released, and you will be told to go back to Grass
Valley.
Do that. Go out of the door, and follow the path until you get to the
teleporter to the Shrine. Enter it.
=================================================
XXXVII. Stone 'n' Emblem
Lairs: N/A
Monsters: N/A
Items: Emblem C
Green Stone
Mole's Ribbon
Shield Bracelet
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Walk out of the Shrine's bottom door. The Guardian of the Woods that is in the
tree will talk to you. It will tell you that Turbo buried the Green Stone near
the bottom of its roots, and will then give it to you.
Now go to the left of the village, and go down to the crocodile and the island
with a deer and a tree stump on it. Cross over and talk to the deer. Follow it
up to the left squirrel's house when it asks you to, and talk to it again. It
will head butt the tree twice, and a jewel will fall out of its branches. Talk
to that jewel. It will tell you of the Master's eight Emblems that are
scattered all over the world. Apparently, when you find all eight, you will not
have to use any GEMs when casting magic. That makes it very worthwhile to
complete this sub-quest. When you find all eight, bring them to this spot.
There is an emblem right here in GreenWood. Go to the right side of the village
and into the tree trunk there: the house of Squirrel, the exchanger. Go and
talk to the squirrel on the right side of the house in a room of his own up the
steps. He will thank you for releasing him, and will give you the Master's
Emblem C.
After you leave the door, to the right you will see a mole standing out in the
open. This is Monmo. Go over to her, and she will ask you to take her to her
home. Go down now, to the place where you cross over the river on a crocodile.
You will see a mole hole directly above it. Go left from here, past the next
mole hole, and stop at the last. Wait until Monmo is directly over the hole
(the one just to the left of a small tree trunk) before talking to her. She
says she will give you a present and tells you to wait.
She ain't coming back, so go down the hole. Talk to the mole - turns out he
hasn't seen Monmo pass through here... why not? Go down to the treasure chest,
which contains Mole's Ribbon. Now you should go out of here, by the steps that
you came in through.
When you emerge, walk into the mole's hole to the right. Go down and talk to
the mole blocking the passage to a small room with another mole in. He will
tell you to bring him something that once belonged to Monmo. Equip the Mole's
Ribbon you just obtained, and talk to him again. He will now disappear!
Seems like there's something very strange about this... talk to the mole below
and the whole tragic story will be revealed. The mole that just vanished was a
ghost, as was Monmo. Both the mole you are talking to and the mole that just
vanished fell in love with Monmo, who was a pretty female mole. One day she was
captured by evil (Deathtoll), and the vanishing mole went after her, and he was
never seen again. That's why he wanted something of Monmo's, and why the mole
in the other cave did not see Monmo pass him when she went into his cave. Whew.
Anyway, the mole you're speaking to will now give you the Shield Bracelet.
Basically what this does is reduce all damage done to you by enemies by 50%
when equipped. Not bad... just remember to equip your Medical Herb again when
you're about to die...
Guess what? Yup... that's Level 2: GreenWood... DONE! Go to the GreenWood
Shrine. Save, and move it right on the world map... to... St. Elle's!
=================================================
XXXVIII. Everything's Going Swimmingly!
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Now you get an underwater level. I guarantee you will enjoy this, especially
the island Southerta that awaits you - the first outdoor battling area you've
been in: all the rest have been dark, grotty dungeons and the like.
All you can do in the St. Elles Shrine is walk out of the bottom path, so do so
now. As per normal for the start of a new level, there's next to nothing here,
so you've got some work to do. There is one thing that talks to you, however.
Go up until you reach a statue of a mermaid, and talk to it. The mermaid inside
will tell you that this is St. Elles ocean palace. She will then say that no
human can live under the sea, so you've got a bit of a problem if you want to
go exploring. You have to go and find the Bubble Clothing from Southerta
island, which you get to through the Shrine.
Like most levels in the game, this place has a secondary area or several before
the main area where the boss is. In this case it's Southerta, a charming little
island inhabited by not-so-charming little monsters. Go back to the Shrine, and
take the newly-opened left path to get there.
=================================================
XXXIX. Southerta
Lairs: 13
Monsters: Gorrillia 26
Palm Tree 22
Clam 10
Tropical Hawk
(Bubble Fish 8)
Items: Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
New level, new monsters. Thankfully these Southertan monsters give you far more
experience than the GreenWood layabouts you've been fighting recently. If you
concentrate you shouldn't find them too hard either.
Naturally you get the annoying fish popping out of the water and shooting at
you. In this case it's the Bubble Fish that fills the job. These little guys
aren't too hard to kill. They don't have a lair, either, so they just keep on
coming back. In any case, as you walk right from the start point, one of them
pops up.
From that point, walk up. Ignore the lairs of Gorrillias behind the trees as
you go left around the trees to a lair of Palm Trees (wow, great name). These
monsters throw coconuts at you, so watch out. Even so, killing all six of them
should be incredibly easy, as you should have learnt by now how to make most
effective use of your sword, thus killing them in one or two hits. Hitting
their lair will result in a dolphin being released (if you wanted to speak to
some humans after GreenWood you'll be disappointed).
Now head up over the strip of land to an island with a lot of Gorrillias
roaming
around. There'll be a Bubble Fish to the left as you walk up the island: this
can only be killed with magic; you can if you want. Keep going to find two
Gorrillias on the way to the top of the island. Killing them is easy as long as
you stay out of the way of the coconuts they're throwing. Go right along the
top now, and when you can turn down. Keep going until you meet two more
Gorrillias in a line coming towards you. Swiftly slash them before they have a
chance to throw anything at you, being mindful of the Bubble Fish jumping out
of the water to the right, which again can only be killed with magic because of
its distance from the shore. Now go down to the bottom of the land, until you
see two more Gorrillias and their lair. Kill these two and the lair will be
defeated: that makes six monsters in total for that lair. Step on the lair to
create a passage back down to the first lair of Palm Trees; giving you the
opportunity to kill another Bubble Fish that is left stranded in the process.
Head up now. The Palm Trees on the island in the centre of the lake will fire
coconuts at you, and yet another Bubble Fish will pop up and try to shoot you.
It's another magic job if you're interested in killing it. Continue up and
round the lake until you find a lair of six Gorrillias. Kill them all; as they
emerge in ones that shouldn't be too taxing, and step on their lair to create a
bridge to the lair of Palm Trees in the centre island to the north. Somewhere
around here a level-up to level 9 should occur.
This lair has four Palm Trees. They're easy! If you have trouble, then I don't
have a clue how you got this far... Step on the lair to release a mermaid.
Now go back around to the spot where the first lair of Gorrillias was. From
here, go right across the bridge of land to a lair of Tropical Hawks. Well,
actually just one Tropical Hawk. But it's still very hard to defeat. Try to
catch it as it flies past and slash it. With a high HP value of 21 it may take
two or three tries before the bird dies. Thankfully, there's only one in its
lair, so its not too bad. And you do get a lot of EXP to make up for it. Even
though you can see the lair, you can't reach it... without going through a lot
of others...
Walk down to discover a lair of Clams. Well... okay, so it's just one. Again.
Clams take several hits to destroy because of their tough outer shell, but even
so they are very easy to kill. For this Clam, simply hit it until it stops
moving. Its got very high defence and HP, so it will take longer than usual.
When you've finished, the Clam's lair creates two other lairs of Gorrillias to
the top and bottom of where you are. Charming.
It doesn't matter how you deal with these, just kill them. Both lairs have four
Gorrillias, and the main danger here is dodging the boulders they throw at you.
The best strategy is just to charge at one lair, making at least a small effort
to dodge the boulders thrown by the Gorrillia from the other, and then once
that is destroyed do the same with the other. When you've finished, stepping on
the top lair releases a mermaid, and the bottom lair releases another mermaid.
Continue south to find a random Clam on its own. Kill it, and walk right. At
the right shore of the island there will be another Clam on its own. Defeat
that one, and go up slightly, then left. At the turning up there will be
another lonely Clam to kill. Walk up now to the lair, and kill the Clam just
above it to destroy it. Killing those four Clams results in the jungle barrier
to the north being stripped away.
Don't go through there just yet though, but rather walk left then north to get
to the lair of the Tropical Hawk that you defeated earlier. Stepping on it will
cause the jungle just above the barrier above you to be stripped away.
Go back down to the last lair now, and then up to a lair of Palm Trees. There's
six to beat, and the main trouble is watching out for the volleys of coconuts
that are slung left, right and centre. Don't rush as you beat them all, then
step on their lair, making a treasure chest appear in a part of the level you
can see but can't get to.
Let's try and get to it. Walk left from that lair, taking care to avoid or kill
the Bubble Fish to the north, and walk down. As you go down another Bubble Fish
will jump at you out of the sea on the right. When you get to the end, go left,
and then up to get the treasure chest. It contains a... Medical Herb!
Go back down, and then up and round to the place where the Palm Trees' lair
was. Walk left until you can turn up, then do so. You should see a lair of Palm
Trees surrounded by trees: take the path to the south of there that goes right.
Be careful to dodge the coconuts that are thrown at you. Follow the path right,
around and up along the coast, and then left along the top. Kill the Bubble
Fish in the pond along the way with magic if you want to. Anyway, follow the
path until you reach the lair of Palm Trees. Like all Palm Trees' lairs, it's
coconut mayhem: you'll have to pick them off one by one. That shouldn't be a
challenge for an expert Soul Blazer like yourself though. After trouncing all
six, hit their lair to remove all the foliage surrounding you.
You will notice a lair to your right. That is for all the now uncovered Clams
that were hiding in the jungle before. Go north to find one, then east to find
two more situated by the pond, then south to find another one, then head west
from there to complete the final five. Now hit the lair's switch, replacing the
pond with a lair full of Gorrillias.
You know how to kill Gorrillias - they're easy. A lair of six like this one
should not pose a problem then. After defeating them, step onto their lair to
release a mermaid (and quite a grand palace). You then hear a small voice...
asking whether anybody needs the Bubble Armor. I think that's where we need to
be...
That's the end of Southerta for now. Yes, I know there's one more lair. It's a
lair of Gorrillias that can only be accessed through another area that we
haven't been to yet... so just leave here now. Go back to the teleporter into
the shrine.
=================================================
XL. Lazin' By The Poolside Wit' My Mermaids
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: Bubble Armor
Souls: N/A
Magic: N/A
=================================================
Once inside the Shrine, save (you shouldn't need to be told by now) and walk
out through the lower path into The Seabed Sanctuary. The main thing you need
to do here is head down into the palace and talk to the Queen - the only
mermaid in there at present. She will comment on how long it has been since she
last had a human visitor, and will then give you the Bubble Armor.
That really is all you _need_ to do here for the time being. Of course, you
should be wandering around talking to the people, immersing yourself in the
game you're playing to get the most out of it... but you could just be lazy.
Bear in mind that some of the people here clear up some important plot points -
if you don't talk to random people now you will be confused later.
Equip your Bubble Armor, and then head down through the palace and out of the
screen to The Seabed of St. Elles. Remember to equip the armour though: if you
don't then your health will rapidly decrease until you die for all the time you
are down there.
Once you enter here, ignore the enemies for now and instead go down and left,
through the ruins, and down to the bottom of the ridge to the left. Go up the
steps and walk up to enter...
=================================================
XLI. Southerta
Lairs: 1
Monsters: Gorrillia 6
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Yah, it's Southerta again, but not for very long. We need to kill that last
remaining lair, remember? Head up from where you enter to find it. It's a lair
of six Gorrillias, and they're very easy to kill. Once dead, their lair
releases
a mermaid's statue that offers to open up a passage for you.
That's it! Southerta completely finished. Walk back out the way you came, and
then back up and out of the Underwater area to the Seabed Sanctuary again.
=================================================
XLII. Statue's Statute
Lairs: N/A
Monsters: N/A
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
You emerge out in the palace again. Walk out thought the doors to the north.
You should notice that by the teleporter to the Shrine a large mermaid's statue
has appeared. Talk to it. The mermaid inside will open up the passage on the
seabed for you, and will turn you to go to the surface reef, Rockbird.
After saving your game, and if necessary talking to the mermaid Queen to heal
your wounds, do as she says and go back under the sea through the door a the
south of the palace.
=================================================
XLIII. The Seabed of St. Elles
Lairs: 5
Monsters: Jelly Fish 19
Sea Horse 14
(Sea Urchin 4)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
Come on, bubble warrior, there's a whole new set of enemies to discover and be
injured by! Walk down and left around the ruins to discover a Sea Urchin. These
guys have huge HPs, but are so sluggish that they are easy to kill. They don't
have lairs either, so they'll just keep on coming.
While killing that guy you probably started to get attacked by Sea Horses.
They're coming from a lair down the path to the right, and there are eight of
them to kill. Treading on their lair will remove the rocks to the north...
enabling you to walk in a circle around the ruins to the left... woohoo!
Walk right now, and then up into the open space and a lair of Jelly Fish. Watch
out for these monsters. If you come to be on a direct horizontal or vertical
line with them they will charge you at great speed, so try to stay off-angle as
you hit them. This lair again contains eight monsters. Hit the lair's switch to
create a set of steps to the ridge directly below you.
Walk up those steps by going down now. As you run south you will meet another
Sea Urchin. Kill it and continue downwards to meet another, which is just as
straightforward to kill as the last one. Go down the steps now, and then turn
right, and up to go up the steps on to the ridge immediately to the right of
the last one. From here, walk downwards. You should see a Sea Urchin: I hope
killing it is a no-brainer by now. Go left now to a lair of Jelly Fish; six to
be precise. These monsters are a bit manic, charging all over the place: just
dodge normally while letting them run into the point of your sword. Step on the
lair afterwards to release a mermaid.
Now, go right, and then walk directly up to a lair of six Sea Horses. Killing
them results in a lair of Jelly Fish being created to the right, and should
also result in you getting a level-up to level 10; if not now, then soon.
Kill the Jelly Fish that has just charged at you, and then walk north and
around the coral and back south on the other side to find the lair. The best
strategy to kill all five is just to stand in such a place as when you slash
your sword the tip of the blade crosses the place where the enemies are
spawned. Once the lair has been destroyed, hit the switch to open a passage
back the way you just came.
Obviously you don't want to go that way though... Instead, go down and then
right, to a new area.
=================================================
XLIV. Shore reef of Rockbird
Lairs: 16
Monsters: Gorrillia 33
Palm Tree 17
Clam 12
Tropical Hawk 3
(Bubble Fish 5)
Items: GEMs 60
Medical Herb
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
From the point at which you enter, head up. A Bubble Fish will jump out and
shoot at you - yes, this place is almost exactly like Southerta. Keep walking
at turn right at the top of the pond to face a lair of seven, yes seven Palm
Trees. Don't be fazed by the coconuts flying around - you know how to deal with
these. When you've finished, stepping on the lair will cause the ground above
to turn into a dip with a lair of Gorrillias in it.
Go to the left of this dip, and then down the steps to the Gorrillias' lair.
Kill all six, watching out for the boulders being lobbed at you. When you step
on their lair yet another mermaid will be released.
Kill the Bubble Fish in the big lake to the right, and then follow the shore of
this lake around up to the top. Continue walking up when you reach the top to
find a lair of Clams. Be careful here as you defeat these three, as they move
much faster than they look like they would. To kill one of the monsters, you
will have to either use magic to get to him or stand on the causeway facing
upwards and slash with your sword. Step on the lair to empty the lake to your
left of water.
Go back down and left now as you go around the lake that has just been drained.
At its top-left corner, go down the steps into the lake. As you pass the lair
on the ridge, a Tropical Hawk will swoop out of it. This is easy to kill: just
get ready to swing your sword at the right moment to get a two-hit kill. Now
walk up the other side of the lake bed and up the ladder, and then down the
centre ridge to step on the lair, causing a jewel to appear on the lake bed you
were just on.
Go now and speak to that jewel. The fairy inside will tell you, like in most of
the other jewels you have seen during the course of the game, that she is
watching over the world. She will then give you 200 welcome EXP and the option
to return to the Seabed Palace. Decline the offer, as we still need to do some
more things here.
Walk out of the lake bed now via the left ladder, and walk around the ex-lake
and up to where the lair of Clams was a couple of minutes ago. Walk to the
north of the lake to the right. As you walk back around you will encounter a
Bubble Fish and a lair of Gorrillias. Kill all eight, and hit their lair. You
can get your own back on the Bubble Fish now as the lake drains and it's left
stranded.
Walk back up to the top of the newly-empty ex-lake, and go down the steps into
it. Another lair of Gorrillias lies within, and defeating all four should not
prove to be a burden to you. Treading on their lair's switch will result in a
lake to the south being drained.
Go back up to the steps out of this lake, and walk down to the lake that has
just been drained. Go down the steps into it to face a lair of three Clams, all
disguised as rocks. Step on their lair to drain the huge lake in the centre of
the level.
Walk back up the steps now, and go straight down to a lair of Tropical Hawks.
There are two of them in this lair... but they're still easy to kill. Tread on
their lair afterwards to drain the two small lakes beside you.
Walk down to the right treasure chest. It contains 60 GEMs. Now go to the other
chest, which holds a Medical Herb. I don't know if you're in enough of a state
to need it or not. Anyway, walk up the steps now and left to the lair of Palm
Trees. After killing all six, stepping on the lair will cause the lake to the
left to be drained of all water.
Inside that lake, along with two Bubble Fish, is a lair of Gorrillias. Five of
'em. They're not hard if you kill each one before the others appear. Now walk
onto their lair's tile to drain yet another lake to the left.
Go out of the lake you are in, and head directly up to a large empty lake bed.
Inside it there are four Clams, hidden amongst the rocks. Find and kill them
all to create four more lairs of monsters in this lake; two of Gorrillias and
two of Palm Trees.
Deal with the Gorrillias first, as they can actually get to you at present.
Five come at you from each lair. When you've finished, the bottom lair opens up
the rock arrangement to free the lower-left lair of Palm Trees, while the top
lair does the same thing with th upper-left lair of Palm Trees.
Both of the Palm Trees' lairs have only two monsters each. The top lair, when
defeated and the tile trodden upon, releases a mermaid's statue, which tells
you to come back to it so it can open a passage for you. The lower lair
releases an angelfish that apparently has the power to stop the Magma Rain -
more on that later.
Go down and up the steps out of this lake. From here, go left until you can see
the drained lake with the active lair in it. Go into that lake and defeat the
two Clams by the entrance. You will be rewarded with the ability to step on the
lair, which releases, surprise of all surprises, a mermaid.
And that's it! Another St. Elles area is completed. All you can do here now is
walk out of the area by the same way you came - back under the ocean.
From where you emerge under the sea, walk left, and then up and left around the
coral. Go underneath the protruding coral barrier, and walk left until you get
to some steps. Go down them, and walk down, then left, then up the steps there
and back onto the ridge to the left of the one you were just on. Kill the two
Sea Urchins as you walk up along the ridge and down the other side. Now walk
south-west, and walk left when you can. Next go up, and through the gate back
to the Seabed Sanctuary.
=================================================
XLV. A Magmatic Mission
Lairs: N/A
Monsters: N/A
Items: Mermaid's Tears
Weapons: N/A
Armour: N/A
Souls: Soul of Shield
Magic: N/A
=================================================
From the point in the palace at which you emerge, walk up and out of the door
of the building, and then up to the statues - there are now two. Talk to the
mermaid in the left statue. She will open up a path to the volcanic island
Durean, and tell you to go there.
Walk back down to the palace, but instead of going in through one of the
northern doors, walk around to the right side of it, and walk left into the
wall at the point in between the two tiles that stick out and mark the door.
You will be in a room with a mermaid and a treasure chest. Firstly get the
treasure chest: it contains Mermaid's Tears. If you talk to the mermaid she
will tell you that what they do is turn magma into stone. Handy, considering
where we're going next.
Now go back out of the palace. Keep walking right, over the bridge, and turn up
to talk to the angelfish. It will tell you that it is a soul from up in the
sky, like the Master, you, etc. Souls always seem to be the most random things,
so don't worry. It will then join you as the Soul of Shield, enabling you to
avoid magma.
Now all you need to do is walk back into the palace, through one of the top
doors this time, and walk out of the bottom door and back onto the seabed.
=================================================
XLVI. The Seabed of St. Elles
Lairs: 5
Monsters: Jelly Fish 12
Crab 8
Sea Horse 6
Sting Ray 6
(Sea Urchin 2)
Items: N/A
Weapons: N/A
Armour: N/A
Souls: N/A
Magic: N/A
=================================================
From the entrance, go down and take the right path. Go up the stairs onto the
raised area that juts out, and go south. Once down the stairs at the other end,
head left and up onto the next platform to find a lair of six Jelly Fish. Once
defeated, the lair will cause the area to the left of you to change drastically
by removing a huge platform blocking the way.
Head up, down the stairs, to find yourself back at the entrance to the area.
This time though, the way is unblocked, so run south. You will encounter a
space crawling with Crabs (ouch, sounds painful :D ). Be aware that if a Crab
is cornered it will retreat into its shell and become invincible, so your best
bet is to let them run around and hit them as they go past. There are eight of
them to kill, and on your way to their lair in to the top-left you'll also come
across a Sea Urchin. Stepping on the defeated lair will cause the rocks to the
right to disappear. All that basically does is make it a lot easier to get back
to the Sanctuary.
If you go up and left, you'll see a cave that you can't enter (yet). Head down
to the bottom of the area, and go left through the passage. Defeat the Sea
Urchin there, and head up to the steps up to the raised platform with the
dubious flashing bits in the ground. Watch out for the lair of Jelly Fish to
the left; you can't get to it yet, but by all means kill the Jelly Fish that
come floating over. Go down to get to a lair of six Sea Horses - more
nice'n'easy experience. Their lair will release a dolphin and a nice bit of
platform in The Seabed Sanctuary.
Go left, then up and down the steps. Go right to the lair of Jelly Fish I
mentioned earlier, but before that, you will see a lair of Sting Rays on top of
the cliff. Be careful of their shooting big blue balls of energy at you, but
don't worry because they have only 10 HP, so they're easy to kill. Head right
to the lair of Jelly Fish. There are six to defeat, and stepping on their
lair... opens up another pointless shortcut. Ah well.
Head up, then left and on to the raised area to fight the Sting Rays. If you
haven't already killed them, there's six to kill. Once defeated their lair will
create a set of stairs and another blue jewel with a fairy inside. Talking to
her will net you 50 EXP, and as always you have the option to go back to the
main area, in this case St. Elles. If you need healing you could go back and
talk to the mermaid at the bottom of the area near the door to the seabed for
instant healing, or alternatively you could carry on by going left and up out
of the area.
=================================================
XLVII. Durean
Lairs: 14
Monsters: Gorrillia 39
Clam 11
Tropical Hawk 11
(Bubble Fish 5)
Items: Strange Bottle
Weapons: Critical Sword
Armour: N/A
Souls: N/A
Magic: N/A
================================================
The first things you should notice as you enter this inviting area are the
falling rocks. Don't worry - you see that light around you? That's the Soul of
Shield (if you followed my instructions anyway) and will destroy any rocks
before they reach you. So, go left, avoiding the bubbles of the Bubble Fish to
the right. You'll come across a lair of Gorrillias, which you should remember
from Southerta and the reef of Rockbird. Kill all six, and tread on their lair
to release 'the dolphin, Lue', or one of Dr. Leo's old pets.
Watch out for the Metal Gorrillia on top of the cliff as you go left and then
up. It will try to throw boulders at you. You will find another lair of
Gorrillias, and once all six are dead the switch on their lair will create some
land to the left.
Go up and left to the lair of Tropical Hawks, avoiding (or killing) the
annoying Bubble Fish on the way. There's only two in the lair, but they can
release a nasty tornado that can be hard to avoid. Once they are dead a mermaid
will be released back in the Sanctuary.
As you head upwards now, look out for moving rocks - there are Clams all over
the area. Their lair is further up, and there is another Bubble Fish on the
way. At the top, keep going to the right, and find all five Clams. Stepping on
their lair will release another mermaid.
As you travel right past the lair, you'll come across another Bubble Fish. I
don't believe it's possible to kill it though. Just keep going right and then
down to another lair of Tropical Hawks. This lair contains three monsters, and
it will helpfully release two more lairs.
To the north is a lair of two (yes, just two!) Gorrillias, and it creates a
land bridge to the north of where you are standing. Head up there.
Another lair of Gorrillias lies up here. This one is slightly more substantial
with six monsters in it. Defeating the monsters here will set another mermaid
free.
Go south now, back to the place where you released the two lairs just before,
and attack the southern one. It is yet another lair of Gorrillias, this time
with only two occupants. Be careful of the Bubble Fish as you defeat them and
step on the lair to create a land bridge to an island below you.
Go down onto the peninsula and get the treasure chest there. It contains a
Strange Bottle, which will save you from losing any GEMs when you die. A useful
thing to equip WHEN your Medical Herb is gone, maybe. Anyway, go left and down
until you get to a lair of two Tropical Hawks. I'm sure you know how to own
these guys by now. Be careful of the annoying little Bubble Fish, and step on
the lair. This will get rid of the rocks to the left.
By walking left you can go back to the entrance to Durean, which will be useful
later, but for now walk up the steps above you. Walk left to a lair of Metal
Gorrillias... and here's where you hit a snag! That weedy sword you've got
(yeah, I know it's called a Psycho Sword, but it just ain't good enough) can't
defeat these Metal Gorrillias (think of the Metagrinners back in Leo's
Paintings). Anyway, ignore them, and be careful of the Tropical Hawk buzzing
around as you head up from the lair of Metal Gorrillias.
Anyhoo, go up to the magma, and turn right to a lair of Clams. Be careful about
stepping on the magma - it will damage you _a lot_ for all the time you stand
on it. Just kill all four of the Clams (carefully!) to release a dolphin in the
Seabed Sanctuary. It will go and try help Lue, who seems to be in some
distress. I'm not sure how headbutting the wall helps, but hey, different
strokes for different people.
Head right more to find another lair of Gorrillias. Yes, it seems the
conditions on Durean are right for Gorrillias to become the dominant life form
- I think we'll have to change that. I expect that you'll level up to level 12
somewhere around here. There's six monsters to kill, but their lair is in the
middle of some lava. Guess what? It's a good idea if you _don't_ get this lair
now, because you gonna get burned. Come back later - I'll tell you when.
Anyway, keep going right, and you'll come to a lair of two Clams. The enemies
themselves are south of the lair, and you will have to lure one over the magma
before you can kill it. Their lair creates a set of steps to the left.
Now go to those steps created and keep going down - IGNORE the treasure chest
to the south for now. Be careful of the annoying Tropical Hawks from the lair
on the ledge above. Head left at the bottom to find another lair of Gorrillias.
You know what to do to defeat the six, and when you step on their lair you will
be rewarded with both a set of steps to the ledge below, which can act as a
shortcut, and a set of steps to the ledge above.
Go up the steps to the north and walk round until you find a lair of Tropical
Hawks. There's four in the lair, but I wouldn't be surprised if you'd already
killed them when they were flying around - I did. Just step on their lair to
open up some steps to the left.
Now head back round (no, not across the magma, you dumb, we're doing this the
SMRT way), and go up the newly created steps. Stand on the bit of land jutting
out into the magma. Now equip the Mermaid's Tears you got from the Seabed
Sanctuary. You will pour the Mermaid's Tears into the magma, which will turn
all the magma on the level into stone.
Now you go and get a few things safely. Head down two of the sets of steps, and
go right, around the centre of the area, to a large area of ex-magma with a
defeated-but-not-yet-stepped-on lair in the middle of it. Step on the lair to
release a mermaid.
Now go right, and down to the treasure chest. It contains a new weapon - the
Critical Sword, a weapon endowed with so much l33tness that it can finish most
enemies in one hit. Still can't kill Metagrinners or Metal Gorrillias though...
Finally, go back, and onto the ledge to the south. Walk the the left, and
defeat the lair of five Gorrillias to release a helpful mermaid statue. Yup,
that's three now, nearly there. Anyway, that's it for Durean, it's time to head
back to The Seabed Sanctuary. I'm sure you know the way - just walk out of
Durean and talk to the crystal to end up back.
=================================================
XLVIII. Save Lue!
Lairs:
Monsters:
Items:
Weapons:
Armour:
Souls:
Magic:
=================================================
When you get back to the Seabed Sanctuary, head to the top of the building...
and wait for the next update! Sorry about that. I hope this has helped you, and
if you email me at
[email protected] I'll be happy to help with
any queries you have about events later in the game.
-------------------------------------------------------------------------------
Fourth Section=========
A P P E N D I C E S
=========--------------
A. History
---------------------
Sunday 5th March 2006
--v0.1---------------
--162938 bytes-------
---------------------
So in a nutshell, I remembered this today, and wondered why I hadn't submitted
it after all the effort I put in. I don't think it's likely to get finished any
time soon, but if you like it, email me at
[email protected] and
tell me! I need all the encouragement I can get on this...
----------------------------
Wednesday 7th September 2005
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--161666 bytes--------------
----------------------------
Alright, so it's not my old rate of updating. But I have finally completed that
damn Durean section, and it hasn't gone too badly. Considering that was my main
stumbling block... we'll just have to wait until I find another one. :D It's
amazing how quickly you get sick of the various areas in this game when you're
writing a walkthrough for them.
--------------------------
Wednesday 24th August 2005
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--153774 bytes------------
--------------------------
Well... long time no see! I thought it would be a shame to have written about
140KB and not post it, so I decided to finish. Didn't get much done though...
wrote the section of The Seabed of St. Elles before Durean, added a few
monsters, and wrote the skeleton for the 'Game Information' area. Anyway, we'll
see how often this works out. GCSE results tomorrow... aargh!
---------------------------
Wednesday 9th February 2005
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--145088 bytes-------------
---------------------------
It's official: I suck at this. I really don't want to cover Durean now, as it's
quite a task to complete it, and I don't want to repeat what I did last night
with Rockbird... anyway, I finished Rockbird, and the Magma prep area in the
Sanctuary. Barely 5 KB... that's miserable...
-------------------------
Tuesday 8th February 2005
--v0.01------------------
--139811 bytes-----------
-------------------------
Ha! Yup. Today was lazy day. I decided to program NES games rather than update,
so I had to rush out 10 KB really quickly. I've written up to halfway through
the Rockbird section, but I'm leaving it at a really awkward place, because...
quite frankly, I need the rest. Good night.
------------------------
Monday 7th February 2005
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--129570 bytes----------
------------------------
Today was a good update. I did the walkthrough from the Fire Statue in the
Light Shrine in GreenWood up to the point where the Queen gives you the Bubble
Armor in The Seabed Sanctuary in St. Elles, so nearly all of Southerta was
done. I also updated the relevant appendices depending on which monsters were
met, items were found, blah blah, blah blah.
------------------------
Sunday 6th February 2005
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--108971 bytes----------
------------------------
Today was just lazy. I could have written a lot more, but I didn't, because...
my GCSE courseworks are way behind, so STFU! I did write up to the third boss
of the Light Shrine in GreenWood, and updated the appendices accordingly.
Couldn't be bothered finishing though. On the plus side, I smashed the 100,000
bytes and 100 KB barriers - I have to finish this now! And I did write just
over 10 KB...
--------------------------
Saturday 5th February 2005
--v0.007------------------
--98447 bytes-------------
--------------------------
You might think today was a tiny update. You'd be wrong. I didn't add any more
to the walkthrough, but I went through everything up to the start of the Light
Shrine, checked it all, and made sure it was written _to my satisfaction_. I'm
happy now because I know that that part at least is ready for submission.
------------------------
Friday 4th February 2005
--v0.006----------------
--85937 bytes-----------
------------------------
Whew! If Wednesday was mammoth, today was gargantuan. I wrote up to section
XLVI, then realised that having 46 sections to cover up to the start of the
Light Shrine was stupid, so I renumbered everything and cut it down to 34,
slashing the file size in the process. Today I also started the Weapons,
Armour, Items, Level Statistics, Bestiary, Souls and Magic appendices. I also
went through the Underground Castle, west section (just that for now) and
overhauled the headers, checked the lair numbers, and added monster names
thanks to www.terraearth.com
--------------------------
Thursday 3rd February 2005
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--65812 bytes-------------
--------------------------
I got a fair amount of work done today. I finished up to the end of section
XXIX; the second Lostside section is now complete. I did all the parts in
between too, obviously. I've developed a nice work pattern now: work on this a
little when I get home from school, and a little before I go to bed. Although
it still won't make me the most prolific FAQ author on the net, it'll certainly
mean I get more of this done without it being a chore. It's two minutes away
from the date being wrong on top of this, so I'll hurry... Good night!
---------------------------
Wednesday 2nd February 2005
--v0.004-------------------
--52139 bytes-------------
---------------------------
For me today counts as a mammoth update. Just over 20KB done. That was
deliberate; I decided to push myself after yesterday's drying-up, and also
I wanted to make up for Monday's lazy spell. I had no shortage of things to
write today though; I could write a lot more, but I want to go to bed, so it'll
have to wait until tomorrow. I have now written the walkthrough all the way up
to the start of Lostside! I'm glad I've got Grass Valley more or less out of
the way; I think the pace lightens up from here, now the game has been
introduced.
-------------------------
Tuesday 1st February 2005
--v0.003-----------------
--31728 bytes------------
-------------------------
I found it really hard to write 10KB today. It's taken me about three hours.
That's probably a good thing that that target is making me push myself to meet
it, but it's a school night and I really shouldn't be staying up until 2:00
writing this. Anyway, tonight I managed it. I was going to update last night,
but really did not want to. Today I finished the Underground Castle, east
section VII, and got halfway through section VIII - Grass Valley highlands
(again). I also looked at the competition today, and was heartened. The major
walkthrough for Soul Blazer so far is about 260KB, and my document goes into
far more detail. If I can just back up the text with a bit more factual detail
I'll be on to a winner. If I could just beg, borrow or steal a copy of the
manual...
--------------------------
Thursday 27th January 2005
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--20514 bytes-------------
--------------------------
Got my obligatory 10KB done. Finished up to the start of section VI for the
walkthrough. It took much longer than I thought it would... Ah well, such is
life. I won't be able to work on this over the weekend, so the next update will
be Monday.
---------------------------
Wednesday 26th January 2005
--v0.001-------------------
--10431 bytes--------------
---------------------------
Started this guide. I wrote up to the start of the Grass Valley Highlands part
of the walkthrough, so not very much. I achieved my target of 10KB though, it
might not sound like much but I'm hoping to write 10KB a day. If I succeed this
guide should be finished in about a month and a half, so it's achievable...
we'll see.
-------------------------------------------------
B. Weapons
Sword of Life Lev: 1
Strength: /
A sword from the
Master.
Location: This sword is in the Trial Room, in the treasure chest directly
opposite the door.
-----
Psycho Sword Lev: 5
Strength: //
Invincible monsters
temporarily paralyzed.
Location: You get this in Squirrel, the Exchanger's house after giving him a
bag of Delicious Seeds.
-----
Critical Sword Lev:11
Strength: ///
Defeats monsters
at once.
Location: Found in a treasure chest to the east of Durean, over some magma.
-------------------------------------------------
C. Armour
Iron Armor
Defence : V
Your defense power
becomes stronger.
Location: In a treasure chest in the Treasure Room of Grass Valley.
-----
Ice Armor
Defence : VV
you can cross
fire without damage.
Location: In a treasure chest in Woods of GreenWood once the Stump's Dream
has been entered and the switch there pressed.
-----
Bubble Armor
Defence : VVV
Enables you to walk
under the sea.
Location: Given to you by the Queen of St. Elle's after you resurrect her.
-------------------------------------------------
D. Items
Goat's Food
Goat's food from the
tool shop.
Location: Tool shop in Grass Valley
Use: Equip this item and speak to a goat in Grass Valley to give it to
him and be given a secret to help you with the story.
-----
Dream Rod
A strange stick that
enables you to look
into a dream.
Location: Treasure chest in Underground Castle, west
Use: Equip this item and talk to a sleeping creature and you will be
transported into their dream.
-----
Leo's brush
The paintbrush used to
paint the picture:
"The World of Evil".
Location: Treasure chest in Underground Castle, east
Use: Equip the brush and walk up to Leo's Painting in the house on top
of the cliff in Grass Valley and you will be transported into the
painting.
-----
Leaves
Turbo's symbol. Anyone
with this is accepted
as Turbo's messenger.
Location: Turbo's bones in a mole's hole under Woods of GreenWood
Use: Convinces the rafts of GreenWood to let you use them to get across
the Lostside swamps.
-----
Mole's Ribbon
A ribbon that Monmo, a
mole, used to be fond
of when she was alive.
Location: Treasure chest in a mole's hole under Woods of Greenwood
Use: Give to the ghost of Monmo's mate to be able to get the Shield
Bracelet.
-----
Mermaid's Tears
will turn magma into
stone.
Location: Mermaid in the Seabed Sanctuary
Use: Use at the top of Durean to turn the magma into stone.
-----
Delicious Seeds
Favorite Seeds,
exchange for item
with the exchanger.
Location: Treasure chest in Water Shrine
Use: Give to the Squirrel exchanger in GreenWood and you will be given
the Psycho Sword.
-----
Emblem C
If you collect 8 of
these, you will become
an expert at magic.
Location: Squirrel in Squirrel, the Exchanger's house in GreenWood
Use: When used with 7 other emblems, enables you to cast magic without
using GEMs.
-----
Shield Bracelet
Will reduce the amount
of damage received
from enemies by 1/2.
Location: Mole in a mole's hole underneath Woods of GreenWood
Use: When equipped reduces all damage received by the wearer by 50%.
-----
Medical Herb
Your HP will be
refilled if your life
meter reaches 0.
Location: Treasure chest in Underground Castle, west; Tool shop in Grass
Valley; Treasure chest in Leo's Paintings, Goat's enclosure in
Grass Valley; Treasure chest in Water Shrine; Treasure chest in
Fire Shrine; Theatre performers in Woods of GreenWood; Treasure
chest in Southerta; Treasure chest in Shore reef of Rockbird
Use: When your life becomes 0, this herb will restore you back to full
health before being used up. It will do this automatically if you
equip it.
-----
Strange Bottle
You will not lose any
GEMs should your life
meter reach
Location: On the floor in a small room in Water Shrine; Treasure chest in
Durean
Use: When equipped, if your life meter reaches 0 you will not lose any
of your GEMs.
-----
Brown Stone
World of Evil will
appear once you have
collected 6 of these.
Location: Village Chief in Grass Valley
Use: When used with five other stones, summons the World of Evil.
-----
Green Stone
World of Evil will
appear once you have
collected 6 of these.
Location: Guardian of the Woods in GreenWood
Use: When used with five other stones, summons the World of Evil.
-------------------------------------------------
E. Level Statistics
________________________________
| Level | HP | EXP Range |
|_______|______|_______________|
| 1 | 8 | 0 - 99 |
| 2 | 10 | 100 - 279 |
| 3 | 12 | 280 - 579 |
| 4 | 14 | 580 - 999 |
| 5 | 16 | 1000 - 1999 |
| 6 | 18 | 2000 - 3199 |
| 7 | 20 | 3200 - 4499 |
| 8 | 22 | 4500 - 5799 |
| 9 | 24 | 5800 - 7599 |
| 10 | 26 | 7600 - 9599 |
| 11 | 28 | 9600 - 12399 |
| 12 | 30 | 12400 - 14999 |
-------------------------------------------------
F. Bestiary
Name: Block of Doom
HP: 4
EXP: 3
Locations: Leo's Paintings
Description: A grey block with a blue eye in its centre.
Notes: They remain disguised as normal blocks until you get close. Once
they come out of disguise, simple sword strokes will finish them
off.
Name: Bonguard
HP: 4
EXP: 2
Locations: Underground Castle, west; Underground Castle, east
Description: A yellow-brown dog-like creature with red eyes and blue ears.
Notes: Shoots at you. So long as you keep out of being on a direct
horizontal or vertical line with them then you'll be OK.
Name: Bubble Fish
HP: 8
EXP: 20
Locations: Southerta; Shore reef of Rockbird; Durean
Description: A small purple fish with yellow fins.
Notes: Shoots bubble at you. This monster does not have a lair. It is
not defensively very strong and so can be killed easily.
Name: Butterfly
HP: 3
EXP: 6
Locations: Lostside, a marsh
Description: A yellow butterfly-like flying creature.
Notes: This monster can fly. It is produced by the Lotus Plant, and
although very weak, can be annoying enough to make you lose
concentration and lose health.
Name: Cherry Head
HP: 3
EXP: 1
Locations: Trial Room; Underground Castle, west; Underground Castle, east
Description: A hulking green giant with a purple mullet.
Notes: Very straightforward. Simply make sure that they do not all
attack at once, and you will have no problems.
Name: Clam
HP: 20
EXP: 24
Locations: Southerta; Shore reef of Rockbird; Durean
Description: A grey rock-like shell creature with a lit-up red interior.
Notes: Very high defensive values, meaning that it takes many hits to
kill. No special strategy needed though; just hit it until it
stops moving.
Name: Crab
HP: 15
EXP: 22
Locations: The Seabed of St. Elles
Description: An orange crab with a green spiked shell.
Notes: When cornered it will retreat into its shell and become
invincible (and stationary). Just run after it; it's not
particularly swift, and slash it a few times.
Name: Demon Statue
HP: 13
EXP: 12
Locations: Water Shrine
Description: A square statue in a brown colour with a head that is a slightly
lighter colour than the ones around it.
Notes: Disguises itself as a statue, and only moves when you touch it.
Keeps on materialising, followed by disappearing again, then
materialising and so on. Can shoot fireballs. To kill it, just
be patient and wait until it appears before attacking it.
Name: Dragon Bird
HP: 4
EXP: 3
Locations: Leo's Paintings
Description: Blue bird with large purple wings and black eyes.
Notes: Can fly. Moves in straight lines for set distances. Not hard to
kill at all.
Name: Fire Statue
HP: 50
EXP: 30
Locations: Tomb of a stone statue
Description: A golden coloured rounded statue with red banding and purple
eyes.
Notes: See Boss Strategies section.
Name: Fire Walker
HP: 12
EXP: 13
Locations: Fire Shrine; Light Shrine
Description: A flaming giant made entirely of fire.
Notes: Can shoot fireballs at you. These monsters move at about average
speed, and require no particularly special strategy to defeat.
Name: Gepper
HP: 5
EXP: 2
Locations: Underground Castle, west; Underground Castle, east
Description: A fire burning on a nine-legged base.
Notes: Doesn't have a lair. Shoots fire at you. It's main weak point is
that it cannot move, and so can be killed at your leisure.
Name: Ghost
HP: 8
EXP: 14
Locations: Fire Shrine; Light Shrine
Description: A skull-shaped ghost-like white floating creature.
Notes: Can float through walls and across lava and other impassable
places. Is quite slow and straightforward to kill.
Name: Gorrillia
HP: 12
EXP: 23
Locations: Southerta; Shore reef of Rockbird; Durean
Description: A blue-snouted brown gorilla-like creature with blue feet.
Notes: This monster can throw rocks at you, but is fairly underwhelming
in every other sense. An easy kill if the area is clear of
obstructions or obstacles.
Name: Jelly Fish
HP: 10
EXP: 25
Locations: The Seabed of St. Elles
Description: A cream-coloured jellyfish with huge black eyes and pink
tentacles.
Notes: The major thing to watch out for with this monster is its speed.
As long as you keep out of a direct horizontal or vertical line
of sight with it, you will be able to attack it comfortably, but
if you do line up, it will charge you. Be prepared to dodge
an attack.
Name: Lightning Statue
HP: 50
EXP: 30
Locations: Tomb of a stone statue
Description: A golden coloured rounded statue with yellow banding and purple
eyes.
Notes: See Boss Strategies section.
Name: Lizard Man
HP: 12
EXP: 12
Locations: Fire Shrine; Light Shrine
Description: A giant turquoise lizard with yellow clothing.
Notes: Aside from being strong, these lizards have nothing to make them
stand out - they're slow and cannot shoot. Easy targets!
Name: Lizard Man +
HP: 15
EXP: 15
Locations: Fire Shrine; Light Shrine
Description: A giant turquoise lizard with yellow clothing that occasionally
turns invisible.
Notes: These enemies are just like the standard lizard men above, but
they can turn invisible for short periods.
Name: Lotus Plant
HP: 3
EXP: 6
Locations: Lostside, a marsh
Description: A large pink-petalled flower with a yellow centre and green
leaves.
Notes: Cannot move. This monster produces Butterflies, but does not
attack you directly.
Name: Metal Gorrillia
HP:
EXP:
Locations: Durean
Description: A yellow-snouted grey gorilla-like creature with yellow feet.
Notes: This monster can throw rocks at you, and is not affected by
anything FNSH
Name: Monster in the paintings
HP: 50
EXP: 50
Locations: Monster in the paintings
Description: A hulking pink creature with spiked hair and a suit of shining
blue armour.
Notes: See Boss Strategies section.
Name: Mudpit
HP: 12
EXP: 11
Locations: Lostside, a marsh; Water Shrine
Description: A yellow-brown pile of sludge with red eyes.
Notes: Just hit them with your sword. They're easy!
Name: Palm Tree
HP: 10
EXP: 22
Locations: Southerta; Shore reef of Rockbird
Description: A green-leafed palm tree with a brown trunk.
Notes: Shoot coconuts. Very easy to kill, and very good HP to EXP
ratio. Not a hard target at all.
Name: Pineapple Plant
HP: 3
EXP: 1
Locations: Underground Castle, west; Underground Castle, east
Description: A pineapple-like creature with green legs and a green leafy top.
Notes: Again, very easy to kill. Just hit them with your sword.
Name: Sea Horse
HP: 8
EXP: 21
Locations: The Seabed of St. Elles
Description: A yellow seahorse with a blue crest and orange ears.
Notes: Very weak and does not have any good attacks. Every level has
its cannon fodder - these are they...
Name: Sea Urchin
HP: 36
EXP: 20
Locations: The Seabed of St. Elles
Description: A purple anemone-like urchin with pink-tipped spikes.
Notes: Does not have a lair. This creature may not seem to be too much
of a smart option to fight when the HP:EXP ratio is looked at,
but take into account its sluggishness and lack of interesting
attacks and this beast becomes more easy to defeat.
Name: Shaber
HP: 10
EXP: 10
Locations: Lostside, a marsh; Water Shrine
Description: A turquoise dinosaur-like lizard with a yellow crest.
Notes: This monster does not have a lair. It shoots fire at you, but if
you stay calm and just dodge, and hit it from the side, then it
is easily defeated.
Name: Shrubber
HP: 6
EXP: 12
Locations: Lostside, a marsh; Water Shrine
Description: A walking hedge with concealed red eyes.
Notes: Extends a vine to try to take damage off you. Has a great HP to
EXP gained ratio, and is usually a one hit kill. It's getting
the hit that's hard.
Name: Spear Guy
HP: 9
EXP: 5
Locations: Leo's Paintings
Description: A yellow-brown figure with turquoise clothes and a red-handled
spear.
Notes: These guys have a fair amount of HP, but they're not overly
difficult. They throw spears at you, but they're easy to dodge.
Name: Sting Ray
HP: 10
EXP: 30
Locations: The Seabed of St. Elles
Description: A flat beige manta ray-like creature with red eyes.
Notes: Shoots big blue balls of energy. Avoid these and these monsters
are easy kills.
Name: Stone Fire Pot
HP: 9
EXP: 4
Locations: Leo's Paintings
Description: A blazing fire in a turquoise pot with red eyes.
Notes: Cannot move. This enemy can only shoot in straight lines, either
horizontally or vertically, and thus the trick to killing it is
to keep out of its line of shot. Don't hurry yourself, if you
take your time these can be beaten easily enough.
Name: Tropical Hawk
HP: 21
EXP: 28
Locations: Southerta; Shore reef of Rockbird; Durean
Description: A brightly coloured orange-winged yellow-feathered bird of prey.
Notes: Can fly. This monster has one of the highest HP values of any
of the normal monsters previously encountered, but its small
lair size means that this bird is very much manageable.
Name: Water Slime
HP: 3
EXP: 1
Locations: Underground Castle, west; Underground Castle, east
Description: A shiny blue ball that slightly alters its shape constantly.
Notes: Doesn't have a lair. A simple series of sword strikes will
despatch it.
Name: Water Statue
HP: 50
EXP: 30
Locations: Tomb of a stone statue
Description: A golden coloured rounded statue with blue banding and purple
eyes.
Notes: See Boss Strategies section.
Name: Zip Fly
HP: 3
EXP: 1
Locations: Underground Castle, west; Underground Castle, east
Description: Green ball-like creature with raised white wings.
Notes: Can fly over walls. Is still very simple to kill though; treat
it as you would any other enemy.
-------------------------------------------------
G. Souls
Name: Soul of Magician
Location: Joins you in the Trial Room after you release him from the lair of
Cherry Heads.
Use: Enables the casting of magic.
-----
Name: Soul of Light
Location: Joins you after you speak to a mole in a mole's hole underneath
GreenWood.
Use: Lights up dark places.
-----
Name: Soul of Shield
Location: Joins you after you speak to an angelfish in The Seabed Sanctuary.
Use: Prevents the falling lava in Durean from damaging you.
-------------------------------------------------
H. Magic
Flame Ball
Necessary GEM : 4
Shoots a fireball in
one direction.
Location: Given to you by the Soul of Magician after you set him free in the
Trial Room.
Effect: Fires a fireball, in the direction you are facing, from the
location of the Soul of Magician sprite that circles you.
-----
Light Arrow
Necessary GEM : 8
Shoots "light" arrows
in all directions.
Location: Given to you by a fairy inside a jewel in the Fire Shrine.
Effect: Fires beams of light in four directions - up, down, left, and
right.
-------------------------------------------------
I. Boss Strategies
_______________________________________________________
+ BOSS FIGHT: Monster in the paintings +++ HP: 50 +++++
_______________________________________________________
Strategy: While on the floor at the bottom, move to
under either the left or right conveyor.
Just as the boss becomes level with you,
but before he begins to fire, run back to
the centre of the room and up the conveyor
that is pushing you down. You should reach
the top as the boss is coming back level
with the centre conveyor - hit the boss
with your sword now, and run back down the
conveyor. This works because the movement
of the conveyor is working with you in
helping you to escape the boss's attacks.
Repeat this process fifty times and the
boss will be defeated. This may take a long
time, but it will mean you will hardly lose
any health during the course of the battle.
Experience: 50 EXP
Location: At the end of the Leo's Paintings sequence
this boss will appear. His defeat signals
the end of the Grass Valley section.
_______________________________________________________
-----
_______________________________________________________
+ BOSS FIGHT: Lightning Statue +++++++++ HP: 50 +++++
_______________________________________________________
Strategy: As the easiest of the three statues,
Lightning is still no walk in the park, and
much harder than Monster in the paintings.
Approach his block to the left of the room.
As he wakes, stand to the bottom-right of
him and face left while you use your sword
for maximum damage. He will then move right
to a new position. Move to a spot just
to the bottom-left of him and face up,
while using your sword again. He will then
travel down. Use the same tactics of
keeping him in front and right of you where
your sword is most powerful, while staying
out of the way of his lightning bolts by
being diagonally lined up with him. Repeat
as he moves around in square patterns until
you have taken 50 HP from him.
Experience: 30 EXP
Location: At the end of the Light Shrine this boss
appears when the left statue is approached.
His defeat allows the battle with the Water
Statue to commence.
_______________________________________________________
-----
_______________________________________________________
+ BOSS FIGHT: Water Statue +++++++++++++ HP: 50 +++++
_______________________________________________________
Strategy: I wrote down a huge strategy for this guy,
and then found out the cheapest way ever to
defeat him! You won't lose any health in
this battle. Normally, he's an extremely
hard opponent to beat. However, you can
beat him easily. Once you've woken him up,
stand at the position two and a half tiles
right of the red tile in between the Water
and Fire statues, and one tile down. Now
face up, and hold either L or R. Watch as
he impales himself on your sword without
you suffering a scratch!
Experience: 30 EXP
Location: At the end of the Light Shrine, after the
battle with the Lightning Statue, this
monster can be killed. His defeat allows
the battle with the Fire Statue to
commence.
_______________________________________________________
-----
_______________________________________________________
+ BOSS FIGHT: Fire Statue ++++++++++++++ HP: 50 +++++
_______________________________________________________
Strategy: Usually this boss would, like the last was
supposed to be, be incredibly hard.
However, there is a weakness in this boss
that means you can kill him without even
losing any health. Approach his statue, and
it will become animated. When it starts
zooming around the room, go and stand on
any of the two tiles to the right of the
block the boss used to be on. Stand facing
upwards, and watch as the boss travels
around you in a set pattern, but cannot get
to you because of the block you are
standing next to. Don't move from here, but
instead just swing your sword and wait
until the boss dies.
Experience: 30 EXP
Location: At the end of the Light Shrine, after the
battle with the Water Statue, this monster
can be killed. His defeat signals the end
of the GreenWood section.
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J. Game Information
Name: EU/NA: Soul Blazer
JP: Soul Blader
Genre: Role playing game
Mode: Single Player
Release Date: EU: 27th January 1994
JP: 31st January 1992
NA: 1992
Rating: None
Platforms: EU/NA: Super Nintendo Entertainment System
JP: Super Famicom
Developer: Quintet
Publisher: Enix
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