~ primal ~ a walkthrough by David Robbins (Fable12) ~~~~ C I V I L A Z A T I O N ~ I S ~ O N L Y ~ S K I N ~ D E E P ~~~~ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-= VERSION HISTORY =-=-=-=-=-=-=-= v 0.41 08/16/03 - Fixed a problem I totally missed with the door to the Necropolis in Solum. (Ooops . . .) Thanks to Dotyartist2 for the heads-up. v 0.4 08/12/03 - Added a few cheat codes for US NTSC version. Unlock Solum Cutscenes, Aquis Cutscenes, and EasyKill Cheat v 0.3 05/10/03 - Added an alternate strategy for Part II of final boss battle - courtesy of BLUE! v 0.2 05/09/03 - Fixed a couple spelling errors and updated info in FAQs section. v 0.1 04/21/03 - Finished the FAQ skeleton (yay!). The walkthrough is complete, but the codes section for the NTSC North American version of the game is incomplete. =-=-=-=-=-=-=-=-= TABLE OF CONTENTS =-=-=-=-=-=-=-=-= I. INTRODUCTION / PURPOSE OF BEING II. CONTACT INFO & LEGAL STUFF III. PLAYING THE GAME A. CONTROLS (JEN & SCREE) B. ADDITIONAL CONTROLS C. GENERAL EXPLORATION CONTROLS D. STATUE POSSESSION (SCREE ONLY) E. CLIMBING A WALL (SCREE ONLY) F. JEN'S LIFEFORCE / ENERGY G. RIFT GATES H. VALUABLE OBJECTS I. DEMON FORMS J. COMBAT IV. GENERAL NOTES ON FAQ A. Tarot Cards B. Cutscenes V. WALKTHROUGH PROLOGUE (OBLIVION) 1. [ ~ SOLUM (ORDER) ~ ] Valley 1.1 CIRCLE OF KINGS 1.2 FIRE BRINGER 1.3 WALL CLIMBING 1.4 FERAI VILLA / CROSSING RIVER 1.5 VALLEY TOWER 1.6 FERAI BURROWS 1.7 JARED'S LODGE City 1.8 CITY BRIDGE / GATE HOUSE 1.9 INTO THE CITY / POOR QUARTER 1.10 GREAT TEMPLE Hunt Lands 1.11 HUNTLANDS 1.12 HUNT CAMP 1.13 BURIAL GROUNDS 1.14 THE NECROPOLIS City 1.15 BACK TO THE GREAT TEMPLE / THE CITY 1.16 THE PLAZA 1.17 THE SEWERS 1.18 THE JAIL 1.19 THE COLISEUM / BELAHZUR (BOSS) 1.20 GOIN' EXPLORING 1.21 THE BARRACKS Fortress 1.22 INTO THE FORTRESS 1.23 GUARD ROOMS 1.24 KITCHEN 1.25 PANTRY 1.26 MALKAI LAIR 1.27 TO THE THRONE ROOM 1.28 THRONE ROOM / DEVENA'S HENCHMAN (BOSS) 1.29 JARED'S ROOMS 1.30 DEVENA'S ROOMS 1.31 BACK TO JARED 1.32 DEVENA'S TOMB / FALSE DEVENA (BOSS) 2. [ ~ AQUIS (ORDER) ~ ] Temple Lagoon 2.1 TEMPLE LAGOON 2.2 DELIVERING THE UNDINE ASPECT Dam Lagoon 2.3 RUSCUEING AINO Bay 2.4 BAY CAVERNS 2.5 PRIMING STATION Dam Lagoon 2.6 SUB-STATION: BEACH (DAM SUB-STATION) Temple Lagoon 2.7 SUB-STATION: TEMPLE LAGOON (TEMPLE SUB-STATION) Tunnels 2.8 THROUGH THE BAY 2.9 SUB-STATION: TUNNELS (SKELETON SUB-STATION) 2.10 FREEING THE ENGINEER 2.11 SUB-STATION: TUNNELS (NEST SUBSTATION) 2.12 SPIKE PIT & APOSTLE MOUNTAINS 2.13 UNDINE STATUE CAVE 2.14 SUB-STATION: TUNNELS (RIBCAGE SUB-STATION) 2.15 PURIFICATION TOWER / ADARO (BOSS) 2.16 THE UNDINE KEY 3. [ ~ AETHA (CHAOS) ~ ] Village 3.1 PORTAL KEEP 3.2 THROUGH THE VILLAGE 3.3 MAIN SQUARE / FARM 3.4 FOLLOWING 3.5 TO THE CEMETARY 3.6 DEM BONES 3.7 OL' PUGFACE / TO THE WELL 3.8 VILLAGE SQUARE / WRAITH INFANTRY (BOSS) Dungeons 3.9 DUNGEON ENTRANCE 3.10 DUNGEON DOCKS 3.11 THE FLOODED DUNGEONS 3.12 CAGE CHAMBER 3.13 THROUGH THE DEPTHS 3.14 TORTURE ROOM / TALKING HEADS 3.15 WALKWAY CELLS 3.16 UPPER CELLS Mansion 3.17 RESCUING JEN 3.18 NO VAMBRACES 3.19 TO THE BALL 3.20 AFTER THE BALL / GET THE VAMBRACES BACK! 3.21 TO ELIZABETH'S ROOM 3.22 TO THE DARK MAZE 3.23 DARK MAZE 3.24 BLOOD MACHINE 3.25 BACK TO THE BALLROOM 3.26 RAUM & EMPUSA (BOSSES) 4. [ ~ VOLCA (CHAOS) ~ ] Upper Chambers 4.1 THE CRATER 4.2 CENTRAL SHAFT 4.3 ENTRANCE CHAMBER 4.4 LAVA PIT / PHOENIX STATUE Royal Chambers 4.5 ROYAL CHAMBERS / LAVA TEMPLE 4.6 RESCUEING JEN / BELOW LAVA TEMPLE 4.7 OIL BATH ROOM 4.8 PIPE ROOM 4.9 MALIKEL'S TEMPLE / BACK TO LAVA TEMPLE 4.10 POSSESSED DJINN JEN (BOSS) 4.11 BACK TO MALIKEL'S TEMPLE Lower Chambers 4.12 INTO LOWER CHAMBERS 4.13 MAGMA PLINTHS 4.14 LAVA FALLS 4.15 SANCTUARY OF IMMOLATA / FLAME IGNITERS 4.16 HALL OF GODS 4.17 BEFORE THE STORM 4.18 GOLIATH SANCTUM / GOLIATH (BOSS) 5. [ ~ OBLIVION (FINAL BOSS) ~ ] Nexus Hub 5.1 OMEGA VI. SECRETS & BONUS MATRIALS A. Tarot Card Locations List B. Bonus Features C. Codes NTSC North American Codes (incomplete) PAL European Codes (complete) VII. SOME Q&A VIII. CLOSING *********************************************************************** *************** I. INTRODUCTION / PURPOSE OF BEING **************** *********************************************************************** ~~~~ T H E ~ L E G E N D A R Y ~ O B L I V I O N ~~~~ Primal is a gothic puzzle game with a little bit of action and adventure thrown into the mix. The puzzles in this game are environmental puzzles, meaning that you need to figure out how to manipulate or use the environment and objects around you in order to progress through the game. This game focuses heavily on story and puzzle solving. The combat system in the game, although cool to watch and use is relatively simple, and that is not a bad thing at all because the focus of the game is more about bending your mind than cramping your fingers. I created this guide to hopefully help a few people out with the puzzles in this wonderful game. Because, if you're like me, then your brain hurts after scraping it over that one puzzle that's mean and just won't let you solve it. Note: Aspirin is not included with this FAQ. But, hopefully, you will find this guide useful. I have chosen to focus more on the puzzles than the combat in this game. I have included a section with a few general tips on combat, but nothing too terribly in-depth. Don't worry, you don't have to be a master at Soul Calibur, Bloody Roar, Virtua Fighter, or any of the Tekken games to get combat down in this game. If you care, I'm gonna plug a bit for myself here. I have written a few other FAQs, like one for "Lord of the Rings: The Two Towers" for Ps2, GameCube, and XboX. The other FAQ I wrote was for the little known Ps2 title HAVEN: Call of the King. Okay, blah BLAH blah . . . enough of that. *********************************************************************** **************** II. CONTACT INFO AND LEGAL STUFF **************** *********************************************************************** My e-mail is Fable12@hotmail.com if any of you want to throw me a message. You know, tell me how bad this is or say it's cool. If you want to help out on updates/revisions of this FAQ, let me know too. All names, characters, logos, locations, designs, and everything else are copyrighted and/or owned by their respective owners (meaning - I don't own any of those things, nor am I affiliated with any of them). I, Fable12, made this FAQ for fun, and the FAQ itself is the only thing I created here and hold copyright to. Copyright David Robbins 2003. This FAQ may not be altered in any way shape or form. If (by a miracle) you want to host it on your site, I ask that you please contact me first, and then I'll probably give you permission to do so. Thanks! *********************************************************************** ******************** III. PLAYING THE GAME *********************** *********************************************************************** =-=-=-=-=-=-=-=-=-=-=-=-=- A. CONTROLS (JEN & SCREE) =-=-=-=-=-=-=-=-=-=-=-=-=- |=====================================================================| | CONTROLS | ACTION | |=====================================================================| | Left Analog Stick | Move character | |---------------------------------|-----------------------------------| | Right Analog Stick | Move Camera | |---------------------------------|-----------------------------------| | (X) Button | Action: Pull levers, open doors, | | | pick up objects, break objects | |---------------------------------|-----------------------------------| | | Ask Scree for helpful hints with | | Triangle Button (T) | your current situation or | | | surroundings. | |---------------------------------|-----------------------------------| | | Cycle through available actions | | Square Button (S) | when more than one can be | | | performed in the same location. | |---------------------------------|-----------------------------------| | (R1) Button | Center camera view behind Jen or | | | Scree. | |---------------------------------|-----------------------------------| | "START" Button | Open Pause Menu / Map Screen | |---------------------------------|-----------------------------------| | "SELECT" Button | Switch character (between Jen & | | | Scree). | |=====================================================================| =-=-=-=-=-=-=-=-=-=-=-= B. ADDITIONAL CONTROLS =-=-=-=-=-=-=-=-=-=-=-= ~ Jen-specific ~ ---------------- |=====================================================================| | CONTROLS | ACTION | |=====================================================================| | Circle Button (C) | Hold down to swim (Undine form | | | only). | | | Hold down to Slow Time (Wraith | | | form only). | |---------------------------------|-----------------------------------| | (L1) Button | Initiate combat (when foe is | | (L2) Button | present. | | (R1) Button | | | (R2) Button | | |---------------------------------|-----------------------------------| | "UP" on directional pad | Toggle Undine form / summon | | | Undine Energy from Scree. | |---------------------------------|-----------------------------------| | "DOWN" on directional pad | Toggle Djinn form / summon Djinn | | | Energy from Scree. | |---------------------------------|-----------------------------------| | "LEFT" on directional pad | Toggle Ferai form / summon Ferai | | | Energy from Scree. | |---------------------------------|-----------------------------------| | "RIGHT" on directional pad | Toggle Wraith form / summon | | | Wraith Energy from Scree | |=====================================================================| ~ Scree-specific ~ ------------------ |=====================================================================| | CONTROLS | ACTION | |=====================================================================| | Left analog stick | Control Scree / when close to | | | wall, climb on wall | |---------------------------------|-----------------------------------| | Circle Button (C) | Turn to Stone / Disengage stone | | | mode. | |---------------------------------|-----------------------------------| | (X) Button | Possess Statue | |---------------------------------|-----------------------------------| | Triangle Button (T) | Dispossess Statue | |=====================================================================| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- C. GENERAL EXPLORATION CONTROLS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ~ Controlling Jen & Scree ~ --------------------------- From the moment Jen and Scree enter the Solum, you can press the "SELECT" button to switch between the two of them at any time. However, during certain times in the game, control of either Jen or Scree might be blocked. So, it is helpful to switch between the two of them to solve puzzles. Jen and Scree must work together, so get used to the fell of each character. Know what each one can and can't do. (For example, Jen cannot climb up walls or carry torches, but Scree can.) ~ Actions ~ ----------- Pressing the (X) button over certain objects will manipulate them in some way. Use the (X) button to open doors, break objects, pick up objects like pots, Tarot Cards, the rope, and torches. (Only Scree can pick up the rope and torches, though.) ~ Help ~ -------- At almost any time during gameplay, you may press the Triangle (T) button and Scree will give you a helpful hint most of the time. ~ Status Display ~ ------------------ If you press and hold the Triangle (T) button, you will call up the compass, the life bar of Jen, Scree's Energy bar, and a display of how many Energy Gems and Lode Stones you are currently carrying. In the display, there are two numbers. The one on the left shows how many Energy Gems you have in stock, and the right number shows your supply of Lode Stones. ~ The Rope ~ ------------ There is one rope in the game, and you need it for many puzzles. Don't worry, you cannot miss it. Anyway, once Scree has found the rope, he can use it to allow Jen to climb up and down ledges that are too high for her to jump. ONLY SCREE can deploy the rope. And, once he picks it up, he has it for the entirety of the game. To use the rope, Scree must step to a ledge. Pressing (X) at the ledge will tell him to drop the rope. Then, with Jen, press (X) to grab the rope. Use the left analog stick to move her up and down the rope. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- D. STATUE POSSESSION (SCREE ONLY) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Throughout the game, there will be many times that Scree must possess certain statues. In order to do this, he must collect items called Lode Stones (shiny brown stones that illuminate and hop when Scree is near). Generally, a statue requires that Scree "spend" five Lode Stones to possess it. I believe there is one case where the requirement was three Lode Stones, though. With Scree is within range of a statue that can be possessed, he will glow with energy. At this time, press the (X) button to trigger his "spirit transfer." Then, Scree can manipulate the statue in any manner that is required. Pressing the Triangle (T) button will make Scree dispossess the statue and return him to his usual Gargoyle form. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- E. CLIMBING A WALL (SCREE ONLY) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Being a Gargoyle, Scree can climb certain brickwork surfaces in the game. Generally, these walls look slightly different than the non-climbable ones around. To make Scree climb, simply walk him over to the wall. If he can climb it, he'll automatically go up the wall. If he can't, well, he won't. Use the Left Analog Stick to control his direction on the wall. To come off a wall, aim Scree toward a flat, level surface. He will flip back down to level ground. =-=-=-=-=-=-=-=-=-=-=-=-=-=- F. JEN'S LIFEFORCE / ENERGY =-=-=-=-=-=-=-=-=-=-=-=-=-=- ~ Jen's Life Energy ~ --------------------- An energy meter displays how much life Jen has left. There are five different colors for Jen's Life Energy: Yellow: Human Green: Ferai Blue: Undine Purple: Wraith Orange: Djinn Each type of energy is its own. This means that Jen has a separate Energy Meter or "Life Bar" for her Human form, her Ferai form, her Undine form, etc. When Jen is in any one of the four beast forms, she will automatically revert to her human form if her beast energy for any one of the forms depletes. If Jen is in her Human form and damaged enough, her body will become transparent. If she runs out of Energy in her human form, you will not be able to control her. If this happens, you will have to control Scree and quickly guide him to the nearest Rift Gate. Once you have made it to a Rift Gate, press (X) to pull Jen back into the current realm. When Jen is in her Human form, her Human Energy will regenerate automatically. ~ Scree's Energy ~ ------------------ Scree can collect and store Energy for use by Jen. He can do this by stealing energy from the corpses of enemies (press (X) to do that), or by picking up Energy Stones, drawing from Energy Fountains, or grabbing dormant Energy that's laying around. ~ Summoning Scree's Energy ~ ---------------------------- You can make Jen summon Energy from Scree for any one of her beast forms by pressing and holding a direction on the digital pad. "LEFT" - Summon Ferai Energy "UP" - Summon Undine Energy "RIGHT" - Summon Wraith Energy "DOWN" - Summon Djinn Energy =-=-=-=-=-=-=- G. RIFT GATES =-=-=-=-=-=-=- What's a Rift Gate? I'm glad you asked. Rift Gates are devices that were created by the servants of Abaddon and Arella in order to travel swiftly between The Nexus and the demon realms (and also within each realm). Rift Gates are magical devices based around two large wheel handles that can be spun up to very high speeds, generating power and allowing people, or uh, demons to walk through to another location. As Jen and Scree explore, each Rift Gate they discover becomes accessible as a potential "warp" destination. Both Jen and Scree are needed to operate a Rift Gate. Grab one wheel and wait for your partner to grab the other wheel. Select a destination Rift Gate from the map and press (X). Now, you must power up the Rift Gate. To do that, continue pressing (X) until Jen and Scree step through to their destination. =-=-=-=-=-=-=-=-=-=- H. VALUABLE OBJECTS =-=-=-=-=-=-=-=-=-=- Summoning Stones: These are big stones that emit a yellow cloud. Jen can use these to literally pull Scree to your location. To use a Summoning Stone, press (X) next to it. Lode Stones: Lode Stones are shiny brown rocks that illuminate and hop when Scree gets close to them. Collect these to possess statues. (Generally five are needed to possess a statue.) Only Scree can pick these up. Energy Stones: These are little yellow rocks that Scree can crush to refill part of his Energy meter. Press (X) next to one. Only Scree can crush these. Energy Fountains: These are yellow crystals that glow somewhat. They can provide enough Energy to refill Scree's Energy meter. But, they are not infinite. Energy Gems: These are small diamonds that run the spectrum of colors. Jen and Scree can pick these up. They refil one of Jen's beast Energy meters when her Energy depletes. (If she is carrying one, it will automatically execute when her Energy runs low.) Helpful little buggers, they are. =-=-=-=-=-=-=-= I. DEMON FORMS =-=-=-=-=-=-=-= Jen will acquire up to four different demon forms as she progresses through the game. Here are some general tips about each form. ~ Ferai Aspect ~ ---------------- * Press "LEFT" on the digital pad to change to Ferai form. * If Jen is already in Ferai form, pressing "LEFT" will change her back to Himan form. * Press and hold "LEFT" on the digital pad to draw Ferai Energy from Scree. * This form is good making unusually high jumps. * This form is the fastest (for travelling) of the four. ~ Undine Aspect ~ ----------------- * Can only be used in water. * Press (C) to swim * Press (C,C) and hold to boost swim * The camera might be a bit disorienting at first. If you get disoriented and don't know which way is which, just quickly press and release (C), and the camera will center itself. * Press "UP" on the directional pad to change to Undine form. * Press and hold "UP" on the directional pad to summon Undine Energy from Scree. ~ Wraith Aspect ~ ----------------- * Press "RIGHT" on the digital pad to change to Wraith form * Press "RIGHT" on the digital pad to change to human (if in Wraith form) * Press and hold "RIGHT" on the digital pad to draw Energy for Wraith from Scree. * Filling Wraith Energy take significantly more of Scree's Energy than do the Ferai or Undine forms. * Press and hold (C) to slow time. This is effective for some puzzles, plus it looks cool, but it uses Wraith Energy. * During combat, pressing (C) will make Jen shoot to a new location. Pressing (C) repeatedly and a direction with the left analog stick will make Jen continuously shoot about (These are Wraith Dodges). This is effective for fights and does NOT use Energy. * Wraith form runs a bit slower than Ferai form. ~ Djinn Aspect ~ ---------------- * During combat, Jen can switch between two different attack modes by pressing (C). Mode 1: TWO DAGGERS - Agile, nimble and quick. Good for single Enemies and quick damage. Mode 2: LONG SWORD - Powerful. Will do considerable damage with a single hit (R2). Can kill multiple enemies in one hit. Downside - it is slower than TWO DAGGERS mode. * Charging Jen's Djinn Energy takes a lot of Scree's Energy. * Press "DOWN" on the directional pad to change to Djinn form. * Press and hold "DOWN" on the directional pad to draw Energy from Scree. =-=-=-=-=- J. COMBAT =-=-=-=-=- Jen can fight using up to five different forms - Human, Ferai, Undine, Wraith, and Djinn. The combat controls are basically the same for each form. Jen's Wraith and Djinn forms have slight variations, however. But nothing too complicated that it bakes your noggin. ~ General Combat Controls ~ --------------------------- |=====================================================================| | CONTROLS | ACTION | |=====================================================================| | (X) Button | Change enemy / lock target | |---------------------------------|-----------------------------------| | Sqaure (S) Button | Disengage combat mode | |---------------------------------|-----------------------------------| | Triangle (T) Button | Taunt enemy (fun stuff) | |---------------------------------|-----------------------------------| | (L1) Button | Spin Attack | |---------------------------------|-----------------------------------| | (L2) Button | Left Attack | |---------------------------------|-----------------------------------| | (R1) Button | Block | |---------------------------------|-----------------------------------| | (R2) Button | Right Attack | |---------------------------------|-----------------------------------| | (R3) Button (Pressing down on | Default camera setting / center | | Right Analog Stick)| camera during combat | |---------------------------------|-----------------------------------| | (L2+R2) Buttons (together) | Super Attack / Finishing Move | | | (when enemy is weak) | |---------------------------------|-----------------------------------| | | In Wraith Form: Perform a Wraith | | | Dodge | | Circle (C) Button | | | | In Djinn Form: Switch between | | | DAGGERS & LONG | | | SWORD attack modes | |=====================================================================| ~ Simple Attacks ~ ------------------ Primal has a combo attack system where the pressure that you apply to a button changes the strength of the attack. For example, pressing (R2) softly will execute a different attack than pressing (R2) hard. Generally, the harder you mash a button, the stronger your attack will be. (R2) Hard - Strong Attack (R2,R2,R2) - Series of punches (R2,L2,L2) - Series of quick punches (R2,R2) Hard - Series of strong punches (L2,L2) - Spin Attack (useful for clearing enemies that surround you. The above list is by NO MEANS extensive. But, these are just general combos and attacks and seem to apply to every Demon form that Jen can take. *********************************************************************** ******************** IV. GENERAL NOTES ON FAQ ********************* *********************************************************************** =-=-=-=-=-=-=-= A. TAROT CARDS =-=-=-=-=-=-=-= Throughout this walkthrough, I have tried to document the locations of Tarot Cards. These are bonus cards that have concept art sketched on them. Any Tarot Cards that you collect will appear in the Tarot Card Gallery under the "Bonus Materials" menu in the game. For this walkthrough, I have designated the locations of the Tarot Cards with this marker: ////////// TAROT CARD \\\\\\\\\\ \\\\\\ (INSERT CARD NAME) ////// Whenever you see this marker in the walkthrough, it means that there is a Tarot Card nearby. Subsequent passages should tell you how to pick up the Tarot Card. =-=-=-=-=-=-= B. CUTSCENES =-=-=-=-=-=-= Each main cutscene in Primal is labeled and "unlocked" (once you watch it in the game. Any cutscene you have seen can be accessed by using the Scene Select feature under the "Bonus Materials" menu in the game. You may essentially start the game (and play on) from any cutscene that you have unlocked. I have also marked where all of the cutscenes (up to CUTSCENE 55) occur in the game. Each main cutscene in this walkthrough is labeled with the marker: [~CUTSCENE #~] Hopefully, this will help you if you want to quickly start from a certain point in the game. *********************************************************************** ************************ V. DA WALKTHROUGH ************************ *********************************************************************** Crank up that Dolby Pro-Logic II . . . and watch [~CUTSCENES 1 & 2~]. ======================================================================= ~~~ P R O L O G U E ~ ( O B L I V I O N ) ~~~ ======================================================================= [~CUTSCENE 3~] Jen and Scree will step out of the Rift Gate in Oblivion. After a conversation, Scree will take off into the building ahead. Follow him up some stairs to a giant room. This is the Nexus Hub. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\\\ JUSTICE /////////// Note: Before following Scree to the Solum Rift Gate, you can head to the southwest portion of the Nexus Hub (next to the Solum Courtyard stairs) and pass through a doorway. Go down some stairs to emerge in a room below the Nexus Hub. Turn left and run down some more stairs to find a chest at the end of the walkway. It has the JUSTICE Tarot Card. After showing Jen Chronos, Scree takes off up some stairs. Follow him through the next room (the Solum Courtyard) and into a room with the Solum Rift Gate. Step through. ======================================================================= ~~~ 1. S O L U M ~ ( O R D E R ) ~~~ ======================================================================= =-=-=-=-=-=-=-=-=-=- 1.1 CIRCLE OF KINGS =-=-=-=-=-=-=-=-=-=- After [~CUTSCENE 4~] . . . Jen and Scree will begin by the Rift Gate in the Circle of Kings. Something is amiss in this realm. It is up to Jen and Scree to find out what it is. With Jen, run through the gates, following the dirt path. In the center of the area, you'll come to a split in the path at some trees. Going right will lead to the Gate House, but you can't go through. So, instead, go left over to a cave to the east. =-=-=-=-=-=-=-=-= 1.2 FIRE BRINGER =-=-=-=-=-=-=-=-= Jen and Scree will stop at the cave entrance. Since Malkai are in the cave, it is not safe for Jen to pass through. So, Scree must go ahead and figure out a way to get her through. You must control Scree. Do this by pressing (SELECT). Jen will wait at the cave entrance while Scree runs ahead. Using Scree, run through the Malkai Cave past an urn. You'll come to a split in the path. Take either direction, as they both end up in the same spot. Emerge from the Malkai Cave into an open area. Stay to the left along the east wall to find a path leading to a cave with a fire. Run in the Fire Cave and grab the torch by the flame. Press (X) to do it. Now, run out of the Fire Cave. Stay along the east wall and dash back into the Malkai Cave. Run to the urn in the middle and press (X) to light it. The Malkai will jump on to ledges, afraid of the flame. It is now sage for Jen to pass through the cave. Note: If at anytime, you need a hint, ask Scree by pressing (T). If you have already heard his hint, press (T) again to cancel and move on. =-=-=-=-=-=-=-=-=- 1.3 WALL CLIMBING =-=-=-=-=-=-=-=-=- Emerge from the Malkai Cave and follow the path. When you get the chance, turn right and run out into the open. Note: Hitting (START) and pausing the game will allow you to look at the map of the current are. Press (L1) to zoom in. Press (L2) to zoom out. If a glowing circle similar to Jen's tattoo is on the map, it designates a place of interest. I suggest trying to get to the these areas. So, looking straight ahead, you will notice a stone wall. (To the left and on down the path is a river, but the bridge is broken, so you'll have to find another way across.) Head to that stone wall. Note: Scree can climb up certain walls. Just walk up to a wall you want to climb. If it is climbable, Scree will automatically cling to the wall. Next to the wall, switch to Scree and climb up and over the wall to get to some stairs. Go back down the stairs to the door. Press (X) to unlock it for Jen. Now, using Scree, lead Jen up the stairs to a big rusty gate. Press (X) and you will both push it open. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.4 FERAI VILLA / CROSSING RIVER =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Walk through the open gate and into the Ferai Villa to the ruins to see [~CUTSCENE 5~]. King Herne will give a Jen a knife so she can protect herself. Now, Scree must scout ahead again. Head to the room encased by double arches at the northwest wall of the villa. There is a Lode Stone here. Pick it up. Note: Lode Stones are needed for Scree to possess certain statues - you'll see later. Also, inside this area is a square hole. Walk over to it and use Scree to climb down. Once on level ground again, you'll be in the Villa Cellar. Pass through the hole in the wall and follow the path down to a bridge that crosses the river. Once across, head left. Pass between two trees. Some ruins will be on your left, and some stairs are to your right. Run past all of this and enter the stone building by the river. This is The Mill. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\\ THE FOOL /////////// Note: If, when facing the door of The Mill, you step around the right side of the building, you'll see a crumbled staircase. If you crawl up the side of the staircase, you can enter the second level of The Mill, where you will find THE FOOL Tarot Card. Now, run into the first floor of The Mill and out the other side to find a tree by the river. Press (X) to have Scree push it over. Jen now has a bridge to cross the river! Now, press (SELECT) and switch back to Jen. (She should still be hanging around in the Ferai Villa. Run out through the big rusty gate and down the stairs. Once out in the open, head right toward the river, passing between some trees. Watch out for attacking Malkai along the river. Remember to use finishing moves when their life gets low enough (L2+R2). (R2) is also a good attack to use here. Note: In Human form, Jen's life bar will automatically recharge after battles. Run along the the water's edge down to the end of the path. Here, you'll find Scree's makeshift tree bridge. Edge along the tree and run back through The Mill. =-=-=-=-=-=-=-=-= 1.5 VALLEY TOWER =-=-=-=-=-=-=-=-= After the cutscene, run up the stairs, turning right to face the Valley Tower. The front door is locked, so use Jen to run around back and slip through a crack in the back wall. Once inside, you will see a staircase leading down. But first, open up the front door so Scree can get in. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\ KING OF PENTACLES ////// Note: Scree can face the east wall inside the Valley Tower. Climb up the east wall, through a gap in the ledge. Head right, around the wall, to a wooden platform with the KING OF PENTACLES Tarot Card. Once Scree is with you, head down the stairs and through the hole in the wall. Follow the dirt path down in a spiral and into the . . . =-=-=-=-=-=-=-=-=- 1.6 FERAI BURROWS =-=-=-=-=-=-=-=-=- Continue following the path to a campfire where some Ferai peasants are gathered. After a small cutscene, head to the right and up the new path. Pass through a doorframe to enter a room with a waterfall. Dash up the path to the left to the torch at the top of the waterfall. Pass through the doorframe into the next area. You will come to a stone wall. It's a dead end. Or is it? Switch to Scree and go left into the small room with sacks of grain and some junk in the corner. See the giant millstone leaning against the stool? Pick it up by pressing (X). Now, carry the millstone back out and over to the ramp you just came down. There is a trench here. Carry the millstone back up to the top of the ramp, and Scree will roll the millstone down to the stone wall, busting it open. With the wall busted, Jen now has a path, but it is a bit too dark for her. Have Scree grab the torch on the wall at the top of the waterfall. Now Jen can see! With Jen, run down to the fresh hole in the wall and head left, following the path. Climb up two ledges to come to some barrels and an urn. Break the barrels and switch to Scree so he can pick up a Lode Stone in one of them. Note: Also, you can switch to Scree and have him light any urns nearby if he has a torch. This will help you see better in dark areas. Now, continue following the path up some stairs and through another hole in the wall. In the next room, some barrels block the next staircase. Bust 'em and move on. Climb up a ledge to emerge outside. =-=-=-=-=-=-=-=-=- 1.7 JARED'S LODGE =-=-=-=-=-=-=-=-=- You will be in an enclosed courtyard of sorts. Run around the hole you just came out of and through a stone structure to get into the open. Note: On a side note, entering the cave straight ahead in the mountain (to the west will take you to the Jerad's Lodge Rift Gate. But don't worry about it yet. Press on! Once in the open, head straight through the courtyard. Watch out for attacking Malkai. With the Malkai taken care of, head up the stairs at the end of the courtyard. You'll come to Jared's Lodge. Run to the back right corner of the lodge where the wall is to see [~CUTSCENE 6~]. Next, run out of Jared's Lodge and through some trees to a wooden gate. Press (X) and open it. Run inside the cave and follow the path to a broken bridge. Scree says you need to split up. Switch to Scree and walk to the end of the bridge. Crawl down the stonework and walk across to the other section of the bridge. Crawl up to the path above and run over to the wood doorframe at the other end of the room. Switch back to Jen, who is still on the first half of the bridge. To the left along the cave wall is a narrow path that she can edge along. Walk over to it and edge along the wall, making your way to the wood doorframe where Scree is waiting. Now head on down the path to emerge outside once more. =-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.8 CITY BRIDGE / GATE HOUSE =-=-=-=-=-=-=-=-=-=-=-=-=-=-= Follow the new path down past the City Bridge and up the path into a cave. Emerge next to the Castle Gate. Go left up the stairs and around to the roof where two Ferai are waiting. Take them out with finishing moves (L2+R2). ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\\ STRENGTH /////////// Up here, you will find the STRENGTH Tarot Card in a chest along the back wall. Pull the lever up here to open the gate, if you want. Now, head back through the cave to the City Bridge. Cross the bridge to see [~CUTSCENE 7~]. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.9 INTO THE CITY / POOR QUARTER =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Once Lady Devena has left, go to the city doors. They won't open, so take a left, heading along the path next to the castle wall. You will come to a spot where Jen must edge along in a tight spot. Do it. This are is too thin for Scree, so once Jen makes it to the other side, switch to Scree. Have him crawl up the castle wall, around the thin area and down to the other side where Jen is waiting. Press on and you'll come to a place where part of the wall is knocked out. Pass through the wall into the room. This area is Poor Quarter. Climb over the rock debris to the right and enter the next room, going through the door and out into the street. Once in the street, head down the stairs and take a left. You'll end up in a relatively open area where some Malkai will attack. Take care of them. Now, go into the alleyway in the southwest corner of the area. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ THE EMPRESS ////////// Note: After facing down this alleyway, you'll see a torch on the wall ahead of you. To your right is a green door. Next to this door is a wall that Scree can climb. Switch to Scree and climb up. Turn left at the top and crawl around to a ledge with THE EMPRESS Tarot Card. Just follow the path down past some doors where veers right. Soon, you'll notice a staircase on your right just past a green door. Go up the stairs. At the stump of a pillar, take a right, going through the doorway and into a building. (The other route leads to a dead end.) Inside, over by the right wall is a giant block. Climb up on it and to the wooden walkway. Go to where the wall is knocked out and leap across to the other building. There will be a torch on the wall. Scree can take it if you want. Run down the stairs to the lower level, break the barrels by the door and run into the next room. Dash up the stairs to the left and run over to the hole in the wall. Jump down into another room. Turn left, duck through another small hole in the wall. Go through the next room, through the wall on the right and out into an alleyway. There should be some stairs to your left. Run up. =-=-=-=-=-=-=-=-=- 1.10 GREAT TEMPLE =-=-=-=-=-=-=-=-=- At the top of the stairs, there is a building with a beast posted on a stake. Take the path to the right and run up the stairs. There is a door that won't open, so run around to the left, back behind the building a cutscene with some Ferai that have strong legs. Ahead, step on the broken stone walkway on the left and run on. The path will beer left and lead you to the Great Temple. The door to the Great Temple is locked. Scree can open it by possessing the statue in front of it. But first, he need at least 5 Lode Stones to possess the statue. (They look like amber rocks.) Using Scree, dash around the perimeter of the Great Temple to collect a load of Lode Stones. (There's one in a barrel at the back.) Once you've done that, go back to the statue. When Scree is close enough to the statue, he will glow yellow (like he did in the cutscene). Press (X) to possess the statue. Use the left analog stick to move the head of the statue. The light emanating from the statue should shine on the green crystal in the door. Once it is, the door will open. Press (T) to dispossess the statue. Switch to Jen and run inside the Great Temple to meet King Herne. You'll watch [~CUTSCENE 8~]. ~ A few notes on Ferai Aspect ~ ------------------------------- * Press "LEFT" on the digital pad to change to Ferai form. * If Jen is already in Ferai form, pressing "LEFT" will change her back to Himan form. * Press and hold "LEFT" on the digital pad to draw Energy from Scree. * If Jen's Ferai Energy depletes, she will revert to Human form. Note: Inside the Great Temple is a staircase leading down to a room with the Great Temple Rift Gate. Now that you have the Ferai form, go use it. Run out of the Great Temple and fight some Malkai. Note: When you defeat the enemies now, their corpses emanate yellow Energy. Scree can draw this energy by pressing (X) for Jen to use. =-=-=-=-=-=-=-= 1.11 HUNTLANDS =-=-=-=-=-=-=-= Run around to the back of the Great Temple to find a locked gate. On the left side of the gate are some fallen slabs. Use those to leap up and over the gate to the other side. Once over, turn back to the gate to find a lever. Pull it and the gate will open so Scree can get through. Scree can crush the Energy Stone there too to get some, well, Energy. Run on ahead and into a cave. Follow the path through a giant stone archway to emerge outside. You'll fight some Malkai. On ahead are some ruins. Run up the stairs and out the other side. Turning right and looking around a wall will give you an Energy Stone. Now press on to enter the Hunt Camp. =-=-=-=-=-=-=-= 1.12 HUNT CAMP =-=-=-=-=-=-=-= [~CUTSCENE 9~] Head toward the wooden girders and fire to find a gathering of Ferai peasants. After talking with the Shaman in, head south through the archway to fight some Malkai. With that out of the way, head over to the center of the area to find the remains of a building. Inside is an Energy Fountain. Also, over in the southeast corner of the area, you'll find a Lode Stone next to a staircase. ////////// TAROT CARD \\\\\\\\\\ \\\\\\ QUEEN OF PENTACLES ////// By this staircase, Scree can crawl up the wall. On top of the wall is the QUEEN OF PENTACLES Tarot Card (if you want it). After this, head to the opening at the south part of the area. Pass through and turn left, following the path past two stone structures. Cross the small bridge and follow the brick walkway down to an archway where some Devena's Ferai henchman are waiting around. Note: For enemies with shields, try and maneuver behind them to attack because they will block a lot. Okay, so pass through the archway and take a left. (You can go right, if you want, and up a path to find a small Energy Stone.) You'll come to some stairs. Run up and prepare for some fighting. =-=-=-=-=-=-=-=-=-=- 1.13 BURIAL GROUNDS =-=-=-=-=-=-=-=-=-=- Continue forward and up more stairs to a door with a statue in front. This is the Necropolis door. Note: There are some annoying archers here. I suggest taking them out first. You might need to draw energy from Scree during this battle. (Do it by pressing and holding "LEFT" on the digital pad.) Once the little enemies are out of the way, fight the Ferai Guard (the guy with the big shield by the door). Try and stay behind him, as his shield will absorb most of your attacks. Remember to block, and when he moves his shield - strike. Note: If you go back down the stairs and head left (west), you'll find the Burial Grounds Rift Gate. Use it if Jen loses all her energy during the fight. This will pull her back into the world. There's also an Energy Stone and Lode Stone here. Rift Gates can instantly warp you to any place you've already been. Both Jen and Scree are needed to operate a Rift Gate. Grab one wheel and wait for your partner to grab the other wheel. Select a destination Rift Gate from the map and press (X). Now, you must power up the Rift Gate. To do that, continue pressing (X) until Jen and Scree step through to their destination. Heading over to the east side of the Burial Grounds, you'll notice an area with an Energy Stone, some pots, a broken Rift Gate, and a Lode Stone. (Grab them if you need them.) Now, with all the enemies out of the way, go to the statue in front of the door. If you need it, the right pot by the door has a Lode Stone. Using Scree, press (X) to possess the statue. Using the left analog stick, position the head so the light shines over the emblem on the Necropolis door. When you do this, you'll notice that something is missing from the lock. Press (T) to dispossess the statue. Now, head all the way back to the Ferai Shaman and friends in the Hunt Camp. Once there, the Shaman will give you the green crystal key for the Necropolis door. With the key, run all the way back to the Necropolis door in the Burial Grounds. Once there, press (X) and place the key in the door to open it. Note: If Jen says, "Scree, there's no light coming from this one's eyes" then, that means you must get Scree to ignite the base of the statue with a torch. (There's a torch down by the first set of stairs as you enter the Burial grounds. It's on a pillar.) Now, get Scree to ignite the base of the statue. Then, light will flow from its eyes so you can shine it on the jewel in the door. Run inside. You are now in . . . =-=-=-=-=-=-=-=-=-=- 1.14 THE NECROPOLIS =-=-=-=-=-=-=-=-=-=- If Scree doesn't already have a torch, have him grab one off the wall as it can get dark in the Necropolis. When you're ready, go down the stairs and follow the path to a big room that looks like a library. You'll have to fight some Ferai soldiers. Once that's out of the way, you'll notice two doors - each with a Ferai Guard. Go to the left door and fight the guard. Once finished, open the door and run down the hall. The hall will bend around and empty into a dilapidated room with two smaller rooms adjoining on the right. Ahead, is a the dungeon, but first, fight some Ferai and go in the first room to the right to find a Lode Stone. Go to the second room to get two Energy Stones and an Energy Gem. Note: An Energy Gem will automatically replenish Jen's health if it depletes in beast form. Go to the end of the room and fight one or two Ferai Guards by the door. Open the door and go inside the dungeon to find Jerad and [~CUTSCENE 10~]. He will give you a Talisman to prove your worth to his people. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.15 BACK TO THE GREAT TEMPLE / THE CITY =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Okay, it's time to do some backtracking. Ready? Run out of the dungeon and make your way back to the Burial Grounds. Once there, run down the stairs and take a left over to the Burial Grounds Rift Gate. Use the Rift Gate and select "Solum - Great Temple" Rift Gate. You will warp to the Rift Gate in the Great Temple. Once there, run up the stairs and out of the temple to fight some Malkai. Run back across the City Bridge toward the city ruins and Poor Quarter to the ledge where you saw the Ferai leap up earlier. Remember that? Since you have the Ferai form, you can jump up there to . Leap up into the building and run along the wooden walkway to leap down to the first floor of the house. Head up the stairs to open the door that leads to the Poor Quarter so Scree can get through. Now, turn around and run back in the house. Under the wooden walkway is an open doorframe. Run through it and into the next room. Break the barrel in the corner by the snow to find some Energy inside. Have Scree pick it up. Okay, so slip through the hole in the wall and turn right. Climb over the fallen slab of rock and turn left, going up the stairs and into.. =-=-=-=-=-=-=-= 1.16 THE PLAZA =-=-=-=-=-=-=-= Here, Jen will have to fight some of Devena's henchmen. Now, go over to the staircase in the northwest corner of the Plaza. Run up to find an Energy Fountain. These yellow crystals provide a plentiful amount of energy for Scree, which is good for Jen. Fill up Scree Energy meter and then make your way across the Plaza to a street that leads to the east wall. Go down the street to the double doors and turn left into an alleyway. There, you'll find a few barrels with Energy and an Energy Gem for Jen. Run out of the alleyway and across to another tiny alley. Climb up the ledge. You should standing next to a building with pillars. Dash around the building on the ledge until you come to a section of the wall that has been knocked out near the front. Go inside. This is The Forum. Run past the old stone throne and under an archway to find a staircase inside. Run down. Head over to the door to see a cutscene. Note: If you don't have Jared's Talisman, then these Ferai will not let you in. When the Ferai opens the door, dash down the path to come to a couple fires with Ferai peasants sitting around. From here, head around the group to the right to find a path that leads to a gate. To the right of the gate are some barrels with a Lode Stone. Now, open the gate and pass into the sewers. =-=-=-=-=-=-=-=- 1.17 THE SEWERS =-=-=-=-=-=-=-=- Okay, once in the sewers, head left. You'll come to an area with a shallow pool of water. On the right is a broken ladder. On the left is a functional ladder. Switch to Scree and have him go up the functional ladder to find a Lode Stone. Now climb back down and go around to the broken ladder. Make Scree climb up the wall to get to the top. Switch back to Jen. Have her climb the functional ladder. To get her over to Scree, edge along the wall to the left and around the perimeter of the room. Once Jen and Scree are happily reunited, run down to the end of the hall to a ladder on the left. Climb up the ladder to enter . . . =-=-=-=-=-=-=- 1.18 THE JAIL =-=-=-=-=-=-=- You'll be in a room with a body hanging on the wall. Go out the door, past the archway and around the corner to find an Energy Stone and some barrels with an Energy Gem. Now go back to and through the archway. You'll come to the first floor of cells. Run ahead to fight a few Malkai. At the end of the room on the right, you'll see an open jail cell. Go inside and climb up the debris to the second level. In this new room will be three barrels. One has some Energy and one has a Lode Stone. Run out of the cell and take a right. Run through the archway, picking up the Lode Stone. Go up the stairs. Note: To the left of the archway is a crack in the wall that leads down to the Coliseum Rift Gate and an Energy Fountain. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.19 THE COLISEUM / BELAHZUR (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After running up the stairs (be sure to save), you'll enter the Coliseum and watch [~CUTSCENE 11~] Good 'ol Abaddon will show up and drop Belahzur in the arena. Jen will run and hide, so you must control Scree. To defeat this guy, well, remember that statue of Abdizur they were looking at? Run over to it. Press (X) to possess it (it takes five Lode Stones to do so). Note: There are five Lode Stones spread around the arena if you need them. Now, the combat controls for Super Statue Scree are the same as when fighting with Jen. After you hit Belahzur enough times to take him down to half life, he will jump up on a ledge and start firing projectiles at you. You can try and dodge the projectiles, but I'd just hold (R1) to block the whole time. Soon, Belahzur will get bored and come back down. Belahzur will continue leaping up on the ledge periodically. Just repeat the above-mentioned strategy. When Belahzur comes down in the arena with you, just pummel him. After the fight, Belahzur will jump out of the coliseum and leave. Now, you need to find a way out of the arena. First, with Scree, run around the arena and grab all the remaining Lode Stones. Then go over to Abdizur's statue and possess it again. Now, using the statue, walk over to the square gate at the west wall. Press (X) to open the gate. Now that the statue is holding the door open, press (T) to dispossess the statue. Now you have a way out! =-=-=-=-=-=-=-=-=-=-= 1.20 GOIN' EXPLORING =-=-=-=-=-=-=-=-=-=-= Run up the ramp and you'll emerge outside. Leap down off the ledge and go straight, past some barrels with Energy into the next area to fight some Ferai. Go into the next area. It is a courtyard with a statue of Herne stabbing a beast. Go right and dip down into the courtyard. Break some barrels near the stairs to find Energy Stones. Next to those barrels is an open doorway leading inside a building. Go in. Once inside, go right, through another doorway and make your way around past a fireplace to a doorway with debris in it. Crawl over the debris and run through the hole in the wall to the left to get out in the open. Looking right from here, you'll notice an Energy Fountain and an entrance to a cave. Go that way. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\ ACE OF PENTACLES /////// Inside, break some barrels to find a room with two Energy Stones, an Energy Gem, and the ACE OF PENTACLES Tarot Card. Now, make your way back to the statue of Herne in the courtyard (after the Coliseum). Go up the stairs and around the path ahead past a petrified tree to fight some Ferai. With that out of the way, head through the open doorway in the back and run through an area with some vegetation to enter a building with a burning urn. Turn right and climb over the stone slab (grabbing the Energy Stone if you need it). Make your way around and leap down a ledge to land in an alley. Run and you'll be in an open area known as . . . =-=-=-=-=-=-=-=-=- 1.21 THE BARRACKS =-=-=-=-=-=-=-=-=- [~CUTSCENE 12~] is here. You'll have to fight a few Ferai here. Run straight ahead through a gate and then run ahead to the left corner to find some stairs. Note: In an archway below where the archer is are two Energy Stones. Also, off to the left of the stairs is an area with some more Energy Stones. Run up the stairs and along the stone path. There is an archer here. Take him out. After this, run up more stairs nearby. Up here is a Ferai Guard. To the right is a locked gate. To unlock it, turn left and have Jen slip between the crack next to the small door. In this new, walk over to the door, pull the board away and open it so Scree can get in. Now, the two of you pull the lever, and the gate will open. Run back out to the gate, fight some more Ferai and go through the gate. (Scree can take the torch, if you want). =-=-=-=-=-=-=-=-=-=-=-= 1.22 INTO THE FORTRESS =-=-=-=-=-=-=-=-=-=-=-= Run across the bridge. You'll come to two buildings on either side of the path. Near the right building is a barrel with Energy. Go on down the path and run by the two pillars and Gate House on to the left. Fight a Ferai guard. Run down the stairs and to the drop off where the walkway has broken away. Then, with Jen, face the mountain and climb up on the ledge. Edge to the left across the gap and jump down to the path on the other side. Switch back to Scree. Face the mountain and have him crawl up on the wall across the gap to the other side. There's an Energy Stone here. Now, run up along the path (watch out for archer arrows) to a small wooden gate where two Ferai are waiting. Defeat them and open the gate to enter the . . . =-=-=-=-=-=-=-=-= 1.23 GUARD ROOMS =-=-=-=-=-=-=-=-= Fight some Ferai and run down the stairs to enter a sort of hallway with two adjoining rooms. In the left room is an Energy Fountain next to a fire. In the right room is the Fortress Rift Gate and some barrels with Energy. Run down to the end of the hall, turning left and running up the stairs to get outside. There is a building with an Energy Gem. (There's also an archer here, if you want to fight him.) =-=-=-=-=-=-= 1.24 KITCHEN =-=-=-=-=-=-= Run back into the Guard Rooms and continue down the stairs to come to a room with rafters running across the ceiling. Run down the stairs to see a cutscene. Afterward, run over to the northwest corner of the kitchen and have Scree climb up the north wall until he reaches a rafter with a Lode Stone on it. After he grabs it, crawl back down the wall. Go past the table to find an archway. Next to that are some barrels with Energy. Now go through the archway and pass into the next room where about three Ferai are waiting. (There are barrels with Energy in the corner.) When the enemies are out of the way, you'll notice a wooden gate to the right and a door straight ahead. The door won't open, so try the wooden gate. Now, run up the stairs and through the hole in the wall to get outside. Follow the path around a pool, climbing over some ledges. Drop down to find some Energy Stones. Press on ahead, climbing a bunch of ledges. Now follow the path past the Summoning Stone. Note: Summoning Stones are useful when Jen and Scree become separated. Summoning Stones will literally pull Scree to your location. Just press (X) by one to use it. =-=-=-=-=-=- 1.25 PANTRY =-=-=-=-=-=- Pass the Herne Statue and round the path to the left to find the wall of a giant building. Scree will have to go ahead alone for a bit. Switch to Scree and climb up the wall through the space in the pillar, around to the other side and up to the floor above. Once Scree is in the building, grab the torch off the wall (if he doesn't already have one) and dash down the stairs. Run through some earthy tunnels to come to a room with a bunch of pottery and some busts. This is the Pantry. Now, scattered around the room are three rather green or black pots (so dark I can't really tell). These are important. There is a spot with some weak boards on the floor in the north corner by the stairs. Pick up all three pots and place each on the boards. When all three are on the boards, the floor will give way and drop you into the room below. In this room is a box with a rope on top. Grab it. Now, go back over to the pots where the floor dropped. Crawl back up the wall to the floor above. Once there, run back up the stairs to the top of the tower. Scree will drop the rope for Jen. Now, with Jen, run over to the rope and press (X) to grab on. Use the left analog stick to climb. Once she is up, switch to Scree and press (X) to change him back from stone. Now, run back down the stairs to the Pantry. Continue forward and break a bunch of barrels covering the path. Follow the path as it wraps around to a large dark room. This is the . . . =-=-=-=-=-=-=-=-= 1.26 MALKAI LAIR =-=-=-=-=-=-=-=-= ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\ THE HERMIT ////////// Note: In this square, dark room, if you go to the east wall, you'll find a small corridor with a chest at the end. Inside this chest is THE HERMIT Tarot Card. Run straight through this room past a corpse and through an archway, following the path around to the right and through a hole in the wall. You'll emerge in a dilapidated well-lit room with a fireplace. Head on down the hall and turn a corner to find a locked door. Just past this door, on the right, is a room with some barrels. They contain Energy and an Energy Gem. Continue down the hall, climbing over some debris. You'll have to fight some Ferai soldiers. After this, move on to find a room with one door, a big gate and a small gate. (Oh, and a Ferai Guard.) Note: Opening the small gate and running outside will take you to a courtyard with Ferai Archers. Run through the archway and down the stairs to find the Devena's Courtyard Rift Gate. You can't open the door, so pry open the big gate and run down into a room with a long table. This is the Banquet Hall. =-=-=-=-=-=-=-=-=-=-=-=- 1.27 TO THE THRONE ROOM =-=-=-=-=-=-=-=-=-=-=-=- There is a door in the Banquet Hall, but it won't open. So, turn around and head back up the stairs. BUT WAIT! A tremor will shake the room, causing the door to open. So, run back to the Banquet Hall and go through this newly opened door. You'll be in a room with a giant Ferai statue. ////////// TAROT CARD \\\\\\\\\\ \\\\\\ KNIGHT OF PENTACLES ///// Go straight across the room to the west door. In the next room, climb up over the ledge and run to the right, through a door. In this room along the left wall is a chest. Kick it open to find the KNIGHT OF PENTACLES Tarot Card. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.28 THRONE ROOM / DEVENA'S HENCHMAN (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Now make your way back to the room with the Ferai statue and head through the doorway to the north and down the stairs. Go through the hall to the Throne Room. Run to the back of the Throne Room to find the key to Jerad's Rooms. Pick it up. (There's a chest with a Lode Stone here too.) [~CUTSCENE 13~] When you try and leave the Throne Room, Devena will show up and send her minions to get you - four Ferai and two Ferai Guards, to be exact. This boss fight is just like any other normal battle with Ferai - only there are lots of them this time. Work on one at a time. Draw Energy from Scree when you need it, and remember to use (L1) if a buncha Ferai surround you. Also, remember to attack shielded Ferai Guards from behind when you can. Finishing moves are your friend here (L2+R2). =-=-=-=-=-=-=-=-=-= 1.29 JARED'S ROOMS =-=-=-=-=-=-=-=-=-= After the battle, run out of the Throne Room, taking a left at the Ferai Statue. But first, fight some Ferai. Then go back to the Banquet Hall and make your way up the stairs to the next room. Fight some more Ferai and archers. Go through the archway to the west, backtracking through the hall to the locked door from before. Now that you have the key, it will open. Go through into a room with a busted table. Continue into a bedroom with a fireplace. Now, run through a hole in the wall and down a tunnel to a long corridor. Fight some Ferai. Press on down the corridor, turning right at the end to pass through another hole in the wall. Follow the path up, climbing up some ledges to a room where a Ferai Guard is blocking the exit. Fight him and go outside. Circle along the path, fighting Ferai archers until you come to a doorway. It looks like a weapons storehouse inside. Run through and up the stairs. (Climb up the wall to the right to find an area with a couple Energy Stones and an Energy Gem.) Circle around to the left to find an entrance to a building - go inside. =-=-=-=-=-=-=-=-=-=- 1.30 DEVENA'S ROOMS =-=-=-=-=-=-=-=-=-=- Run down the stairs to come to a room with a fireplace. Go to the left (east) through two rooms to fight some Ferai. Once you do that, run up the stairs in the corner to pass through Devena's bedroom. (There's a pot in here with energy.) Break some barrels barricading the door and dash through to a small room with some Energy stones and stairs winding around the wall. Run up the stairs, and you'll come to a room with some lavish carpeting. See that shiny thing on the desk? That's the key that will lead Devena's Tomb. Pick it up. =-=-=-=-=-=-=-=-=-= 1.31 BACK TO JARED =-=-=-=-=-=-=-=-=-= Okay, now that you've got the key, you're rewarded by being allowed to backtrack! (Yay!) Here we go. Run back down the stairs and through to Devena's bedroom. Run down the stairs here to the room below. Fight some Ferai and then go down the hall to the room with the big fireplace. Don't go up the stairs. Instead, run straight across to the other hallway and down the stairs. Turn left and dash through a few rooms to a door. Open it. You'll come out in a room with a big gate, an archway, and a small gate. Look familiar? Go through the small gate to the right and up the stairs. Pass through a small room and go outside. Fight some Ferai. Run straight ahead through a courtyard to fight a Ferai Guard blocking the entrance to a building. With him out of the way, run in the building to find the Devena's Courtyard Rift Gate. Fire up the Rift Gate and choose "Solum - Burial Grounds" from the map. Once you step through and arrive in the Burial Grounds, run over to entrance of the Necropolis and go inside. Note: [~CUTSCENE 14~] will place you here. Run down the stairs to enter the room that looks like a library. Look familiar? Some Ferai will come for you, but Jared will be here to help you fight them. After you take care of the Ferai problem, run in through the door to the left and down the hall. You'll come to the rooms where Jared was held. There are two rooms the right. Go in the first room and look at the wall to the right of the shelf. There is a space above. Switch to Scree and climb up the wall. Once at the top, follow the path down to a new hall. Take a right, running all the way down to the locked door. Open it. Now go and get Jen. Once you've got her, run back to the new hallway and dash down it, past the some debris and an Energy Fountain to emerge in Devena's Tomb. (Remember to save.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1.32 DEVENA'S TOMB / FALSE DEVENA (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [~CUTSCENE 15~] Devena will send Ferai Soldiers after you in waves while she stands off and watches. Don't bother going after her. This fight is pretty much like any other fight. Just remember to block (R1) and draw Energy from Scree when you need it. (Jared will sort of help out too.) The waves come like this: First - 3 Ferai Second - 3 Ferai Third - 2 Ferai [~CUTSCENE 16~] After fighting about 8 Ferai or so, King Herne will show up and put a stop to the madness. All is well . . . ======================================================================= ~~~ O B L I V I O N ~~~ ======================================================================= Jen and Scree pass through a Rift Gate back to The Nexus. Walk out to the Solum Courtyard to see . . . [~CUTSCENE 17~] After that, go back to the Nexus Hub and follow Scree north through the doors. Pass through the Aquis Corridor to the room with the Aquis Rift Gate. Step through. ======================================================================= ~~~ 2. A Q U I S ~ ( O R D E R) ~~~ ======================================================================= In [~CUTSCENE 18~] . . . Scree wants Jen to go onto the water, but as it turns out, Jen can't swim. So, she waits for Scree on the beach while he leaps in the lagoon. =-=-=-=-=-=-=-=-=- 2.1 TEMPLE LAGOON =-=-=-=-=-=-=-=-=- Scree begins on a rock ledge. Leap down to the path below and turn tight. Follow the path until Scree leaps down to another path. Turn left, heading toward the temple (the big tower). Leap down three ledges until Scree is standing next to the Temple base on the lagoon floor. There are two stone sculptures that look like pillars with waves on the Temple. Make Scree crawl up one of these pillars and into the temple. Inside, you will see a funnel water current that is heading downward. Scree must reverse the current to reach the upper room of the temple. Note: If Scree touches the current as it is heading downward, he will get flushed out of the temple and deposited on a ridge nearby. If this happens, just go back to the temple. Grab the Lode Stone on the first floor of the temple. To reverse the current, use the right analog stick to look up at the second floor of the temple. On the perimeter will be a wheel. Crawl up a lined pillar and make your way to the wheel. To turn the wheel, press (X) and then use the left analog stick to look turn it to the right. After turning the wheel enough times, the current will reverse. When the current is reversed, leap down to the first floor and ride the current up to the next floor. Note: When playing through, I encountered a glitch in the game's programming here. It has to do with the wheel in the temple. If you turn it about twenty times and nothing happens, the game has glitched. The way I countered this was by quitting out of the game, going to the "Bonus Materials" menu and selecting the scene "Entering Aquis." You will be able to play back through to the wheel in the temple. And, the current should reverse properly after a few turns of the wheel. After this, continue with this new game, playing normally. Okay, so after riding the current up, Scree will land on a floor with two ladders. Both ladders lead outside the temple. One will take you to a small platform with a Lode Stone, and the other will take you outside to a larger platform. Once getting to the large platform outside, take a right to find another ladder. Climb up to find a blue dome and Queen Aino. Watch [~CUTSCENE 19~]. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.2 DELIVERING THE UNDINE ASPECT =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After Queen Aino gives Scree the power of the Undine, Scree must deliver it to Jen. Climb back down the ladder to the large platform. Now leap off of the temple. Scree will land in front of a rock ledge. Walk over to it and leap up to the path. Note: There are two rock ledges that lead away from the temple. The wrong path will lead to the pipe where Scree was deposited if you got caught in the current. In other words, don't take that path - it's a dead end. Taking the correct path, follow it up to where you see two rock ledges on your right. (If you go past the rock ledges to the end, you'll find a summoning stone and a lode stone.) Leap up these ledges to find a new path. Follow this path into a tunnel to emerge in a room with a ramp. Go down the ramp and over to some rock ledges. Jump up the five or so ledges to a path at the top. Go right along the path, jumping over a gap. Leap up a rock ledge and go left to one last ledge. Jump up and Scree will be on the shore. Walk over to Jen and give her the power of the Undine in . . . [~CUTSCENE 20~] =-=-=-=-=-=-=-=-=-= 2.3 RUSCUEING AINO =-=-=-=-=-=-=-=-=-= Note: Since the Queen is suffocating above water, this section is timed, but there is no clock - you're only indicators that time is running out will be Aino's gasps for help, so move quickly. ~ Maneuvering underwater ~ -------------------------- * Press (C) to swim * Press (C,C) and hold to boost swim * The camera might be a bit disorienting at first. If you get disoriented and don't know which way is which, just quickly press and release (C), and the camera will center itself. Now - you've got a queen to save! From where Jen begins, swim over to building that has green flashing lights. (It's lodged in the north wall of the Temple Lagoon.) Swim down through the base of the building and past some seaweed to emerge in the Dam Lagoon. In the Dam Lagoon, swim along the west wall of the area to some carvings that look like a sequence of horizontal lines running up the wall. (This is an area that Scree can use to crawl on the wall.) Here, swim up to a plateau of sorts where a Summoning Stone is waiting. Go over to it and press (X) to summon Scree. Now, using Scree, run along the west wall to the structure that looks like a giant pod sticking out of the wall. This is the dam. When Scree is close enough along the side, he will glow, meaning he can possess the dam. Note: If you need it, there is a Lode Stone next to the dam. There's one on the level below to the right of the dam as well. Jump off the edge to get it. Then crawl up the wall to get back to the dam. Press (X) to possess the dam. (It takes 5 Lode Stones.) To open it, rotate the left analog stick to the right. With the dam fully open, press (T) to dispossess the dam and regain control of Scree. Now, run up inside the dam and over to the wheel inside. Press (X) and keep turning the wheel to the right until you save Queen Aino and see [~CUTSCENE 21~] =-=-=-=-=-=-=-=- 2.4 BAY CAVERNS =-=-=-=-=-=-=-=- Now that she is free, Queen Aino wants to go for a swim. Follow her into the Dam Lagoon to a grate at the north wall. Watch [~CUTSCENE 22~]. Swim through the tunnel once Aino opens the grate and go into the Bay Caverns. Note: After fighting enemies, if you're low on health, Jen can swim back into the lagoons to recharge her Undine Energy. Swim out into the main area of the Bay Caverns, drifting to the left a bit to come to a circular gate with flashing green lights. Don't pass through it yet. Instead, head left around the south wall until you find a path with tentacles protruding from the rock. Swim through this path past the tentacles (careful - they hurt!) to find a grate with a blue handprint pad. This won't open yet - remember it for later. Above this is a circular gate with green lights. Swim up through this to enter the Engineer's Room. Above the control panel is a blue handprint pad. Press it, and the green circular gate back out in the Bay Caverns will open. Swim back out to the gate in the caverns. Pass through it to enter the . . . =-=-=-=-=-=-=-=-=-=- 2.5 PRIMING STATION =-=-=-=-=-=-=-=-=-=- You'll emerge into an area with two giant cogs. They are out of alignment, so you, well, have to fix that. To do that, swim straight up to the surface of the water. To your right is a platform with some railing. Climb up on the platform (change to Human or Ferai for so as to avoid suffocation). Now, climb up the ladder, run across the platform at the top to the next room and climb down a new ladder. Jen will be in a room with a giant buoy. On the platform next to the water, change back to Undine form and quickly leap in the water. Swim over to the buoy and down to the floor to to find a wheel a few feet from the wall. Press (X) and turn the wheel to the LEFT until Jen says: "Okay. That's one of the cogs aligned." After doing this, the water level will lower in this room. (Turning the wheel to the right will raise the water level in the room - don't do that.) When you're done here, surface and swim back to the platform with the ladders. Make your way back into the room with the giant cogs. Now, change to Undine form again and leap into the water. Swim around back behind the cogs. Surface and look for a platform with railing along the left wall. Climb up on this platform (be sure to morph out of Undine form) and run across to the other room. Climb down the ladders and jump into the water. This room looks a lot like the previous one. Swim down to the floor to find a wheel a few feet from the wall. Okay, turn the wheel to the RIGHT until Jen says, "Right. I just need to activate the master switch now." To find the Master Switch, surface and paddle over to the platforms with ladders and make your way back to the room with the giant cogs. Jump in the water and swim past the cogs to the door. Once there, swim straight down to the floor to find the Master Switch. (It is a wheel with blue and gold paneling.) Press (X) to grasp it. Turn it to the right until the cogs start moving and the Priming Station lights up. Watch [~CUTSCENE 23~]. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2.6 SUB-STATION: BEACH (DAM SUB-STATION) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- With the Priming Station up and running, swim back out the door to the Bay Caverns. Swim along the east wall past the tentacles to below the Engineer's Room. Remember that door with the grate that wouldn't open earlier? It will now. Touch the blue handprint pad and swim through to find an Energy Stone and a ladder. Swim up until you see two doors in the wall. One of these doors will take you to the surface where a Rift Gate and summoning stone are waiting if you want to go there. The other door will take you through a tunnel out to the Dam Lagoon. Swim to the left to the east wall of the Dam Lagoon. Surface. Along the beach, look for a blue cave. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ QUEEN OF CUPS //////// Note: The QUEEN OF CUPS Tarot card on an island with a pillar near here! Climb up on the shore and run inside the cave to come to some water. Swim, following the path to door with a handprint pad. Open the door and swim inside. The big building in the center is the Dam Sub-station. There is a wheel near the base of the giant sub-station tower. Keep turning it to the right until a cutscene shows the sub- station powering up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.7 SUB-STATION: TEMPLE LAGOON (TEMPLE SUB-STATION) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= With the Beach Sub-station up and running, follow the path back out of the cave to the beach and dive in the water. Now, swim back to the southwest corner of the Dam Lagoon and through the tunnel to the Temple Lagoon. Along the west wall in the Temple Lagoon is a door with a blue handprint pad. Open it and swim inside following the path to the sub-station. Same deal here - there's a wheel at the bottom of the sub-station tower. Turn it to the right until you see a cutscene where the substation activates. =-=-=-=-=-=-=-=-=-=- 2.8 THROUGH THE BAY =-=-=-=-=-=-=-=-=-=- After activating the Temple Sub-station, with Jen, swim back to the entrance of the Engineer's Room. Do this by swimming out to the Temple Lagoon and through the building and tunnel along the north wall. Once back in the Dam Lagoon, swim along the west wall and up to the dam. There should be a small door with a blue handprint pad here that is already open. Swim through it and the tunnel. In the next room, swim down to the Energy Stone on the floor. You will find another tunnel. Swim through it to emerge in the Bay Caverns once more next to the Engineer's Room. Now, swim out to the middle of the Bay Caverns and take a right. Swim to the area along the north wall with the water currents. You'll know you're there when you see a bunch of bubbles and Jen says, "Whoa! I can't swim against THESE currents." There will also be some seaweed that resembles the form of a ribcage. Switch to Scree (he should still be next to or inside the dam). Walk through the tunnel next to the dam, and when you reach the next room, drop down to the sea floor where a giant Energy Stone is. Walk through the tunnel to enter the Bay Caverns. Walk past the entrance to the Engineer's Room and past the tentacles. Now, once you're out in the open, turn right and head toward the area with the Water Currents. (Jen should be waiting here.) Walk into the tunnel with the currents, using Scree. Halfway down on the left (next to the tentacles) is a ledge with a boulder. Get on the ledge and push the boulder into the crack to stop the current. Now, Jen can swim through (watch out for tentacles, though). In the Bay, swim along the right wall, past a Summoning Stone (summon Scree if you want) and swim up the ramp to surface in a small cave. Change out of Undine form and run outside to find the Beach Rift Gate. Follow the path past the Rift Gate back to the shore of the Bay and a Summoning Stone. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\ ACE OF CUPS ///////// Note: On the right side of the shore, one egg has the ACE OF CUPS Tarot Card. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.9 SUB-STATION: TUNNELS (SKELETON SUB-STATION) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= With Jen, once she is back in the Bay, swim over to the west wall until you come to two buildings that look like giant mushrooms. The second building will have windows. Swim down underneath it and go up inside to find a door surrounded by green lights and a handprint pad. Touch the pad to open the door and swim inside past tentacles and a Summoning Stone to enter the Tunnels. [~CUTSCENE 24~] You'll come to a metal grate, and you'll see Adaro. Have Scree help you push the grate open once Adaro is gone. In the next area are two doors with handprint pads. To the left is a path. Take it. In this area are three tunnels with water currents. Jen will get pushed into a cavern nearby by the currents and won't won't be able to swim through. Switch to Scree. Walk down the main path where the currents are. Along the right wall, you will notice a giant boulder. Next to that is a crack in the wall from which the first currents are emanating. Push the rock along the wall, using (X), to cover the first current crack. Now, switch to Jen and have her swim past it. Switch back to Scree. There is another crack with more currents down the way. Push the boulder farther down the path until it covers the second crack. Now, Jen can swim through this section. Note: If Jen hits a current, she will get pushed into another cavern. But don't worry - just use Scree cover the current cracks with the boulder, and Jen can get free. Up ahead, Jen will run into a few enemies. After that is a door with a handprint pad. Touch the pad and swim into the next room to get a cutscene. =-=-=-=-=-=-=-=-=-=-=-=-=- 2.10 FREEING THE ENGINEER =-=-=-=-=-=-=-=-=-=-=-=-=- See the giant pillar in this room with the handprint pad at the top? Swim up there with Jen and touch the pad. That will open a door back in the room where you saw Adaro. Run Scree back to that door. There will be a water current here. Note: On a side note, next to this door is a ladder. Send Scree up the ladder to find a small dry cavern with eggs and a Lode Stone. Bring Jen here to activate the Cavern Rift Gate. Anyway, walk into this area and back behind the Nest Sub-station. There will be a bunch of green pods here. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ KNIGHT OF CUPS /////// Note: Next to the Control room is a hatch. Open it by pulling a lever next to some green pods. Now go to the hatch and pick up the KNIGHT OF CUPS Tarot Card. There is a wheel next to a cage in the wall. The cage is the Control Room. Turn the wheel to the right until two metal walkways come down from the Control Room. Now, walk up into the Control Room to find another wheel and a Power Key (the stick thing with the ball on top) next to it. Pick up the Power Key. Now, run all the way back to the Skeleton Sub-station (where the Engineer is trapped), or just have Jen use a Summoning Stone to yank Scree over there. Either way, use Scree to run over to the hatch behind the Skeleton Sub-station. The hatch is missing its Power Key. Walk over to the hole and place the Power Key in it. The hatch is now unlocked. Pull the switch next to it to free the Engineer. Now, go to the giant pillar and turn the wheel at the base to the right to start the Skeleton Sub-station. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.11 SUB-STATION: TUNNELS (NEST SUBSTATION) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= With Jen, swim back out to the main area where you saw Aduro. Face the big closed door and touch the handprint pad at the top. Jen will say that the door still needs power. So, go over to the Summoning Stone, and pull Scree through. Now, using Scree, run back into the room with the current where the Nest Sub-station is. Run all the way back to the Control Room and turn the wheel inside until the Nest Sub-station powers up. Okay, with that finished, switch back to Jen and have her open the big door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.12 SPIKE PIT & APOSTLE MOUNTAINS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Swim through the door and into the next area to see a cutscene. Jen will now be cut off. Swim through the new area to the next door. Open it, and enter into the Spike Pit. Watch out for tentacles and enemies. Swim up and surface. Up on the beach, there will be a GIANT crab (Glakk). Watch out. Go over to the shore and morph out of Undine form. Take out the crab, being sure to use a few finishing moves. In this area is an egg with an Energy Gem too. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ KING OF CUPS ///////// Note: Behind one of the rock pillars on the shore is the KING OF CUPS Tarot Card. With the crab out of your way, run down the path to come to a large crater. Change to Undine form and leap in the crater. You'll land in some water. Swim along the surface of the water to a tunnel. Run into the tunnel past the giant crab. Follow the path of rock ledges down to a pool. Cross it to get to a Summoning Stone. Make sure to call Scree and recharge his energy with the Energy Stone. With Jen, climb up the path of rock ledges on the other side of the pool. You will come to a portion where Jen must edge along the wall. Do it. Now, follow the path the rest of the way up to come to a switch and a door. Before pulling the lever, switch back to Scree, who is still down by the water. He needs to get up to where Jen is, but the path Jen took is too high for him to jump. So, cross over the water to the side with the Energy Stone. Leap up two ledges. There should be black stone running up the wall. Climb all the way up and get on to the ledge. Follow the path, running over to where Jen is waiting by the door. Now you're ready. Have Jen pull the lever by the door. It will open. Run through the tunnel, fighting some crabs. Remember to draw energy from Scree if you need it. =-=-=-=-=-=-=-=-=-=-=-=- 2.13 UNDINE STATUE CAVE =-=-=-=-=-=-=-=-=-=-=-=- You will emerge in the Undine Statue Cave. There is some water in the center, but it is too shallow for Jen to dive in. To fix this, switch to Scree and run over to the biggest statue (the one that looks like it has a seashell for a base). From the base of that statue, face out over the waterhole and crawl down the wall to the left side of the dome-like protrusion. This is another dam. Note: In this area are a few eggs with Lode Stones if you need them. There's also one on the right side of the dam. When Scree reaches level ground, he will glow. Press (X) to possess the dam. (It takes 3 Lode Stones). Open the gate by rotating the left analog stick clockwise. Water will pour out of the dam. Now, switch back to Jen and change to Undine form and dive in the water. Swim up to the water's surface. Now, surface crawl over to a tunnel. Step up on the shore and fight a crab. Run down the tunnel to a small pool and jump in. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.14 SUB-STATION: TUNNELS (RIBCAGE SUB-STATION) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Right after leaping in the pool, you'll be attacked by a couple of enemies - watch out. There is also a Glakk shooting poison at you on the ocean floor. Swim down and take him out. A good technique is to press (L1,L1). This will take a good portion of its life. With that mess take care of, swim to the wheel at the bottom of the Ribcage Sub-station. (It's in the middle of the rib pillars.) Turn the wheel to the right until the sub-station fires up. When the Ribcage Substation is up and running, swim behind it and up through a circular opening with green lights. Follow this path, fighting a few battles. You will come to a split in the path. Going right, will take you to a door with a handprint pad. Going left will take you to the surface where the Purification Tower Rift Gate is waiting - along with the usual goodies: an Energy Stone, some eggs with an Energy Gem, and a Summoning Stone. Anyway, go to the door on the right, open it, and swim through. You'll enter the Purification Tower. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.15 PURIFICATION TOWER / ADARO (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [~CUTSCENE 25~] Once inside, swim up, and be sure to save because now you must fight Adaro. Here's the trick to fighting Adaro: During the fight, Scree requests Jen's help turning 6 wheels placed around the tower. The only problem with this is that Adaro keeps pummeling Jen with projectiles. So, swim over to Adaro and start hitting him. Note: Try to swim in a zig-zag pattern when heading toward Adaro. This will help you dodge his projectiles. Remember to block and hit him with quick punches like (R2) and (L2). Tapping (L1,L1) is a good move to use here. When Adaro's life bar depletes, he will begin to glow green and recharge. Use this time to find Scree and help him turn the wheels he is standing next to. Turn each wheel to the left by pressing (X) next to it and using the left analog stick. After Jen and Scree turn a wheel, Scree will move to the next one. If you are fast enough, you can probably turn 2 wheels before Adaro recharges and starts attacking again. If Adaro starts bugging you again, just fight him until his life bar depletes and he starts recharging again. Repeat this process until all 6 wheels are turned and Scree says something like, "I think that's all of them." When Jen and Scree have turned ALL 6 wheels, you will find you're not finished yet. You'll have to fight Adaro one last time. Remember to use finishing moves (L2+R2). =-=-=-=-=-=-=-=-=-=- 2.16 THE UNDINE KEY =-=-=-=-=-=-=-=-=-=- After defeating Adaro, he will drop the Undine Key. Note: There are small energy stones on the ground level of the tower. Have Scree crawl up the walls of the Purification Tower and crush a few if you want. Now, with Jen, swim up to the water's surface. Stepping up on the dry metal walkway, you'll notice two ladders. Climb up one and run around to another ladder on a metal grate above. Go up that ladder to enter a small room with a Summoning Stone and another ladder. Yank Scree through. Using Scree, climb up the ladder. Once at the top, jump across to a platform. Crawl up the metal grate and run around to a ladder in the center. Climb up and enter ANOTHER room with ANOTHER ladder. Make your way up all the rest 'o the ladders and go outside to find a gold panel with a space for the Undine Key. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\ THE LOVERS ////////// Note: If you run around in the top of the tower, you can find THE LOVERS Tarot Card. Also, if you go outside and stand on the ledges of the Purification Tower, there's quite a nice view. Press (X) next to the gold panel to have Scree put the Undine Key in the panel. Watch [~CUTSCENE 26~] All is well . . . ======================================================================= ~~~ O B L I V I O N ~~~ ======================================================================= From the Aquis Rift Gate, run back out to the Aquis Courtyard to see [~CUTSCENE 27~]. After that, follow Scree down the Aetha Courtyard to the Aetha Rift Gate and step through. ======================================================================= ~~~ 3. A E T H A ~ ( C H A O S ) ~~~ ======================================================================= =-=-=-=-=-=-=-=- 3.1 PORTAL KEEP =-=-=-=-=-=-=-=- [~CUTSCENE 28~] Jen and Scree will begin next to the Portal Keep Rift Gate. This area is enclosed. Jen and Scree must get out to boardwalk path that leads to the village. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\\ THE DEVIL ////////// Note: Going down the stairs to the South, you'll find two Energy Stones. Also, entering the room under the Rift Gate will give you a chest with THE DEVIL Tarot Card. Now, from the Rift Gate, turn around. See that gate? It won't open, but you need to open it. So, switch to Scree. Next to the stairs that lead up to the gate is a wall that Scree can climb. Crawl up the right wall and around the side of the building. Keep going until you reach the other side. There, you'll find a ledge with a lever. Pull the lever to open the gate. Jen will come through to join Scree. Now, face the mountains in the distance and look over the side of the ledge. Below is a wooden path. You must get Jen down there. But how? Use a rope. What rope? Remember that rope that Scree picked up WAY back in Solum? You still have it. (How the designers expect you to know you still have it is beyond me. I mean, no inventory system or anything . . . anyway, back to the game.) Have Scree walk over to the right of the ledge. Press (X) to drop the rope. You might have to do it a few times for it to work. Now, switch to Jen and press (X) to climb down the rope to the boardwalk below. (Remember to switch to Scree and climb down the wall too.) When Jen and Scree are on the boardwalk path, head around and inside a building to find a gate. Open it and run outside. Follow the boardwalk, leaping some gaps to a dirt path along a hillside. Fight some Wraith Underlings. Note: Wraith Underlings might be tough at first. Block a lot and attack from behind (in Ferai form) when you can. Pressing (R2) hard is a good technique to use. =-=-=-=-=-=-=-=-=-=-=-=- 3.2 THROUGH THE VILLAGE =-=-=-=-=-=-=-=-=-=-=-=- Follow the path past some wooden pylons and trees to an open area surrounded by buildings. Fight some Wraith Underlings. With the enemy problem out of the way, head straight (to the south wall) to find an Energy Fountain tucked away in a corner. Go back out to where you fought the Wraith Underlings. Head along the east (left) wall to find a door up some stairs. Open the door and step through into a room with a table. Go left into the next room and then right into a giant room with stonework walls. Note: In this room, Scree can climb up the left wall to find a ledge with a few barrels. Break the barrels to get an Energy Gem. Now, run up the stairs and into a room with a table and a fireplace. Go left into the next room. Rain is pouring in here. In the left corner are some barrels with Energy. Go through the door in the northeast (right) corner to emerge outside in the Lower Village. You will fight some Wraith Underlings here. In the center of this wide open area is The Well, but we'll worry about that later. Right now, head to your right around the corner to find some stairs. Go up and fight a few Wraith Underlings. With that out of the way, head past the building to find a wooen bridge. Head across the bridge. You'll be in the Upper Village. To the right of you is an open area and a drop off where you can fight some Wraith Underlings. But there's really nothing of interest that way, so head left to the sloping wooden bridge. Follow the path around a building to fight more Wraith Underlings. Continue on this path until you pass through a stone archway and into the Main Square. =-=-=-=-=-=-=-=-=-=-=-= 3.3 MAIN SQUARE / FARM =-=-=-=-=-=-=-=-=-=-=-= [~CUTSCENE 29~] After the cutscene and before you do any tracking, head left to the northern gate in the Main Square. Duck under the gate and follow the boardwalk across the ravine to a large building. At the entrance to this building (The Farm), you'll fight some Wraith Underlings. Note: If the Wraith Underlings are overpowering you, there is a piece of land just off the boardwalk at the entrance to the Farm that the Wraith Underlings can't get to. Take Jen and Scree there, stepping off the boardwalk, and safely draw Energy from Scree. Once you fend off a bunch of Wraith Underlings, run through the entrance to The Farm. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\\ THE TOWER ////////// Note: On your right in the stable will be The Farm Rift Gate. Beyond this, straight ahead, is a barn with a chest in the back corner. Kick open the chest to find THE TOWER Tarot Card. Next, head out of the barn and across The Farm to the west wall where you'll find a staircase leading to an Energy Fountain. Now, make your way back out to the Main Square. =-=-=-=-=-=-=- 3.4 FOLLOWING =-=-=-=-=-=-=- Once in the Main Square again, it's time to track down that Wraith Peasant. Head across to the archway at the south end of the square. Run though. Ahead of you will be a wooden bridge. To your right will be a bunch of barrels. Kick 'em over and run along the wooden path around the building to find an Energy Fountain. Go back to the bridge and run across to see a cutscene. This is the Manor House. In this courtyard area, you'll fight some Wraith Underlings. With the Wraith problem under control, run to the stairs across the courtyard and go through the door. Emerge in a building with a fireplace and a table with some bottles on it. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\ QUEEN OF SWORDS /////// Note: Next to the archway at the other end of the room is a ladder. Climb up the ladder and go right to enter a room with two beds. In one corner is a chest with the QUEEN OF SWORDS Tarot Card. In the other corner is a barrel with Energy. After this, head back down the ladder to the lower level and through the archway to the next room to see a cutscene. Follow the peasant out the door to a boardwalk. Run along the boardwalk down to a door beneath the Manor House. Open it and go inside. Run down some stairs to the Manor Cellar. When you emerge in the Manor Cellar, break some barrels in the corner for some Energy. Continue down the stairs and Scree will say, "There is definitely someone down here." (And there is too.) Run to the kegs in the back right corner of the Manor Cellar (that's the southeast corner). Here, you'll find a shelf full of kegs. Pull the nozzle of the keg on the right. You'll be treated to . . . [~CUTSCENE 30~] =-=-=-=-=-=-=-=-=-=- 3.5 TO THE CEMETARY =-=-=-=-=-=-=-=-=-=- Afterwards, run to the doorway in the Northeast corner of the room. Go out to a boardwalk and then into the side of a mountain and into a sort of hallway. Follow the hallway down to another room with shelves full of kegs. This is the Main Square Cellar. Once in the Main Square Cellar, go to the right and outside to find a broken bridge. There are two beams that you can walk out on here. Walk out on the beam to the right and jump across to the other half of the bridge. Make your way to dry ground and turn right to go up some stairs. Run ALL the way up the stairs to see [~CUTSCENE 31~] After this, run straight ahead, past the broken bridge on the left. Veer right to find the archway entrance to the cemetery. Step through. Note: On the south end of the lower cemetery is a Lode Stone. On the North end is an Energy Fountain (inside an enclosed area). Run up the stairs straight ahead to see another cutscene with the spirit. This is . . . [~CUTSCENE 32~] =-=-=-=-=-=-=- 3.6 DEM BONES =-=-=-=-=-=-=- So, now you must give the Duke's spirit a proper burial. To do that, you need to find his bones (happy stuff). From his grave, head to the right to find some stairs. Note: That tombstone next to the stairs DOES, in fact, say "RIP LARA CROFT 2003." You don't need to get your eyes checked. Run up the stairs and into the small building (the Gibbet). Go through, emerging outside on the other side. Now, turn left and face the building again (namely, the lighter, different-looking section of the wall). Jump up to find a wooden path. Note: Make sure Jen is in Ferai form here, or she will not make the jump. Once up there, head around the building to the front. Go up some stairs. There will be a plank jutting out from the building. Edge out to the end of the plank to find the Duke's bones. Press (X) at the end of the plank and you'll get to see [~CUTSCENE 32~] After the minor catastrophe, use Scree to carry the Duke's bones back to his grave (down the stairs past two grave markers. It's the BIG hole.) Press (X) to drop them into the grave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3.7 OL' PUGFACE / TO THE WELL =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- To complete the Duke's proper burial, you'll need his sword and some blessed water. Go get some help from your "friend" Ol' Pugface in the Manor Cellar. Run out the Cemetary, fighting some Wraith Underlings. Go down the stairs to the broken bridge below. Jump across and go through the Main Square Cellar back to the Manor Cellar. [~CUTSCENE 33~] After the cutscene, your buddy takes off for the well. Follow him out of the Manor Cellar and on to the well. There are a few places you will have to fight Wraith Underlings. Here they are: * Outside the Manor House * Bridge between Main Square & Upper Village Just in case you get separated from him, your friend runs: * Out of the Manor House * Through the Main Square (taking west exit) * Through to Lower Village (to well) Follow Ol' Pugface to the Well in the center of the Lower Village to see a small cutscene. And since the bucket is broken, Scree must climb down the well and get the water himself. So, use Scree and climb down the well. The path will end, so crawl around (to the right) to reach a portion of the wall that goes all the way down. Once at the bottom, run out into the middle of the pool (the deepest part) and press (X) to get some water. With that done, crawl out of the well, making sure to crawl around the grate. Now, you must return to the Village Square - but first, fight off some Wraith Underlings. With the Wraith thing under control, follow your friend back to the Village Square. Be sure to save because there is a boss fight in the Village Square. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3.8 VILLAGE SQUARE / WRAITH INFANTRY (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [~CUTSCENE 34~] Be sure to save because there is a boss fight in the Village Square. Remember that you need that sword for the Duke's burial? Well, now you can get it. The only catch is you must fight for it. The soldier attacks right away. She also likes to block a lot. So, maneuver around as much as you can to her side and back. Attack her from these blind spots when you can. Also, she takes a moment to "wind up" during a lot of her attacks. Use these free moments to wriggle around to back and attack. Quick attacks like (R2, L2, L2) work well here. Pressing hard on (R2) works well, if you can pull it off in time. Also, remember to block (R1) and stay close to Scree if you can, to draw Energy because her attacks hit for a lot. Remember to use one or two finishing moves (L2+R2) when she is weak. After the fight, watch [~CUTSCENE 35~] where Jen and Scree go back to the graveyard to finish the Duke's burial, and Jen gets the Wraith Aspect (Yay!). ~ A few notes on Wraith form/aspect ~ ------------------------------------- * Press "RIGHT" on the digital pad to change to Wraith form * Press "RIGHT" on the digital pad to change to human (if in Wraith form) * Press and hold "RIGHT" on the digital pad to draw Energy for Wraith from Scree. * Filling Wraith Energy take significantly more of Scree's Energy than do the Ferai or Undine forms. * Press and hold (C) to slow time. This is effective for some puzzles, plus it looks cool, but it uses Wraith Energy * During combat, pressing (C) will make Jen shoot to a new location. Pressing (C) repeatedly and a direction with the left analog stick will make Jen continuously shoot about (These are Wraith Dodges). This is effective for fights and does NOT use Energy. * Wraith form runs a bit slower than Ferai form. =-=-=-=-=-=-=-=-=-=-= 3.9 DUNGEON ENTRANCE =-=-=-=-=-=-=-=-=-=-= After getting the Wraith Aspect, from the Duke's grave, head right and up the stairs through the Gibbet. Once you emerge on the other side, you'll be facing a mountain. Head left, and you'll come to a wooden structure on the right. Run through it and down the path. Go through some trees and up the hill to the left to come to some stairs at the Dungeon Entrance. Running up the stairs, you'll find a gate that won't open. A few feet from this is a lever. But, when you pull the lever, the gate only stays open for a few seconds before it closes. Jen will need to switch to Wraith form (if she's not already) and slow time using the (C) button. Okay, so press (X) to the lever. While both Jen and Scree are pulling the lever, press and HOLD (C). The gate will open. Quickly run through it and inside before it shuts. Once inside, let go of (C), as it will eat away at your Wraith Energy if you don't. (Inside, you'll find an Energy Stone.) =-=-=-=-=-=-=-=-=-= 3.10 DUNGEON DOCKS =-=-=-=-=-=-=-=-=-= Okay, once you're inside, follow the path to some water. Change to Undine form and swim through the archway. Swim under the water and straight ahead to the north to find a tunnel. Go through the tunnel and into the next pool. Straight ahead, at the north end of the pool, will be a stonework wall with two rings. Swim over to it and surface. Climb up here to dry ground and change out of Undine form. Now, switch to Scree. He should still be at the entrance to the Dungeon Docks. With Scree, walk into the water and drop down to the floor. Walk to the north through the tunnel. In the next open area, next to the stonework wall is a Lode Stone. Get it. Go around to the front of the stonework wall (where the rings are) and crawl up to dry land to meet Jen. In the corner are some barrels with energy. Okay, so take a right and run up the stairs into the room. These are . . . =-=-=-=-=-=-=-=-=-=-=-=-=- 3.11 THE FLOODED DUNGEONS =-=-=-=-=-=-=-=-=-=-=-=-=- Straight ahead is the Flooded Dungeons Rift Gate. Dead to the left. Across from the fancy Summoning Stone is a small archway. Go through it to hit water again. Change to Undine form and swim underwater through a couple of archways to get to a room with two Energy Stones. Head left through another archway. Now take a left through an archway (lot of archways) to emerge in a hall with four cells. Switch to Scree. He should still be waiting at the water's surface. Walk down into the water and turn right. Pick up the Energy Stones. Now head left through the archway. Take another left and go down the hall to the small gate. (Beyond it is an Energy Stone.) Jen should be waiting for Scree. With Jen, swim down to the end of the hall. On the left is a cell where some of the bars are missing. Swim through the bars and through the archway to the next cell. There, you'll find a hole in the ground. Go down through it. Now swim out into an open area, down past some stone structures to the ground. Once there, look ahead. Swim through two archways to the north wall of the room. When you reach the north wall, swim up to the surface. Now, surface-crawl to the left. Just under the water's surface should be a white stream of light emanating from a cell. Some of the bars on this cell are missing. So, swim down a bit to the cell and through the bars. Once inside, swim up to the surface of the water. Tread over to the left and pull yourself up to dry land. Once there, crawl over some debris and head into the hall. Turn right to find a big steel gate. It won't open, but Jen can slip through a crack on the left side of the gate. Do that and run down to the end of the hall. Turn left and enter a room filled with water. There is an archway to your right, but don't go through it yet. There is also a lever here. Pull it, and the small gate Scree was standing by when you left him at the beginning of the Flooded Dungeons will open. Switch to Scree. Run him through the gate, picking up the Energy Stone. To the left are some stairs. Run up to meet Jen. When Scree and Jen are back together again, head through the new archway to emerge in a room filled with cages. =-=-=-=-=-=-=-=-=- 3.12 CAGE CHAMBER =-=-=-=-=-=-=-=-=- Okay, basically, Scree has to help Jen get up to a ledge at the north end of the room. But first, switch to Scree. Head up to the north wall of the chamber. The right section of this wall is one that Scree can climb. Crawl up the wall past the break in the arch. Turn left to find a ledge with a Lode Stone. Continue down the ledge and jump across the cage to find an Energy Stone. Once you've done that, crawl back down the wall, run across the chamber to the south wall. Crawl up the south wall and turn left to find another ledge. Go to the ledge and run around to find an area with 7 levers and one broken lever. Okay, each one of these levers controls a cage in the chamber. The goal here is to maneuver these cages so Jen can get to the ledge at the north wall. You will frequently need to switch between Jen and Scree here. Now, starting from the lever on the left (if Scree is facing out over the chamber), I will number the levers 1-7. This excludes the broken lever. Pulling a lever to the left will lower the corresponding cage. Pulling the lever to the right will raise the cage. Pulling the lever toward you (down) will bring a cage toward you. Pushing the lever away you (up) will push the cage away from you. So, start at the lever to the far left (1). Press (X) to grasp it. Use the left analog stick to move the lever. Lever 1: Up once. Left twice. This should place the first cage next to the overturned cage on the ground. Have Jen run over to the toppled cage and up on the first cage. With Jen on the first cage, move lever 1: Down once. Right twice. With Scree, press (T) to let go of Lever 1. Move to Lever 2. Lever 2: Down twice. This will pull the second cage toward Scree. It should now line up with Jen's cage. Have Jen climb on the second cage. Once she has done so, move Lever 2: Down twice. Go to Lever 3. Lever 3: Right three times. Up once. This will put Cage 3 level with Jen's cage. Move Jen to Cage 3. With Jen on Cage 3, move Lever 3: left twice. Have Scree go to Lever 4. Lever 4: Down twice. Right once. This will put Cage 4 level with Jen's cage. Have Jen jump across to Cage 4. With Jen now on Cage 4, move Lever 4: Up once. Move Scree to Lever 5. Lever 5: Down once. This will line up Cage 5 with Jen's Cage. She can now jump up to Cage 5. Do it. Once she has climbed up, Cage 5 should already be lined up with the next cage. She can jump to it. Do it. Once Jen is there, she will have two more cages to go. The cage she is now cannot move because the lever is broken. Move Scree past the broken lever to Lever 6. Lever 6: Down twice. Right once. Now Jen can jump down to the second to last cage. Have her do it. Once Jen is on the second to last cage, move Lever 6: up once. This will make it so Jen can climb up to the last cage. Have her do it. Once Jen is on the last cage, move Scree to Lever 7 (the last lever). Lever 7: Up once. Now Jen can climb off the last cage to the ledge on the north wall. Do it. With Jen, once she is on the ledge, run around to the left and edge along the wall to another ledge. Then, leap down to find aa hall to your right. Switch back to Scree and crawl down the south wall. Run across the Cage Chamber to the north wall. Climb up and head left to the ledge in the corner. Then crawl up on the west wall around to another small ledge. Drop down to the hall where Jen is waiting. =-=-=-=-=-=-=-=-=-=-=-=- 3.13 THROUGH THE DEPTHS =-=-=-=-=-=-=-=-=-=-=-=- With Jen and Scree together again, head off down the hall, picking up two Energy Stones. Climb over some debris and pass through an archway, rounding the corner to the right. You'll come to three barrels with Energy. From here, go right and through a hall to room with Wraith Underlings. With the Wraith problem out of the way, run around the room to find an Energy Stone and also an Energy Fountain at the north end of the room. Now, in the southwest corner of the room there is a lever. Way across at the north end is where the door is. Change to Wraith form (if Jen's not already.) The lever opens the door - but only for a short while, so pull the lever. When both Jen and Scree are pulling the lever, press and hold (C) to slow time. Now run quickly to the door at the north end of the room. Go through before it closes. In this next room will be two barrels with Energy. Go left to find a Summoning Stone, if you need it. The next room will have two barrels with Energy and an Energy Stone. From there, head left through an archway and down to a room with talking heads. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3.14 TORTURE ROOM / TALKING HEADS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [~CUTSCENE 36~] After talking with the heads (lovely), some Wraith soldiers will come for you. Their attacks are powerful, so I recommend using the Wraith form to fight them. Some effective attacks are: Press (R2) hard. Press (R2) lightly. (L2,L2). Remember, you can repeatedly press (C) and a direction to move around quickly, performing Wraith Dodges. After fight three Wraith Soldiers, a final Wraith Soldier will come. Defeat it to see another cutscene. After the cutscene, walk around the room a bit. Go to the southeast wall of the room to find a small hallway and a door. Next to the door is a barrel with a Lode Stone. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ ACE OF SWORDS //////// Note: Across from this is a chest with the ACE OF SWORDS Tarot Card. Heading to the west corner the of room will give you two Energy Stones. When you're done exploring, go back to the corpse of the final Wraith Soldier of which you disposed. See that shiny white thing on the body? That's a key. You need it to open the door and get out. So, press (X) to pick it up. Now head to the door in the southwest corner of the Torture Room. Press (X) to use the key and open the door. Run up some stairs, past two Energy Stones. Turn right and head up more stairs. You will see a cutscene where an escaped prisoner will join you. In this room, some Wraith soldiers will attack. Here, you'll find, at the southwest end, some Energy Stones. Also, in the northeast corner, you'll find barrels with a Lode Stone. Oh, and, by the way, the Dungeons Rift Gate is in this room. Now, go to the North end of the room and fight the shielded Wraith Guard by the gate. Try to move around and attack from behind when you can. Also, (L2) is pretty effective here. When you've disposed of him, open the gate and dash up the stairs to the . . . =-=-=-=-=-=-=-=-=-= 3.15 WALKWAY CELLS =-=-=-=-=-=-=-=-=-= To the right, as you come in are some barrels with an Energy Gem. Straight ahead are some wide stairs and an Energy Fountain. There are two narrow paths (one on each side) that lead past some cells. Taking either path will get you to the back of the room. But, if you take the left path, you find two Energy Stones. Once at the back of the room, head left to a wall. Turn right and walk around a corner to find a door. Open it and go down the stairs to a room where Wraith Soldiers will attack. One of them will drop a key. Pick it up. Don't forget to pick up the Lode Stone down here. Note: There is another room identical to this one. Going to that one (through the other door will give you a Lode Stone as well.) So, once you pick up the key from one of the fallen Wraiths, you can go to either end of the back hall to find locked doors. Open one of them (it doesn't matter which). Then run across a thin path, past some cells to some stairs. Go up the stairs and round a corner to find a giant statue with a sword. Next to this statue is an Energy Stone and a barrel with a Lode Stone. Across from the statue is a door that won't open. To get through, have Scree possess the statue. (It takes 5 Lode Stones.) You must rock the statue until it topples over. Press (X) to move the statue. As it rocks forward through its center point, press (X) again to give it momentum. Continue this process until it falls over and breaks the door. Note: Pressing (X) as the statue rocks backward will slow it down. You don't want that. Once the statue busts down the door, run through it to enter . . . =-=-=-=-=-=-=-=-= 3.16 UPPER CELLS =-=-=-=-=-=-=-=-= In this room, filled with cages, some Wraith soldiers will attack. Behind the left cage at the other end of the room (where the double doors are) is an Energy Stone. Next to the double doors that you need to pass through are two Wraith Guards. Take care of them and then open the doors. Run through, and your prisoner friend will leave you. (Brings a tear to my eye.) Run up the stairs to enter the West Wing of the Mansion and see [~CUTSCENE 37~] =-=-=-=-=-=-=-=-=- 3.17 RESCUING JEN =-=-=-=-=-=-=-=-=- So just as Scree tells Jen not to be captured - what happens? Now, using Scree, you must rescue Jen. You begin in the West Wing hall (a circular room). There is a treasure chest with Energy gere. Head across and outside to the West Wing Courtyard. (The West Wing Rift Gate is here, along with an Energy Fountain.) Head up the stairs across the way to enter a building where a head will talk at you. From there, go to the right to find a door. Note: Heading down the stairs to the area with the pews will take you to two chests. One is empty. The other has a Lode Stone. So, open the door and go through to the library. Head left and up the stairs. Follow the path around to two shelves. There is a bust of Raum here. Press (X) to push the bust between the shelves. This will open a secret passageway on the lower level of the library. Note: Running past the bust of Raum will take you to an Energy Gem. Now, head back around to the entrance. Go down the stairs to the lower level. (To the left is a chest with Energy.) Head right and around the staircase to find a hole in the wall. Crawl through the hole and follow the secret path to emerge in the Armoury. Pick up the Lode Stone in the second chest to the right. Run all the way down to the end of the room to find some stairs. Run up these stairs, and a head will cheer you on. Continue up to find a door on the left. Open it and go through to the Ballroom and witness [~CUTSCENE 38~] Note: Heading left will take you to a chest with an Energy Gem. After the cutscene, head to the right, past the closed door. You'll come to an open door that leads to a lobby of sorts with lavish carpeting and guards. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\ KING OF SWORDS //////// Head left and through another open door to go back in the Ballroom. Follow the path down to a chest with the KING OF SWORDS Tarot Card. Now, go back to the lobby. Run around the perimeter to the back wall (southwest) where you'll find a door. Open the door to enter the Main Courtyard. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\ THE HANGED MAN //////// Once in the Main Courtyard, head left to where the walkway bends at the corner. Face the building and crawl up past the green roof to a ledge with THE HANGED MAN Tarot Card. Once you grab the Tarot Card, crawl back down to the path. Head to the right, past the door to the looby and down to the north corner of the Main Courtyard where the path bends left. (There will be a Lode Stone and water pouring out from the gutter.) Face the building again and crawl up and around the wall to a ledge on the roof. An Energy Stone is waiting. Clib up the ladder to a gutter and follow the path to a wall. Jump up the wall to crawl through an open window and into a room with a bunch of stairs. (This is Raum's Tower.) Now, when you're inside, go down the stairs to your left and run across to some other stairs that lead up. (Don't go all the way down the stairs to the marble floor yet.) Head all the way up the stairs, and some heads will laugh maniacally at you. You'll come to a tall door. Open it. You'll enter Raum's Laboratory. Along the left wall is a chest with a Lode Stone. Up on a scaffold along the right wall of shelves is an Energy Gem. Now, run to the iron maiden at the back of the room to find Jen and [~CUTSCENE 39~] =-=-=-=-=-=-=-=-=- 3.18 NO VAMBRACES =-=-=-=-=-=-=-=-=- So, Jen is safe, but Raum has locked away her Vambraces. She must get the key from him to get them back. Oh, and Jen can't use any of her beast forms right now, let alone fight. Okay, run out of Raum's Laboratory all the way down the stairs to the marble floor. There are two treasure chests here. One has Energy. Now, go right and through a doorway to the hall with a greenish floor. Dash down the stairs past a head that tells you to go to the East Wing. Open the door at the bottom of the stairs and emerge into the Ballroom again. From here, head a bit to the right a go through the open door to enter the lobby again. Go around to the back of the lobby and through the door to the Main Courtyard. Once there, head left around the path to an open doorway and a Lode Stone. Walk into the building. You'll be on a pathway that circles above the Banquet Hall. Head left and to a staircase that leads to some double doors to enter the lovely Banquet Hall. Go through the Banquet Hall and through a small room into one with a big fireplace and a staircase to the left. Run up the stairs past a mirror to enter Raum and Empusa's Bedroom. In the north corner of the room is Lode Stone. Enter the closet to see [~CUTSCENE 40~] =-=-=-=-=-=-=-=-= 3.19 TO THE BALL =-=-=-=-=-=-=-=-= Once Jen has donned the garb of a fine Wraith Lady, it's time to find Raum and Empusa's ball. Head out of Raum and Empusa's Bedroom down the stairs. There will be some Wraith soldiers, but don't worry - they won't bite you. Turn right and head through the Banquet Hall. Run up the stairs all the way around to the path up top. Head to the exit and go out to the Main Courtyard. Once there, turn right and go to the door that leads to the lobby. In the lobby, go around to the stairs and walk down to the big door to the northeast. This is the entrance to the Ballroom. Watch [~CUTSCENE 41~] - Hilarious! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3.20 AFTER THE BALL / GET THE VAMBRACES BACK! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Good, now Natalia, err . . . Jen has the key. You must go back to Raum and Empusa's bedroom to talk to Scree. She begins in the East Wing next to the East Wing Rift Gate. Head out of the room and take a left, down some stairs. Follow the hallway past some Wraiths soldiers to a circular roo, with a globe. Run through this room and into another hallway. Follow this hallway up some stairs. Turn right and go up yet more stairs (past the mirror) to Raum and Empusa's Bedroom. Scree is waiting in the closet. [~CUTSCENE 42~] The scene will change to Raum's Laboratory where Jen and Scree recover her Vambraces. Now Jen can use all her beast forms again, as well as fight. =-=-=-=-=-=-=-=-=-=-=-=-= 3.21 TO ELIZABETH'S ROOM =-=-=-=-=-=-=-=-=-=-=-=-= Run out of Raum's Laboratory and down the stairs past a head that tells you about the Blood Machine and maze. Continue down the stairs to the floor. Some Wraith soldiers will attack. Fight the Wraith Guard at the doorway and head into a hall with a greenish floor. Follow the stairs down to the Ballroom. Head right; you'll come to a door that leads to the lobby. Now you can take on all of the Wraith Soldiers and Guards here. Run down the stairs to fight them. With all of the Wraiths taken care of, look at the corpses. One of the soldiers will have dropped a white key (this is the key to Elizabeth's room). Pick it up. Go out the big doors to the southwest in the lobby. You'll be in the Main Courtyard. Here, you'll have to fight some Wraith soldiers. Note: Look in the Blood Fountain (great . . .) to find two Energy Stones and an Energy Gem. Now, from the door to the Main Courtyard, go right. You'll come to a door along the northwest wall. Open it to get to the Library. A head will tell you of Elizabeth's room. Go down the stairs to the right and continue down to the ground level. Head toward the double doors and fight a Wraith Guard. With the guard out of the way, go over to the door and use the key to open it. Go through to find a room with some paintings on the wall and a reflective floor. To the left are some stairs. By the stairs is a chest with some Energy. Run up the stairs, and a head will laugh at you. At the top of the stairs is a Wraith Guard. Go past the fireplace and through the doorway to enter Elizabeth's Chambers. Run up another flight of stairs to enter her room and see [~CUTSCENE 43~] =-=-=-=-=-=-=-=-=-=-=- 3.22 TO THE DARK MAZE =-=-=-=-=-=-=-=-=-=-=- After getting the key for the Dark Maze from Elizabeth, fight some Wraith Soldiers outside her room. Run down the stairs out of Elizabeth's Chambers. When you get to the bottom of the stairs, run straight across the room and through the now open doors. Run down the hallway to a big circular room with a red tree in the middle. To the right is a doorway that leads out to the West Wing Courtyard. Go outside and turn right to find the West Wing Rift Gate. Fire up the Rift Gate and choose "Mansion East Wing" from the map. Step through the Rift Gate to emerge in the East Wing of the Mansion. Does this place look familiar? It should (remember after the ball?). Okay, head left into the next room. Go down the stairs into the hallway with a maroon floor. Fight some Wraith Soldiers. Follow this hallway around to a circular room with a globe. Get ready, 'cause you'll fight a bunch of Wraith soldiers here. Note: Stay close to Scree during the fight so you can siphon Energy if you must. If you get surrounded, (L1,L1) is a great technique to use to get them off of your back. After this, head over to the doorway that leads outside (it's on the northwest side of the room). Fight a Wraith Guard. =-=-=-=-=-=-=-= 3.23 DARK MAZE =-=-=-=-=-=-=-= Once you've taken care of the guard, go out the doorway to find a steel gate. Don't bother having Scree possess the statue head on the gate. It dos nothing except waste Lode Stones. Just have Jen use the key she got from Elizabeth to open the gate. Now, for the maze . . . ////////// TAROT CARD \\\\\\\\\\ \\\\\\\ KNIGHT OF SWORDS /////// Note: The KNIGHT OF SWORDS Tarot Card is in the Dark Maze. To get it, take the second right from the beginning. Follow the path. Then go left. The path will split. Go left, then go right when it splits again. Follow the path to the stone wall. Go around the path to the end to find the Tarot Card. There are two levers Jen must pull to get through the maze. The first is in the south corner. ~ To get to First Lever ~ -------------------------- * From the beginning of the Dark Maze, take the second path to the right. * Follow the path to where 3 paths diverge. Take the first left. * This path will fork. Go left to another fork. * Go left again. * Go right and run to the stone wall of the building, following this path around. * You will come to a slightly open area that looks like it has multiple paths, but there is really only one path. Follow it. * You should reach the stone wall again. Continue along the path, and take the first right you come to (if you keep going, you'll hit a dead end). * Now, run down a long narrow path to a pillar at a stone wall. * From the pillar, head left all the way down, taking a left when you reach the red maze wall (this is the second left). * Follow the path, and take a right when you come to one. * Maneuver around to the left to find a stone wall and first lever. Press (X) to pull the lever. The maze will shift around. Now, you must find the second lever. It's in the northwest corner of the maze. Follow the path back to the beginning of the maze. ~ To get to Second Lever ~ -------------------------- * From the beginning of the Dark Maze (after it is shifted), take the second left. Follow the path. * Take the first right you come to. * Go right again. * When the path forks, take a left. * Follow this path to the stone wall and around to a slightly open area. * Once in the open area, go straight ahead (there is a spot that looks like a path, but it is a dead end). Keep going past the path on the left to the end. * Take a left. * Here, the path splits; go right. * Take the next right. * The path splits again. Take the left path. * Go left again, when you get the chance. * Now head toward the pillar on the stone wall straight ahead. You'll come to an open area. Heading right will take you to the second lever. Press (X) to pull the lever. The maze will shift again - this time completely opening up. (Wouldn't it have been soooo much easier if it was like that to begin with?) Now, after the maze opens up, from the second lever, head to the Northeast corner of the stonewall. Go right and follow the path back out to the beginning of the Dark Maze. Now that the Dark Maze is fully open, head for the double doors across the way (the northwest wall of the maze). There is a Summoning Stone here as well as an Energy Fountain. Open the doors. =-=-=-=-=-=-=-=-=-= 3.24 BLOOD MACHINE =-=-=-=-=-=-=-=-=-= You'll find yourself in a dark hall. Head left and down the stairs. Eventually, you'll come to an archway guarded by a Wraith Guard. Dispose of him and enter a chamber full of cells. Fight a few Wraith soldiers. After you've taken care of them, go to the door at the other end of the room and open it. In the next area, you'll see a statue. To the right of the statue are some barrels with Energy. To the left are some stairs. Run down them, and fight a Wraith Gunman. Continue down the stairs to enter the room with the Blood Machine. Go down the stairs to find an "old friend" and [~CUTSCENE 44~] =-=-=-=-=-=-=-=-=-=-=-=-=- 3.25 BACK TO THE BALLROOM =-=-=-=-=-=-=-=-=-=-=-=-=- Okay, after the cutscene, Jen and Scree will have to go back to the Ballroom to watch Raum and Empusa have their drinks. Head out of the Blood Machine room, making your way back to the Dark Maze. Run across and enter the circular room of the East Wing (the one with the globe). Head to the right and down the hall. Go up some stairs and turn right. Go through the Dining Hall and up the stairs to the path on top. Then run to the exit that leads to the path around the Main Courtyard outside. Once there, turn right and follow the path to the door of the lobby. Go inside and down the stairs to enter the Ballroom. Be sure to save. =-=-=-=-=-=-=-=-=-=-=-=-=-=- 3.26 RAUM & EMPUSA (BOSSES) =-=-=-=-=-=-=-=-=-=-=-=-=-=- [~CUTSCENE 45~] This fight isn't so bad - if you change to Wraith form and remember to move around. You have to fight both Raum and Empusa. I suggest taking care of Empusa first. Remember to press (C) repeatedly when in combat mode to perform lots of Wraith Dodges. This will help you move around. Try and attack Empusa from the side or behind if you can. Pressing hard on (R2) is a good, strong whip attack. Tapping (L2) is a good attack as well. Once you slay Empusa, Raum will really come after you. Now, you'll notice that Raum is floating in the air. You can't touch him when he's floating, so you need him to come down. If you get close to Raum while he is hovering, he will fire Energy streams at you. Don't try to block this attack, as it will hurt you anyway. Instead, when he fires his Energy attack at Jen, move away as fast as you can, performing Wraith Dodges. (You can only perform Wraith Dodges if your weapons are drawn.) This way, you will not get hit. Now, because Raum has used his Energy, he will descend to the ground to fight you hand to hand. Use this time to attack him with everything you have. But, stay close to Raum so you can catch him when he lands, or he will take off. Eventually, Raum will fly into the air again and the cycle will repeat. Just use the same tactic to get him to come back down. Repeat until Raum bites the big one. (Remember to use finishing moves.) After the battle, Jen and Scree step through a Rift Gate and back to Oblivion. All is well . . . ======================================================================= ~~~ O B L I V I O N ~~~ ======================================================================= Step out of the Aetha Rift Gate and run through the door back to the Aetha Courtyard to see [~CUTSCENE 46~] After the cutscene, you'll be in the Nexus Hub. Follow Scree to a door at the south end. Run through the Volca Courtyard and into a room with the Volca Rift Gate. Step through . . . ======================================================================= ~~~ 4. V O L C A ~ ( C H A O S ) ~~~ ======================================================================= =-=-=-=-=-=-=-= 4.1 THE CRATER =-=-=-=-=-=-=-= [~CUTSCENE 47~] Jen and Scree begin inside the Crater by the Crater Rift Gate. Run up the stairs on either side and go inside the domed building. Go straight ahead to find a Lode Stone at the end of the bird statue's beak. Take the stairs to the right down to a circular area. (Don't worry about the stairs to the left.) Once on the circular flat area, step to the with Scree and press (X) to make him drop a rope for Jen. Have Jen descend to the ledge below. (When she gets there, have Scree crawl down the wall to meet her in the Central Shaft.) =-=-=-=-=-=-=-=-=- 4.2 CENTRAL SHAFT =-=-=-=-=-=-=-=-=- When both are on the ledge below, you can go to the left to find two lava rocks under the bird's head that contain some Energy. Now, follow the ledge around the west wall, climb up on the stone monument to the north around to a ledge. Jump down two ledges and face left toward the center of the shaft. Here, switch to Scree and have him drop the rope for Jen. Make her descend on the rope to the ledge below. Switch to Scree and get him to crawl down the wall to meet Jen again. Now head to the giant door with the stone carving in it. (I will call these doors Flame Doors. You'll see why.) Next to it are two torches. Scree must take one and light each bowl reservoir on either side of the door to open it. Walk through the Flame Door to see [~CUTSCENE 48~] =-=-=-=-=-=-=-=-=-=-= 4.3 ENTRANCE CHAMBER =-=-=-=-=-=-=-=-=-=-= A benevolent guy has given Jen the Djinn Aspect! Jen the Djinn - get it? (Okay, that was bad . . .) ~ Notes on Djinn Aspect ~ ------------------------- * During combat, Jen can switch between two different attack modes by pressing (C). Mode 1: TWO DAGGERS - Agile, nimble and quick. Good for single Enemies and quick damage. Mode 2: LONG SWORD - Powerful. Will do considerable damage with a single hit (R2). Can kill multiple enemies in one hit. Downside - it is slower than TWO DAGGERS mode. * Charging Jen's Djinn Energy takes a lot of Scree's Energy. * Press "DOWN" on the directional pad to change to Djinn form. * Press and hold "DOWN" on the directional pad to draw Energy from Scree. ----------------------------------------------------------------------- Okay, head to the big door at the north end of the chamber and have Scree light the bowl reservoirs to open the Flame Door. Next, dash through a slanting corridor to a room with the Uppers Rift Gate. When you step in the room, it will light up and a bunch of Lava Monsters will come for you. Note: For battles like this, I recommend using the LONG SWORD attack mode of the Djinn form. Press (C) to switch to it. Then, press (R2). Jen will swing wide with her weapon. She can knock out multiple enemies with one swing by doing this. She can also hit from a great distance. Watch your foes run away crying. Behind the Rift Gate in this room are four chests. One has a Lode Stone. Run on ahead through the next corridor to come to a giant circular room called the Chalice of Sut. Fight two waves of Lava Monster. A good technique to use here, if you get surrounded, is (L1,L1) in LONG SWORD attack mode. When you're finished here, go to the door in the southwest corner and open it. Run out into the . . . =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.4 LAVA PIT / PHOENIX STATUE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The main objective of this area is to move the wings of the Pheonis Statue to make a bridge for Jen and Scree to cross. ~ Left Wing ~ ------------- From the Lava Pit entrance, go right, and through a tunnel to a room with a pool in the center. There is a Lode Stone in the back corner. Have Jen change to Undine form and dive in the water. Swim down to the floor and head straight. Where the path bends left, swim straight up. You'll emerge in the second pool room. There is a lever here. Climb out of the water and go to the lever. Press (X) to move it. It will open the Upper Gate down the way. (We'll worry about that in a bit.) Leap back in the pool and head south into an open area. There is a Lode Stone here. (Scree can pick it up later.) There is also a closed gate. Above the closed gate is another opening. Swim up to get to the third pool room. Pull the lever to open the closed gate. Now jump in the water and swim down to the floor, passing through the now open gate. In the next room, you'll notice that the Upper Gate to the south of this room has closed - don't worry, we'll fix that. Swim up through the hole in the ceiling to get to the fourth pool room. In this pool room, use the Summoning Stone to pull Scree into the room. Now, pull the lever. This will open the First Gate. In the same room, you'll notice a door. Open it to get back to the first pool room. With Jen, dive into the pool in the first pool room and swim to the second pool room. Pull the lever twice to open the Upper Gate. Note: Pulling the lever only once will not open the Upper Gate. Jump back in the water and swim south to the Second Gate (it will be closed). Now, switch to Scree and run him in to the fourth pool room (the one with the Summoning Stone). Have him pull the lever to close the First Gate. This will also open the Second Gate, so Jen can swim through. So, ummm, have her do that. You'll notice that the Upper Gate is now open. Swim through the Upper Gate and pull yourself up to dry land. Now, switch to Scree - who should still be in the fourth pool room. With him, leap into the pool. (He can pick up the Lode Stones, once he's on the bottom.) His torch will go out - water kind of does that. Run west toward the open gate, but don't go through it. Instead, face left (south). Run to the wall and climb up, crawling around the east wall. Scree can crawl around to the front above the pillars to get to the Upper Gate. Do that and run to the end of the path, crawling up the wall to get to dry land and Jen (Don't forget the Lode Stone.) When they're together again, run up the stairs to an Anubus Statue (that dog-looking thing). This Anubus Statue controls the left wing of the Phoenix Statue in the Lava Pit. Have Scree possess it, using 5 Lode Stones, and press (X) to move the left wing to the shore. After moving the Left Wing, have Jen run back to the water and jump in. Swim up through the roof to get to the fourth pool room. Use the Summoning Stone to yank Scree back to you. Now, run back to the first pool room and take a right to run through the tunnel back to the Lave Pit. ~ Right Wing ~ -------------- From the Lava Pit entrance, head left and around to the wall made of stonework (north). Have Scree take the torch, if he doesn't already have one. Note: Next to the wall and Summoning Stone is a lava rock with a Lode Stone. With Scree, climb up this wall and head to the right to reach a high ledge. Once there, step to the edge and press (X) to drop the rope for Jen. Once Jen climbs up the rope, have Scree light the two bowl reservoirs to open the door. Pass through a tunnel to an open chamber where Lava Monsters will attack. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ ACE OF WANDS ///////// Note: Behind a rock to the right (along the north wall) is the ACE OF WANDS Tarot Card. When you've taken care of the monsters, pick up some Energy Stones in the room and head to the tunnel across the way. Kick open the lava rock by the tunnel to get a Lode Stone. Pass through the tunnel and go down a spiral path to a room with an Oil Fall. (There are some chests with Energy and a Lode Stone.) To pass through the Oil Fall, change Jen to her Wraith form and slow time. There is a gap in the Oil Fall. It is short, so you have to stop right up to the Oil Fall and time it right. (Careful, though, because the Oil Fall hurts if you hit it.) I recommend saving here before you try and pass through. When you make it through the Oil Fall, turn the wheel on the right wall to shut off the Oil Fall. Pass through the room with the Summoning and Lode Stones to get to a staircase with pillars next to it. Grab the Lode Stone here too. Dash up the stairs to come to another Anubus Statue. This statue controls the Right Wing of the Phoenix Statue. Have Scree possess the Anubus Statue and press (X) to move the wing to the shore of the Lava Pit. With that done, run back down the stairs, through the cavern (fighting some Lava Monsters) and making your way back to the high ledge above the Lava Pit. Get Scree to throw the rope down for Jen. When she makes it back down to the Lava Pit entrance, use the Summoning Stone to pull Scree down to you. Okay, run across the wings of the Phoenix Statue to a ledge with an Energy Fountain. Fight a couple Lava Monsters. After that, head to the right, leaping down a few ledges to a tunnel. Run through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.5 ROYAL CHAMBERS / LAVA TEMPLE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You'll enter the Royal Chambers. Light the reservoir bowls and open the Flame Door straight ahead. Run down a hall to find the Lava Temple Rift Gate. You'll have to fight some Lava Monsters, a Djinn Gunman, and a Djinn Guard. (Watch out - the Gunman is shooting at you.) In this room is an Energy Fountain. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\ THE HIEROPHANT //////// Note: In a chest by the door of the Lava Temple Rift Gate room is a chest with, well, THE HIEROPHANT Tarot Card. Run out of this room and back down to the entrance of the Royal Chambers. Go over to another Oil Fall. Again, change to Wraith Form and slow time to pass through the gap in the Oil Fall. Turn the wheel on the left wall, once through, to shut off the Oil Fall so Scree can get through. The next area you come to is the Lava Temple. There is a Summoning Stone to the left. Run into the center of the temple (where the pillars are) and fight off a couple wave of Lava Monsters. Note: LONG SWORD attack mode is good here. (L1,L1) & (R2) are good attacks as well. Soon, you'll see [~CUTSCENE 49~] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.6 RESCUEING JEN / BELOW LAVA TEMPLE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Okay, so Jen just shoved Scree down into a pit. Hmmmmmm . . . Scree must make it back to the Lava Temple. He starts out in a big room (and I mean BIG) next to some smoldering embers. Jump down off of this platform to find a Lode Stone in each of the four corners of the room. Now, head to the northwest corner of this room to find a door. To open it, possess the statue (using 5 Lode Stones) and rotate the left analog stick counterclockwise. Running into the next room, you'll find a pedestal with a pot in the center. On both side of the pedestal are switches. Pick up the pot by pressing (X). Take the pot over to the left switch. Place the pot on the left switch by pressing (X). This will open a section in the left wall. Note: The top portion of the wall will not open if the pot is not on the corresponding switch. Now, crawl up the left wall to find a room. Go right into the next room and take the torch off the wall. (There's a Lode Stone here as well.) Now, run back out and crawl down the wall. Take the pot over to the switch by right wall. Crawl up the right wall and head left once you're at the top to find two treasure chest with a Lode Stone a small door. Light the reservoir bowls by the door. Once it opens, run inside to find a wheel. Turning the wheel will provide fuel to da big door out in the main area. Run back out and scurry down the wall to the main area. Now that the reservoir bowls by the Flame Door have fuel, you can light them and open the door. Dash down the slanting hallway, picking up the Lode Stone and dodging falling hot rocks from the bird beaks above. Finally, run up the stairs and squeeze through the slightly ajar door to enter the . . . =-=-=-=-=-=-=-=-=- 4.7 OIL BATH ROOM =-=-=-=-=-=-=-=-=- There are Lode Stones in the northwest and southeast corners of the room. Go to the southeast wall and climb up. When Scree gets to the top (and can't go any higher), turn left and crawl on to the east wall. Make your way along this wall to a girder (or a path) that runs the width of the room. Dash along this path to the west wall. Crawl on to the west wall, heading right. You'll come to another path that leads across the room. Traverse it, grabbing the Lode Stone. Crawl up the east wall again, heading around to the north wall. You'll come to a ledge by the statue. Step down on the ledge. Once on the ledge, possess the statue (again, 5 Lode Stones) and rotate the left analog stick clockwise to close the statue's beak. The oil will drain, revealing an exit. Notice the hole behind the statue? Crawl down it to get to the floor again. Once there, go through the exit. Run through a hall and drop on to a platform in the . . . =-=-=-=-=-=-=- 4.8 PIPE ROOM =-=-=-=-=-=-=- Strap on those climbing boots! Face the wall that just came out of. Climb up this wall, past the statues above. (On one of the ledges, is an Energy Gem.) Crawl up and around the statue on the right. Just past the statue is a ledge with a pipe that juts out from the wall. Flip on to this ledge, and you'll be level again. Dash across the pipe and enter the next section, picking up the Lode Stone. In the next area, go across the pipe. Go to the very end and crawl along the north wall to the right. Crawl past one ledge to the ledge in the northeast corner of the room. Once there, you'll notice a large dark slab in the floor. Run past this to a pipe. Cross the pipe to get to a lever. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ KING OF WANDS //////// Note: If you crawl down the wall past the lever to the a pipe below, you can run across the pipe to find the KING OF WANDS Tarot Card waiting for you. Anyway, pull the lever, and the slab will open, revealing an exit. Go back across the pipe to the exit hole. Crawl down the hole. Once you get to the bottom, run inside the pipe and through to crawl down the wall. You'll end up in a long corridor filled with water. Go down this corridor to a gate on the left wall. Scree can flex his muscles and push open the gate. Crawl down the wall into the new room. There is an Energy Fountain here. You'll be in Malikel's Temple. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4.9 MALIKEL'S TEMPLE / BACK TO LAVA TEMPLE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Head to the right and up the stairs to see [~CUTSCENE 50~] After the cutscene, Scree must deliver the TRUE Djinn Aspect to Jen to save her. Take the exit to the south and travel through a hallway of pillars. Head through the cave. In the cave are lava rocks with a Lode Stone along the west wall. After a tunnel, you'll emerge in the Central Shaft again. Follow the path to the right and into another tunnel. You'll come to the Lava Temple again - where Scree was shoved over the edge (Whew! What a detour!). Run through the circular pillar area, picking up a Lode Stone. Go through the doorway in the back. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.10 POSSESSED DJINN JEN (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [~CUTSCENE 51~] Be sure to save here. Scree will have to knock some sense into Jen. But to do that, he has to possess the statue (using 5 Lode Stones) at the back of the room. There are Lode Stones scattered about the room, should you require them. So, possess the statue. (Until Scree possesses the statue, Jen cannot hurt you.) The combat control scheme for this guy is the same as Jen. Jen hits fairly hard, so block often (R1). If you time your button press of (R1) right, you can perform a counter move. Try and press it after she swings. Again, attack from behind and the side when you can. Press (R2) hard. This is a good standard attack. Also, use lots of short jabs like (L2). The key here is to MOVE AROUND. Never let Jen get a clear shot. The statue is quick on its feet, so you can attack once and then back off, waiting for Jen to take swing. Then, run up and hit her. When it's over, Scree will give Jen the true Djinn Aspect. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.11 BACK TO MALIKEL'S TEMPLE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Okay, now you need to head back to Malikel's Temple. Do this by running back out of the Lava Temple. Note: Scree can now collect the Energy from the downed Lava Monsters in the Lava Temple. Take the tunnel to the west (not the one with the Summoning Stone). Go back out to the Central Shaft. Once there, head left along the ledge and duck into the tunnel. Run through the tunnel to come to a cave filled with Djinn Soldiers and a few Lava Monsters. Note: The Djinn Soldiers' attacks are quick, so watch out! Be sure to use Finishing moves (L2+R2). With the enemies out of the way, go to the sloping formation. There is a door here. Push it open and run through the hall of pillars to get back to Malikel's Temple. She'll give you [~CUTSCENE 52~] =-=-=-=-=-=-=-=-=-=-=-=-= 4.12 INTO LOWER CHAMBERS =-=-=-=-=-=-=-=-=-=-=-=-= Now, a door to the east has opened. Go through it and enter the Lower Chambers. In this circular room are four chests. Two of them hold Energy and a Lode Stone. To the right of the entrance is a torch on the wall. Have Scree take it if he doesn't already have one. Head left and go through a small hall to enter a giant room where about six Djinn Soldiers will attack. Just after stepping in this room, you'll notice three chests along each wall. Two of them have Energy. In the middle of the room are two giant structures that look like Goblets (one on each wall). Behind one is a Lode Stone. The other has an Energy Gem behind it. Run on down to the end of the room to find a statue pouring oil into a reservoir. Look left and right, you'll see a chest along either wall. The one on the right holds a Lode Stone. Next to the one on the left is a Lode Stone as well. (Why didn't they just stick it in the chest?) Anyway, switch to Scree and possess the statue (takes 5 Lode Stones). Rotate the left analog stick clockwise until the beak of the statue closes, stopping the oil flow. With the oil flow shut off, you'll see a tiny opening in the wall. Duck under it to go into a cave. Kick open the lava rocks to find a Lode Stone. Head right and into the tunnel past an Energy Stone. =-=-=-=-=-=-=-=-=-= 4.13 MAGMA PLINTHS =-=-=-=-=-=-=-=-=-= You'll emerge from the tunnel into a cavern with rock platforms resting above magma. Jump down two ledges to fight two Lava Monsters. Next, head to the right and jump to another rock to fight a Lava Monster. Follow the path down to the end where a Lava Monster will jump up to say hi. Leap left across to another rock platform. (I know, there's gonna be a lot of this.) One of the lava rocks here has a Lode Stone. Leap to the next plaform, and some more Lava Monsters will jump up. Continue ahead to the next rock and turn right, leaping over to an area with three lava rocks. One of them has Energy. Follow the path of rock platforms, leaping across four of them, and picking up a Lode Stone. Next, leap left and jump down off the ledge. Follow the path of platforms to leap across another large gap. Here, you'll find two Energy Stones. Head into the tunnel at the end of the cavern. =-=-=-=-=-=-=-=- 4.14 LAVA FALLS =-=-=-=-=-=-=-=- You'll emerge from the tunnel to find a room with pillars. Next to the pillars are two lava rocks with a Lode Stone. Switch to Scree and run left to the stone wall. (You can grab the Lode Stone between the pillars too.) Crawl up the wall and around to the right. Go up past the ledge and over the archway. Crawl down the wall toward the pillar after passing over the archway. (Don't go along the west wall, as it is a dead end.) Upon reaching level ground, you'll notice a door to your left, a Lode Stone straight ahead, and a stone statue to the right. Possess the statue (with 5 Lode Stones). Rock the statue by pressing (X) as it passes through its center point. Finally, the statue will knock a pillar over to provide a path. Now, switch back to Jen. (She should still be at the entrance to the Lava Falls.) With her, head right from the entrance to come to the rock wall. Edge along the wall and leap a couple ledges to find the downed pillar. Climb over the pillar and statue to meet Scree by the door. Open the door and go through. You'll enter a room with the Lava Chambers Rift Gate. To the left is a giant Flame Door. To open it, go to the right to find a reservoir bowl on the wall. Have Scree light it. The door will open. You'll have to fight a Djinn Guard. Note: To fight the Djinn Guard, switch to LONG SWORD mode of Djinn form. Pressing (R2) is a great attack. Be sure to use finishing moves (L2+R2). Head down the corridor, going down some stairs. You'll come to another flame door. To open it, switch to Scree. To the left of the door is a section of the wall he can climb. Climb up and head left when you get to the top. (Be sure to pick up the Lode Stone.) At the end of the path is a reservoir bowl. Press (X) to light it with your torch. Now, head all the way back to the door. You can climb up the wall wall and over the door to the pathway on the other side of the corridor. Do it. Once you're over there, do the same thing - run to the end of the path and light the second reservoir bowl. (Don't forget the Energy Stone.) With that done, the Flame Door will open. Run along the path back to the door and crawl down the wall to rejoin Jen below. Run through a small room and open the door to enter the Sanctuary of Immolata. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.15 SANCTUARY OF IMMOLATA / FLAME IGNITERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- In this giant room is a Flame Door with four oil wells. You will need to fill each of the wells to open the door. To do that, you'll need to travel to four Flame Igniter rooms, provide fuel to their reservoir bowls, and light them with Scree's torch. In the main room (the Sanctuary of Immolata) there are two Djinn Gunmen up in the rafters firing at you, so watch out. Note: Each Flame Igniter is labeled the same thing on the map: Flame Igniter. For purposes of this walkthrough, I will arbitrarily number each Flame Igniter 1-4 and also describe them by their directional relationship to the Sanctuary of Immolata on the map. (For example: Flame Igniter 1: West.) Okay, let's go get those Flame Igniters going! ~ Flame Igniter 1: West ~ -------------------------- Directions: To get to it, go right from the main entrance of the Sanctuary of Immolata. Along the west wall, you'll find a doorway. Run through it and go down some stairs into a bending corridor to get to Flame Igniter 1. You'll emerge in a circular room. The pedestal in the center needs to be lit, but you can't do it yet because it doesn't have any oil. Switch to Scree and run to the back of the room to find a bird's beak dripping oil into an empty oil reservoir. There is a Lode Stone here. There are two walls here, as well, that Scree can climb. Go up the wall to the left. At the top, follow the path to a block. Light the block, using your torch. The flame will run along the wall back to the statue. Now, run back to the bird beak, crawl down the wall and up the other wall. Follow the path at the top to an identical block. Light it as well. Again, flames will travel back to the statue, and the pedestal in the center of the room will light up. You're finished here. Go back out to the Sanctuary of Immolata. ~ Flame Igniter 2: Northwest ~ ------------------------------- Directions: From the entrance of the Sanctuary of Immolata, head to the southwest corner of the room to find some stairs. Go up the stairs, grabbing the Lode Stone, to the path above. There is Djinn Gunman here. Take him out. Run all the down to the doorway and pass through a bending corridor to get to Flame Igniter 2. You'll come to a large cavern. Run to the end of path to find a drop off. Below is platform. Jen must get down there, so switch to Scree. Have Scree step to the edge and drop the rope. Make Jen climb down to the platform below. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\ QUEEN OF WANDS //////// Note: If, once you're on the platform below, you edge along the wall to the left, you'll get to a platform holding the QUEEN OF WANDS Tarot Card. Okay, from the platform below, edge along the wall to the right. You'll come to a wall where Jen says something like, "No good. Too high for me." But it's not too high - for a Ferai, that is. Change to Ferai form and leap up to the ledge above. Once up there, head right. Jump up another ledge and follow the path past two Lode Stones. You'll come to a giant pedestal with an empty oil reservoir that won't light. So, from here, head left to the wall. Switch back to Scree, who is at the entrance. Step away from the ledge and goo over to the left (south) wall. Climb up. When you get to the top, head around to the right and crawl down the wall there to the path below. Now, follow the path up to the empty oil reservoir where Jen is patiently waiting. Okay, with Scree, crawl up the wall behind the oil reservoir. When you reach the top, drop the rope for Jen. Have Jen climb up. You'll notice a lever. Get both Jen and Scree to pull it together. (Be sure to change Scree from stone back to his normal self!) This will send oil to the reservoir. After that, have Scree walk over to the ledge and deploy the rope for Jen to blimb down. When she reaches the ground, get Scree to crawl down the wall. Now, have him light the oil reservoir on the pedestal. With the oil reservoir burning, take Scree back to the entrance of the room. Do this by following the path and crawling up the wall, then running to the left and crawling down the wall there. When he's back at the entrance, walk to the first ledge (where you first dropped the rope) and drop the rope again. Now, switch back to Jen and follow the path back to the wall. Drop down to the left. Note: Make sure Jen is in Ferai form here, or she won't be able to jump down. Edge along the wall. When you get to the platform in the center, climb up the rope Scree has dropped. Yay! You're finished here. Head back out to the Sanctuary of Immolata. ~ Flame Igniter 3: Northeast ~ ------------------------------- Directions: From the Sanctuary of Immolata's entrance, head to the southeast corner of the room. There are some stairs. I suggest running up. (There's an Energy Fountain on the way up.) When you get to the top, fight a Djinn Gunman and pick up a Lode Stone. Now head to the doorway across the way and pass through a tunnel to Flame Igniter 3. You'll come to a cavern. On ahead is a door, but it won't open. On both sides of the door are ledges. Have Scree crawl up the left wall. Once on this ledge, you'll notice a pot, a switch, and a Lode Stone. Take the pot and place it on the switch. Now crawl back down the wall. With Jen, change to Ferai form and leap up the wall to the right (there are some Energy Stones up here if you need them). There is a switch up here as well. Have Jen stand on the switch. The door will open. Switch back to Scree and go through the door to find a pedestal with an oil reservoir. Light the reservoir with your torch. (There is a Lode Stone in the back, as well.) We'll move right into Flame Igniter 4! ~ Flame Igniter 4: East ~ -------------------------- Directions: Begin in the same room as Flame Igniter 3. See the pot behind the oil reservoir? Take it, using Scree, and place it under the door - right where the door comes down. Switch back to Jen. Now, when she steps off of the switch outside, the door will stay up slightly because the pot prevents it from closing. With Jen in Ferai form, leap down off the wall and slip under the door. Inside, run to the oil reservoir and take a left into the tunnel. You'll emerge on a ledge in the Central Shaft. Have Scree drop the rope here. Jen can climb down to the ledge below. Follow the path, leaping across a gap to enter a cavern. Along the left wall of the cavern is a doorway. Go through it and run down some stairs to come to a closed door. Turn the wheel to the left to supply oil to the reservoir bowls in the Sanctuary of Immolata. With that done, run back out to the cavern, making your way back to the Central Shaft and Scree's rope. (You mightt need to have Scree drop the rope again.) Climb up. Now, take both Jen and Scree back out the Sanctuary of Immolata. Once there, go down the stairs and head along the east wall to find a door. Have Scree light the reservoir bowls with his torch. The door will open. Run through the door and up the stairs (grabbing the Lode Stone). Make your way back to the cavern. (Going right and out to the Central Shaft will give you Lode Stone.) ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\ THE EMPEROR ////////// Note: Now that Scree is with you, you can head out to the Central Shaft. Go to the right, to the end of the ledge, but don't jump the gap. Get Scree to drop the rope, so Jen can climb down. Below is a ledge with some lava rocks. Kick them open to find THE EMPEROR Tarot Card. (Why, if you jump the gap won't Scree lower the rope? I honestly don't know. I mean, he won't lower the rope from the ledge RIGHT ABOVE the Tarot Card. I guess it has something to down with Jen needing a wall to climb down.) Okay, so in the cavern, run toward the pillars. You'll see some lava rocks by the east wall - they have Energy. Over by the west wall are a few with an Energy Gem. By the pillars is a statue. Scree will need to possess it (5 Lode Stones) to reach the Flame Igniter. So, umm, possess the statue and rock it by pressing (X). Give it momentum by pressing (X) as it rocks through its center point. When the statue falls, use Scree to run across to the Flame Igniter pedestal and light the oil reservoir. This will fill all four wells in the Sanctuary of Immolata. The Flame Door out there will open. You are finished here. From the cavern, run to the right and into the door (well, through it - not INTO it). Follow the path out to the sanctuary. Go through the Flame Door. You'll come to a room where the path splits. You'll have to fight some Djinn Soldiers here. Go down the stairs to the right to find two chest - one has Energy. Now, go left to find a doorway. Run through and down the stairs to see a cutscene. =-=-=-=-=-=-=-=-=- 4.16 HALL OF GODS =-=-=-=-=-=-=-=-=- [~CUTSCENE 53~] In this room is a giant statue. I'll call it the Deity Statue. The Deity Statue is held in place by four ropes. You'll have to use the Deity Statue, but to do that, Scree will have to cut the four ropes. Before we begin: First, switch to Scree and go to the left to find a platform with a Summoning Stone. Pick up the Lode Stone here. Now, face south and drop the rope for Jen off the south wall. Get Jen to climb down the rope to the ledge below. This will put her next to a giant Phoenix Statue. Leave her here for now. Switch back to Scree and take him to the entrance of the Hall of Gods. ~ First Rope ~ -------------- From the entrance to the Hall of Gods, make Scree crawl down the wall to the right. Step on a rock path below. Bust open some lava rocks on your way to find some Energy and a Lode Stone. Follow the rock path to a small stone wall. Jump up. Run across the stone platform to the southwest corner (where the giant goblet-looking sculpture is). Crawl down the south wall to another rock path. Follow this path to the corner of a stone wall. Crawl up. On this platform are statues of seated gods. To the right is the spot where the First Rope is anchored. Go to it and press (X) to have Scree cut the rope by burning it with his torch. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\\\\ THE STAR /////////// Note: If you run under and behind the seated god statues, you'll find four chests. One of them has THE STAR Tarot Card. ~ Second Rope ~ --------------- From the seated gods platform where the First Rope is, crawl back down the corner of the wall to the rock path. Follow it back to the wall and climb up to the main stone platform. There is a giant block to the right (as well as a Lode Stone). This is where the Deity Statue rests. In front is the Second Rope. Cut it. ~ Third Rope ~ -------------- From the Second Rope, continue across the main stone platform to the west ledge. Crawl down the wall here to reach a rock path. Follow this rock path, past some lava rocks that contain Energy, to a new stone wall. Now, go along the right edge of the rock path and jump up to the stone platform. Note: If you do not stand on the right side of the rock path here, Scree will say, "Too high for me to jump" and stay planted to the ground. A pillar will be in front of you. To your right is a Lode Stone, and to your left is the Third Rope. Cut it. Now leave Scree here a moment. ~ Fourth Rope ~ --------------- this one is the most complicated - but that's why I had you lower Jen to the Phoenix before you started. It'll save you some time. Switch back to Jen. She should be chillin' by the Phoenix where you left her. Leap to the Phoenix wing and run to the left, around to the other side. Hop down to the rock pah and run across to the stone platform where the Third Rope anchor is. (It should be cut now.) Say hi to Scree and run to the south edge of this platform. Change to Ferai form and leap down to the rock path below. Note: If Jen does not change to Ferai form, she will not jump down to the path below. Now, follow this path around to the stone wall of the main platform. Switch to Scree. Jump off the South wall and follow the path to the main stone platform. Crawl up the wall. Once you're at the top, drop the rope for Jen. Switch to Jen and climb up the rope. Then, head to the right, past the Summoning Stone. You'll notice some stairs. Run up and around the building to the right (you'll have to edge around an area too). When you get to the back of the building, make sure Jen is in Ferai form, and leap two platforms to reach the top. Note: Again, Jen WILL NOT jump up here if she is not in Ferai form - but I probably didn't need to tell you that. Once up top, you'll see the Fourth Rope and a Summoning Stone. Use the Summoning Stone to pull Scree up there with you. Now, use Scree to cut the Fourth Rope. He'll say, "I think that's it." And he's right. ~ Deity Statue ~ ---------------- From the platform with the Fourth Rope, head to the back at the north wall. Make sure Jen is in Ferai form again and jump down two platforms. Run around the building and back down the stairs to the main platform. To the left of the big block that the Deity Statue rests on, there is a Summoning Stone. Use it to pull Scree to you. Now, switch to Scree and climb up the block with the Deity Statue. Once you're at the top, drop the rope for Jen and have her climb up to meet you. Use Scree to possess the Deity Statue (5 Lode Stones). You know the drill - rock the Deity Statue by pressing (X) as it moves through its center point. Soon, it will fall forward, making a bridge. Move across the statue toward the exit. Watch out for exploding hot rocks because the beaks above are dropping them. Run up the stairs and fight a Djinn Guard as well as some Lava Monsters. =-=-=-=-=-=-=-=-=-=-=- 4.17 BEFORE THE STORM =-=-=-=-=-=-=-=-=-=-=- Afterward, open the door and run down a corridor where hot rocks drop from above. At the end of the hall, fight three Djinn Guards and a bunch of Lava Monsters. You'll be in a small room. To your right is a Flame Door. Heading straight ahead (to the east) will take you to a room with an Energy Fountain and the Hall of Gods Rift Gate. Now, have Scree light the reservoir bowls next to the Flame Door in the small room. This will open it. Run into the Goliath Sanctum. Be sure to save. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.18 GOLIATH SANCTUM / GOLIATH (BOSS) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Open another Flame Door and run through to see [~CUTSCENE 54~] Okay, you cannot directly attack the Goliath Statue. You have to cut off its energy source. That energy source is light. So, you must push every source of light into the pit. There are three types of light sources. Small goblet-like structures, big goblets, and lanterns. When the battle begins, run to each small goblet and press (X) by it to push it off. Goliath will swing periodically, knocking out parts of the path. When this happens, run around the arena the other way to get to your target. Scree will push lanterns off from above. You must press (X) by them to kick them off as well. For the giant goblets, you must get Goliath to smash them. When you step behind a giant goblet, you can duck behind it by pressing (X). Goliath will swing and smash the giant goblet to pieces. But, be sure to duck down far back from the goblet - otherwise you'll get hit too. Every once in a while, Goliath will gear up and shoot a beam, so be careful. Try and run away before the beam hits (as he is preparing to fire) because you cannot block this attack. Periodically, Goliath will deploy Lava Monsters. Press (R2) in LONG SWORD mode of Djinn form to knock them out quickly. (If they hit you, they will explode. Sometimes, you can get them to help you knock a light over the edge.) When you push enough lights over, Goliath will swing and knock some debris down from the ceiling. This will fill a gap and provide you with a path along the perimeter. Push all of the lights off to defeat Goliath. After the battle, watch a cutscene. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4.19 AFTERMATH: ALL IS WELL? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Head to the southwest, through the doorway out of the Goliath Sanctum. Run down the path past an Energy Stone and a bunch of lava rocks that block the path. These lava rocks have Energy. ////////// TAROT CARD \\\\\\\\\\ \\\\\\\\ KNIGHT OF WANDS /////// Note: Just past the barricade of lava rocks is a lava rock on the right. Kick it open to get the final Tarot Card: KNIGHT OF WANDS. Continue along the path to see [~CUTSCENE 55~] (What's up with Scree?) All is well . . . ? ======================================================================= ~~~ 5. O B L I V I O N ~ ( F I N A L ~ B O S S ) ~~~ ======================================================================= After stepping out of the Volca Rift Gate with the brand new Scree, run back through the Volca Courtyard to the Nexus Hub to see a cutscene. =-=-=-=-=- 5.1 OMEGA =-=-=-=-=- Okay, there are five parts to this battle. You fight in each of the courtyards. In each courtyard, Lewis will take on the form of the corresponding beast. You will cycle through all of the your beast forms as well, but you can still change forms. (I hope you stocked up on Energy Gems.) ~ Part I: Solum Courtyard (LEWIS) ~ ------------------------------------ Lewis will fight like a Ferai in here. Jen begins in Ferai form, but this part will be a whole lot easier if you switch to Djinn form. Remember to block (R1), because Lewis hits for a lot. If you time it right, you can execute a counter attack by pressing (R1) as he attacks. I recommend using LONG SWORD mode of the Djinn form. Try and keep your distance and press (R2) hard to swing and hit Lewis. When you take a quarter of Lewis' life, both of you will warp to the Aquis Courtyard. ~ Part II: Aquis Courtyard (LEWIS) ~ ------------------------------------- Lewis will fight like an Undine here - and you will too (you have to use the Undine form). Swim over to Lewis and start using hand attacks like pressing (R2) hard and (L1,L1). Try and attack him from the behind when you can. Lewis might stun Jen for a moment, making her unable to move. If this happens, well, let's just say block (R1) is your best friend. Partway through the battle, Lewis will teleport to the other end of the Aquis Courtyard and begin shooting ink blots at Jen. These HURT - A LOT. Don't bother blocking, as they'll still hit you. Swim wide along one of the walls of the courtyard, avoiding the ink blots as best you can. Press (C,C) to swim faster. Get to Lewis and start attacking him once you're there. (He might teleport again, so be ready.) Another Strategy (courtesy of BLUE!): During the Aquis courtyard fight--yeah, oh yeah, do those ink blobs hurt. But I found that they are MUCH easier to avoid if I shoot up to the surface and dogpaddle zig-zag toward Lewis. You can usually get above his position without one hit. When you knock him down to half life, both of you will warp again. ~ Part III: Aetha Courtyard (LEWIS) ~ -------------------------------------- You'll end up in the Aetha Courtyard. Lewis will use Wraith abilities like Wraith Dodges. I recommend using your Djinn form. Again, use LONG SWORD mode. (R2) is your friend, remember that. (R2,R2) is good as well. When Lewis starts to Wraith Dodge around the Courtyard, just block and wait for him stop. Then, wail on him with (R2). When you get him down to one quarter life, the scene will change. ~ Part IV: Clash o' the Titans (BELAHZUR) ~ -------------------------------------------- Remember Scre . . . err . . . Abdizur took a spill down the Nexus Hub? Well, he must fight Belahzur. The control scheme for fighting is the same as Jen. Along the perimeter of the arena (pretty close to where you land) there is a shield mirror. Run over to it and press (X) to pick it up. Belahzur will come for Abdizur. Use combo attacks like (R2,R2,R2) Belahzur might jump up to a ledge on the perimeter of the arena and begin firing Energy at you. If he does, handle it just like the fight in the Solum Coliseum. Hold (R1) to block until he comes back down (Or you can move around - your choice). When you beat Belahzur up enough, he will fly up to the Energy Machine in the center of the arena. He will fire Energy Bolts at you. You CANNOT block these unless you have a shield mirror. Press (R1) to deflect the beam with the shield mirror. Now, you must deflect the beam back up to hit Belahzur's Energy Machine. See the four circles of light on the floor of the arena? You must step into each circle and press (R1) to use the shield mirror and deflect the Energy Bolts back up to Belahzur. (Try and position yourself close to to one of the circles of light beforehand.) Note: If Abdizur is not in a circle of light when he deflects the Energy, it will not hit Belahzur. After knocking out a light, Belahzur will come down to fight man to . . . err . . . beast to beast. Beat up on him some more, and he will retreat to his Energy Machine. Repeat the process described above three more times until the final light is destroyed. When that happens, the Energy Machine will fall into nothingness, taking Belahzur with it. The scene will shift . . . ~ Part V: Volca Courtyard (LEWIS) ~ ------------------------------------ Back to Jen. Lewis will fight like one of the Djinn. The only way to do any significant damage here is to use the Djinn form. Again, use LONG SWORD mode to keep Lewis at bay. (R2) is a good attack, and (R2, R2) knocks Lewis back. Attack him from behind. If you can do this and get in close, switch to TWO DAGGERS mode and jab at him with (R2,R2). If Lewis gets in close to you, he will unleash a string of attacks. Also, Lewis will warp and then set the ground aflame. You don't want to be next to him when he does. But, for a brief moment after this, Lewis will be vulnerable to attack. Move in quickly and hit him. Soon, you'll beat him. CONGRATULATIONS!!!! That's the end! **** Be sure to watch all the way through the end credits . . . (you can skip them if you want by pressing (X), but why would you want to?) ~ --------------------- T H E ~ E N D -------------------- ~ *********************************************************************** ****************** VI. SECRETS & BONUS MATERIALS ****************** *********************************************************************** =-=-=-=-=-=-=-=-=-=-=-=- A. TAROT CARD LOCATIONS =-=-=-=-=-=-=-=-=-=-=-=- ~ The Nexus Hub (1 Card) ~ -------------------------- |=====================================================================| | [CARD NAME] | [LOCATION] | |=====================================================================| | | To the southwest (next to the | | | Solum Courtyard) is a doorway. | | | Go through and run down some | | | stairs to emerge in a room below | | JUSTICE (CHRONOS) | the Nexus Hub. Turn left and run | | | down more stairs to find a chest | | | at the end of the walkway. It's | | | in there. (This card can be | | | picked up at the beginning of the | | | game, or any time before entering | | | one of the four realms.) | |=====================================================================| ~ Solum (8 Cards) ~ ------------------- |=====================================================================| | [CARD NAME] | [LOCATION] | |=====================================================================| | | Second floor of The Mill in Solum.| | | Use Scree to crawl up the side of | | THE FOOL (JEN) | the crumbled staircase. Inside | | | the mill, on a wooden ledge is | | | the card. | |---------------------------------------------------------------------| | | Inside the Valley Tower. Have | | | Jen squeeze through the wall and | | | open the door Scree. Then, with | | KING OF PENTACLES (HERNE) | Scree, face the east wall inside | | | the tower. Climb up the wall | | | through a gap in the stone ledge | | | and around to the right. There, | | | you'll find a wooden ledge with | | | the Tarot Card. | |---------------------------------------------------------------------| | | Top of Gate House - along the | | STRENGTH (SCREE) | back wall in a chest. (Pass the | | | City Bridge and run up some | | | stairs to get there. | |---------------------------------------------------------------------| | | After passing the Hunt Camp, go | | | to the next area. In the | | QUEEN OF PENTACLES (DEVENA) | Southeast corner of this wide | | | open area is a staircase. Scree | | | can climb up the wall next to the | | | staircase. It's on top of the | | | wall. | |---------------------------------------------------------------------| | | After entering the Poor Quarter | | | of the City and fighting three | | | Malkai in an open area in the | | | southwest corner, follow the | | | alley as it turns south. You'll | | THE EMPRESS (ARELLA) | a torch on the wall ahead of you. | | | On your right is a green door. | | | Next to this green door is a wall | | | that Scree can climb up. Turn | | | left at the top of the wall and | | | crawl around to a ledge with the | | | Tarot Card. | |---------------------------------------------------------------------| | | After the Coliseum, go into a | | | building to the left of the | | ACE OF PENTACLES (FERAI ASPECT) | Energy Stone in the barrel. Make | | | your way out to a cave across | | | from the bridge. It is in the | | | back of the cave. (You have to | | | bust some barrels blocking | | | the path.) | |---------------------------------------------------------------------| | | Pass through the Banquet Hall in | | | the Fortress. Go through the | | | room with the Ferai Statue. | | KNIGHT OF PENTACLES (JARED) | Climb over a ledge in the next | | | room (to the west). Run through | | | the door to find a chest along | | | the left (west) wall. Open it to | | | find the card. | |---------------------------------------------------------------------| | | Malkai Layer (in the Fortress). | | | If you head east in this square, | | THE HERMIT (SHAMAN) | dark room, you'll find a small | | | corridor with a chest. Inside is | | | the card. | |=====================================================================| ~ Aquis (5 Cards) ~ ------------------- |=====================================================================| | [CARD NAME] | [LOCATION] | |=====================================================================| | | In Dam Lagoon. Use Jen to surface| | QUEEN OF CUPS (AINO) | and climb up to an island with a | | | rock pillar a few yards away from | | | the beach cave. | |---------------------------------------------------------------------| | ACE OF CUPS | Bay, Right side of the shore past | | (UNDINE ASPECT) | Beach Rift Gate. It's in an egg. | |---------------------------------------------------------------------| | | Open hatch in Nest Substation by | | KNIGHT OF CUPS (GLAKK) | pulling big lever behind green | | | pods. It is in the hatch. | |---------------------------------------------------------------------| | | Behind a rock pillar on the shore | | KING OF CUPS (ADARO) | after surfacing from the Spike | | | Pit. This is the area with Glakk,| | | the giant crab. | |---------------------------------------------------------------------| | | At the top of the Purification | | THE LOVERS (LEWIS & JEN) | Tower where the Undine Key switch | | | is. It's around back. | |=====================================================================| ~ Aetha (7 Cards) ~ ------------------- |=====================================================================| | [CARD NAME] | [LOCATION] | |=====================================================================| | | In room below the Portal Keep Rift| | THE DEVIL (BELAHZUR) | Gate where you start in Aetha. It | | | is in a chest. | |---------------------------------------------------------------------| | THE TOWER (NEXUS) | Go to the Farm. It's in a chest | | | in the back of the barn. | |---------------------------------------------------------------------| | | In the Manor House in the village.| | | While following the Wraith | | QUEEN OF SWORDS (EMPUSA) | Peasant, go up a ladder to a bed | | | room. It's in a chest by the | | | corner. | |---------------------------------------------------------------------| | | In the Torture Room, in the | | ACE OF SWORDS (WRAITH ASPECT) | Dungeon. It's in a chest by the | | | door in the southeast corner. | |---------------------------------------------------------------------| | | In the Ballroom, in the Mansion. | | KING OF SWORDS (RAUM) | It's on the East ledge in the | | | corner. | |---------------------------------------------------------------------| | | On perimeter of Main Courtyard in | | THE HANGED MAN (WATCHER) | the Mansion. Scree must climb the| | | northeast wall up to a ledge. The | | | Tarot Card is there. | |---------------------------------------------------------------------| | | North corner of Dark Maze. From | | | the beginning, go right. Follow | | | the path. Then go left. The path| | KNIGHT OF SWORDS (ELIZABETH) | will split. Go left, then go | | | right when it splits again. | | | Follow the path to the stone wall.| | | Go around the path to the end to | | | find the Tarot Card. | |=====================================================================| ~ Volca (7 Cards) ~ ------------------- |=====================================================================| | [CARD NAME] | [LOCATION] | |=====================================================================| | | In a room close to the Lava Pit. | | | Get Scree to climb up the wall to | | | the ledge. Once you've opened the| | | door (using a torch) run through | | ACE OF WANDS (DJINN ASPECT) | to a chamber where Lava Monsters | | | attack. Halfway through the | | | chamber (next to scraggly rocks) | | | run behind a rock at the north | | | wall of the chamber to find it. | |---------------------------------------------------------------------| | | After entering the central shaft, | | | open the door the southwest. Run | | THE HIEROPHANT (LEWIS) | through a hallway to the Lava | | | Temple Rift Gate Room. It is in | | | a chest by the door. | |---------------------------------------------------------------------| | | Flame Igniter Room 2 (northwest) | | | in the Sanctuary of Immolata. | | | After entering the room and having| | | Scree drop the rope for Jen, so | | QUEEN OF WANDS (MALIKEL) | she can get to the platform below,| | | instead of edging along the wall | | | to the right, edge along the wall | | | to the left to find a platform | | | with the card. | |---------------------------------------------------------------------| | | In the Pipe Room. On a pipe below| | | exit platform. From the lever | | KING OF WANDS (IBLIS) | that opens the exit, crawl down | | | the wall to the pipe and run | | | across to find it. | |---------------------------------------------------------------------| | | Flame Ignitor 4, in Central Shaft.| | | Go to the right, to the end of | | | the ledge, but don't jump the | | | gap. (This is where Jen jumped | | THE EMPEROR (ABADDON) | across before.) Get Scree to drop| | | the rope, so Jen can climb down. | | | Below is a ledge with some lava | | | rocks. Kick them open to find it.| |---------------------------------------------------------------------| | | Hall of Gods, west structure | | | behind the First Rope. Run under | | THE STAR (ABDIZUR) | the row of seated god statues to | | | find four treasure chests. One | | | of them has the card. | |---------------------------------------------------------------------| | | In a lave rock in the hallway | | | after the Goliath Sanctum. Bust | | KNIGHT OF SWORDS (GOLIATH) | a barricade of lava rocks to get | | | to a lava rock on the right of | | | of the path. Break it find the | | | last card. | |=====================================================================| Note: If, at any time, you see that you have missed a Tarot Card, Just start a game using the "Scene Select" feature to choose the closest available cutscene to the card that you missed. Then, play on from the cutscene and find the card. Now, that card (and any others you find) will be available for viewing in the "Tarot Card Gallery." This is so because the game reads ALL of the saved games that are on your memory card. =-=-=-=-=-=-=-=-=- B. BONUS FEATURES =-=-=-=-=-=-=-=-=- |=====================================================================| | BONUS FEATURE | REQUIREMENT | |---------------------------------------------------------------------| | Scene Select | Complete the Realm of Solum by | | | rescuing Jared and facing the | | | false Devena. | |---------------------------------------------------------------------| | | Complete the Realm of Solum by | | | rescuing Jared and facing the | | | false Devena. This will only | | Tarot Card Gallery | unlock the gallery for viewing | | | the Tarot Cards that you have | | | found. It will not unlock all | | | cards in the gallery. | |---------------------------------------------------------------------| | | Complete the Realm of Solum by | | Actors' Featurette | rescuing Jared and facing the | | | false Devena. | |---------------------------------|-----------------------------------| | | Complete the Realm of Aquis by | | The Making Of . . . | placing the Undine Key in the | | | Purification Tower. | |---------------------------------|-----------------------------------| | 16Volt Interview | Complete the Realm of Aetha by | | | defeating Raum and Empusa. | |---------------------------------|-----------------------------------| | | Complete the Realm of Volca by | | Trailer Video | facing King Iblis & Goliath in the| | | Goliath Sanctum and exiting Volca | | | through the final Rift Gate. | |---------------------------------|-----------------------------------| | | Unlocked after completing the | | "Coming Soon . . ." Trailer | game and finding ALL of the Tarot | | | Cards. | |---------------------------------|-----------------------------------| | | Unlocked after completing the | | CUTSCENES 56, 57, & 58 | game and finding ALL of the Tarot | | | Cards. | |---------------------------------|-----------------------------------| | Teaser Trailer | After completing the game, watch | | | all the way through the end | | | credits to see a tiny teaser | | | trailer. (This teaser trailer | | | can be accessed by choosing Scene | | | 58 from the Scene Select menu | | | under "Bonus Materials." | |=====================================================================| ~ Saving Your Progress After Beating Primal ~ --------------------------------------------- If you turn off the PS2 after unlocking the "Coming Soon . . ." trailer, the Teaser Trailer, and Cutscenes 56-58 without saving, you will lose access to them. To save your progress to your memory card after beating Primal, simply start a new game. Save the first chance you get. Now, these extra features, including the cutscenes from the end of the game will be accessible for instant viewing because the game reads ALL save files on your memory card and essentially "adds" them together as one progress record. =-=-=-=-=-=-=-=- C. SECRET CODES =-=-=-=-=-=-=-=- Primal actually DOES have secret codes. There are two different types of codes covered in this walkthrough: the codes used in the NTSC North American game and the codes used in the PAL European game. There are some codes that I do not know at this point. (I have labeled these as "unknown." Hopefully, I can find information on what the codes are in the future. To open the code menu, hold (L1+L2+R1+R2) for about five seconds at the main menu, or bonus materials menu, or options menu to display the code entry screen. Highlight one of the "A" letters in a code, then hold (X) and press "Left" or "Right" on the directional pad to change it. Press Square to accept the completed code. Press Triangle to exit the code entry screen. ~ NTSC North American Codes ~ ----------------------------- |=====================================================================| | EFFECT | CODE | |---------------------------------|-----------------------------------| | Invulnerability | MONSTROUS | |---------------------------------|-----------------------------------| | Unlock Solum Cutscenes | WINDCHILL | |---------------------------------|-----------------------------------| | Unlock Aquis Cutscenes | MOONPOOL | |---------------------------------|-----------------------------------| | Unlock Aetha Cutscenes | unknown | |---------------------------------|-----------------------------------| | Unlock Volca Cutscenes | unknown | |---------------------------------|-----------------------------------| | Unlock ALL Tarot Cards | unknown | |---------------------------------|-----------------------------------| | Easy Kill | KILLSWITCH | |---------------------------------|-----------------------------------| | Bonus A | unknown | |---------------------------------|-----------------------------------| | Bonus B | PRIMAL | |---------------------------------|-----------------------------------| | Bonus C | DEMONREALMS | |---------------------------------|-----------------------------------| | Bonus D | unknown | |---------------------------------|-----------------------------------| | Bonus E | OBLIVION | |=====================================================================| ~ PAL European Codes ~ ---------------------- |=====================================================================| | EFFECT | CODE | |---------------------------------|-----------------------------------| | Invulnerability | DEMONISE | |---------------------------------|-----------------------------------| | Unlock Solum Cutscenes | SNOWFLIGHT | |---------------------------------|-----------------------------------| | Unlock Aquis Cutscenes | CHARYBDIS | |---------------------------------|-----------------------------------| | Unlock Aetha Cutscenes | FLINTLOCK | |---------------------------------|-----------------------------------| | Unlock Volca Cutscenes | SUNSTONE | |---------------------------------|-----------------------------------| | Unlock ALL Tarot Cards | ARCANUM | |---------------------------------|-----------------------------------| | Easy Kill | MORTIFIC | |---------------------------------|-----------------------------------| | Bonus A | SEABREEZE | |---------------------------------|-----------------------------------| | Bonus B | AURORA | |---------------------------------|-----------------------------------| | Bonus C | PSYCHOSIS | |---------------------------------|-----------------------------------| | Bonus D | MIRRORY | |---------------------------------|-----------------------------------| | Bonus E | ASCENDENT | |=====================================================================| *********************************************************************** ************************ VII. SOME Q & A ************************** *********************************************************************** Q: Who performs the opening demo song and all of the combat music in Primal? A: A band called 16Volt. The opening song is "And I Go." The CD is called SuperCoolNothing v2.0. There are two different versions of this album. SuperCoolNothing v2.0 is the one with all the combat music from Primal. But, this is not a full soundtrack for the game. The bonus tracks on this CD were used in Primal. Q: Where can I get a CD of 16Volt? A: You can order it from www.darkcitymusic.com, www.amazon.com, & www.gamemusic.com. Q: Where can I get a CD of all the ambient music in Primal? A: Well, it seems that the CD of orchestral music is a UK release. The only places I know of are www.streetsonline.co.uk and www.play247.com. Q: My game has frozen/glitched out way more times than I can count! What is going on here? And how do I fix it? A: Well, this game was originally made for European gamers. I heard somewhere that it was originally placed on a Region 2 DVD, which is intended for European gamers. But, when Sony brought it over to North America, they didn't bother pressing the game on Region 1 DVDs, which is normally something that is done for American releases of PS2 games. Region 2 and Region 1 DVDs are incredibly similar to one another, but some of the first generation PS2s have trouble reading some areas of a Region 2 DVD. (This means that if you bought an NTSC PS2 in North America up to a year after the console's release, you're probably having trouble with this game.) This was a weird move on Sony's part. To fix the common "game freezing" glitch, just restart from the nearest cutscene, using the "Scene Select" feature under the Bonus Features menu. Play your game on from there. See if it works. *********************************************************************** ************************* VIII. CLOSING *************************** *********************************************************************** Thank you for reading this guide. Thanks to SCEE Cambridge for making such a stylish and wonderful game. Thanks to gamewinners.com for the codes! Thanks to everyone on the Primal Board at GameFAQs.com for helping me and others out when we were stuck! This FAQ wouldn't be here without you guys. Thanks to GameFAQs.com and ign.com for hosting this faq. I hope this FAQ was helpful for you. Thank you and goodnight. - Fable12 ~8-)