Solatorobo: Red the Hunter Walkthrough (AU, EU, US) by Folgrimeo v1.3 [Note: There are spoilers throughout this guide, especially in the Walkthrough section (like what will happen in a quest or the answers to quiz questions).] TABLE OF CONTENTS [01] Version History [02] What This Guide Doesn't Cover [03] Chapter List [04] Where Do I Go? [05] Photo Guide [06] Walkthrough [W.00] Prologue - Initial Emergence [W.01] Chapter One - Contract with You [W.02] Chapter Two - Raid of the Kurvaz! [W.03] Chapter Three - The Paladin Clan [W.04] Chapter Four - Elh's Phobia [W.05] Chapter Five - A Pair of Prisoners [W.06] Chapter Six - An Alluring Trap [W.07] Chapter Seven - The Door... Opens [W.08] Chapter Eight - Holy Quarter of Betrayal [W.09] Chapter Nine - Hero, and Fool [W.10] Final Chapter - Final Solution [W.11] Part Two Chapter One - Rondo of Black and White [W.12] Part Two Chapter Two - Fragments of Time [W.13] Part Two Chapter Three - Like Mother and Child [W.14] Part Two Chapter Four - Aiming for Earth [W.15] Part Two Chapter Five - Friends [W.16] Part Two Chapter Six - Messenger from Earth [W.17] Part Two Chapter Seven - Guardians of the Stars [W.18] Part Two Chapter Eight - A Call of Fangs [W.19] Part Two Chapter Nine - Silence of the Dragons [W.20] Part Two Final Chapter - He Who Laughs Last [W.21] Post-Game Quests [08] Q&A [09] Music List [10] Theater Video List [11] Library Entries [12] Credits [13] Legal Stuff [14] Contact ==================== [01] Version History ==================== May 16, 2012: v1.3 - Updated with a missing quest ("New Challenger") and the last pieces of music, plus a couple other minor changes. As there's nothing else on the Incomplete list, that section has been removed. Feb 11, 2012: v1.2 - Updated the Credits section to include other sites authorized to use this walkthrough, added the version number near the top of the document, added info on "Fisherman's Food" for how to get the best result. Feb 10, 2012: v1.1 - Added some info on the final quest "A Request for Red", added when Iggy will give you extra music to the Music List, updated the Credits section, made several edits to the question about how to unlock the Library entries (in particular, the Races advice was wrong before, now it's correct), added a question about the door above the Souvenirs shop in Airedale, revised the conditions for getting the "Race Queen" photo, and a few small edits within the walkthrough. Feb 7, 2012: v1.0 - First version of this document. ================================== [02] What This Guide Doesn't Cover ================================== - Listing of parts or a parts guide (there's a separate FAQ for that). - The different Dahak types. - Where the hidden rings, P Crystals, or music points are. - When the music and videos are available to buy. I believe they open up as you complete quests. - How to beat enemies or bosses (in some cases). - What parts you unlock in races. - Info on stuff only accessible in a New Game+. ================= [03] Chapter List ================= These are the different chapters in the game and how to get to them. Prologue - Initial Emergence == First chapter you play, occurs on the Hindenburg. Chapter One - Contract with You == Complete your work at the Hindenburg at the beginning of the game. Chapter Two - Raid of the Kurvaz! == Complete Airedale "Storage Cleaning" (rank 2), then go to Spinon. Chapter Three - The Paladin Clan == Complete Spinon "Friend's Lost Treasure" (rank 2), then go to Davren Islands. Chapter Four - Elh's Phobia == Complete the thing at Davren Islands (forced on you from Chapter Three), then go to Vizsla. Elh's phobia is bugs, by the way. Chapter Five - A Pair of Prisoners == Complete Vizsla "Broken Bug Flute" and "Scarabee Problem" (rank 4), and retrieve shells from the Vizsla caves, then go to Shetland. Chapter Six - An Alluring Trap == Complete the thing at Shetland (forced on you from Chapter Five), then go to the Royal Envy. Chapter Seven - The Door... Opens == Complete the thing at the Royal Envy (forced on you from Chapter Six), then go to Basset. Chapter Eight - Holy Quarter of Betrayal == Complete Basset "Hermit Crab Hunting" (rank 5) and defeat Captain Grumpf there, then go to Samoyede. Chapter Nine - Hero, and Fool == Complete Samoyede "White Flower Bouquet" and finish the other stuff there, then go to the Golden Roar. Final Chapter [Chapter Ten] - Final Solution == Complete the task at the Golden Roar from Chapter Nine, then go to Lares. This is not the final chapter, it's just the last one of Part One. Part Two Chapter One - Rondo of Black and White == Complete Lares (thus ending Part 1), then go to Pharaoh. Part Two Chapter Two - Fragments of Time == Complete Pharaoh "Machinery Repairs" and "Freight Inspection" (ranks 5 and 6 respectively), then go to the Golden Roar. Part Two Chapter Three - Like Mother and Child == Complete Golden Roar "Simulation Lv. 3", then go to Basset. Part Two Chapter Four - Aiming for Earth == Complete stuff at Basset from Part Two Chapter Three, then go to Mau. Part Two Chapter Five - Friends == Complete Mau "Message Delivery" (rank 6) and get the first piece of the Divine Flute there, then go to Vizsla. Part Two Chapter Six - Messenger from Earth == Complete Vizsla "Scarabee Problem Again" (rank 7) and get the second piece of the Divine Flute there, then go to Sealyham. Part Two Chapter Seven - Guardians of the Stars == Complete Sealyham "Fish Tank Fishing" (rank 8) and get the last piece of the Divine Flute there, then go to Earth. Part Two Chapter Eight - A Call of Fangs == Complete Earth, then go to Pharaoh. Part Two Chapter Nine - Silence of the Dragons == Complete Pharaoh "Bomb Retrieval" (rank 8) and deal with Nero and Blanck, then go to Lemures. Part Two Final Chapter - He Who Laughs Last == Complete Lemures, then go to Tartaros. =================== [04] Where Do I Go? =================== Did you complete a quest but there's no "Next" on the map screen? You probably saw the "Quest Cleared" message and thought you could hop back onto the Asmodeus, but you were expected to do something more. Look in this list for the quest you just completed, and it'll provide a hint for what to do next. == Airedale "Battle Rehearsal" Go back to the Quest Broker, she has another quest for you. == Airedale "Storage Cleaning" Airedale's under attack. From the Residential Area where you took on the quest, head north up the stairs. == Spinon "Friend's Lost Treasure" Elh wants you to find some underground shrine. Hop onto the gondola north of the cafe and sail across, then talk to the guard to open the water gate. This will provide access to the sewers via the Canal Entrance. == Vizsla "Broken Bug Flute" Finish the "Scarabee Problem" quest as well. Once they're both done, head into the east caves and do what you have to to ride the Ladyshroom. You're searching for shells to give to Diamundo. == Vizsla "Scarabee Problem" Finish the "Broken Bug Flute" quest as well. Once they're both done, head into the east caves and do what you have to to ride the Ladyshroom. You're searching for shells to give to Diamundo. == Basset "Hermit Crab Hunting" Go up to the orphanage. There's a couple kids and Director Fraisier you'll want to talk to. == Samoyede "White Flower Bouquet" From the port, head north. You'll be going through the north forest now. == Pharaoh "Machinery Repairs" Finish the "Freight Inspection" quest as well. == Pharaoh "Freight Inspection" Finish the "Machinery Repairs" quest as well. == Golden Roar "Test Simulation" Merveille's got another quest for you. == Golden Roar "Simulation Lv. 1" Merveille's got another quest for you. == Golden Roar "Simulation Lv. 2" Merveille's got another quest for you. == Golden Roar "Simulation Lv. 3" Go to Basset and pay a visit to Director Fraisier. == Mau "Message Delivery" You were given a Talisman, show it to Ozir. == Vizsla "Scarabee Problem Again" Head into the west caves by going into the Village Chief's house and going down the stairs near the back. You'll be gathering some help to keep going further into the cave. == Sealyham "Fish Tank Fishing" Talk to Kouglof again and he'll take you to a place where you can fly to the whirlzone. == Pharaoh "Rescue from Rubble" The Quest Broker has another quest for you. == Pharaoh "Bomb Retrieval" You'll have to fight Nero and Blanck again. ================ [05] Photo Guide ================ I'm aware that even with naming the rooms that these cats are in, it's nearly impossible to find some of them (since the game uses the same name for multiple rooms), so I've provided extra help. TL = top-left, TR = top-right, BL = bottom-left, BR = bottom-right HOW'RE THINGS? (Quest photo) == TL: Airedale, East Shipyard, in a box. == TR: Airedale, Inside Warehouse, in a box. == BL: Airedale, Inside Warehouse, in a barrel. == BR: Airedale, Inside Warehouse, in a barrel. READY TO GO? == TL: Spinon, Bridge, running around. Head north from Port and you're there. == TR: Spinon, Viaduct, running around. Go to that open area where you drained the water (the one with the green crate in it), to the left of the Flooded Hall. Turns out there's another room left of here. Grab that crate and put it next to the southwest raised platform. If you hop up there, you'll see there's a gate you can open. Go through there. In this new room, go down the stairs and you'll see the two cats. == BL: Spinon, Viaduct, running around. Go to that open area where you drained the water (the one with the green crate in it), to the left of the Flooded Hall. Turns out there's another room left of here. Grab that crate and put it next to the southwest raised platform. If you hop up there, you'll see there's a gate you can open. Go through there. In this new room, go down the stairs and you'll see the two cats. == BR: Vizsla, Cave, in a barrel. First room of the east caves. DUEL TOURNAMENT == TL: Airedale, Residential Area, in a box. From the Port, go to the right, then take the stairs on the left. Keep going up the stairs. You'll arrive at the place you went to when you were taking care of the Shades (when Airedale was under attack before Elh started the contract with you). == TR: Airedale, Residential Area, in a barrel. From the Port, go to the right, then take the stairs on the left. Keep going up the stairs. You'll arrive at the place you went to when you were taking care of the Shades (when Airedale was under attack before Elh started the contract with you). == BL: Spinon, Cistern Block, running around. Enter the sewers via Port (to the right of the manhole) so you end up at Stairs, then go down a couple flights and go into the room north. == BR: Spinon, Cistern Block, running around. Enter the sewers via Port (to the right of the manhole) so you end up at Stairs, then go down a couple flights and go into the room north. STAR DOGS CAFE == TL: Spinon, Cistern Block, running around. Enter the sewers via Port (to the right of the manhole) so you end up at Stairs, then go down a couple flights and go into the room north. == TR: Vizsla, Lower Honey Pond, in a box. In the east caves, keep going north (you'll be in Lower Honey Pond). You'll see a bridge above you. You can actually jump up there. Jump onto the bridge and follow the path. == BL: Shetland, Entrance Bay, in a box. Go past the Quest Broker, past Pickaxe Street, take a left at the Mayor's House, and go to the end of the Western Mine. == BR: Vizsla, Lower Honey Pond, in a box. In the east caves, keep going north (you'll be in Lower Honey Pond). You'll see a bridge above you. You can actually jump up there. Jump onto the bridge and follow the path. ORPHANAGE SCRAWL == TL: Samoyede, Sleeping Forest, in a box. Go into the north forest. Keep going until you reach the idol on the first pedestal. Go into the room on the left. == TR: Mau, Training Area, running around. Go to The Totem, take a left, go left into a Training Area, follow the path to the right, keep on going until you see Steven, go past him to the Windy Bridge, exit on the bottom right bridge to another Windy Bridge, then exit via the high bridge on the right to yet another Training Area. Drop to the lower level and look around there. == BL: Mau, Training Area, running around. Go to The Totem, take a left, go left into a Training Area, follow the path to the right, keep on going until you see Steven, go past him to the Windy Bridge, exit on the bottom right bridge to another Windy Bridge, then exit via the high bridge on the right to yet another Training Area. Drop to the lower level and look around there. == BR: Basset, Abandoned Ship, in a barrel. Go into the east abandoned ship (room to the right of the Port), get near the entrance to the next room then go down to the lower level. It's in a nearby barrel. THE THREE KURVAZ == TL: Shetland, Cavern, in a barrel. Get to the Loading Bay, which you access by going into the Western Mine (past the Mayor's House), taking the elevator down, and going to the right. From the Loading Bay, head north and to the left to find a small room with a drill. Take that drill out of there and head right a little, then north and drill through the rocks. Go through that Cavern and toss those boxes aside to find the barrel with the cat. == TR: Shetland, Entrance Bay, in a box. Go past the Quest Broker, past Pickaxe Street, take a left at the Mayor's House, and go to the end of the Western Mine. == BL: Samoyede, Forest Entrance, in a barrel. Enter the east forest, and the barrel will be in plain sight. == BR: Samoyede, Sleeping Forest, in a box. Go into the north forest. Keep going until you reach the idol on the first pedestal. Go into the room on your left. JOY RIDE == TL: Pharaoh, Inspection Bldg., in a box. Go to the Main Terminal, then the room on the right, then up the stairs into the blue train. You'll be taken to the Inspection Building. Go down the stairs until you see a green train. There's a box to the left of the train with the cat inside. == TR: Pharaoh, Freight Tr. Car4, in a barrel. Go to the Main Terminal, then the room on the right, then up the stairs into the blue train. You'll be taken to the Inspection Building. Go down the stairs until you see a green train. Inside it, keep going to the right until you reach Car4. The barrel's on the bottom floor next to the ladder. == BL: Pharaoh, Inspection Bldg., in a box. Go to the Main Terminal, then the room on the right, then up the stairs into the blue train. You'll be taken to the Inspection Building. Go down the stairs until you see a green train. There's a box to the right of the train with the cat inside. == BR: Pharaoh, Fashion Street, running around. From the Main Terminal, go up the stairs to Sparkle Park, then go to the room on the right. BELUGA THE GALE == TL: Pharaoh, Freight Tr. Car5, in a barrel. Go to the Main Terminal, then the room on the right, then up the stairs into the blue train. You'll be taken to the Inspection Building. Go down the stairs until you see a green train. Inside it, keep going to the right until you reach Car5. The barrel's right there next to the entrance. == TR: Pharaoh, Platform, in a box. Go to the Main Terminal, then the room on the right, then up the stairs into the blue train. You'll be taken to Boslon Station. Go up the stairs, keep going until you're in the Catwalk. Head down the stairs, then go off to the right when you have the chance (before the ladder). A green crate will most likely be next to the doorway there. Take it with you through that doorway. Put the green crate on the button to open the gate, you'll see the boxes behind it. == BL: Pharaoh, Platform, in a box. Go to the Main Terminal, then the room on the right, then up the stairs into the blue train. You'll be taken to Boslon Station. Go up the stairs, keep going until you're in the Catwalk. Head down the stairs, then go off to the right when you have the chance (before the ladder). A green crate will most likely be next to the doorway there. Take it with you through that doorway. Put the green crate on the button to open the gate, you'll see the boxes behind it. == BR: Vizsla, Cave, in a barrel. Go into the west caves (go into the Chief's House and down the stairs in the back). In the third room you'll come across a save point. Notice the bridge thing nearby, and a path going north from it. Follow the path north into another room. At the top of the walkway, you'll find the cat in the lower-left barrel. BLACK AND WHITE == TL: Basset, Abandoned Ship, in a barrel. Go into the east Abandoned Ship (to the right of the Port). Keep going through there. Instead of using the crate to jump up onto a platform above you, continue to the right and go through the doorway instead. Go through there. You should recognize the area with the lake at the bottom. You took a ladder down into the lake. Well, go left past that ladder, then look near the back. There's a bolt there waiting to be yanked out. Do that and cross, it'll take you to the other side of the lake. See, last time you were here you weren't on your robot, and now you are. Continue through the doorway, continue northeast, then a little northwest. You'll see a bolt in the back (it was teasing you). Yank that out and cross. Drop off to the south once you're at the end. There's a green crate (to help you get back onto the pipe) and the barrel you're looking for. == TR: Mau, Ruins Entrance, running around. Go to The Totem, take a right to the Giant Statue where Ozir is, go past him to the Ruins, then follow the path to the Ruins Entrance. Drop to the lower level and look around there for the cat. == BL: Mau, Training Area, running around. Go to The Totem, take a left, go left into a Training Area, follow the path to the right, keep on going until you see Steven, head north to Headwind Bridge, get across that to get to another Training Area, now just drop to the lower level and walk along there until you see the cat. == BR: Basset, Abandoned Ship, in a barrel. Go into the east abandoned ship (room to the right of the Port), get near the entrance to the next room then go down to the lower level. Go all the way to the left and you'll find the barrel. CATS RAMPAGE == TL: Vizsla, Cave, in a barrel. Go into the west caves (go into the Chief's House and down the stairs in the back). In the third room you'll come across a save point. Notice the bridge thing nearby, and a path going north from it. Follow the path north into another room. At the top of the walkway, you'll find the cat in the upper-right barrel. == TR: Sealyham, Fish Tank Path, running around. == BL: Sealyham, Fish Tank Access, in a barrel. It's the area with the elevator, so go north of where Kouglof is. Walk all the way to the left on the top floor (ignore the stairs and keep going). == BR: Sealyham, Fish Tank Access, in a barrel. It's the area with the elevator, so go north of where Kouglof is. Walk all the way to the left on the top floor (ignore the stairs and keep going). SUNBATHING == TL: Pharaoh, East Exit, in a barrel. From the Main Terminal, go to the room on the right, then up the stairs. You'll see the barrel to the right of the blue train. == TR: Samoyede, Sleeping Forest, in a box. Go into the north forest. Go past the idol on the first pedestal (but before the second and third pedestals). Go to the room on the right. And then to the right of that. You previously grabbed an idol from here. Instead, go all the way up the stairs and into the room on the left. == BL: Basset, Path to Fishing, in a barrel. Go into the west abandoned ship (go to Path to Fishing where Collie is, then go up and to the left). Go through that whole section. Instead of taking the final door (the one that led to a fishing spot, which you won't be able to take on subsequent visits anyway), take a left to find a small area with a couple boxes and a barrel. == BR: Basset, Port, running around. Right there on the left when you arrive. SECRET OF CATS (Quest photo) Finish Pharaoh "Recover the Transport!". RACE QUEEN (Quest photo) Complete Pharaoh "Air GP Pharaoh Cup" (downloadable quest) in first place and under 4 min 30 sec. KURVAZ AT REST (Barry photo) You get this once you complete 6 photos (including quest photos), which is 50%, and talk to Barry. DISASTER SITE (Barry photo) You get this once you complete 9 photos (including quest photos but not Barry photos), which is 75%, and talk to Barry. GUARDIAN'S BLOOD (Barry photo) You get this once you complete 12 photos (including quest photos but not Barry photos), which is 100%, and talk to Barry. ================ [06] Walkthrough ================ This walkthrough is divided by each chapter. Each chapter has the quests that occur at some point in it, sorted alphabetically. Each quest also has a number associated with it. In general it's the order that the quests open up, so smaller numbers mean it will become available sooner. I just use them as quick identifiers. If a quest number is S??, that means it's a downloadable quest in the European or Australian version. Each quest will also have either a walkthrough or tips to complete it which will be [in brackets like this]. The quest format is: ID. Name Of The Quest (Number of Quest Points, may be REPEATABLE, might be a DOWNLOADABLE QUEST) [Location of Quest] Description of the quest when you ask the Quest Broker about it Rank Required: Number {if the story progresses after this, then ADVANCES STORY} Reward: Number of Rings you'll get on successful completion [criteria for unlocking this quest] [walkthrough or tips for completing this quest] =================================== [W.00] Prologue - Initial Emergence =================================== HINDENBURG [When you're in the room where you raise an elevator, cross it and then go north and to the right. Go through the door there. You'll see a hidden object indicated by sparkles, I think it gives you money. When you're on foot and have to stun the enemy to pass it... well, yes, it's a good idea, but the enemy may still block your way. Stun it if you want, but then jump over it. In the first room with a button, there's a crate you can drop on it. In the second room with a button, step onto the button and then hop off to leave your robot there, then walk through the opened gate on foot] ====================================== [W.01] Chapter One - Contract with You ====================================== 01. Battle Rehearsal (3 Quest Points) [Airedale] I need someone to give my custom robot a full-on battle test! Anyone who thinks they can fight, come on! I'm waiting at the Parts Store! -- Suzette Rank Required: 1 {ADVANCES STORY} Reward: 500 Rings [available at beginning] [Wait for your opponent to attack, dodge and move around behind your opponent, then pick it up and throw it. Keep repeating this. Picking up from behind is much easier and less risky than from the front.] 02. All Fighters Welcome! (4 Quest Points) [Airedale] My name is Quentin and I'm a fight promoter. I'm always looking for new fighters for the Duel Ship! If you think you have what it takes, come to the Port. Reward: 800 Rings [opens up after 01] [Takes you to the Duel Ship. This is the Duel Ship Rookie Tournament. Round one is against that Worker guy that Suzette is friends with. Cyan and Princess Theria take notice of Red's skill after the first round. Round two is against a former Kurvaz soldier. Only mid-air combo attacks will work against it, which means after you pick up the robot, you must jump and catch the robot in mid-air and then throw it. Final round is against the Captain of the Clapper Sky Pirates Attack Squad. You have to grab it from behind in order to throw it.] 03. Photograph Retrieval (3 Quest Points) [Airedale] Someone has stolen a series of precious photos from my house... I need to get them back! I'm waiting at View Park! -- Barry Reward: 350 Rings [opens up after 01] [Once you find Barry, go to the right, then right again, then north, and finally up the long flight of stairs.] 04. Storage Cleaning (1 Quest Point) [Airedale] I need someone to tidy up the mess in my warehouse. I'm in the Residential Area in the East Ward. -- Merchant Rank Required: 2 {ADVANCES STORY} Reward: 400 Rings [opens up after 01] [After you finish this quest, you'll have to take on a boss to the north.] 05. Collecting Tunes (5 Quest Points) [Airedale] Augh! I've run out of sounds! I need someone to collect more for me. I'm in the studio on the second floor of the China Store. -- Iggy Reward: 400 Rings [opens up after 04] [All tunes in this game will either come from trumpet-like flowers or from pianos. First one is in that field where Barry was, second one is in the blue house a short distance from there. Once you get both tunes, return to Iggy who's in the Souvenirs shop on the second floor.] 06. Pest Extermination (2 Quest Points) [Airedale] I've got a problem with an insect infestation in the warehouse! Can someone help me get rid of them? I'm in the Residential Area in the East Ward. -- Merchant Reward: 600 Rings [opens up after 04] [This will be one of many quests where the task seems simple, then you'll fight a bunch of enemies or a boss (boss bug in this case) at the end of it. Don't let your guard down, assume that any quest could have a battle associated with it.] 07. Container Arrangement (1 Quest Point) [Airedale] My robot has broken down, so I need someone to clear up the containers scattered in the Loading Dock. Please come to the East Ward... -- Alman Reward: 400 Rings [opens up after 04] [So how do you get the crates on the top levels down to the bottom? You have to get off your robot, go up there, and use your Stungun. Keep using the Stungun on a crate, gradually moving it to the left until it falls down. To get behind a crate that's next to a guardrail, get next to the guardrail yourself and use the Stungun on the crate. Might have to stun it away from the rail (try moving diagonally), but the crate will gradually move away from the rail, allowing you to get behind it. The crates will not crush you or Dahak, so don't worry about that. Like with other crate quests, they don't have to be on the square targets perfectly - put them on diagonally or partially if you want to.] 08. Warrior's Strength (Nothing, REPEATABLE) [Duel Ship] One will fight many in this exhibition match! The crowd loves to see a bold Hunter fighting the odds! Reward: 800 Rings [opens up after 02] [Round one is against The Terrible Trio. Round two is against The Clapper Combination. Final round is against the Haulage Brothers.] ======================================== [W.02] Chapter Two - Raid of the Kurvaz! ======================================== 09. Friend's Lost Treasure (1 Quest Point) [Spinon] Please help me find a lost item! Please! -- Frito Rank Required: 2 {ADVANCES STORY} Reward: 5 Rings [opens up after going to Spinon for the first time] [This is one of only a couple quests where you'll visit the old sewers (the one with the Old Viaduct and the mice). There's no photo pieces here, so don't worry about losing anything. Tap A rapidly to open the gates between each room. The boss mouse is in a room on the right. You can throw the small mice at it to damage it if you want. After you finish the boss in the Canal Junction, don't forget about the room north, there's a chest there with 2 P Crystals. Your exit out of the sewers is the gate to the right of Canal Junction. You're not done yet. Elh wants you to go to some underground shrine. You'll find a gondola north of the cafe, get off your robot and press A next to the gondola to sail across. Talk to the guard on the other side to open the water gate, which lowers the water. Go back, remember to jump back onto your robot, and head for Canal Entrance. You'll end up at 1st Viaduct, which will be one of two entrances to the sewers that you'll revisit a lot from now on. So go ahead and complete the sewers as normal (no I don't know what's up with that valve in the Flooded Hall). The boss at the end will be Calua. Throw the bullets back at him. He'll drop a gun, you can use that gun to fire more bullets at him which do heavy damage.] 10. Fan Day (3 Quest Rings) [Duel Ship] To show your gratitude to those who rooted for you in those tough times, you will be giving some Duel Tips to those special fans who also want to be a Hunter! Reward: 1200 Rings [opens up after 09] [You won't be giving out duel tips, but you will be put under round constraints (this and several other Duel Ship matches will have constraints, so get used to it). This can make some matches really difficult, so don't say I didn't warn you. No constraint on the first round, just pick up the mice and throw them (they're like small bugs). Second round wants you to win within 3 minutes against a few medium-sized bugs. Final round wants you to win in 1 minute against a few mice (the ones you fought in the old sewers of Spinon). Make sure you throw the enemies into the others! If you need help beating the rounds in time, try increasing your Hydraulics.] 11. Pamphlet Delivery (2 Quest Points) [Spinon] I'm running a disaster prevention campaign! I need help giving out pamphlets. I'm waiting on the Bridge! -- Mamoru Reward: 500 Rings [opens up after 09] [You need to hand a pamphlet to everyone in town except for Mamoru and Flo. Here's where they are: Port - Smart Girl and Fat Man (2 people) Bridge - Smart Woman (1 person) Averse Street [where Flo is] - Cheerful Woman and Cool Youth (2 people) Cafe - Frank Youth (1 person) Gondola Rides - Fat Woman (1 person) Water Gate [ride the gondola across the lake] - Guard (1 person) Canal Entrance - Cheerful Boy (1 person) Once you're done, Red will say they've all been handed out. Talk to Mamoru again to end the quest.] 12. Waterway Wipeout (1 Quest Point) [Spinon] There's rubbish collecting in the waterways, and it's polluting the canal water. We need someone to clean it up! Come to the Water Gate. -- Guard Reward: 600 Rings [opens up after 09] [First step is to drain the water in the sewers. Do the same thing you did in the Friend's Lost Treasure quest. Get back onto your robot near the entrance, and carry the trash can with you as you throw trash into it. There's the room you're in plus the room to the left. No gates to worry about this time. If you haven't already, make use of the crate so you can use your robot to hop up onto the ledges and get the goodies there.] ======================================= [W.03] Chapter Three - The Paladin Clan ======================================= DAVREN ISLANDS [Welcome to a 3D world! All flying quests will be done in a 3D mode like this. When you first get here (you'll be at Archipelago, which you revisit on select quests but you can never go there on your free will). Hold down B to boost. To fly, hold B so you're in the air and boosting, then hold down Up until you start flying. Yep, you have to travel north relative to the camera (regardless what direction that is) to get flying mode to kick in. You'll have limited boost, which refills whenever you're on the ground. If you fall into the abyss, you won't lose any health, but you'll be placed back wherever you touched ground last. This is why you should fly from island to island. If you miss a landing, you'll go back to wherever you landed previously. Water won't hurt the robot at all. To attack those ships, just press R while flying. To rotate the camera, hold down R and then hold Left or Right, whichever's opposite to the way you want the camera to move. After that, you'll do the Air Robo Grand Prix. It doesn't matter whether you place first or last, just finish the race. The blue/yellow orbs give you boost. Hold down R or L for a sharp turn. You'll get the Rapid Edge air-robo as a reward once you're done. Next stop is Vizsla!] 13. Wonders Of The World (5 Quest Points) [Airedale] There's a job I'd like you to do. In fact, it has to be you! I'm waiting on the terrace... -- Quynne Reward: 600 Rings [opens up after you finish up at Davren Islands from Chapter Three] [Takes you to Davren Islands. You'll have to fly to a particular island, then fight off a huge bug boss. Although the arrow tells you to go west, you don't have enough boost to get there in one hop (you will on a New Game+, but that's beside the point). Ignore the arrow and fly north. Keep going roughly north until there's no more islands that way, then follow the rest of the islands as they go counter-clockwise, which will gradually get you going south. The island you're looking for will have a stone monument on it. Check out the monument, fight off the bug boss, then check out the monument once more. Your reward is a Memory Book, giving you access to the Library in the Cabin of the Asmodeus.] 14. Recover Belongings (1 Quest Point) [Airedale] An accident at Davren Islands caused me to lose my cargo there. I need someone to go collect it! Please come to the East Ward first. -- Alman Reward: 700 Rings [opens up after you finish up at Davren Islands from Chapter Three] [Takes you to Davren Islands. Just pick up the six boxes scattered around. Don't forget the box right next to Alman. You must be on your robot to pick up the boxes, so some of these will require precision landing. The last box will be below where you picked up the 5th one. Walk around the edge of that island, rotating the camera as necessary, until you see a ladder heading down. Just drop down next to the ladder and you'll see the box. I think a future quest lets you check out what's in that nearby door.] 15. Rookie Discipline (1 Quest Point) [Airedale] Ah, my insolent rookie won't do any work! I need someone to train him. Come to the Loading Dock in the East Ward. -- Alman Reward: 600 Rings [opens up after 14] [First you'll put the crates in their correct positions like in Container Arrangement. Then you'll fight Rookie in a battle.] ================================== [W.04] Chapter Four - Elh's Phobia ================================== 16. Broken Bug Flute (1 Quest Point) [Vizsla] My Bug Flute, used to train insects, has gone and broken. I need someone to get another one for me, eh. Come to Windwatch Bridge. -- From Dahmon Rank Required: 4 {ADVANCES STORY} Reward: 500 Rings [opens up after you finish up at Davren Islands from Chapter Three] [After you talk to Dahmon, he'll tell you to go inside his house (it's the house you see behind him). Go there, then take a left down the stairs. Eventually you'll get to the Beehives room. The bugs in here regenerate, so be fast. Get off your robot and check out the lockers to snag the Bug Flute, then hop back onto your robot and hightail it out of there. If you've finished both 16 and 17, Red will say he knows where the shells are. You must head into the east caves, take a left to grab a honeybead (small red thing), continue right until you get to the Bridge Route so you can feed the honeybead to the Ladyshroom, hop on, then find seven shells (they're all marked by sparkles as if it was money or crystals. See the "Shell Help" thing below for help on where these are).] 17. Scarabee Problem (1 Quest Point) [Vizsla] We need someone to clear out the Scarabees from the East Honey Farm. Be warned, eh, it's a dangerous job! -- From Village Chief Rank Required: 4 {ADVANCES STORY} Reward: 1200 Rings [opens up after you finish up at Davren Islands from Chapter Three] [You'll be going into the east cave. When you see a red flower thing (the "insect traplant"), you'll have to throw a few bees into it to continue on. Use the save point when you find it, since you're about to do a boss battle against a huge scarabee. If you've finished both 16 and 17, Red will say he knows where the shells are. You must head into the east caves, take a left to grab a honeybead (small red thing), continue right until you get to the Bridge Route so you can feed the honeybead to the Ladyshroom, hop on, then find seven shells (they're all marked by sparkles as if it was money or crystals. See the "Shell Help" thing below for help on where these are).] [Shell Help: The seven shells are hidden. All of the rooms here are called Shroomdandi, so that's no help. The small pack of bees that latch onto you will slow you down (and this won't be the last you'll see of them), but a few swipes from your robot or using your Stungun will remove them temporarily. There's four rooms to explore after you cross the chasm via the beetle. The bottom room has one shell near the left. The right room has one shell. The left room has two shells, climb down a vine to find them. The top room has three shells, one of which is down the first vine, then climb the second vine in the back and go back there to find the last two. When you're done, hop back on the beetle (no honeybead needed) and get out of the caves.] 18. Big Fishies (2 Quest Points) [Spinon] A dangerous, giant fish has taken up residence in the sewers. Someone needs to get rid of it! Come to the Water Gate! Reward: 1000 Rings [opens up after 16, 17, and retrieving shells from the Vizsla caves] [Well, three giant fish. Grab one of the Blowpop Fish (the yellow fish that keep popping out of the water) and throw it at the giant one. After you defeat two of those giant fish, you'll face a third one on your way back. To grab the Blowpop Fish here, face north or south when you're next to them. Good luck throwing them at the fish in time (you can hit it as it's going back down too), this one seems to appear more randomly than the others.] 19. Faster and Fastest (Nothing, REPEATABLE) [Davren Islands] Dear Red, Suzette and I have both built a Race Aircraft, and now we need you to determine which is faster! -- Diamundo & Suzette Reward: 800 Rings [opens up after 16, 17, and retrieving shells from the Vizsla caves] [This is a race. In order to get the money and another quest, you need to finish in first and get a time of 3:00 or less. You're given a choice to fly either Suzette's machine (focused on speed) or Diamundo's machine (focused on power). I prefer Suzette's. You only have to win with one of the machines] 71. New Challenger (Nothing, REPEATABLE) [Davren Islands] Red! I wanna race you! I reckon you can provide just the kind of heart-thumping race I'm after! Can't wait to hear back from you! -- Casse Reward: 800 Rings [opens up sometime after you win 19] [Credit goes to Tommy Chastain for telling me about this quest, which you get after you win "Faster and Fastest". This here is a one-lap race. If you beat the time of 2:10, your reward will increase to 1200 Rings. It's on the Basset track too, so you'll have a lot of obstacles to dodge] 20. Protect Cargo Ship (3 Quest Points) [Vizsla] My cargo ship needs protection from pirates! Please come to the Port. -- Alman Reward: 800 Rings [opens up after 16, 17, and retrieving shells from the Vizsla caves] [Just focus on throwing the missiles at the big ships. The small ships will keep coming back, but they'll stop once the big ship goes down.] ========================================= [W.05] Chapter Five - A Pair of Prisoners ========================================= SHETLAND [After talking to a few people in Port, head north, past the Quest Broker, past Pickaxe Street, to trigger a cutscene with Gren. You'll end up in a prison cell. Check the desk on the back wall, you have to check it three times in a row. Red will get a wire. Now check the gate for Red to use the wire on it, and check it once more to get out of there. Get on the elevator and go down, find Dahak and jump back onto it, grab that drill, and press A near the rocks to drill through them. You can toss the drill after that. Ride the mine cart. Keep moving on, don't worry about the crate or elevator... eventually you'll be outside. You might want to explore around here a bit. Once you're done, escape on the ship. Oh no, the ship crashed! Talk to the Supervisor, he'll mention you have to place 3 explosives to blow up the ship. Do not worry about the explosives blowing up on you! You could treat the explosives like the delivery man in Ace Ventura and it wouldn't do anything. To get at one of the explosives, climb the ladder to access a switch that will raise and lower a couple platforms. Once all three explosives are in the blue ring, talk to the Supervisor and BOOM!! Ride on the mine cart where the ship used to be. Hmm, there's a button next to this big steel door... the box on that floor won't do it. Use the elevator to go down one floor, grab that green crate you passed by earlier, put it on the elevator, ride it back up, and put the crate on the button. Boss battle time! Remember to throw the missiles at him so he'll stand still long enough for you to grab him. Travel to the right and escape the mine. After all that, your next destination will be the Royal Envy.] 21. Mixed Combat Showdown! (2 Quest Rings) [Duel Ship] An exciting match against monsters! Who will dominate this awesome inter-species rumble...?! The audience want that to be you! Reward: 1000 Rings [opens up after taking care of business in Shetland in Chapter Five] [Got more constraints put on you. First round, you need to do a triple mid-air combo, which means jumping up and catching+throwing the enemy in mid-air three times in a row (remember to keep catching it after it bounces). Second round, defeat the three huge mice within one minute (remember to throw the mice into each other!). The third round is very intimidating: defeat the monster without getting hit once. The monster will try to land on you and throw rocks. Throwing these rocks at the monster is the key to victory. Then Cyan will get fed up and fight you himself. You thankfully have no constraints with this last round, so take it easy and destroy him.] 22. Container Contest (Nothing, REPEATABLE) [Airedale] We are looking for contestants in the annual big cleanup contest! Anyone interested should come to the Residential Areas in the East Ward. -- Merchant Reward: 500 Rings [opens up after taking care of business in Shetland in Chapter Five] [Finish the contest in 1 min 30 sec to win.] 23. Pie Delivery (Nothing, REPEATABLE) [Davren Islands] I need a very hot pie delivered to the border guard! {music note} -- Cafe Staff Julie Reward: 700 Rings [opens up after taking care of business in Shetland in Chapter Five] [Another race. You need to finish it in 1 min 45 sec to get the pie to the customer in time. Quest will be cleared when you reach the finish line. If you're really fast, you'll get something like 1050 Rings.] 24. Temp Miners Wanted! (2 Quest Points) [Shetland] A new vein of ore has been found deep inside the old mine, but now we need more workers to mine it! If you're interested, come to the Port! -- Supervisor Reward: 1200 Rings [opens up after taking care of business in Shetland in Chapter Five] [Just drill at rocks and throw the mineral pieces into a box. Like the explosives, these minerals can't be destroyed by anything. Make sure you see the thumbs-up sign when throwing a mineral into the box, otherwise it might have landed just behind it. For the detonator part, you'll have to get off your robot and jump up there. When the guy says "the next room is the last", there's a mine cart at the bottom of the screen you can use to get there. Once you uncover the Glitterock, put that in the box plus the other couple of normal minerals lying around.] ===================================== [W.06] Chapter Six - An Alluring Trap ===================================== ROYAL ENVY [You've got a lot of battles ahead of you when you first arrive here. If a door has a red light above it, you must defeat all the enemies in the room. If the light is green, you're good to go. Occasionally you'll see spiky panels propped up which you can't attack. The solution is to use the cannonball things that a monster is lobbing over that panel, throwing the cannonballs into the panel. Three of them will get rid of it. Then you're able to destroy the monster behind it and continue on. Anyway, in the Connecting Hall, climb the ladder. There's two doors on the top floor (Cabins A and B), and one of the ladders leading down will have a door leading to Cabin C. Check out the locker in Cabin A for the Sub Engine Room key, and the diary on the desk to get the passwords for the 1st Storage Room and 2nd Storage Room. Also visit Cabins B and C and talk to the Kurvaz guards there, Elh won't let you go to the Sub Engine Room until you do. In LW Upper Stairs you'll see a door on the top floor, put the 1st Storage Room code into that. At the bottom of the LW Center Stairs will be the door you couldn't get into before, you'll use the Sub Engine Room key on that. Take care of the enemy on the top floor in LW Lower Stairs, the door behind it will be where you put in the 2nd Storage Room code. Progress and normal, and after you catch up to Louis and he escapes again, start going back. You'll eventually be told to go to the ballroom. Return to the Main Engine Room (the one with the huge engine thing in the background, you made a bridge appear there) and throw a few enemies at that engine. When it starts exploding (pretty cool, right?), keep going left, then save your game and go into the previously locked room in Central Stairs. You're at the Ballroom now... and going into a fight with the boss Opera. This will not be easy. It's more a test of endurance since you'll have to dodge several green blasts along the way. After you finish her off, your next destination will be Basset.] 25. Aid In The Search (2 Quest Points) [Spinon] Recently many precious things have been going missing from my house! I need someone to help search for them. Please see me about it! Reward: 800 Rings [opens up after taking care of business on the Royal Envy in Chapter Six] [That "me" is Flo, by the way. This is an odd quest. Talk to Flo inside her house. You'll be talking to Amelie a lot. Your job is to find clues for the missing items. Go to the right into the bedroom. Check the dresser until Amelie mentions the record, then go back and talk to Amelie again. Next, go back into the bedroom and check the table next to the bed. Amelie will mention the teacup, go back and talk to her again. Now check the stove thing (it's on the left in the back, behind Barry). Amelie will mention the apron, talk to her again. Eventually a sound will be heard from some opening in a wall. Go check it out and you'll find that a cat was the culprit. Run outside after the cat, which will become four cats. Then just find the four cats in the sewers and you're done.] 26. Protect Cargo Again (2 Quest Points) [Shetland] My cargo ship needs protection from pirates! Please come to the Port. -- Alman Reward: 1200 Rings [opens up after taking care of business on the Royal Envy in Chapter Six] [You're protecting Alman's cargo ship again. This time you're given a gun turret you can use to shoot at the ships. Grab an ammo clip, toss it onto the gun, then hop onto the gun and shoot away. When ammo runs out, hop off and put in another clip; it's an unlimited supply. You won't get a new clip if one is still lying about, which is easy considering you drop the clip if you get hit by a missile, so keep a close eye on it. Get used to using the gun turret since it'll be preferable in the rare cases that you're offered it. Shoot down the big ship. Once that's gone, you can focus on taking out the smaller ships.] ======================================== [W.07] Chapter Seven - The Door... Opens ======================================== 27. Hermit Crab Hunting (1 Quest Point) [Basset] A dangerous hermit crab living in a battleship is giving me problems... I need someone, anyone to catch it. Come to the Path to Fishing! -- Collie Rank Required: 5 {ADVANCES STORY} Reward: 800 Rings [opens up after you arrive at Basset, after finishing up stuff at the Royal Envy in Chapter Six] [Just fish out something. When you see the crab moving left, push right, and vice-versa. Keep tapping A but don't let your harpoon thing overheat (otherwise you won't be able to reel the crab in for some time, giving it a chance to escape). Even a little bit of reeling will keep the crab coming in as long as you're tugging in the opposite direction, making some fishing attempts more a test of endurance. If the crab gets more than 1000m away, you'll lose it altogether. After you get that crab in, Collie will tell you to go up to the orphanage where there's another fishing spot. Go up the stairs and to the right. Follow the Orphanage Path, then go left through the Orphanage Hall, and talk to the two children in the garden, then finally talk to Director Fraisier. You'll get the Abandoned Ship key. Go to the west Abandoned Ship, which is on the left back at the Path to Fishing. Continue along the Abandoned Ship, yank out that bolt with the robot. Taking out the hermit crabs can be tough. Wait for it to throw a rock at you, you might have to run and grab it from the side (to avoid getting pelted by the thrown rock next to it), then throw it back at the crab. If the crab gets into its shell, grab that shell and throw it off. A crab with no shell can then be defeated in a normal manner. Go through the whole ship, eventually you'll come to a door where you will fish for a crab with an island on its back. The harpoon you're given to catch the crab will be very sensitive to overheating. After you catch it, you'll visit the shrine on its back. Grab the Crystal Stone. Oh no, Captain Grumpf's here! You'll eventually be given the Ship Wreck Tower Key. It opens the area behind the orphanage just this one time, and you'll go inside automatically. Keep going until you come to a huge engine held by two bolts (you'll notice Grumpf's plane is just below it). Yank those two bolts out and you're done here.] 28. Aiming For The Top (Nothing, REPEATABLE) [Duel Ship] One will fight many in this exhibition match! Bravely face the odds and prove that there isn't always strength in numbers! Reward: 1000 Rings [opens up after you finish 27 and defeat Captain Grumpf at Basset] [No constraints here, but you'll be cramped for space against some dangerous enemies. First round is against The Thrashing Twosome. Second round is against the Raging Hunterz. Final round is against The Beast Master, that big red mouse you fought back in Spinon.] 29. That Peculiar Ship (2 Quest Points) [Basset] I need a certain hermit crab to be fished, along with the ship on its back. I'm waiting in the Inn behind the Quest Broker. -- Galvan Reward: 1500 Rings [opens up after you finish 27 and defeat Captain Grumpf at Basset] [To find Galvan, go into the Inn, climb up the ladder, and go into the door. On the Deck it can be a little hard to figure out where to go, just keep going south and west. You'll eventually find a girder with trash blocking your path. Throw the trash aside and go into the doorway. Keep going along. After several rooms, you'll eventually find a green crate. Take that green crate with you up the stairs after it, you'll use it as a stepping platform to get up and continue on. When it comes time to fish, fish out the first crab you see as usual. Okay, now you're on the ship. Go through there, hop off the robot to enter the final door. Check the box thing in the middle of the last room (Red remarks that it's the flight log). You'll be returned to the Inn automatically.] 30. Metal Crusher (Nothing, REPEATABLE) [Basset] The famous Basset Metal Crusher! Now open for entry! Any who think they have what it takes please talk to the Clerk in the Port! Reward: 700 Rings [opens up after you finish 27 and defeat Captain Grumpf at Basset] [Just throw those metal pieces until they're gone, they require multiple throws. The steam shot out from the vents can hurt you. The coils glow red-hot on occasion, which can hurt you, grab them when they're not glowing. Throw the metal into the other pieces to help speed things along. Layout of the third stage is especially tricky, try doing it one level at a time from the bottom up. You have 3 minutes to finish all the stages.] =============================================== [W.08] Chapter Eight - Holy Quarter of Betrayal =============================================== 31. White Flower Bouquet (1 Quest Point) [Samoyede] I'm looking for someone to bring me some white flowers that grow in Samoyede forest. I need a full bouquet's worth. -- Marianne Rank Required: 1 {ADVANCES STORY} Reward: 600 Rings [opens up after you arrive at Samoyede, after completing 27 and finishing up stuff at Basset in Chapter Seven] [Start off in the Forest Entrance. There's one immediately ahead of you. Go deeper into the Forest. There's one to the right before you get to the stairs. The last one's on a lower platform, climb down a vine to get to it. Doesn't matter what you answer to Elh's questions, just different dialogue. Go back to Marianne and talk to her when you're done. Ah you're not done yet! Now go north into the north forest. Pick up that idol thing on your way there. In the Sleeping Forest you'll be looking for idols and placing them on pedestals to open the way forward. It's rather difficult to walk with an idol at times since those bee things will latch onto you frequently, and you've got birds flying into your path. Try not to walk along the bird's path unless you absolutely have to. So just keep finding idols and putting them on pedestals. Eventually you'll get to a whirlpool thing. You're going to be in for a very tough fight against Beluga. He is fast. Throw the bullet things back at him, and swoop in to grab and throw him after he launches a red bullet.] 32. Wild Beast Battle (Nothing, REPEATABLE) [Duel Ship] One lone warrior faces down a horde of monsters! Just how long can he hold out against their feral power?! Prepare to be pushed to the limit! Reward: 1100 Rings [opens up after you finish 31 and finish the other stuff at Samoyede] [No constraints here. First round is against Crustacrabs. It's two of those hermit crabs close together, so it may be a challenge. Second round is against Bladebees, pretty simple. Final round is against Biggant, a bug boss you've faced before, should be no trouble now.] 33. Reinforcing Patrol (2 Quest Points) [Davren Islands] We are reinforcing our patrols of Davren Islands, and are looking for skilled Hunters to help out! -- Border Guard Reward: 1300 Rings [opens up after you finish 31 and finish the other stuff at Samoyede] [Got another race to do. This will be the first of many quests where you'll meet Waffle. If you lose, I think you still get the money (the outcome's the same either way). But if you win, you'll also get 5 P Crystals.] 34. Forest Weeding (1 Quest Point) [Samoyede] Weeds have taken over the forest. We need someone to pull them all up. Please come to the Forest Entrance. -- Anju Head Weeder Reward: 800 Rings [opens up after you finish 31 and finish the other stuff at Samoyede] [You'll be going into the east forest. The weeds will look like bushes. Uproot all the weeds and defeat all the insects in each room. Boss bug at the end, but nothing you can't handle.] ==================================== [W.09] Chapter Nine - Hero, and Fool ==================================== GOLDEN ROAR [This will be pretty tough to get through, be careful. In the room with the buzzsaws on the stairs, at some point there will be a little area to the left and right, with barrels. Those two barrels will have meat to refill your health. Those buzzsaws can knock you down a full step (and then the next, and the next), so you'll need to leap over them as you climb those stairs. The Device Room is where it gets complicated. There were two green lanterns in the room before you. You'll be taking them to the rooms left and right of the Device Room (you'll see a place to put them). But there's a couple of unusual enemies to take care of in those rooms. That's what the green crate in the Device Room is for: bring it with you, and use that crate to hop up on top of the enemy and yank out the lantern thing on top of it. Go ahead and deal with both enemies, put the two green lanterns in their correct places. You're ready for the next step. In the right room, go up the stairs there, go through the door, keep going... you'll find a red lantern. Take this back down to the Device Room, then put it on the brown platform in the middle. Fiddle with the red switch nearby if you want: you'll notice it carries the platform across the room. You want both the red lantern AND YOUR ROBOT on that brown platform, then hit that red switch to send them across to the door. Now you will run into the left room, up the stairs, through the door, down the ladder (hence why the robot had to be sent over)... and hop back on your robot and go through the door. There's a couple enemies in the next room, and a barrel with meat to your right. Yank out the screw on the left so you can get up close to the enemies and take them out. Once they're gone, go back and retrieve that red lantern, and carry it with you through the door. You'll see the place to put it. Take out the two tough enemies that appear... then finally run through a room with buzzsaws and flames... you'll get a slight cutscene break here. After that, you'll have two more rooms to go through (remember to throw those lobbed grenade things at the spike platforms to get rid of them) before you arrive at the mercy of a Save Point. The boss battle ahead of you is going to be torture. It's Opera again. As usual, dodge the green blasts of energy, which means leaping over them as they move your way. You still need to fling stuff at her, and that's where Calua and Gren come in. Calua will shoot missiles near you in a fanned-out manner. Gren will leap into the fight (always after a green blast has moved just enough for you to leap over it) and attack before jumping away. If Calua appears, grab the missiles and fling them at Opera. If it's Gren, run up to him and grab him before he attacks (since he leaps away right after his sword swipe), then throw him at Opera. It's going to be these same two types of attacks over and over. When Opera's health is nearly gone, Calua will fire more missiles and they'll be faster, but that's about it. Good luck.] 35. Pirate Hunting (2 Quest Points) [Airedale] I've received a threat from Navara of the sky pirates The Howlers. Please protect my riches from the pirates! I'm in the East Dock! -- Merchant Reward: 1500 Rings [opens up after finishing Golden Roar in Chapter Nine] [Fight off the Howlers in your way, then toss aside the debris and head up to the top. Be quick with throwing the bombs since there's a lot of them, making it easy for one to explode next to you.] ===================================== [W.10] Final Chapter - Final Solution ===================================== LARES [Prepare for a lot of rooms and dialogue. In the second room, you'll be on a moving platform with enemies attacking you. This room doesn't end until all the enemies are defeated, so get to it. After that you'll soon find a room with some pulsing blob thing. You'll have to get off your robot and poke the blob a couple times with your Stungun. Then another moving-platform room with a bunch of enemies to defeat. Next up is a few rooms with pulsing blobs and even more enemies. ...you don't actually have to fight the enemies if you don't want to, you might want to consider running past them instead (although you'll still have to jump off and stun the blobs). You'll be thankful for the Save Point awaiting you. Better get ready, because you're fighting Bruno next. This will be the last boss of Part 1, so good luck. Don't worry about the one-eyed things shooting lasers, focus on flinging stuff at Bruno. Every purple thing he flings at you can be thrown back at him. Every red thing, however, is an attack you have to dodge. Once you've destroyed him, it's going to be smooth sailing. Keep moving forward, rip open those gates that try to stand in your way, get to the Core... and enjoy your well-earned (first) ending. You're halfway done with the game now! When you get back to the main menu, be sure to choose Continue Adventure. By the way, you can snag "CODA -Intro-" from the Souvenirs shop now (the anime-like intro you had for the first half of the game).] 36. Special Rules Matches (Nothing, REPEATABLE) [Duel Ship] An exhibition match fought using a special rules handicap! Excite the crowd with an especially thrilling match! Reward: 1300 Rings [opens up after finishing Lares, completing Part 1 of the game] [First round is against Kurvaz Infantry, you are not allowed to grab the enemy. Grab the bullets from the side, throwing those back at the enemy. Second round is against Kurvaz Infantry again, you cannot get hit once. They lob the grenade things that explode, so be quick to pick one up then run away from the other grenade exploding. You are allowed to throw the enemies though if you prefer that method. Final round is against Kurvaz Infantry once more, you can't grab them and you can't get hit once. Again, grab the bullets from the side and throw them back.] S02. A Kidnapped Sister (Nothing, DOWNLOADABLE QUEST) [Spinon] Our sister has been kidnapped by sky pirates! We need help saving her. We are waiting on the bridge leading to Spinon Port. -- Stair & Flare Reward: 2000 Rings [opens up after finishing Lares, completing Part 1 of the game] [This is a silly quest as well. Straightforward enough, just make your way through the ship.] ====================================================== [W.11] Part Two Chapter One - Rondo of Black and White ====================================================== 37. Machinery Repairs (1 Quest Point) [Pharaoh] A machine in the station has malfunctioned and needs repairing right away. I'm waiting inside a train in the terminal East Exit. -- Controller Rank Required: 5 {ADVANCES STORY} Reward: 900 Rings [opens up after you arrive at Pharaoh, after completing Lares] [To find Controller, go to the Main Terminal, go to the room on the right, then up the stairs into the blue train. You have to repair some malfunctioning machines and destroy some rats. For each machine, get off your robot, then press the red button when there's not sparks coming from it. That means you have to be fast. Once you finish both 37 and 38, you'll have to fight off a couple of flying goons. Catch the blue flames and throw the flames back at them. You'll be without your robot for a while after this, but don't fret, you'll get it back soon.] 38. Freight Inspection (1 Quest Point) [Pharaoh] A train stopped in the Inspection Building needs to be searched for suspicious goods. I'm waiting inside a train in the terminal East Exit. -- Controller Rank Required: 6 {ADVANCES STORY} Reward: 1200 Rings [opens up after you arrive at Pharaoh, after completing Lares] [To find Controller, go to the Main Terminal, go to the room on the right, then up the stairs into the blue train. Inside the train, get off your robot and open the gate on the right. Keep going until you reach Car5 and talk to Diamundo. He wants a repair kit. Go back to Car3, hop off your robot and go down the ladder, and check around the open locker on the left. Return to Diamundo and talk to him. After you're done in that train, go back outside, then keep going up the stairs until you find a gold train. You'll have to fight an enemy before you go in. Once you're inside, attempt to open the cage on the right, then go to the left and talk to the Pilot Engineer. You'll get the Prison Key. Since there's a bug behind the cage you'll be opening on foot, be sure to quickly hop on your robot after it opens. Keep going to the right. Eventually you'll be in a Freezer Car. To deal with the big red robot, grab+throw it when it doesn't have that blue glow of electricity around it. Fight off a couple more robots and you'll find what you've been looking for. Once you finish both 37 and 38, you'll have to fight off a couple of flying goons. Catch the blue flames and throw the flames back at them. You'll be without your robot for a while after this, but don't fret, you'll get it back soon.] =============================================== [W.12] Part Two Chapter Two - Fragments of Time =============================================== 39. Test Simulation (Nothing) [Golden Roar] First, a quick test to get you accustomed to the simulation. Just try and relax... Rank Required: 1 {ADVANCES STORY} No Reward [opens up once you complete 37 and 38] [Merveille's first simulation will have you protecting Elh from bugs. Keep throwing those bugs, make sure none of them get inside the blue circle. You could grab a bug from the left and try throwing it at a bug which comes in from the right, anything to help out since you can only cover one side of the room at a time.] 40. Simulation Lv. 1 (Nothing) [Golden Roar] While the memories are fresh I'm going to have you fight those two again. Maybe you'll be able to take a little revenge? Rank Required: 1 {ADVANCES STORY} No Reward [opens up once you complete 39] [You'll be fighting Nero and Blanck again, the two flying people you fought off in Pharaoh before losing your robot.] 41. Simulation Lv. 2 (Nothing) [Golden Roar] I'm going to try putting you under stress by having you face something that you fear. This could be pretty tough on you, so be ready! Rank Required: 1 {ADVANCES STORY} No Reward [opens up once you complete 40] [She's right, this will be tough, you'll be fighting Beluga soon in this quest. It's more like you have to finish him off two or three times, since his health will keep regenerating. The weird dialogue in this quest will make sense once you later find out about Red's past.] 42. Simulation Lv. 3 (Nothing) [Golden Roar] I'm going to dredge up those things that sleep deepest in your memory. I'll explain the details later... Rank Required: 1 {ADVANCES STORY} No Reward [opens up once you complete 41] [This quest is very surreal. You'll come across invisible walls and floors along the way (btw, nice room name, "Sealed Memories"). In one of the rooms, you'll see a blue block in the left hall that you can jump on to leap to the top floor. You'll eventually come across a room with floating blocks. These jumps can be difficult because of the weird architecture. Jump on the first block, then jump to the platform on your right. Jump to the second block (if you have trouble making it, walk up a little past the gray walkway, then jump to the left). Jump up to the platform on the left. The remaining jumps are easier. After this quest, you're expected to head to Basset and talk to Director Fraisier (the nice old lady with the children around her) in the Orphanage Garden.] 43. Bodyguard Duty (2 Quest Points) [Pharaoh] I feel like I'm being followed. I'm so worried I've decided to hire a bodyguard. If you are interested I'll be in the Park. -- Cocona Reward: 1000 Rings [opens up after you finish 42] [No robot needed. The first vending machine is "only over there". The second vending machine can be found by going up the stairs to the Main Terminal and walking over to the blue machine on the left. Return up the stairs to get back to the park. Next, go to Fashion Street which is to the right. See the Shop Clerk, pink cat who's next to Iggy? Talk to her, she's in charge of the Record Store. Go back and talk to Cocona again. Red will say he has to deal with someone suspicious first. Go to the Main Terminal again and talk to Barry who's standing by the vending machine.] 44. Pharaoh Trivia Contest (2 Quest Points) [Pharaoh] Now, in Pharaoh's darkest hour, is the very time to raise people's spirits with a Quiz Contest held in the Park! -- MC Reward: 2000 Rings [opens up after you finish 42] [No robot needed. All the info you need to answer these questions will be given or hinted at in the passages provided before the questions. Miss one question and you have to do the quest all over again, which can make this particularly nerve-wracking. Here's the answers: Q1. Who was the most popular singer last year? A1. Cocona (LieN's the most popular this year, but not last year) Q2. Which of these drinks is selling the most at the moment? A2. Grasso-Juice (everyone's on a health craze) Q3. How many battleships do the Kurvaz currently have? A3. Three (Captain Grumpf said he had four, then he mentioned the event where you dropped a giant engine on one of them... so it's down to three) Q4. Where is the shop in Pharaoh that sells custom parts? A4. City Viewpoint (Grumpf mentioned it in the passage, or perhaps you've been to the parts shop already and have a keen eye for locations) Q5. How many trains are there in Pharaoh that carry passengers? A5. 21 (there's the 20 *regular* passenger trains, then there's the Shardeen which is the high-speed passenger train. That makes 21. You don't count the 5 cargo trains because they don't carry passengers)] ===================================================== [W.13] Part Two Chapter Three - Like Mother and Child ===================================================== BASSET [Talk to Director Fraisier (the nice old lady with the children around her) in the Orphanage Garden. You'll be playing hide and seek, all you have to do is find the four children. You can actually see them, which makes this easier. Two of them are in the Orphanage Hall. Go up the ladder and move around to the upper-right corner behind the lockers, there you'll find Charlotte. Walk over to the upper-left corner and look behind the bookcase, there you'll see Biscotte. The final two are in different rooms. Take the ladder down and go into the door, you'll be in Orphanage Room A. Arzane is hiding behind the bookcase. Back up the ladder in the hall, enter the door on the right to Orphanage Room B. Albert's behind a bookcase. Okay, you found all the kids. Oh no, Arzane's gone missing, and he's outside the orphanage! Return to Port where the Asmodeus is, then keep going right. It will probably bug you to see shaking barrels along the way - just remember to come back here after you get your robot back. Just keep making your way through the ship. Eventually you'll dive into a lake. Getting onto land is tricky since there's a hermit crab throwing stuff at you and a piranha nipping at your tail. Do not try to jump onto land while you're against the edge, that doesn't work. Start your jump a short distance away from the edge. The next room might be a little confusing being a big open area. If a hermit crab blocks your way on a narrow girder, the stungun unfortunately doesn't seem to help, so you'll have to jump over the crab instead. Seeing that bolt there in the back that you can't yank out is a big tease, but it makes for a good marker. See the platform that the bolt is on? Follow it to the left (or southwest), you'll see another path. Follow that path around to the left, you'll come across a save point. Save your game, then go inside that doorway. You've found Arzane, but Nero's there waiting for you. Just when things look hopeless, your robot has returned! And it's better than ever! All you gotta do is yank out the purple bolts and throw them at Nero. They behave strangely: they'll stick into Nero, then after a while (whenever Nero stops attacking for a moment), they'll explode and cause more damage. This may be to your detriment: you have to dodge a range of attacks before those things will explode, so once you stick them in, get ready to dodge because the attacks will come at you fast. This is more a battle of endurance. You can also go into Trance mode and create bolts yourself, but since you're getting rained on by bolts anyway, you might want to hold off for now.] 45. Exciting Match (Nothing, REPEATABLE) [Duel Ship] An exhibition match fought using an even harsher special rules handicap! Excite the crowd with an especially exciting match! Reward: 1500 Rings [opens up after you finish 42 and get your robot back from Basset] [This is a tough quest. First round is against Kurvaz Infantry, but you're forbidden from jumping, which is a problem since you have a spinning flamethrower on the ground. It also moves kind of fast. Being constantly on the move, you might have to resort to flinging the bullets back at the enemy. Grabbing the enemy and throwing it will have you standing still too long. Second round is Kurvaz Infantry with one of those fast-moving ninja disappearing robots, the harsh constraint is you can't get caught in any traps. You're allowed to jump, but you might as well practice staying on the ground since it'll get taken away from you later. Since you have no choice but to grab the enemy this time, either speed around the flamethrower so you have a bit of time to pull it off (made easier by the enemy always trying to teleport to your current location), or try to figure out the pattern with the flamethrower going only halfway occasionally. The flamethrower reaching only halfway may save you as it gives you space to throw the enemy without getting caught in the flame trap. Try not to spin the enemy around since the flamethrower may catch up to you. Finally, after you finish off the enemy and you're waiting for it to explode, keep moving, you don't want to get caught by the flames at the last moment. The last round, Kurvaz Infantry as usual, wants you to avoid jumping and not get caught in any flames. This enemy can shoot flames at you too. Be quick, try to use normal throws. There is one thing that could make this entire quest easier: upgrade your Mobility. If you can make your robot fast enough, you can buy enough time to do that spinning throw before the flamethrower catches up in any round. Plus you'd be more nimble to get out of any tight spots.] 46. What's Truly Important (2 Quest Points) [Airedale] I left a very important box at the house of a woman on the outskirts of Davren Islands. Please get it back for me! I'm waiting at the Store Front. -- Dade Reward: 1200 Rings [opens up after you finish 42 and get your robot back from Basset] [This will take you to Davren Islands. The house you're looking for is on the lower level of an island. If you land on top of the island, look around for a ladder you can climb down, then go in. Once you're inside the Town House, talk to Vanille. Eventually you'll be given the go-ahead to search around the house. Search the bookshelf that's center and in the back. You'll find a Map and Key. It's all about the map. So after talking to Vanille again, you'll soon learn that the box is being held in a vault. Go there, stop by the big metal door (the light above it may be red, but you can go in there now that you have a key), and enter it. Fly up to the rafters and look around on foot once you reach the top. Should you accidentally leap off the robot and leave it stranded up there while you're on the bottom level, you can use ladders and jump across rafters to get back up to the top. It's just that flying to the top is faster. Search near a cupboard and you'll find the Large Box.] 47. To Samoyede (2 Quest Points) [Basset] I want to take the children to pay their respects at the graveyard in Samoyede. Someone who likes kids would be best. -- Orphanage Director Reward: 800 Rings [opens up after you finish 42 and get your robot back from Basset] [This will take you to Samoyede. You can guess this quest will tug at the heartstrings (at least the dialogue once you complete your task). You're playing hide and seek with the kids again, but this time it's much tougher to find them. Once in the forest, head to the left. Go to where you found one of the idols. You'll have to grab that idol and carry it with you, but for now, look very carefully at the tree next to you. Look at the overhanging branch above, there's a kid sitting up there (the toughest one to find). Press A near the tree to investigate it a bit and Red will find Biscotte. Take the idol back with you and put it on the pedestal, you'll find Albert behind the clearing fog. Next room. Pick up the weed on the left to find Charlotte. Finally, pick up the weed in the upper-right corner to find Arzane.] S03. Find the Lost Girl (Nothing, DOWNLOADABLE QUEST) [Basset] Charlotte, a girl from my orphanage, has gone missing. Anyone who has seen her, please contact me immediately. -- Director of Fraisier Orphanage Reward: 500 Rings [opens up after you finish 42 and get your robot back from Basset] [Go to the Port. Then you'll learn Charlotte went to Airedale. Keep talking to the people, you'll be led to the East Shipyard (up the long flight of stairs). Get ready for a tough fight in the warehouse. After you get Charlotte back safe and sound, you'll get the money reward and 5 P Crystals for your trouble. Don't forget to jump back on your robot on the way out.] =============================================== [W.14] Part Two Chapter Four - Aiming for Earth =============================================== MAU [Talk to a few people at the Port, then go right to The Totem, another right to the Giant Statue, and talk to Ozir there. Head back to the Quest Broker to begin your quests at Mau.] 48. Message Delivery (1 Quest Point) [Mau] I wish to have a letter delivered to someone in a certain location in Mau. I am waiting in the Inn at the Port. -- Cerise Confite Rank Required: 6 {ADVANCES STORY} Reward: 900 Rings [opens up after you talk to Ozir in Mau, as part of Part Two Chapter Four] [Go to The Totem, then take a left and keep on going. Eventually in the Training Area you'll come across a guy who will ask you a couple of questions. Yes of course we're here to train, and don't be silly Elh looks nothing like a girl (pretty confusing since the guy asked whether Elh's a boy and Red's answer is whether Elh's a girl, so the answer is the opposite of what you think it is. In any case, girls aren't supposed to be in the training area, so you had to lie). Keep on going. You'll find a kid named Steven who tells you to go talk to his rival Chuck. Soon you'll come to Windy Bridge. The key to using these updrafts is to walk into the updraft and jump rapidly. It's not always clear which bridge each draft comes from, so avoid moving up or down lest you fall out of the draft, just move left or right after you've floated up to where you want to be. If you're not on your robot, Red is light enough to float up the draft automatically once you jump into it. Instead of going to the next room on the right on the bottom floor, go to the right and to the bridge near the back, there's a draft there you can float up to get to a high bridge. Follow that path and you'll eventually come across Chuck. Return to Steven, talk to him, and follow the path that opens to the north. Dodge the spiked logs in the next room (or leap over them which is easier) as you keep on going. This next room's made tougher by the fact that you can walk off the narrow bridge, so be careful as you make your way across (especially as the camera angle changes on you). Once you're on the other side, go into the next room and talk to Raisin. You're not done yet. You were given a Talisman. Show it to Ozir and he'll let you through to the Ruins behind him. Keep going. You'll see another precarious bridge you have to cross, and this time the wind's trying to push you off to one side, so good luck. The birds might be too much of a bother, so if you don't mind having to repeat the bridge a few times, go ahead and deal with them as you come to them. Keep going. First Trial tasks you with taking out some birds, then reading a mural. Reading the mural is all you actually need, so if you're feeling especially daring and don't mind getting hit a few times, you can run up there without defeating the birds first. Second Trial's same as the first, just with different enemies. In the next room you'll fight a golden bird boss. Throw the egg things back at it.] 49. Flaming Death Match (1 Quest Point) [Duel Ship] Today sees the return of our famous flamethrower death match! Those blazing flames are gonna heat everything up out there, including the crowd! Reward: 1400 Rings [opens up after you finish 48 and get the first piece of the Divine Flute in Mau] [No constraints this time, thank goodness! Still, you'll have a fast flamethrower to contend with for each of the three fights. Bizarrely, the first round will be against Toffee in one of those ninja disappearing robots. Second round's against Suzette & Worker. Final round's against Quebec.] 50. Recover The Transport! (2 Quest Points) [Pharaoh] My cargo ship was taken over by sky pirates! I need someone to take it back right away! I'm waiting at the store front in City Viewpoint. -- Merchant Reward: 1600 Rings [opens up after you finish 48 and get the first piece of the Divine Flute in Mau] [Tail Concerto fans will know what to do here, this whole quest will feel familiar. When you see one of the orange flying cat machines, you need to pick up the bombs, wait a bit, and throw them back (so the bomb explodes when it's near the machine). You'll also need to catch some cats running around in some of the rooms. The flamethrowers and having to throw the bombs just before they explode will make this quest a bit more difficult. Once you finish up, head back out to the Deck and get ready to fling bombs again at Alicia's flying cat balloon thing. Several bombs will fan out, so be careful not to get caught in the explosion of another one while you're throwing a bomb. Aside from the money reward, you'll snag the "Secret of Cats" photo.] 51. Harsh Training (Nothing, REPEATABLE) [Mau] I'm looking for people to help me with the harsh training! I'm in front of the Totem. -- Steven Reward: 800 Rings [opens up after you finish 48 and get the first piece of the Divine Flute in Mau] [The difficulty of this quest depends on what your Mobility is. If it's next to nothing, you'll just barely meet the time limit of 2 minutes even if you do a perfect run. Swap out your parts (you won't need to grab anyone or defend yourself, just throw nuts back at birds) and pile on the Mobility to give yourself some leeway. Then all you have to do is be very careful as you make your way through the course. When you come across the birds near the gaps in the bridge, take the time to defeat them before you continue; it's way too likely you'll get hit or moved off course if you let them live.] ====================================== [W.15] Part Two Chapter Five - Friends ====================================== 52. Scarabee Problem Again (1 Quest Point) [Vizsla] We've got another Scarabee problem. Can someone help us out, eh? -- From Village Chief Rank Required: 7 {ADVANCES STORY} Reward: 1400 Rings [opens up after you finish 48 and get the first piece of the Divine Flute in Mau, then go to Vizsla and talk to the Village Chief] [Head back into the east caves, go left to get a honeybead then right to feed it to the Ladyshroom and fly across the chasm, then grab another honeybead and head north to find another Ladyshroom. You'll fly upwards this time. Feed the insect traplant. You'll face another boss. It's not as big as the scarabee you faced previously, but don't get complacent. You can at least throw this bug though. After defeating the bug, go to the left and talk to Frantz. Not done yet! Now you'll be checking out the west caves, which are in the back of the Chief's House. Eventually you'll find a point where you can't go any further. Head back and talk to the Village Chief. Then to Dahmon who's a short distance away. Then to Frantz. Then back once more to the place where you couldn't go further. You'll ride the scarabee across and get dropped off in an arena where you'll fight a boss. This boss can be tough. Throw the boomerang-like things back at it. The important attack to look out for is when the boss starts to shine. Get ready to dodge because its whole back will fly towards you like a shruiken. If it hits you you'll be in a world of hurt, but you can use it against the boss. Grab that fin thing before it flies back (else it'll launch at you again). Now, keep ahold of it. The boss will return with its tail poised, ready to hit back in case you throw it. Well you want to do that. Throw the fin its way, then dodge quickly since the boss will smack it right back at you. Now its guard is down. Throw that fin at the boss one last time and you'll cause significant damage.] 53. Calua Strikes! (Nothing, REPEATABLE) [Duel Ship] Representing Shepherd, here comes the almighty Calua! This is going to be one exciting battle! Reward: 1200 Rings [opens up after you finish 52 and get the second piece of the Divine Flute in Vizsla] [No constraints. First round's against The Outcast Hunterz. Second round's against The (Self Proclaimed) Beautiful Hunter (that would be the one who glows electricity). Last round is you fighting Calua again, shouldn't be a problem now.] 54. Wassup It's Me! (1 Quest Point) [Airedale] Red! Let me show you just how much better I have become. I'm waiting in the East Shipyard! -- Rookie Reward: 1000 Rings [opens up after you finish 52 and get the second piece of the Divine Flute in Vizsla] [Rookie wants to show you his mad skills. He's definitely more frantic, but he shouldn't give you much trouble. Unfortunately, he's not the only opponent you'll face, which will make this quest tougher. You'll fight three more waves of two enemies each.] 55. Cave-In Accident (2 Quest Points) [Shetland] A cave-in has trapped a number of miners inside the mine! We need an emergency rescue operation! -- Mayor Reward: 1400 Rings [opens up after you finish 52 and get the second piece of the Divine Flute in Vizsla] [Watch your head throughout this quest, falling rocks everywhere. Talk to each miner you see inside the cave to save them. Some miners won't let themselves be rescued until you take care of the moles in a room. Once you need a drill, talk to the Rescue Worker and he'll give you one. After you save all the miners, you'll have a big monster to deal with.] 56. Infiltrate And Recover (2 Quest Points) [Pharaoh] Sky pirates have got inside the station! We need someone to help us right away! I'm waiting inside a train in the East Terminal. -- Controller Reward: 1600 Rings [opens up after you finish 52 and get the second piece of the Divine Flute in Vizsla] [you are going to get hammered with pink enemies all throughout this quest. The challenge is enduring all these fights along the way. Break open the boxes and barrels to find meat to help keep you going. Once you're in the train, go into the left room and press A near the center console to drive the train to where it needs to be, then exit the train. You'll have 11 enemies to go through plus a boss.] S04. Fire Drill! (Nothing, DOWNLOADABLE QUEST) [Basset] We will be teaching the children at the orphanage about safety and staying safe. We need an assistant! -- Waffle & Mamoru Reward: 500 Rings [opens up after you finish 55] [You can answer the questions in the quiz correctly or incorrectly (they're easy anyway), just go with whatever you feel like. The fire evacuation drill is easy too. But then you'll be forced into a special course that rescue workers are trained with. They aren't kidding when they say it's still too dangerous to be used, it's quite the challenging course. Good luck, train hard! Do not forget about the music-point flower here since you won't be able to go back to it. Once the quest is over you'll get your money plus 5 P Crystals. Hop back onto your robot before you leave the area!] ================================================== [W.16] Part Two Chapter Six - Messenger from Earth ================================================== SEALYHAM [Go left to the Fish Tank Path, talk to the nearby Cautious Man, and then to Kouglof. He's not going to help out unless someone accepts a quest from him. So go back to Flo and respond to that quest.] 57. Fish Tank Fishing (1 Quest Point) [Sealyham] I've hurt my back, so I need someone to gather sky fish from the Fish Tanks! Ow ow ow... -- Kouglof Rank Required: 8 {ADVANCES STORY} Reward: 800 Rings [opens up after you finish 52 and get the second piece of the Divine Flute in Vizsla] [Sky fish does include the purple spiky ones. You'll have to jump and catch several of them in mid-air. If you hold onto one for too long, it'll escape your grasp. Red will tell you when you're done on each level. After that, you'll want to talk to Kouglof again, he'll take you to an area where you can fly to the whirlzone. Beware the purple-ish islands with purple coral on them, the coral will attack you if you stand there for about a second. Eventually you'll find the whirlzone. You'll see a monster but you won't fight it. ...don't worry, you won't get gypped out of a fight, Blanck's here to fight you. It's the same fight as Nero, but tougher, and Blanck will attempt to dodge some of the bolts you throw.] 58. Gren On The Warpath! (Nothing, REPEATABLE) [Duel Ship] The all-powerful swordsman Gren, equal to Calua, now appears as a special guest! This is going to be one awesome battle! Reward: 1200 Rings [opens up after you finish 57 and get the last piece of the Divine Flute] [No constraints. First round is against The Howlers (although there's just one). Next round is against Kurvaz Infantry, which is an odd battle as you can only throw stuff at it, you can't grab it. Final round is against Gren.] 59. Protect The Idol! (2 Quest Points) [Spinon] Sky pirates have threatened to kidnap Cocona! I'll give all the details once we meet up, so please come to the Bridge! -- Manager Reward: 1400 Rings [opens up after you finish 57 and get the last piece of the Divine Flute] [This is a very tough quest with a bunch of fights against Howler members in small spaces, and no health powerups along the way. Good luck!] 60. Errand For Dahmon (1 Quest Point) [Spinon] I need someone to get that man to sell his goods for less! I'm waiting in the Port, eh? -- From Dahmon Reward: 400 Rings [opens up after you finish 57 and get the last piece of the Divine Flute] [This is a silly quest where the charm's in the dialogue. For the first question answer "Are you serious? Make it cheaper!" For the second question answer "I'll wait for the next shipment". Have fun with the rest of it. You can answer in any way and still complete the quest, so go with whatever you like.] 61. Phantom Sky Fish (2 Quest Points) [Sealyham] The infamous Phantom Flying Fish has returned! Is there no one who will take some work on the Archipelago? -- Kouglof Reward: 1400 Rings [opens up after you finish 57 and get the last piece of the Divine Flute] [The fish won't show up on the map at the top. You'll need to rotate your camera and patiently observe your surroundings, looking for the fish and which islands they hover next to. If one's too far away to tell, fly in closer to another island. They'll stop near a couple islands, giving you a choice. Never ever try to catch a fish on an island with the purple coral, that's too risky and you'll quickly lose health when the coral attack you. The fish that stop by the coral islands will also appear near safe islands. Once you get to an island, watch the fish and try to rotate the camera so you can see them coming towards you. That will give you time to get in position and catch them at the right moment, considering they're there for a split-second at the very edge of an island. If you're safe and smart, this quest is a breeze.] ====================================================== [W.17] Part Two Chapter Seven - Guardians of the Stars ====================================================== EARTH [Well, just Futzu Tower, that's all of Earth you're going to see. Since you won't come back here, grab any music-point stuff you see along the way. There's one at the entrance, then one in Info Terminal A and one in Info Terminal B (they're right across from each other). You'll get to the Info Terminal rooms later, they're where you'll find Re-CODA fragments. Okay, anyway... in the second room, you'll need to check out the stuff on the left and right (else Elh will bug you about it). You'll quickly notice that the shape of the block you put on a light dictates where the path will go. Third room, puzzle time. The block ahead of you, I'll call that a Right block (once you pick it up and face north, you'll notice its edge points to the right). It's really hard to tell which is which, so I recommend facing north before you drop them. Go to the previous room and retrieve the blocks you used for the left and right paths. You leave the center one alone since you can't continue otherwise. The one from the left path, I'll call that a Left block. Bring it with you and put it on the light. Follow this new path. Now you're on the southwest platform, and there's a Left block there. Take that back over the path. Okay, so you're at the entrance, let's take stock of what you have. There's a Left block on the light. You have another Left block waiting to be used, and you have two Right blocks (one was already there, the other one you grabbed from the previous room). Remove the Left block from the light, put a Right block on it instead. Then grab a Left block and put it on the next light (the one on the southeast platform). You're on the center platform with a Straight block. Put that on the last light and go through that door. Keep on going, yadda yadda. You'll soon be in the Central Library. Okay, you have a Straight block and Right block there. Put the Right block on the right light, then the Straight block on the next one. Walk over those paths, you're on a platform with a Left block and two lights on either side. Take that Left block and put it on the light to the right. Follow it to the northeast platform where a Straight block is. Do not put it on the left light, instead take it back near the entrance. You will undo your path to make a new path. The recent Left block, take that to the entrance and put it on the left light. The recent Straight block, put it on the next light along the new path. Then the Right block that starts the old path, put that on the next light along the new path (you could use the other Straight block to get at the Left block on another platform, I think that's to help access some other goody, but it's not required). Walk onto the north platform with the Straight block on it, put it on the nearby light... and finally walk through that door. After your enlightening conversation with Yurlungur, race back to the elevator, save your game, and take the elevator up. You'll face a boss Shade. Like other shades, it will occasionally fire balls at you which you can toss back, or if you wait until the balls are swirling above it, you can run up and grab the Shade. After that and some more conversation, you're told to grab Re-CODA from the left and right rooms. You'll spot a blue-looking Shade thing, but it'll be no problem for you. At the edge of the room, press A to get the Re-CODA fragment. Repeat with the opposite room. And then you're done.] 62. Special Match (Nothing, REPEATABLE) [Duel Ship] Keeping those oh-so special rules the exciting match has been reborn! Now, it is time for you to step up! Reward: 1800 Rings [opens up after you finish Earth] [Brace yourself for the hardest Duel Ship quest of them all. Bumping up your Mobility is highly recommended since the flamethrowers will be unbelievably fast now. First round is against Smallants (they're small enough that just one simple pick-up-and-throw will do them in), and it asks you to win within 1 minute and not get caught in any traps. Second round is against Beetlers and it wants you to win within 2 minutes and not take any damage. Regular throws will work well, just throw them into the other beetles (especially if one's flying towards you in an attack at the time). Final round wants you to win within 1 minute, don't get caught in any traps, and don't jump. Getting hit by the enemies seems fine, so you have that to lie back on. Although you're dealing with Scatter Mice, the game changer is that there's two flamethrowers now. You can't jump, and the flames will force you into tight quarters, so try hugging close to one of them as you move around. Their synchronized path means you can walk between both flamethrowers if you need to escape to the other side. The mice do a good job of following you, so don't worry about getting close to the enemies, they'll come to you.] 63. Stamp Rally (1 Quest Point) [Mau] Ozir's treasure hunting fun fest! Collect the Stamps from all across Shepherd! There's a big reward if you can collect them all, young'uns! Reward: 1200 Rings [opens up after you finish Earth] [Travel across the world to find stamps! Some of these will be difficult if you don't remember much about your surroundings. Here's the answers: First stamp: Go to Airedale, talk to the fortune teller right across from the Quest Broker. Keeping talking until she gives you the stamp. Second stamp: Go to Basset, then talk to Collie (he's the "guardian" of the Cloud Sea since he fishes for crabs which come up from the clouds). Collie will ask you to catch something while he's gone. It's fine if you fail and let the crab get away. Third stamp: Go to Vizsla (they live in harmony with nature since they can control the Ladyshrooms) and talk to Dahmon who's in the room left of the Quest Broker. He'll ask for the password, it's "How you doin'?" (you get 2 P Crystals for getting it right) but either way you'll still get your stamp. Fourth stamp: Dahmon just gave it away, visit the Village Chief left of him at Vizsla. Inside the Chief's House, go up the stairs and check out the bookshelf on the left (next to the musical-point piano thing). Last stamp: Yep, you're going to Samoyede. The forest where the God slumbers would be the north forest (since there's Anjalists near the entrance, and you fought a guardian at the end of it). The idols are already on the pedestals, so just run to the very end of the forest until you see that whirlzone. The "shadow" refers to an area next to one of the pillars surrounding this room. Check near the pillar on the right. Finally, talk to Ozir back at Mau to get your reward] 64. Venom Barnacle Problem (1 Quest Point) [Sealyham] Please, wipe out the Venom Barnacles that are about to take over the Fish Tanks! -- Kouglof Reward: 800 Rings [opens up after you finish Earth] [Pick up and throw the small volcano-looking things, they're the barnacles. Once you're in the fish tank on the third floor at the bottom, one of the barnacles is behind the barrel next to you, another's between the two yellow eels, there's some in the back, and then one hidden among the coral on the raised platform.] =============================================== [W.18] Part Two Chapter Eight - A Call of Fangs =============================================== 65. Rescue from Rubble (1 Quest Point) [Pharaoh] Emergency! Someone with a robot capable of moving rubble is required to save citizens still trapped in the city! Hurry! -- Mamoru Rank Required: 8 {ADVANCES STORY} Reward: 1200 Rings [opens up after you finish Earth and return to Pharaoh] [Should be easy enough. Remember to talk to each citizen you see. There will be two trains to visit.] 66. Bomb Retrieval (1 Quest Point) [Pharaoh] Some explosives we have stored need to be moved to a safer location. Come to the Service Terminal in the west of the park. -- Controller Rank Required: 8 {ADVANCES STORY} Reward: 1400 Rings [opens up after you finish 65] [Finally going left from Sparkle Park this time. Okay, once you're briefed on what to do, go left into the train, exit through the opening in the back, and head up the stairs. Yank out the bolt behind you and take the green crate with you across it, then through the door. Keep going right, go down the stairs onto the lower level, keep going down those stairs... eventually you'll see a red button. Drop the crate onto the button, then head through the door on the left. Keep going down the stairs and around, then keep going to the right. Alright, you're basically in the lower-right corner of the bay now. Jump onto the slanted platform behind you, then once more onto the level above it. Voila, there's the high grade explosives! Even though Red says to handle it softly, you could drop it down the Grand Canyon and nothing would happen. Take the explosive down to the lower level then to the left, go up the stairs (dodging debris along the way). You're now where that green crate is. Go up the stairs to the next room, go into the room on the left, toss the explosive onto the platform that the ladder goes up to, pick it back up and head out the left door. Looks like Nero and Blanck have arrived. You'll be using the gun turret again, but the ammo's further away this time. Once you're finished, you'll take them out once and for all.] 67. Stop The Poachers (2 Quest Points) [Sealyham] There are poachers messing with my fishing spot! I need someone to patrol it! -- Kouglof Reward: 1500 Rings [opens up after you finish 66 and deal with Nero and Blanck] [The ships won't shop up on the map, follow the arrow instead. Follow the arrow and look for the yellow ships. Tackling the sides will not help. Land on top of the ships, then yank out the small green/yellow thing on top of them. After three of them are gone, a fourth will appear. You need to land on it too, but you'll have missiles thrown at you along the way. Throw the missiles back at the ship's cannon.] 68. Fisherman's Food (1 Quest Point) [Sealyham] I need someone to make a traditional fisherman's Lodging Stew using ingredients from Fishing Tanks! The fresher the better! -- Kouglof Reward: 800 Rings [opens up after you finish 66 and deal with Nero and Blanck] [Your job in this one is to grab the stuff that you think would taste good in a soup. Defeat the enemies along the way and they'll give hints on which ones to go for (they go after the tasty stuff). Red's response will be confirmation on whether you chose wisely. You'll spot multiple of each choice, but once you choose, all the other options on that level will go away. On the first level, grab a red fish. On the second level, grab a scallop (looks a little like a clam). On the third level, grab one of the fast light-blue fish. Head back to the top floor, dealing with 5 enemies near the top. Spritz told me about the last step you need to do to get full credit: "After putting the pot on the burner, tell him you're not ready. Take the pot back down to Basement 3F and there will be a venom barnacle there. Stick it in and head back up. Presenting that will up the reward to 1500 rings and 3 P crystals."] ===================================================== [W.19] Part Two Chapter Nine - Silence of the Dragons ===================================================== LEMURES [Save your game and refill your health before you come here, it'll be a while before you'll spot one again. This area looks like Lares, but pink. Most of this is Lares all over again but tougher. The area where you're flying through a passage is the same (apparently it's called the "Throat"), defeat all the enemies to get through it. In the next area, hop off and use your stungun several times on the pulsing blob thing to get it out of your way. In the next room you'll find some platforms across a lake of rising and falling acid. The acid will hurt, so be careful if you need to be on the floor (to retrieve one of the hidden sparklies or to better attack an enemy). In the next room you'll see what looks like a dead end, but defeat the enemy in there to make it open up. In the next room... no blockage at the end so you can make a mad dash to the end. In the room after that, you'll have a few more enemies to deal with before the exit opens up. One more room of acid, no blockage at the end, so make a mad dash for the exit. You'll then having to endure more enemies on a moving platform, like in the Throat previously. After that, get past the pulsing blob and limp your way to the Save Point. You'll have to fight the Core next. Unlike Bruno, you can pick up the red balls here. You only have a short window before one of the eyes shields itself though, and since they all come in pairs, you'll need to move out of the way before flinging it (just to make sure you don't throw it into the ball that came after it). After that you'll find it was a decoy, time to take on the REAL Core now. One of the enemies will try to squash you, dodge it and throw it back at the Core. Another will zip around and fire really fast balls at you, catch them and throw them at the Core. Another is a fast shruiken-like thing, wait until it stops spinning before flinging it back. Its remaining attack is making a huge gravity pit appear (which draws you in), then explodes on you. Keep leaping away from it to dodge it. Once you've defeated the Core, Tartaros will open up for you.] ================================================== [W.20] Part Two Final Chapter - He Who Laughs Last ================================================== TARTAROS [The world's on your side now. Dahak's transformed into the ultimate flying machine. Unlike other segments where you moved around, this one will eventually end with or without you defeating the enemies, but you should fight them to make things easier. Eventually you'll get to... well, what looks more like the angel of the Core than anything else. Destroy it by firing at the center of it. Get ready, now you're going to fight Baion himself. Fling the rocks back at him. Watch out for the flames and the walls of fire. Eventually he'll start doing an attack where some small energy ball appears (and there will be a tell so you know when it's coming up). Race over and grab that ball post-haste, else you'll get attacked. If you can pick it up, you'll be holding Baion over your head and you can throw him. Keep up the good fight. Once he's down for the count, you can breathe easy. Have fun with the ending (which you can't skip, which is just as well because it's pretty good). Congratulations! You have beaten Solatorobo! You'll still have some more quests to complete after this, so make sure you choose Continue Adventure.] ======================= [W.21] Post-Game Quests ======================= 69. Boss Battle Part 1 (Nothing, REPEATABLE) [Golden Roar] Do you want to take on some of the powerful enemies you've fought in the past? I can simulate them based on the data saved in Dahak. Reward: 4000 Rings [opens up after you complete Tartaros, finishing the main story] [This covers all the bosses from the first half of the game (Big Shade, Calua, Scarabee, Gren, Opera, Beluga, Opera w/ Calua and Gren, Bruno). You don't get health refills along the way, so stock up on Revive parts! Upon completion you'll also get 5 P Crystals, you'll be able to compose the song "Titano-Machina", and a few more goodies.] 70. Boss Battle Part 2 (Nothing, REPEATABLE) [Golden Roar] This will be the same as before, meaning you'll get no breaks in the fighting. I'll start from when Nero and Blanck appeared for the first time. Reward: 8000 Rings [opens up after you complete 69] [This covers all the bosses from the second half of the game (Nero and Blanck, Nero, bird guardian, fish guardian, Blanck, Shade boss, Nero and Blanck in the Cassandra Cross, Lemures real Core, Baion). Again, stock up on Revive parts. Upon completion you'll also get 5 P Crystals, you'll be able to compose the songs "To True Return" and "Depend On Me", and a few more goodies.] S01. Emergency Search (Nothing, DOWNLOADABLE QUEST) [Shetland] A certain individual has gone missing during a mission in Shetland. We need help with the search. We are waiting in front of the Mayor's house. -- Gren Reward: 1000 Rings [opens up after you complete Tartaros, finishing the main story] [Go up the stairs on the left and toss the boxes aside to find a drill in the upper-left corner. You can use that to get through the rocks. The rest is straightforward. Avoid the falling rocks as best you can, and prepare for a boss fight near the end.] S05. Air GP Pharaoh Cup (Nothing, DOWNLOADABLE QUEST, REPEATABLE) [Pharaoh] We are looking for racers to enter the upcoming Air Robo GP Pharaoh Cup! Come to the park to sign up! -- Beautiful MC Reward: 1500 Rings [opens up after you complete Tartaros, finishing the main story] [Takes you to Davren Islands. You have to come in first and beat the time limit of 4 min 30 sec. You'll need all that time because each lap is pretty long. If you win you'll snag the "Race Queen" photo. Since there's a photo at stake, you can repeat this quest as many times as necessary until you get it.] S06. Futzu Tower Data (Nothing, DOWNLOADABLE QUEST) [Golden Roar] Dahak and the Shades are made from Nanometal, but there is still much we don't know about controlling this material. Can you fetch more data from Futzu Tower? Reward: 1500 Rings [opens up after you complete Tartaros, finishing the main story] [I think you can get the music points again from Info Terminals A and B. Do that. The hologram in Terminal A will say the passcode is A10, the one in Terminal B will say B77. Go to the elevator and feed it 10 and 77, then you'll be able to use it. You'll have some battles ahead that may be a bit taxing. Once you're finished, grab the Data.] S07. Prarie Kingdom Cup (Nothing, DOWNLOADABLE QUEST) [Duel Ship] We are about to hold a premiere tournament hosted by the Prairie Kingdom! You can expect heroes from across the land to gather for fierce and exciting battles! Reward: 1500 Rings [opens up after you complete Tartaros, finishing the main story] [No constraints. First round's against Navara, a big Howler. Second round's against Quebec. Third round's against the Black Cats Gang. The final round's against Cyan.] S08. A New Simulation (Nothing, DOWNLOADABLE QUEST) [Golden Roar] I want to run experiments using a new type of simulation. This time two people have to enter the simulation together. I'll be waiting... Reward: 1500 Rings [opens up after you complete Tartaros, finishing the main story] [This interesting quest will have you use a gun turret to shoot at bugs. After that, prepare for some emotional dialogue as Elh reveals where her bug phobia came from. After you're done, don't forget to hop back onto your robot] S09. Search for a Son (Nothing, DOWNLOADABLE QUEST) [Airedale] I was supposed to meet my son Mamoru at the port in Airedale, but he hasn't shown up yet. He might be lost, so I'm looking for help finding him. Reward: 800 Rings [opens up after you complete Tartaros, finishing the main story] [You'll be distracted from the quest to help out with a ship that's on fire. And it's severely on fire. Once you catch up with Mamoru, throw the debris aside that's blocking the exit route.] S10. Dahak's Memory (Nothing, DOWNLOADABLE QUEST) [Golden Roar] When we launched the attack on Tartaros I detected some suspicious noise in Dahak's memory. I'd like to perform a simulation to investigate it... Reward: 1500 Rings [opens up after you complete Tartaros, finishing the main story] [This is pretty straightforward. You can attack the Shades along the way if you want.] S11. Kurvaz Quiz Contest (Nothing, DOWNLOADABLE QUEST) [Pharaoh] The Quiz Tournament is a staple tradition in Pharaoh. This time the Kurvaz have stepped up to host the event! You'll find us in the park, as always! -- MC Reward: 1000 Rings [opens up after you complete Tartaros, finishing the main story] [Here's the answers: Q1. How many years did the Second Magic War continue for? A1. 10 years. Q2. The Hunter rank determines the level of a quest that a hunter can take on. But just who determines the quest's difficulty level? A2. Guild Assessment Panel. Q3. Who is the super beautiful current leader of the Kurvaz? A3. Opera. Q4. What age would the brother have been when this incident occurred? A4. I guess he was 9. (Red's 8 when Chocolat is 4, which is +4 years, so 5 + 4 = 9) Q5. What exactly was going on here? A5. He threw the bed into the pond! (that's your only option. Red's too embarrassed to reveal the real reason, but the truth will come out)] S12. A Request for Red (Nothing, DOWNLOADABLE QUEST) [Basset] There's a little something I need your help with, Red. The kids here at the orphanage are looking forward to seeing you, too! -- Director of Fraisier Orphanage Reward: 300 Rings [opens up after you finish all quests, including DLC quests] [Thanks to nekoleon64 for telling me a little about the quest. What follows is his description: "This quest is just a simple quest from the orphanage in Basset, about an origami chain, and you're going around the world to various places asking people to participate." Sure enough, most of this quest is just dialogue, you'll be taken to other places automatically. There are two places where you'll have some interaction: in Vizsla, you'll have to go down the stairs on the right and go through the cave a little to find Dahmon and Frantz. And on the Duel Ship you'll have to fight a mysterious challenger, but it'll be a piece of cake. When talking to people, it doesn't matter which of two choices you go for, the dialogue will be a little different but won't affect the end result. So go ahead and enjoy] ======== [08] Q&A ======== This answers some questions you may have about the game, or just various odds and ends. Q. Barry said I should visit him when I have more photos. Well I have more photos but he won't let me show them to him! A. He will give you an extra fully-complete photo for each one of these milestones: 6 completed photos, 9 completed photos, and 12 completed photos. Quest photos seem to count, but not photos that Barry gives you. Q. Can you offer any tips on the racing quests? A. Get as many of those blue/yellow orbs as possible, they'll give you a few boosts you can use at any time (you can stock up on boosts in this way). However, all your boosts will disappear if you get hit by some item from another racer. You'll come to a dead stop if you hit an obstacle or the edge of the track (I was prone to bumping into the edge whenever the track went up or down), so you could save a boost for that moment to quickly get up to speed again. I also recommend holding L or R to bank on tight turns, beginning your turn before the corner starts. Finally, it seems your opponents go faster if you're in first, so you could try staying behind the leader to save up some of your boost. Q. Do the two intro videos have any significance? A. They depict events that will happen in the game. The first video (after you finish the prologue) shows events from the first half of the game. The thing the circle clips are shown inside is that medallion that Red took from the Hindenburg, which is vital for the Rite of Forfeit performed near the end of the first half. The second video (after finishing off Bruno) shows events from the second half of the game. The golden ball that the circle clips fade to is Tartaros, the final location you'll go to near the end. Q. Does the US version have the DLC quests built-in? A. Yes it does. You won't see the first one ("A Kidnapped Sister") until you finish off Lares at the end of part 1 though, and the rest are unlocked at various points throughout the rest of the game. For the other versions, note that you won't see downloadable quests in the game until you've finished Lares. Q. Flo says there's no more quest requests. A. Either you're expected to travel to a new location (go see if any of them say Next), or you forgot to do one last thing at one of the locations. They have a bad habit of having you finish a quest and then letting you go, expecting you to do one more thing. The dialogue will hint at what you have to do, but you get that dialogue once. So if you're not seeing Next on any locations, revisit the previous location you had a ranked quest at, then look around for some room with an exclamation mark on it. Q. How do I do a mid-air combo attack (the one Cyan tells me to do at the Duel Ship)? A. Pick up an enemy. When the enemy's in the air, jump up with B and then press A to catch it in mid-air, allowing you to throw it for the combo. The enemy will likely bounce off the ground, giving you an opportunity to jump up and catch+throw it again for additional damage. You can do this two or three times in a row. Q. How do I do a New Game+? A. If you've finished the game completely (the title screen shows a night sky), then go to New Game. It will tell you that everything will carry over. That's all there is to it. Q. How do I speed up the text? A. Hold down A and R. The text appearing won't go faster, but it'll go to the next message automatically once the previous one finishes showing up. That means less A-pressing. Q. How do I unlock "A Request For Red"? A. To unlock "A Request For Red", all other quests and downloadable quests have to be completed. The races might have to be won and not merely completed (they're all repeatable so it's easy to find them). "Faster and Fastest" seems to be the only race that will unlock an additional quest upon winning it (and that too needs to be won I believe), so if you completed everything else and still nothing, that's probably what you're missing. Don't forget that Flo won't show you every available quest; you need to check out the Duel Ship and the Golden Roar as well. Q. How do I use a Revive part? A. You don't need a Revive part in the robot until you lose all your health. Customize your robot (you can do that in the middle of a battle) and put in a Revive part when you're near death. Once your health is gone, you'll get some percent of health back (whatever the % next to Revive says) and the Revive parts you were using will disappear. At this point you can put your other parts back in. Q. How do I view old cutscenes again? A. Visit the Souvenirs shop in Airedale, where you can buy them, then go back to the Asmodeus and go to Theater in the Cabin. The two special videos you see when you turn on the game (the CODA videos) can be bought from there after you finish parts 1 and 2 of the game. Q. How do you unlock the different things in the Library? A. Here's what I think they are, based on observation. Given you're expected to do all these things throughout the course of the game, don't expect them to fill up completely until you're near the end. Even then they might not be close to full; play through a New Game+ to fill them up more. - Geography "Adventure for a long time and...?" [From my observations, just spend a lot of time outside in some town, roaming around. Time spent in the Asmodeus or a menu doesn't count. Time spent standing around doesn't seem to count. You have to be moving. Other people say it's how long you've been playing the game. Current estimates say 40 hours. The length of time seems to be different depending on which version you're playing] - History "Defeat lots of enemies and...?" [Defeat a lot of enemies. The regenerating flying insects in the Vizsla caves (the ones that drop the honeybeads you feed to the huge beetle) are a good choice for this] - Culture "Collect lots of money and...?" [Play some of the repeatable quests, like those on the Duel Ship] Ecology "Fish a lot and...?" [Go to Collie at Basset and just fish for as long as it takes. Bizarrely, you don't have to catch anything. You could just hook crabs and let them go, and the game will still count it. The type of crab you catch doesn't matter, so you can use the Novice fishing spot with a weak harpoon and just catch crabs - or let them go] Technology "Travel far across the world and...?" [I think you have to play through the story or play through a lot of quests to satisfy this. If you don't get it all the first time, a New Game+ will surely fix that] Races "Talk with many people and...?" [There's a strange system for how this increases. When you talk to someone, the game registers that you've talked to them - if you keep yakking without moving elsewhere then it's not going to fill up the bar. But if you leave the room and come back, that check will reset. So the key is: find someone near the entrance of a room, talk to them, leave and re-enter the room, and talk to them again. Just keep talking and re-entering. From my experience it takes about 25 times to increase it a little. So you could talk to the Lively Youth at Town Slope in Airedale to get that bar to increase. Does it increase twice as fast if you talk to two people each time you enter? I believe it does. My previous advice to talk to one person over and over was wrong since you do still need to go to other areas or re-enter rooms. This is also why the other advice to talk to unique people, or talk to them when they have something new to say, has truth to it: you're moving around as you do that. You may find it less tedious to do a runthrough of a town, talking to everyone you see, repeating the runthrough as needed. It couldn't hurt to explore every room again, you might find something along the way that you missed. Meira Bates brought up that it's easier to fill the bar by talking to everyone in every city after every major event. Just talk to people you believe would have new stuff to say. It's less tiring to do that, especially if you make it a normal occurrence rather than waiting until the end of the game. You can avoid Davren Islands though, that's one small area with barely anyone in it] Lifestyle "Break a lot of stuff and...?" [Just break a bunch of stuff. As Alfieri x noted, the "Metal Crusher" quest at Basset would be good for this. You can also use any place with regenerating boxes or crates, like the first room in the east caves of Vizsla, although it seems you have to leave the area for them to come back] Q. I can't go back to the sewers of Spinon, just the east sewers. Did I miss anything crucial? A. No, the sewers you're talking about had the big blue and red mice in them, it had the Old Viaduct. You didn't miss anything there. Q. I can't go into that area behind the Orphanage in Basset anymore. Did I miss anything crucial there? A. No. The Abandoned Ship you might have heard about is either the one left of the room where you find Collie, or it's the one right of the Port. Q. I defeated Bruno and saw the credits. Is this the end of the game? A. Nope, just half of it. Continue your game to play the other half. Q. I don't want to get stuck. What should I keep in mind as I play? A. Be smart in which slots you open up with crystals, because you want to fill up as many slots as you can with parts. Try not opening any slots until you have enough to completely open up room for a new part. Since you'll be short on money at first, hold off on buying videos (and probably parts, preferably save up for the good ones that you'll have room for) until later in the game. The easiest place to get money will be replaying quests at the Duel Ship. Poor choices won't make you stuck, but it'll make the game harder. And all the photo pieces are in areas that you can revisit. The two areas that you'll lose access to later (the Old Viaduct in Spinon and the area behind the orphanage in Basset) don't have any photo pieces. The game has "What Next...?" and "Check Quest" if you ever forget what to do. And if you're at the end of the game (continuing the game after Baion) without everything unlocked, don't worry: just do a New Game and you'll keep all the stuff you previously had, giving you the opportunity to snag the rest again. Q. I missed some P Crystals. Is there a place to buy them? A. In Basset, Collie has a couple for sale if you get enough points in his fishing game. You can also buy as many crystals as you want from the Golden Roar (near the end of the game), though it's 3000 rings for 5 crystals. If you're concerned about having enough crystals by the end of the game - I don't think that's possible. You'd have to do a New Game to pick up the crystals again so you have enough to open the remaining spots. Or, again, by buying crystals at the Golden Roar. Q. I need more money. A. Try doing some of the repeatable quests, especially those at the Duel Ship. Q. I put in a new part but I'm not noticing a difference in battles. A. It seems to require several points in a category before you'll notice a difference. A category at about +20 works well. A category at about +50 is about as high as you'll ever need to go. Q. I see a door above the Souvenirs shop in Airedale. Is there a way to get up there? A. Yep. Go into the Souvenirs shop, go upstairs to where Iggy is, and head south out the door. Pity there's nothing up there though. Q. I tried throwing an enemy at Opera's robot but it didn't do anything! A. You might not be close enough to her when throwing the enemy. The same goes for the other bosses which let you throw enemies at them. Q. I went to the Library, I can see some stuff is filled in, but I can't view any pages. A. You won't be able to view any pages until one of those bars is a third full. For every third of a bar, you'll unlock another page in the given category. A bar that is completely full thus gives you three pages of stuff. Press A on a category to look at its pages, and press Left or Right to go through the different pages for the category. Q. I'm able to look behind some things in the Orphanage in Basset. Why is that? A. A later quest will have you look for the children as part of a hide-and-seek game, and they like hiding behind things. Q. I'm missing some tunes! Compose Music isn't giving me any more. A. I think you have to complete more quests. Also, talk to Iggy once you've collected a lot of them, he has a few more to give you (similar to Barry, you'll get one for each milestone you meet). Don't forget to complete the two boss rush quests after you finish the game. Q. In Pharaoh, I forgot some photo pieces in Boslon Station and the Inspection Building! Is it possible to go back there? A. Yep. The soonest I was able to go back there was near the end of Part Two Chapter Three (return to Basset and do stuff there to get your robot back). When you return to Controller in the blue train, talk to him. First time he'll drop you off at Boslon Station. Second time it'll be the Inspection Building. Third time is back to the Main Terminal. And it'll keep cycling like that. So if you aren't getting those options yet, just play through the game a bit more. Q. Is it possible to fail a quest? A. Not usually. If you fail a quest, it will still be cleared and you can continue, you just won't get the money. It's mostly the quests that give you no Quest Points that can be failed. In several cases, failing a part will let you replay it until you get it right (such as any quest on the Duel Ship). So don't ever worry about losing out on Quest Points. When some options give you a dialogue choice you feel is wrong... well, if it is, you're able to replay that dialogue tree to get it right, but in most cases it will lead to alternate dialogue that will still get you closer to your goal. Q. Is it possible to get physically stuck somewhere? A. Not that I've noticed. The game does a good job of shoving stuff off to the side. Try pushing a crate on top of your robot, it's not going to happen. If you have two crates on top of eachother, your robot will grab one of them no problem. The closest I got was being between a crate and wall, stuck in the air with the robot flailing about (a nearby enemy might have been pushing me against the wall). A few seconds of trying to move was enough to get me unstuck. Q. Is it possible to miss a jump and die? A. No. There are no bottomless pits in this game, and invisible walls to make sure you don't fall off. Q. Is there any way to skip cutscenes? A. Press Start while a cutscene's playing. Mind that there can be multiple cutscenes in a row. The only one you can't skip is one near the end of the game. Q. Since music point locations aren't listed, how can I generally find them? A. Pay very close attention to your map, it'll show you rooms you might not have known existed. A few common locations to miss one would be the shop on the left in the Golden Roar, the windy bridge areas of Mau, the houses in Vizsla, and the room north of the Entrance Bay to the Western Mine in Shetland. Q. The boss rush quest at the end of the game is too hard! A. Granted it's very challenging even with the best parts. Make sure you stock up on Revive parts. When you're close to dying, swap out all your parts for some of those Revive parts (you can do Customize in the middle of any battle). After your health comes back, put your usual parts back in. Remember, once a Revive part is used, it will disappear forever, so carry as much of them as you think you'll need. Q. The enemy is dark and not moving around. What do I do? A. Some enemies, when their health is down to zero, will fumble around on their side indefinitely until you give them a finishing throw. Just walk up to them and throw them one last time. They can't hurt you in that state. Except for certain enemies later on which will explode after the finishing throw. Q. The game told me something (via "System"), but I forgot it or skipped past it. How do I see it again? A. In the menu, go to Help. That gives access to all the help you've been given so far. Q. The sky changes colors on the title screen. What does it mean? A. - Day: From start of game to the end of part 1 (defeating Bruno) - Sunset: From the start of part 2 to the end of the game (defeating Baion) - Night: Continued the game after Baion. Q. There's a quest I know I have, but the Quest Broker's not showing it. A. You'll find the other quests either by visiting Quentin at the Duel Ship, or Merveille at the Golden Roar. Q. There's multiple Cistern Blocks, Viaducts, Caves, Shroomdandis, and other rooms in this game. How can I tell which is which? A. Good luck with that. This is why I frequently give out instructions on where to go in the quests and the photo pieces. You might not pay much attention to the map on the top screen, but please do. The map will be your biggest giveaway on whether there's a hidden room you don't know about. Q. Uh, I put a crate where I shouldn't have and now it's blocking my path, I can't get past it. A. Try exiting the area (or flying to another island), then going back to it. Q. What are some tips to make battles easier? A. - Increase your Hydraulics. Means you have to tap the A button less to lift an enemy. If Hydraulics are high and you're fast enough with your tapping, you can get away with lifting an enemy from the front. Incidentally, high hydraulics also makes it easier to lift crates and other objects in the different quests. - Carry some Revive parts with you. When your health is nearly gone, switch out all your parts (you can Customize in the middle of a battle) and put in a Revive part. When your health drops to zero, the revive part will get used and then disappear. Then you can put back the previous parts you had. - Increase your Attack so each throw will do more damage. That's recommended if you're good with dodging enemy attacks. - Increase your Defense so you can last longer. - Some increase in Mobility could help with the speedier enemies, but I don't find that crucial. It only seems to particularly help with running over to an enemy who has its weak point open. If you're familiar with an enemy's attacks though, you'll know when that weak point's open and anticipate where to run to. Q. What do the three squares at the top left of the main menu mean? A. They indicate how many times you've completed the game. Doing a New Game+ (only after you've finished both parts of the game's story) lets you do another run-through. Subsequent playthroughs make the enemies harder and give you extra parts and robot forms. Q. What does a green quest mean? A. It means it's repeatable, and that you've cleared it (without saying whether you succeeded or failed at the quest). Q. What good is Hydraulics? A. Lets you lift enemies faster (means you have to tap A less), and lifts other things like crates faster. Q. What good is Mobility? A. You'll move faster. Great if an enemy is vulnerable and you need to race up to it, or you need to run through a town faster. You can get by pretty well in battles without it, although it'd make them harder. Q. What is the lowest Rank I need to finish the game? A. Rank 8, in Sealyham. Q. What things aren't of much use in the game? A. The Stungun, which is only necessary for a couple parts to progress further. The extra types for Dahak, since you can get by with your original type. Trance mode, which doesn't seem to help much and it runs out far too quickly. Combo moves beyond the basic ones you get with the Dahak Mk II. I didn't have much use for Defense or Mobility parts, since Attack and Hydraulics help you finish battles quickly enough that that's not a problem (Mobility will help you a lot in some battles and quests though). Q. What use is the Stungun? A. It helps keep enemies at bay when you're not on Dahak, or for pushing crates when you're on foot. You do use it a few times in Lares and Lemures to get rid of some things blocking your way, but that's it. Q. What's the difference between saving at a town and saving at the Asmodeus? A. Saving at a town refills your health, saving in the Asmodeus doesn't. In some cases the game will go through cutscenes and dialogue, give you a brief opportunity to save on the Asmodeus, then jump into more cutscenes and dialogue. Remember, in some locations a new save point might be far away (like when you go into Lares). If you forget to save at the Asmodeus and then you die at the new location, you'll have more dialogue to skip through. Always save when you have the chance! Q. What's the highest rank I can reach? A. Rank 10, meaning there's 100 Quest Points you can get total (10 per rank). Q. Where are those missing photo pieces? A. Everyone asks about them, they're perhaps the toughest thing to do next to the Boss Rush quests. Check your map carefully and visit rooms you haven't been in, and remember that you can go back to an area after beating a boss there to visit rooms you weren't allowed to go at first. Q. Where is the China Store in Airedale? A. It's the one with the "Souvenirs" sign on it. I made this a question because I found it far easier to associate a location with its surroundings rather than the room title the game gives it. Q. Why do some quests not offer any quest points? A. They're likely repeatable quests (if it's green, then you've already completed it). If you could get quest points every time you ran them, your rank would soar, so no dice there. Sometimes they also have time limits, you'll only get the money if you beat the time limit. Q. Why does the first savepoint in the US version of the game say that I'll unlock Quest Download? There's no Quest Download in the US version. A. I'm guessing they forgot to change that! =============== [09] Music List =============== Talk to Iggy at these milestones to get more music: - 19 songs (24%): Unlocks "Three Sisters" (77) - 38 songs (49%): Unlocks "Shooting Star" (74) - 57 songs (73%): Unlocks "Re-CODA (instrumental)" (71) - 78 songs (100%): Unlocks "Re-CODA" (79) and "To the Blue Sky" (80) 1: Verdant Vizsla 41: Our Hero Appears 2: Beyond Darkness 42: Opera Triangle 3: Decisive Battle 43: Tears Of Courage 4: Little Tail March 44: Terror Awakes 5: Cutting The Sky 45: Drop Of Light 6: Air In Airedale 46: See Tomorrow 7: The Hindenburg 47: Unknown 8: Spinon Watertown 48: Try Again! 9: Shetland Mine 49: Ancient Earth 10: Sealyham Sky Sea 50: The Futzu Tower 11: Mau -The Bower- 51: Tartaros 12: By My Tail! 52: Song Of Sky Sea 13: Overture 53: King Of The Sky 14: Brief Respite 54: Yurlungur 15: Another Morning 55: Order 16: Comic Stylings 56: Overdrive 17: Spiral Nightmare 57: A Flower For You 18: Bad Omen 58: Depend On Me 19: Hopeless Wounds 59: Name Of Light 20: The Master 60: Pulse of Memory 21: 100 Glitterings 61: Showdown 22: Soulless Enemy 62: Skies of Davren 23: Next Story 63: Titano-Machina 24: Roll'n Roll'n 64: Blue Sky Extreme 25: The Royal Envy 65: Cloud Puncher 26: Pride in Blood 66: Evening Scrap 27: Limits of Greed 67: Thunder Explosion 28: To True Return 68: Full Moon Extend 29: DNA 69: Wind in Chains 30: Slums Of Basset 70: City in Tragedy 31: Gold Golden Roar 71: Re-CODA (instrumental) 32: Pulse Of Lares 72: A New Foe 33: Big City Pharaoh 73: Sleeping Gently 34: Holy Samoyede 74: Shooting Star {star} 35: Battle Of Fate 75: Backwards March! 36: Eat Or Be Eaten 76: Go! Air Robo GP! 37: Impossible! 77: Three Sisters 38: Good Preparation 78: Cute Policeman 39: I Win! 79: Re-CODA 40: My Distant Blade 80: To the Blue Sky What are the final two songs? "Re-CODA" is the ending music with vocals, and "To the Blue Sky" is a special richer-sounding version of "Air In Airedale". ======================= [10] Theater Video List ======================= Here's all the cutscenes in the game, plus the descriptions for each. The cutscenes from the first half of the game are 300 rings each. The cutscenes from the second half of the game are 400 rings each. And the two CODA cutscenes (the anime intros when starting up the game) are 500 rings each. 1: Opening (The start of the story.) 2: To Hindenburg (Red infiltrates the Hindenburg alone.) 3: Disaster Awakes (A massive "something" suddenly appears, piercing the sky.) 4: Meeting in Fire (Red finds a mysterious boy collapsed in the crumbling ship.) 5: Sleeping Gently (The boy saved from the Hindenburg sleeps peacefully.) 6: Shade Attack (A horde of Shades attack Airedale.) 7: Contract with You (After defeating the Shades, Elh makes an offer to Red.) 8: Kurvaz Ops (Bruno shows up in Spinon.) 9: Asmodeus Falling (Asmodeus is chased and shot down by the Kurvaz.) 10: Wings of Gale (Dahak takes to the skies on a new pair of wings.) 11: Elh's Phobia (Beyond the steam... Elh?!) 12: Heartless Attack (Elh uses her spells to defend against the Kurvaz attack.) 13: Holy Quarter (Red and friends finally reach the Holy Quarter.) 14: To The Rite (A spot of light rises from the cloud sea in the distance.) 15: Rite of Forfeit (The Rite of Forfeit takes place in the Shrine.) 16: Striking Roar (Elh uses a spell again to defend against the attack of Golden Roar.) 17: I'm Coming Elh! (Red heads into Golden Roar to save the captured Elh.) 18: Lares Awakes (The power of the three Crystals fully awakens Lares.) 19: He's Still Alive (Red, presumed dead, appears safe and sound.) 20: Into Lares (Red avoids Lares' lasers and heads inside the monster.) 21: Go On Ahead! (Beluga takes on the antibodies alone so that Red can advance.) 22: Trance (Roaring from his heart, Red is transformed.) 23: Core Crunching (Red and Elh join paws and smash through Lares' core together.) 24: Lares Crumbles (Lares gives a final cry and slowly collapses.) 25: Ominous Encore (A new player takes the stage and the ominous curtain rises again.) 26: Is This Paradise? (A strange device is unearthed and something awakens from inside.) 27: Nightmare Rain (Two Titano-Machina and a strange boy and girl appear.) 28: The Dahak Mk2 (Things look bleak, but then Dahak exhibits a fantastic new power.) 29: Big Summoning (Playing the Divine Flute makes a giant creature appear.) 30: To Earth (Earth, below the clouds, is reached by riding on the giant creature.) 31: Tartaros Appears (Tartaros appears from the "hole" opened in the sky.) 32: Titano, Silenced (The two Titano-Machina grind to a halt.) 33: Destroy All (Red trances up and rides on the back of Cassandra Cross.) 34: The Order (Baion smiles boldly as he receives the "Order.") 35: Eyes of Insanity (Red loses control of himself and attacks Elh.) 36: Phase 1, Start (A massive operation begins in order to take down Tartaros.) 37: Into Tartaros (The all-out attack manages to break Tartaros' barrier.) 38: Toward Climax (Red finally arrives at the scene of the final battle.) 39: Homeward (Red uses the last of his strength to escape from Tartaros.) 40: Ending (And... life returned to normal.) 41: CODA -Intro- (Red, Chocolat and Elh's adventure to deal with the giant statue begins.) 42: CODA -Outro- (Red and friends join forces to face an unimaginable threat.) ==================== [11] Library Entries ==================== These are all the Library entries in the game, so major spoilers here. The formatting has been changed slightly. GEOGRAPHY 1: Islands and the Cloud Sea : Basic The floating islands come in all shapes and sizes. They can be small enough for only a single person to stand on or large enough for thousands to live upon. There are many theories as to how the islands float, but nothing has been conclusively proven. The most viable of the current theories involves the relationship between crystals and the Nono. The unending Cloud Sea that spreads beneath us is the greatest threat that faces us in everyday life. The clouds are comprised of plasma which give off constant electricity. Any who venture too close will suffer a quick demise from this lethal high voltage. Even those places where the sea can be seen beneath the Cloud Sea are not safe and can be filled with lethal electricity. GEOGRAPHY 2: Island Resources and Weather The resources that can be found on each island differ greatly. While one island may be rich in mineral resources another may offer none at all. Jewels are especially rare. In the entire world there are very few countries famous for their precious stones. No energy resources exist outside of coal and crystals. The weather on each island also depends upon the surrounding environment. Most of the islands offer easy living conditions all year long, but depending on the altitude of the island and the surrounding air currents there are also islands in a state of perpetual winter, where the sky is always red like evening or where rain is always falling. GEOGRAPHY 3: Islands and the Cloud Sea : Theory Each island shows a definite bias in its composition, and though the way in which their environments are fixed has not been determined a certain theory has been gathering attention. The theory is "All matter is operating under some sort of order." Although numerous scientific and logical issues were raised when this theory was first suggested, it is true that the islands are somehow stabilized along with the air currents around them. This theory accounts for many of the otherwise unexplained issues, such as the existence of the Cloud Sea. This theory has also seen a great deal of support from religious circles. They believe that these "orders" are the will of God, or the Nono... HISTORY 1: Hundred Lilies War The name given to the twelve military operations perpetrated by the Empire of Abyssina, located to the north of current Shepherd, from 511 - 611 years ago. Also known as the Hundred Years War. The Leo Tribe, having brought the chaotic region under control, created the Empire of Abyssina, drawing in the smaller tribes of Felinekos from the surrounding area to further increase in size. Caninu Tribes also tried to resist, but could not withstand the military strength of the Empire. The Kingdom of Shepherd also looked as though it would succumb, but with help from the Wolf Tribe the situation took an upturn at the battle of Mallberry. This is also recorded as the first battle in which the Caninu used Robots. HISTORY 2: The Shepherd Revolution From 111 - 116 years ago Felinekos from the old Empire of Abyssina revolted against the Kingdom of Shepherd. Taking the territory of the old Empire and calling it the Federation of Abyssina they launched what was later called the War of Independence. The Felinekos of the Empire of Abyssina, their home country destroyed in the Hundred Lilies War, had since been continually mistreated by the Kingdom of Shepherd, now grown strong and powerful through its further development of robots. Amid the war for independence a resistance movement within Shepherd also saw their chance to act. The grip of the royal line and its nobles was also loosening, and the War for Independence was a success. This led, 14 years later, to the Shepherd Revolution. The people rose up and defeated the royal line, giving birth to the Shepherd Republic. HISTORY 3: The 1st and 2nd Incantation Wars The 1st Incantation War took place between 121 and 124 years ago, and the second between 42 and 56 years ago, both fought between Shepherd and Abyssina. These conflicts were defined by the clash between Abyssina incantations and Shepherd machinery, along with the traditions and technologies of each. Ultimately one may consider the conflicts as simply a battles between cultures, however, fought on a massive scale. There was chaos within the Shepherd Republic, too. When it appeared that they would lose the war a lone hero arose and proclaimed himself Emperor, pushing the republic to the verge of collapse. In the end, however, neither side has the resources to continue the conflict, and with the Emperor's death in battle a cease-fire agreement was finally reached. CULTURE 1: Calendar, Politics A solar calendar is used, with the founding year of the Shepherd Republic taken as the first year. Since the conclusion of the war forty years ago, although Shepherd is still ostensibly a republic in reality each island has been ruled as an autonomous political entity usually by the one noble that has the strongest support of the people. Since the war, relations with the Abyssina Federation have been established, and at least on the surface the two nations are at peace. Due to these factors current official military facilities are kept at the absolute minimum requirement, and political policy is focused inward. This has heightened the people's awareness of self-defense, and given birth to the Hunters who undertake a variety of jobs for money. CULTURE 2: Entertainment and Leisure All citizens of Shepherd, no matter their standing, do their best to make time for entertainment. Children play games with cards and boards and sports are enjoyed by all ages. Recently "disc playing" has become popular. Competitors try to catch a disc thrown by their partner as stylishly as possible and then race back to return it. Other animals also play a role in recreation. Children enjoy catching and keeping insects and adults bet on giu races. The Aero Race GP and the combat tournaments are the two most popular forms of entertainment. CULTURE 3: Religion, Spells There are two major religions in Shepherd. The first, Anju, has the most wide spread followers. Anjalist's worship in churches on Sunday and always keep a bible at hand. The second religion, Oshilasama, is a faith based on elementals that is passed down among the Felineko. It uses special markings to draw upon the power of the Nono that fill the world and the Nono is used for casting spells and incantations. The nation to the north of Shepherd, Abyssina, also uses incantations, and it is thought to be based in these same principles. Strict training is required in order to be able to use high level spells, as correct techniques must be used to draw the correct markings and chanting is not an easy to achieve skill. ECOLOGY 1: Plant Life Plants are an important resource in that they purify the air and bring water to the land. It is unknown as to whether the harsh conditions in which they grow or the crystals in the soil are the cause, but many plants continue to grow to massive sizes. Due to the importance of plant life the larger they grow the more prized they are, and in many towns they can be seen growing freely amid the houses. Plants have incredible life force. It is not uncommon to see an island that has a single plant covering its entire surface. Some plants with enhanced sensory systems can control their limb-like leaves and branches to capture targeted prey. ECOLOGY 2: Insects, Birds, Gius The following animals can be found around the islands. Mammals : Along with the Caninu and Felineko there are four legged animals called Gius. Every part of the giu can be used, from the skin, flesh and milk right down to the bones, and they are kept as livestock. Birds : Animals with wings that can fly. The Anju religion treats them as holy. Birds can sometimes grow to huge sizes in the same way as plants. Insects : Strong against environmental changes, these creatures have continued to evolve and increase in size. Highly intelligent, some of them are even capable of understanding speech. ECOLOGY 3: Fish, Sky Fish, Hermit Crabs Fish : Live in lakes and rivers. Sizes vary, as some may be very small and others may be three times the size of a person. Sky Fish : Look very much like normal fish but these float and swim through the air. They feed on fine crystal particles in the air. They are a delicacy, although only a small part of each fish can be eaten. Hermit Crabs : Even among all the flora and fauna of Shepherd these hermit crabs grow to the most awesome of size. Their backs are soft and weak and so they creep into the gaps in islands or the scrap of giant airships and take them as their homes. They will eat anything and everything. They are known to eat crystals which also gives them the ability to float. TECHNOLOGY 1: Crystals Crystals are the most commonly used source of energy across Shepherd. There are crystals that occur naturally and those that are grown artificially. Both types have to be processed in order to make them use-able. Crystal itself is a soft, light material that is safe to touch. Size changes depending on the amount of energy contained and the quality of the processing. In order to extract energy from crystals they must be set into a crystal drive. Electricity, light or heat can be extracted from them depending on the type of drive used. TECHNOLOGY 2: Airplanes and Airships Airplanes and airships are a vital means of transport. The difference between airplanes and airships is the method by which they achieve flight. Airplanes use wings while airships use a balloon filled with a gas that is lighter than air. Most balloons are encased in a stiff outer shell. Airplanes that have especially large holds for cargo are called air freighters or transports. Propellers are generally used to provide thrust, with various types of wing configuration and shapes in use. There are also jet engines that use crystal drives, but because of their high cost they are not widely used. TECHNOLOGY 3: Images and Communications Images and videos are shown through use of projectors. TVs are spreading even though they are still expensive. Both are black and white but steps toward color have been made in recent years. TV programming includes news, variety shows and animation for children. The primary method of long distance communication in Shepherd is by wireless radio. The technology for transmitting not only voice but also video is available but still expensive so it is not widely used yet, limited to the military and high grade Hunters. RACES 1: Caninu & Felineko Characteristics Caninu and Felineko have the following characteristics. Caninu - Like being a part of organizations and working together - Are loyal, serious and can be stubborn - Are very interested in machinery and technology - Have little interest in or aptitude for spells - Skilled with their hands - Good at physical labor - Have lots of stamina - Sensitive to heat - Have a keen sense of smell - Like to eat hard foods Felineko - Fiercely independent and quite aggressive - Say little and keep their emotions to themselves - Moody and calculating - Are very interested in and have a great aptitude for spells - Are not very interested in machinery and technology - Are nimble and can move quickly - Have excellent concentration - Sensitive to cold, but don't like hot food RACES 2: Caninu and Felineko Breeds The main races are categorized into Caninu and Felineko but these are then further divided into breeds. Principle Caninu Breeds Dogs (further divided into Borzoi, Chihuahua etc.) Foxes, Fennec, Jaguar, Coyote etc. Principle Felineko Breeds Cats (further divided into Siamese, Maine Coon etc.) Leopards, Tigers, Pumas etc. Caninu and Felineko can marry each other and have children. Their children will be either Caninu or Felineko. RACES 3: Ancient Races There are various breeds of Caninu and Felineko, but there are also tribes that have already been wiped out. These are generally called the Ancient Races. Main representatives of the Ancient Races would be the Caninu Wolves and the Felineko Lions. Wolves Caninu do not use spells, but it is said that the Wolves used spells even more powerful than modern Felineko. It is also said that they suddenly appeared during the Hundred Lilies War, aiding the Kingdom of Shepherd, and they also provided robot technology at that time. Lions Legends remain of their fighting fiercely with the Wolves. They were said to have impressive physical prowess. LIFESTYLE 1: Currency, Clothing The currency in Shepherd is called the "Ring," a coin with a hole in the middle. Divided into four types based on the worth of the material the coin is made from, starting from bronze, then silver, gold and platinum. When carrying the coins around they are often threaded onto a string. There are no distinct clothing differences between Caninu and Felineko. Religious and tribal differences lead to differences in the clothing worn. Cloth and giu hide are used as materials, with buttons and fasteners used to hold the clothing in place. LIFESTYLE 2: Food Three meals are generally eaten each day, in the morning, noontime and evening. Bread and vegetables are staple foods, accompanied by meat, fish and insects. Meat is taken from giu and birds. Fish are generally of the water variety but sky fish are eaten as a delicacy. On more urban islands insects have been eaten less in recent years, but they remain popular in other areas. Among the foods favored by Caninu is a snack called Giubone, made from the bones of gius. Varieties range from snacks for kids through to expensive delicacies for adults. Felineko enjoy a drink called Silvine, which can act as medicine for the drinker. Caution is required however as it is addictive if drunk in large doses. LIFESTYLE 3: Homes and Buildings Dwellings vary a great deal depending on the island. In towns, stones and metal frameworks are used to make comparatively modern buildings, while on the outer rural islands a house can sometimes be nothing more than a converted plant. What can be said of dwellings on every island is that they make effective use of their surrounding environment, created to blend in with nature. ============ [12] Credits ============ CyberConnect2 for making this wonderful game. Bandai Namco for publishing it and allowing it to be made. XSEED for bringing the game to America. Solatorobo Board at GameFAQs for providing help on the game. silktail on GameFAQs for giving a list of locations where the photo pieces can be found. nekoleon64 on GameFAQs for info on the final DLC quest "A Request for Red". Alfieri x on GameFAQs for referencing the "Metal Crusher" quest as a good place for breaking stuff and building the Lifestyle bar of the Library. Spritz for info on how to get the best result on "Fisherman's Food". Meira Bates for bringing up that it's simpler to fill the "Races" library bar by talking to everyone after every major event. Tommy Chastain for telling me about the quest "New Challenger" and what the final music tracks are. The following authorized websites for hosting this walkthrough: http://www.gamefaqs.com/ http://www.neoseeker.com/ http://www.cheathappens.com/ ========== [13] Legal ========== Copyright 2012 Kye Fehrenbach (Folgrimeo). This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ============ [14] Contact ============ You can reach me at kyefeh (at) gmail (dot) com. I'm especially interested in hearing from you if there's any corrections or additions you'd like me to make.