GALLEON WALKTHROUGH Written by Iain Noble (inobleuk@yahoo.com) Galleon official web site http://www.galleon-game.com/ Introduction ------------ Much of the information in this walk through has been taken from messages posted on the Gamefaqs board. The credit belongs to the posters and not to me! In particular 'greybeard' and 'rhama sabrier' have been especially knowledgeable and helpful. Also I owe a great debt of gratitude to Steve Morris (the director of Galleon) who sent me the outline walkthrough used by the beta-testers for the game. If there is anything you don't understand in this walk through, or if you still need help, please DON'T email me. I won't reply. Post a message on the Gamefaqs board so that everyone has a chance to reply (including me.) WARNING! Galleon is not a long game (I completed the game over a 4 day weekend.) This walk through contains SPOILERS which will shorten your game play time and reduce the satisfaction of solving the puzzles by yourself. Remember that you can get in-game hints by selecting Rhama’s Journal from the Start button menu. Also I will not be telling you how to find every potion, mushroom and pistol. I found enough to get me through the game without running out, but I certainly did not discover them all. The Manual ---------- The manual for Galleon is very thorough. The manual is your friend. Read it! However for anyone without a manual here are the basic controls START button: Select menu options/Pause game BACK button: Return to a previous menu A button: Jump Swim forwards in Underwater Swim mode Select menu options B button: Lock-On (tap for closest object, or hold to manually select object) Return to a previous menu X button: Primary Attack in combat mode Quick Stop in Underwater swim mode Y button: Multi Way Attack, Charge when Running, and escape from Grapples/Daze White button: Menu shortcut A Black button: Menu shortcut B Right trigger: Grapple and Climb Left trigger: Tap to swap weapons Hold down to exit combat mode Left Thumbstick: Camera/Movement Right Thumbstick: In game Menu You may wonder why I have split the walk through into levels rather than islands? As a message posted on the board says: "The game treats any kind of level loading as a new level, in reality there are 5 akbar, calverly, slave, golem, epheremy. As Slave became soooo huge it had to be cut in 2 for memory reasons so that makes 6 islands. The Storm was just a cutscene originally but then we decided to make it a playable section which had to be loaded seperately so basically there are 7 levels but one of them is just a short swimming area. If I were you just follow the way the game treats the levels." Level 1: Akbah -------------- On arrival at the dock, you are introduced to your Bosun and the shifty Jabez. The first section of the island is a tutorial so just follow it through until you leave the shop and Areliano arrives. You also meet the lovely Faith (obviously some chemistry here.) IMPORTANT! Be sure to release the parrot in the shop. Don't follow Areliano immediately but pause to gather the mushrooms (2 blue) in the area. Once through the iron gate go left up the steps and through the gate. Go along the grass (careful it is slippery) and up to the house of ill repute you spotted through the telescope in the shop. A red mushroom is there. Now retrace your steps and follow Arelanio's route picking up a couple more blue mushrooms along the way. Before you get to the house go left again along the stone causeway for a red mushroom. At the house itself there is a red mushroom on the roof and a blue mushroom to the right of the door. Beware of the bees! Once inside follow Faith to the Guest Room where she heals you (a hint about her skills here.) You can also save your game. You can have up to 12 save points, after that they over write. None of the other rooms have anything of interest so join Areliano in his laboratory. BIG SPOILER! If you want to see all the hidden extras in the final credits without collecting everything in the game, checkout the 'Completion' section at the end of the walkthrough. Follow Areliano and chums down into the cellar, there is a blue mushroom on the way. On arrival at the ship you will get some swimming lessons. Use your new aquatic skills to explore the water and find some treasure and a haste potion. You have 7 clues to find on the ship (indicated by the ? icons.) Examine the mast. Go to the front of the ship and climb around to get into the hole. Examine the wheel and the fire debris. Press the button to open the door. Use the hatch on the deck and examine the statues below. Press the button. Go back on deck and go to the rear of the ship. Through the door and around the edge to find the key and examine the two skeletons. Now back down the hatch and open the door with the key. Examine the instruments. You have all the clues so go and speak to Areliano. Later that night you are awoken by noises. Rush to the entrance hall and take out the enemies there. Then let Faith open the door to the laboratory. After the cut scene you have 3 minutes to follow the escaping sailors and board the ship. Go left outside the house, climb the rock face, go through the arch in the rock and along the path by the waterfall. Cross the windswept grass and jump gracefully off the cliffs. Swim after the ship and board it. Take out the 3 enemies and then watch as Jabez uses his new powers. You wake up on the beach. Pick the mushrooms nearby and checkout the parrot. Watch it fly off over the walls. Use the right hand sentry box by the gate and the blocks on the wall to get to the top. Go left to pick up a pistol and then go right to pick up a strength potion and another mushroom. You can climb down some blocks to get back into the village and pick up another mushroom but you will have to do some fancy jumping to get back up again. Follow the wall around and make a couple of long jumps and scale some rock to get back to the entrance to the shop area. Jump on the cannon and up through the open window to find the parrot showing you the first secret sword in a chest next to a pistol. A note on the secret swords from the message board: "Each new sword you find will do more damage, if its less powerful or the same he will refuse to take it. heres the order of strength, I may be a bit off with the values but not much. Saber pen sword = 80% damage calverly beach = 100 calverly secret = 120 akbar secret = 140 slave secret = 160 golem secret =180 epheremy secret =200 any other sword you find in the levels will basically be the same as the secret sword from the previous level, so really the damage probably doesnt matter that much, finding them is more of a stat monkey thing :" At this point you can explore the rest of the island to find treasure, potions, pistols and mushrooms. This is the best time as you are well armed (there are still a lot of enemies around) and there is no time pressure. You can check your totals for the level by using the Start button and selecting the Statistics option. I found some of the pickups were so well defended it was not worth the health lost in gaining them. But I leave that up to you. When you are ready return to the dock and talk to Faith. Then it is off to find Calverly the shipwright. Level 2: Calverly ----------------- Swim ashore and go to the far left corner of the beach for a mushroom. You will notice a sword stuck in the sand in the cave entrance. Of course you have your secret sword from island 1, so you don't need to pick it up (if you do some large crabs will come out to play.) Carefully go up the ledge to the left of the water and climb into the opening (to avoid getting poisoned by the nasty purple blob.) Pick up a mushroom. Then swim over to the far side of the pool and climb the rocks. Go over the ledge and jump across the gap. Climb up again to get another mushroom. If you care to do a very long jump across to the small ledge, you can pick up some treasure. Exit the cave and swing along the rock, drop down to a ledge to get a mushroom, then go all the way around again and this time go to the end. Drop down and move the boulder. Jump across to the ledge and pick up the mushroom. Then dive into the pool and swim down and along and up towards the golden crystals. Beware of the jellyfish, they sting. Pick up the pistol and then go for another swim. Now things hot up. Jump down and pick up the mushroom. Watch out for the steam (it scalds) and the lava (it incinerates.) Pick up a pistol along the way. Jump across the tree trunks and then move the boulder over the steam vent. Get onto the boulder and rise up to meet your first big boss. The technique for defeating the large enemies is always the same, so you might as well practice. You jump onto their backs, you hold the R trigger to cling on and you work your way to the head end where you hit them So get up onto the boulders and jump aboard the crab and hit it 3 times in the head to dispose of it. If the poison gas stuns you, hit the Y button. Avoid the claws and be prepared to be thrown off after each successful hit. Once you have dressed the crab, jump onto the next ledge, pick up the mushroom and move the boulder. Slalom down the scree slope to arrive in a huge crater. Notice the lift and lever to your right. Notice a couple of enemies to your left. Dispose of them and then go to the lever (getting rid of an attack of crabs along the way.) Pull the lever, a lift arrives, but the pin is missing. Go to your left and start your climb up the crater. Eventually you come to a lever. Pull it as the moving platform gets close and hop aboard. You have a time limit to reach the door you just opened in the middle of the waterfall. So run (avoiding the steam) and duck into the doorway (more steam.) Enemies are waiting to greet you. If you like turn on the large saw and try to grab (R trigger) and throw (left stick) them onto the whirling blade. Then climb up to the ledge and pick up a mushroom and the bent pin. More enemies as you exit. Go up the ladder and then do some rock climbing to the next ledge. There is a pistol on top of the large wheel in the windy gap. Do a long jump to get across to the next ledge, avoid the steam, go down the ladder, pick up the mushroom and go along to enter the forge. Pistol on a large block just inside, save point and the news that you need a hammer to use the forge. Carry on from the forge, jump down, avoid the steam and jump across to the grassy ledge. Notice the short cut. Notice the enemies coming at you. Dispose of them. Hop up onto the nearby crates and walk along the girders to get a mushroom. Activate the shortcut. Slide partway down the scree slope to a ledge for some treasure. Then all the way down to the bottom. Run along the jetty and dive gracefully into the water. Dive deep and watch your hammer icon (and your breath meter!) The hammer is in a shipwreck in a cave (with giant eels that bite.) You can surface in the cave to get your breath back. Go back to the shortcut and ride it up. Go back to the forge and use it (note the lack of oven gloves?) Enemies - try to throw them into the forge. Calverly drops in. Go back to the lift at the bottom any way you like and put in the pin. Ride the lift up (watch out for the steam.) Faith captured! Move along the walkway and climb the ladder. Get rid of the 2 mad axe men and collect the mushroom at the end of the ledge. Then enter the cave. Watch out for the steam and duck into the small entrance. Brice does not like you following him. He has a gun as well. Take him down whilst avoiding his shots. He will also stun you and then fire. Use Y a lot and try to throw him into the walls, the lava or the hot springs. There is a mushroom and a pistol on a nearby ledge. Now go into the next section. There is a mushroom on one of the rocks. The water is HOT and will boil you. Take out the enemies. Use Y to head butt any that get you in a bear hug. Farrant is the next henchman, he is a super unarmed combat expert. I just used the Y button a lot. Pick up the mushroom in the corner and pull the lever. Go across the ledge and jump onto the ship. Open the hatch. 3 normal enemies and then a super baddie. He does a lot of holds and throws. Once again I mashed the Y button until he was dead. Pick up the mushroom in the hold and the key. Unlock the door and free Faith. Leave the ship by the bow with Faith in tow. Go along the windy walkway and into the cave. Learn how to use Faith and ladders. Once you come to the area with the lava and a big door, learn about fire grubs. IMPORTANT! Always try to have some fire grubs in stock to replenish Faith's magic powers. Try not to use her to heal you. There are several points in the game where she needs to open doors and if she has no magic left and you don't have a fire grub, you may find yourself starting the level all over again. You have been warned! Once Faith has opened the door, get rid of the enemies and save. The supply bucket puzzle is pretty simple. Pull the Red lever, jump on the bucket, target the Red lever and get Faith to use it. Then do the same with the Green, Blue and Yellow switches/buckets in that order. Pull the lever. Ride the lift. Just before the long thin pipe, climb the rock to a grassy ledge. Enter the cave and work your way to the back to get a haste potion and your second secret sword. Now go back to the long thin pipe and move carefully along it taking out any baddies that come your way. Activate the crane and see the Bosun rescue Faith and Calverly exit to his house. Jump the steam pipe, tiptoe past the blob, walk along girders, jump on the moving platforms, defeat the baddies and climb the rock. More rock climbing, when you approach the exit it collapses, after picking up the pistol from near the lava pool, climb and swing along the rock to get outside. Climb the ladders, fight the enemies, DO NOT hit the barrels (mushroom nearby) slip past the blob and use the lever and the lift. Study the diagram to see what you need to do to move the ship. Climb 3 sets of ladders and push the big lever to stop the windmill. DO NOT go all the way up to the top unless you want to get the crap kicked out of you by lots of enemies. Go down to the large cog and push it. Go back up and push the big lever. End of part 1. Part 2. Go down and use the shortcut to get to the other side. Push the big cog in the opposite direction until it meshes with the yellow cog. Use the shortcut. Go up and press the big lever again. Enter Jabez. You have 3 minutes to get to Calverly. Getting to Calverly. Over to 'greybeard.' He explains it so well! "Well the thing is there are at least four ways of doing this. Assuming you raised and turned the ship:- 1). To do it the way the game intends you need to climb down the ladder you've found, monkey swing , then climb down the long bit to the ship. The ladder isn't perfectly over the ship so you have to jump and twist to get Rhama to attach to the walkway around the stern. From here you should be able to do a long running jump to the platform in front of Calverly's 'office' building. From there the route should be obvious. 2). Secondly you can jump straight down to the top of the mast from the platform Jabez pushes Rhama onto. Then jump to and run along the spar and do another long jump to the same location mentioned above. I think you will take damage and have to be careful to avoid hitting an overhang in this case, 3). You can avoid the whole timed run by just stopping the wind-winch's sails with the lever. Then make your way over to the far side, drop down to the hub spindle then climb to hub and from there onto the left sail arm. Do a running jump off the end of this (damage will occur) to end up where you need to be. 4). As above but you don't even need to stop the sails. Go over to the far side and this time, near the short cut crane find a small elevator. Walk down on the X shaped beam beneath and them drop down to the next X- beam below, and so on below until you reach the base. From here a long running jump over the angled edge (medium damage) will get you to where you need to be." Once you reach Calverly’s house, Jabez brings two gigantic statues of Neptune to life and they attack you. Same procedure as before – jump on the back of the statue, cling on and move to the head, hit the head. Concentrate on one statue at a time (they are pretty far apart and won’t attack until you get close.) They are very slow moving so it is fairly easy to avoid their attacks. Beware of the trident, it can do a LOT of damage. Wait for the statue to drive the trident into the ground and hop aboard. You can try to use the cannons if you like, but they are very slow to aim and fire. They do a good deal of damage. There are a couple of mushrooms you can pick up in the area. Avoid the shield around the house as it will damage you. Once the statues are out of the way, Jabez turns Calverly into a monkey and brings the house down again. Now is the time to RUN! There is a time limit but the main problem is avoiding the obstacles. There are two long jumps over pits plus all the rocks, flames and lava pits. Once you exit the island it is destroyed and you sail off after Jabez. He raises a storm and it is man overboard. Level 3: Storm. --------------- Swimming to shore. This can be very confusing as it is dark and there are strong currents plus a time limit. Over to the message board again: “Here's what you need to do: At the start of the level you can see a seam in the rock below. It is lit up by blue crystals. Swim straight down to the nearest crystal. Once down there follow the channel along. It forks after a while. Take the left fork (the right one leads to a Giant Moray.) Shortly, the fork ends and ahead and slight right is a huge rock. Hide behind this. Now is a good time to go up for air. Bear 90 degrees right from the big rock, aiming to end up behind the next rock you can see. Do this again for the next rock then go up for air again. You'll notice that you can go round to the right of the rock you are behind so do this. Up ahead you should see a funny arch-shaped rock. Use the thin rock stretching across the top of the 'arch' to make your way across to the left of the rock. From here you can go round and swim up to the beach.” You collapse exhausted and wake up – in prison! Level 4: Slave Pit. ------------------- Pick up the mushroom in your cell. Exit by the door that opens and enter the arena. Meet Wei Long and Mihoko. Fight Mihoko until Faith warns you that she is cursed. Next time she is stunned use the R trigger to take off the scroll on her forehead. Fight big nasty monster. You know the drill. Pick up mushroom at the edge of the arena. Go through the hole the monster made. Watch the keys drop into the animal pens. Pull the left lever and go through the door it opens in the arena, a cave with a mushroom. The centre lever does nothing useful. The right lever is broken but Mihoko can hold it for a short time allowing you to sprint over to the door to the animal pens. Meet the loony animal keeper. Open the cage doors to go through the area but keep an eye on the keeper who is opening them as well to let the lions loose on you. Try to pick up the red mushroom on your way. There is a blue mushroom in the corridor outside. Go up to meet the keeper plus his two pets. Ignore the lions and concentrate on him. He runs away a lot. Once he is dead the lions disappear. Pull the lever to open the cell where the keys and your sword are. Now you need to clear a path to the room with your sword and the keys in it below. You can open the cages from above and the wall painting gives you a hint that lions and panthers don’t mix. Only the lion will move when you open a cage. If it goes into a cage with a panther then the panther moves across. There maybe a logical solution to this, I just did it by trial and error. Once the path is clear, go down the ramp and through the cages to the room with your sword and the keys. However you are not alone! You will need to defeat a large tiger. I just rushed round it and mashed the X and Y buttons (my typical fighting ‘style.’) Some words of wisdom from 'greybeard' about the tiger: "No, the blue dazed posture is its invulnerable state used when Rhama gets close or just after a hit and just prior to an attack. I found that if you use the sword you have this fight is more difficult and costly in HP than using just hand-to-hand. The sword does only relatively minor damage. The attack that works best is the running jump and kick. Because you're coming in from a distance the beast won't go into it's invulnerable state. It's a difficult attack to do as you'll often miss, over-jumping particularly, but when you land one you can usually follow it up with a combo for more effect. You can whittle away at the creature but it takes an age." Unlock the door to join Mihoko, unlock the other door to get into the prison area. Enemies. Mihoko will help you out (and shout a lot.) You can open the first cell - pistol - but the keys don't fit the others. At this stage of the game I discovered that the other members of my party can lose health and eventually die. If this happens it is game over. This is especially true of Mihoko if you have her set to Aggressive mode. So keep an eye on your companions and try not to let them wander off and trigger poisonous blobs or other hazards. Be prepared to give them a mushroom if required. Notice the head jailor. Try to get to him. IT'S A TRAP! The Head jailer pulls a lever and you plunge into a cave. LOOK BEHIND YOU! Giant Pit Monster. Obviously this is the parent of the baby you killed in the arena and it is not a happy bunny. Same procedure as before but with slight variations. As it is so tall, you will need to scale some rocks to get high enough to jump onto its back. After you hit it in the head, it rears up and falls over on its back. Try to jump and land on its throat to stab it again for major damage. It can eat you if you fall in its mouth. Avoid the green spew. Avoid the claws, it packs a real punch. There are mushrooms in the area plus a strength potion underwater. Once it is dead climb the rocks to get to the chute and go up into the torture chamber. Torture Chamber. Pistol plus enemies. Go through the door and take out the head jailor for his keys. Go back into the torture chamber and pull both the levers. One opens the way to the lower level of the prison, the one by the door sets off a timed cell door along the corridor. Run into the cell to find the triangular key plus a pistol. Use the keys to free the Bosun and the other prisoners and pick up the goodies from their cells. Now go down to the next level and use the levers. One opens a store room with a pistol, the other opens the cell with the square key but it is trapped. You need to jump quickly on and off the pressure plate before the spears skewer you. Pick up the key and repeat to exit. Now go back up and take the corridor that leads over a narrow stone bridge with giant hammer traps. You can pick up a mushroom by climbing down the rock at the entrance. When you step on a trigger plate do a back flip quickly to avoid the hammer. At the end is a lever you can use to turn them off. Insert the keys and then use the character menu to get bosun to use one bolt while you use the other to open the door. You have escaped from the slave pit. Go down onto the docks to find a mushroom. Then enter the cave. Climb up and over the locked gate using the rocks and pull the lever to let your chums through. Up the steps are a mushroom and some enemies. Go through the cave entrance at the back of the royal box and see a bridge, a waterfall and another locked gate. Climb the rocks at the side of the falls, do a long jump across, jump and grab the rocks and swing through the partially barred entrance. Notice the horrendous room full of traps. Decide to take the other route. Follow the rock passage picking up a mushroom along the way until you get to a staircase and a locked door. However you can brave the 'room of death' to pick up the secret sword for this level. Over to 'greybeard:' "The Slave Palace secret sword is in the room above the second portcullis. The room is described as being a room of death or something like that. The method is quite easy. You use the passageway on the right and instead of jumping across the gap, over the spikes/flames etc way down below, you use the wall on the right to climb down and hang drop just in front of the munching doors. There's a big enough gap for Rhama to stand in. Then its just a matter of timing - jump through the doors but make sure he doesn't go in the 'boiling' pool. Then back up and run/jump over to the sword. As far as I can recall there's not much problem getting out through the doors above where the sword is located." Go down the staircase carefully as it is in bad repair. Then slide down the slope. Then down another staircase to open the portcullis. Take out the enemies. Go up the staircase (enemies) and up another staircase (more enemies.) Another locked portcullis. Turn around and jump to the rock and climb outside. Pick up the mushroom. Cross the thin girder and climb the rocks. Do some hand over hand as well to reach a cave entrance. Dive into the water, surface and open the final portcullis. Some enemies may object to this. Go up the stairs and all three of your party need to use the bolts to open the door. Level 5: Slave Palace --------------------- By now you should know what potions, mushrooms and pistols look like. So I am not going to point out their obvious locations along the way. Watch the cut-scene of the drawbridge being raised and the catapults launching flaming rocks at you. Head right over the cliffs while evading the flaming rocks. Jump out onto the pillars of rock, which lead towards an entrance at the base of the spire of rock that the palace sits on. Go down the small water hole on the right at the back of the cave. You will emerge in a well. Wall jump your way up then use the rough rock to exit the well. Fight the guards. Head through the tunnel into the second garden area. Fight the guards Carry on till you reach a courtyard where the raised drawbridge is. Pull the lever to lower the drawbridge and let Mihoko and Bosun in. Carry on across the courtyard to a panther enclosure. Jump over the fence and pull the lever to let Bosun and Mihoko through. Jump out onto the far side of the panther enclosure. There are two pull chain levers: the lower one opens the gate and allows Mihoko and Bosun to join you. The top one will release your last two crewmen who were going to be panther food. Go back into the main Panther Enclosure where you will find a catapult. Launch yourself onto the castle roof by standing on the edge of the catapult arm. Once on the roof follow it all the way around to the right. Fall down into the fourth and final garden that has a well and a huge log in it Head up the stairs and into a tunnel Open the door with the beam across it, this will open back out into the panther enclosure. Go back to the Log, and your crew and Bosun should arrive and a cutscene showing you all battering the door down should play. Watch cutscene of guards hiding the 4 keys. Now you are in the palace entrance hall- go down the passage on your right into The kitchens. Pull the 2nd lever to cover the fire Climb up the inside of the chimney Head up the stairs open door Stand on the very edge lip of the catapult arm to launch yourself onto tower top (don't push forwards or back on the Left Thumbstick or you will alter your trajectory and probably miss.) Fight elite guard boss. Pick up key in front of the door after you kill him Open the double doors in the tower. You now have 3 minutes to reach the bottom. Go down the stairs into the room below, and head across to the exit on the other side. Repeat 3 times until you reach the exit at the bottom of the tower. Walk across the bridge and into the main building again. Drop down the stairs and watch cutscene of Mihoko and Wei Long battling. Jump over the force-field using the rafters above you. Head right around to the room where Wei-long is. Watch cutscene. Follow Mihoko right out of tower Now you should be the palace's main hall Head to the right where you will find the double doors that lead up to the Governor's private sanctum. Put the first key in the lock Go back to the Entrance hall by leaving the main hall via one of the two exits at the opposite end of the room. Back in the Entrance Hall, facing wall of fountains, with your back to the doors you battered down, head left to enter a room with a pool and the statue of a woman. Jump up using the pipes at the back of the room to reach the upper level. Climb onto the statues shoulders and use each of her earrings. The statue's head will fall into the water and make a hole in the pool's floor. Swim down the hole in the pool Underwater there are two passages. One has a current that is too strong to swim against. The other has no current. Head up the no current tunnel. Get air from the airpocket. Continue swimming and you will end up rejoining the tunnel with the strong current. Swim strongly out into the current, and you will be pushed back to the start, if you do it right though you can cut across into a side tunnel on the opposite wall, where you can see a green crystal. (A haste potion can be invaluable here) Swim though this narrow tunnel and you will rejoin the main room. Open grate in wall. Swim on to exit water at the base of the Harem Tower. Use the wheel to turn the tower. Turn it left until it clicks loudly, then turn it right until you get the same noise, then left again. The tower will unlock itself. Head up the stairs. Avoid the traps on the right in the walls and along the flat stretch near the top - keeping well to the left of the staircase is key. Fight the harem boss. Tip- Use the multi attack button to break out when he tries to grapple you and stay away from the centre railings. Also go to the upper level to find a strength potion you can use. Pick up the key he drops Release Calverly from his cage Take time to go around the ledge outside the room to pick up a red mushroom. Go back down through the tower. Go to the drawbridge area outside the palace. Lock onto the dwarf who is sitting on the edge of treasury tower, and Calverly will steal his key. Use the wheel to slacken the drawbridge chain Go and use the hook out on the drawbridge and the chain will retract completely. Use key in pedestal to lower the tower Attach the hook to tower Lock the chain by using the floor lever next to the wheel. Use key in pedestal to raise the tower The chain should pull the door off the Treasury Use key in pedestal to lower the tower again Retrieve key from dwarf man Head back into the Main Hall Go to the back of the entrance hall take passage on left back into the main hall Head to back of this room Insert 2nd key Turn-around there is a door on the top level of the room, on the right. Go through it and you will find Mihoko. Calverly will helpfully open the gate and you can go into the Gauntlet rooms. Use swinging platform to get to the next room Use the springboards by standing on them in the next room to bounce over to the exit Open the door; go down the corridor and downstairs Go into room of fire. To exit this room you have to stay off the floor for the duration of the timer (20 secs.) One of the poles is safe, you can work out which one by looking at the flamers; two are defective and never shoot out fire. Once the timer is done the exit door will open - go through this and up the stairs. Mihoko joins your party. Order Mihoko to use the broken ladders and once she is in position, jump up and she will lift you up to the platforms above. You will need Mihoko to pull you up a further two broken ladders to reach the top of the room. You will also need to do a running long jump between two platforms. This section seems to cause a lot of problems, so here is some more advice from the message board "After Mihoko helps you up the first ladder, the next thing you need to do is find a long, narrow walkway that just barely reaches the "ring" in the middle of where you now are. Jump up (use the stationary jump that allows Rhama to cover more height), then you'll be on the walkway. Edge towards the wall, turn around, and get ready to run-jump across. (You'll need to time this jump real well, since the walkway on the opposite side is like almost at the extreme distance for a run-jump. This area also got me stumped at first, since I saw only ladders... then I noticed the walkway." Climb the last bit of staircase to reach the Armory tower. Defeat the Armory Guard. Tip- use the multi attack button to shake off dizziness. Ignore the upper level here and the two levers. They don't help. Mihoko will then defeat Wei Long. Pickup the last statue key. Make your way back down the tower, either by going back the way you came, or if you are feeling dangerous (and have enough health) you can jump off the top of the tower, onto the roof of the Palace and drop down to re-enter through the front door. Go back into the main hall Put the remaining statue keys into their slots and the double doors to the Governors private quarters will open. At the base of the lift room, pull the Pull Chain and the lift will go up. Jump onto the counterweight and then ask Mihoko to pull the chain again. At the top, defeat the 4 chargers and climb the stairs to face the Governor. The governor will kill Faith if you push him, so use the table to drop your weapons. Fight the governor. He will not attack you, instead going after Faith, so keep him away from her. Level 6: Golem & Ankon ---------------------- Swim to the shore Lock onto the Golem Faith will tell you to search for the missing golem head pieces. Turn to face the sea looking directly at the boat head into the water Underwater just before the seabed drops off in to the abyss is the first missing golem piece. Lock on and pick it up. Next head straight down over the ledge into the abyss. Head down until you see a wrecked ship. Swim to the top of the wreck and find the entrance on the main deck. Use the right thumbstick menu to order Mihoko to give you air (you should do this regularly or you'll soon die. You should ask for air when your level is about 50%) Once you have full air, enter the ship through the hole in the deck Once inside head to the back of the ship through the first door. Descend to the lower deck down through the hole towards a green crystal. from this room exit to a rear room, and turn right towards a faint yellow light. Swim up towards the yellow glow to the mid deck again. In the corner is the 2nd missing piece of the golem At this point the boat will capsize 45 degrees. Reverse the steps you took to get into the boat - you have 30 seconds in which to escape before the boat becomes unstable and falls off its ledge into the abyss. Head towards the green light first, then towards blue. If you make it out in time, Mihoko will automatically replenish your air. Head towards the coral formation below you. On the side nearest shore you should see a small partially broken domed temple. Inside is the 3rd golem piece. Now head anti clockwise around the coral formation towards where the ship sank to. Next to the wreck are 3 buildings with black and white tops. Swim to the second tallest one, and lock on to the 4th golem piece. Swim straight up to the top of the coral formation Once at the top, swim so you are over the centre of the formation Head straight down inside the inner rim. Halfway down there is a ledge with the final piece of the golem resting on it. Pick this up and head back to shore. Once on the beach lock onto the golem Faith will fix the Golem and tell you you need to pilot it. Enter the golem via the hatch on its back Fight the Hydra. You can only defeat the Hydra by throwing him into the lava. From the message board "This fight stinks. The way to do it, as you should have guessed from the short FMV of the lava pit, is to try and push/punch/kick the hydra into it. The problem is that if the fight moves into the surrounding 'city' it becomes very, very difficult to get it back to the lava. Eventually, if you take too long, Rhama dies of suffocation anyway. The whole fight takes place with a kind of slow motion effect and none of the grab moves, which would be very useful, work. The way I did it was to be ultra aggressive right from the start - run in and do an immediate running jump attack, followed up with every sort of punch, spin kick combo you can string together. As long as you keep the hydra pinned against the edge of the lava pit eventually one of your attacks will do the job." Lock on and use the huge chair on top of the big building and Rhama will leave the golem. Drop down to the base of the chair. Go to the front door of the building the golem is sitting on. Faith and Mihoko will congratulate you on a job well done. The action will cut to show Jabez, frustrated by the fact Calverly misdirected him. When you cut back to the city, Faith will run off to the broken Generator room. After you dispatch the Skeletons, go into the rom that Faith went into. Faith will explain that you need some herb Head back out to the main room. Go up the stairs to your right, there is a sword in a log on route. First you must explore the left side of the building, the side that has power. Near the front, on the left hand side, there is a broken ladder. Tell Mihoko to use it. After Mihoko is ready, tell Faith to use the ladder too. Stand in front of Faith and you will give her a leg up, Mihoko will pull her up the rest of the way. You need to go up there too, so do it. There is a door at the top, go into it. Tell Faith to open the stone door that is in the next room. Head up the stairs and defeat the skeletons Jump through the hole in the wall to get into the Library. After defeating the skeletons, you need to get Faith to join you in the room. Go to the door in the centre and follow the passage through to open the door at the end. Faith is stuck back near the beginning, so head back to the base of the broken ladder, and order her to use it. She will fall down, and you will hopefully catch her. Get Faith to follow you back to the library. Faith will express her surprise and pleasure at discovering such a fountain of knowledge. Go up the stairs to the raised level of the library Tell Faith to use the pedestal, which activates the lifts. Ascend the shelves. Jump to the first platform Above you is the first key collect it Continue to the far end of the library using the platforms Pick up the 2nd key from the top shelf at the very end. Exit back out into the main room with the huge tree in it. Amongst the roots of the tree there is a fire grub. Some people have reported problems getting hold of it. Here is some advice from the message board "Anyway the grub: assuming you know where it is. It 'patrols' along the ground and you should see at one end of its route the roof in the centre of the passage is just slightly higher. This is where you need to edge Rhama until just before he goes into the crouch position. Move him back a very, very short distance to give him a minuscule run up, After that its just timing: press forwards and then grab a fraction of a second later when the grub is at it's nearest point. It is difficult to tell when this is because Rhama blocks your camera view and Mihoko rolling around doesn't help either. You're likely to have to repeat it many times before you get Rhama to grab the grub." Turn left and head inside the tree. Use the red mushroom as a springboard and follow the ledge along by the blue mushrooms. You will find the secret sword here. Go down to the bottom Enter the hole by the blue crystals Follow the tunnel When you emerge in the garden, use the door ahead of you Pick the herb Head back out to the main tree room Head up the stairs to the second level Use first door on right to take you back to the library Once inside talk to faith Faith is impressed, she puts the herb into the broken generator, but this does not switch it on. Turn generator on, you need to set the dials as a mirror of the generator on the other side. The sequence from left to right is - left / left / middle. Watch cutscene The generator switches on, power goes to the main room, but the map room door fuse blows. Beware! From now on the large eggs placed around the area will hatch to produce mini-hydras. Watch out for the poison gas cloud when they do. Try to avoid going near them and they won't hatch. Head out to the main tree room. At the base of the tree stump there are two doors, the one on the right now has power, so go in there. Inside the room is a hollow tree root, go into the tree root. Wall jump up and climb away and you will soon find yourself in a burning library. Work your way clockwise around the room, up the shelves and over the rear wall all the way until you get the bird key. Drop down to the ground below the key, and going down the stairs, escape through the door. You should be back in the main room now. Go left and use the next door you reach on your left. Fight golem in the lab. Tell Faith to use the stone doors. Head up the stairs and pick up the new fuse Head back out to the tree room. Go to the generator room beneath you. Insert the fuse and the maproom door will finally have power. Head out to the main room again Go up the stairs towards the huge door at the very back. Tell either Faith or Mihoko to use one side of the door, while you use the other to open it. Once inside, head to the back of the map room and down the stairs. Move the rock that is blocking the beams Head back up to the row of levers with symbols on. Fight the skeletal hordes! Use the buttons to spell our "Eph Ere Me" you will need Faith and Mihoko to push the other two at the same time. - correct levers are - 2nd from left, 6th from left and 4th from right. Level 7: Ephemery ----------------- A storm rages as you head towards the island. Faith utters magic words to quell it but the inhabitants take this as a challenge. They destroy one of the giant statues and set you the task of finding the 10 crystals to rebuild it. You will see two doors ahead, one leads to the Air Castle, the other to a Garden Area. You will need to use various rings to locate the crystals in these areas. Air Castle (2 rings plus 6 crystals) ----------------------------------- Lets make some terms so we understand each other. The air castle might at first seem scary. But no! Its ok. If you fall you will slowly move back towards the place you first came in. Don't float past the entrance or you will never return. Lets say that the entrance you just came in through is at the south end of the Air castle. You need to get the rings first, so before you go anywhere, you need the water ring. From the entrance, go to the right and up the first tower which is the South East tower.. When it looks like you can go no higher, use wall jumps to go ever higher. Eventually you should reach a floating platform that has bubbles beneath it. Jump to the platform and take the water key. Drop down and head to the North East section of the air castle. Deep under the NE tower are a set of tunnels. Grab the first crystal from here. Climb up and make your way up the NE tower, by jumping from broken section to section. Jump out near the top along some platforms, until you find a circular object. Further on you will find a Water pad, use it and the circular object will rise up. Step into the invisible water column and get to the top. Jump over to the air ring platform and grab it. Go back to the base of the NE tower and use the button that requires the air ring. Walk through the water door, and in the next room, push the button. This switches on a stream of floating rocks. Go out of the NE tower and find the floating rocks. Climb up them, jump off before they are destroyed by the laser. Jump onto the roof. Climb to the very top of the tower to retrieve the second crystal. You can now activate all the Air pads, which will give you super jump powers for 7 seconds. You can also activate all the water pads. Use the Hot/Cold Icons to find the next 4 Crystals. 2 are in the NW tower, one in the water, one at the very top. The other two are in the SW tower and on a platform in the west area. Secret sword in passage through island, marked by pistol. 'Greybeard' says: "Air Castle secret sword: more difficult to describe as there are so many ways of getting to it. But if you use the route to Water Ring I described but instead climbing to the floating steps jump across to the cracked 'bridge'. If you then jump off on the right and attach Rhama to the cliff face underneath somewhere in that area below is a grassy or rocky platform. Here there is an entrance to a long passage going all the way through the rock, under the (eventually) rising blocks building, and comes out the other side. Half way along this long passage is an alcove high on the right. It's easy to see as there is a pistol (I think) glowing which marks it. The secret sword is at the back of this alcove too." The golems are a PITA. They fire long distance laser beams and are pretty tough to kill. Mostly I just tried to avoid them. Garden Area (2 rings plus 4 crystals.) ------------------------------------- Go right and up the rocks and the tree to the ledge. Jump down the other side and go into the cave to get the transform ring. If you go all the way up to the top of the garden area and around the ledges you can find some goodies at the back. Get Faith to use the transform circle in the room at the back of the garden. Now you are very small. Resist the temptation to look up Faith's skirt in this state and go out into the garden (you will need to get Faith or Mihoko to open the door.) Climb the tree to push the crystal out of the alcove. Now jump into the left hand section of the pool and swim down the pipe to get to the lab. Jump on the green button to open the door. Unfortunately this wakes up a statue so you may have to get back to full size again to take it out and to pick up the earth ring. Change back to mini-Rhama and go back to the lab. You have to get the 3 crystals out of their cages. Jump from the circular area on the left of the button platform onto the chest lid and then onto the robot arms and up onto the lab bench. Go into the first cage and unlock it and push the crystal. Carry on along the bench and jump over the books and get to the second cage to unlock it and push out the crystal. The final crystal is a little tricky. You need to get onto the robot arms again and make you way to the one close to the control box in the ceiling. Then get Mihoko to use one of the green buttons to start the arms moving. Then you should be able to get over to the control box and onto the other set of arms and down to the bench top. Move carefully there is a lot of acid, steam, hot water etc. Climb the wire rack to get to the cage to release the crystal. Now return to your normal size and pick up the crystals. Here is another 'take' on this section from Caspar Gray (UnfriendlyGhost) which shows a different writing style and some variations on how to tackle this area. "EPHEREMY: The Final Island Introduction: CUTSCENE: After leaving Akon, having learnt the location of Epheremy, the home of the Ancients, you run into a storm. As Rhama and the Bosun fight with the wheel, Faith shouts to the heavens in the Ancient tongue. The storm dies down and the Endeavour approaches a strange island. The cliffs of the island crack open to allow the ship through and it docks at a jetty. Four ancients approach and announce that they have been challenged by a sorceror. Harbour: First of all, dive off the Endeavour and swim down to the sea floor to retreive a HASTE potion from the seabed beneath the swim, along with a TREASURE item which is close to the rock wall of the shore. Swim back to the surface and exit the water. Go through the archway. Statue Hall: CUTSCENE: The ancients reappear and destroy one of the statues in the hall. Ten crystals fly off the broken statue, six going through the left door and four through the right hand door. The ancients tell you that if you fail to rebuild the statue, you will be turned to stone like the rest of your crew. Firstly, look at the red seal underneath the fallen statue. Faith will tell you that an elemental ring is needed to use it. You can now go through either the door on the left side of the room, which leads to the AIR CASTLE or the door on the right, which leads to a garden, THE TRANSFORM. It doesn't matter which room you do first. You will need to complete both rooms and retrieve all ten of crystals before you can rebuild the statue. Transform: As you enter this area, you will see a main door in front of you, with a save point to the left of it, two pools of water (one on either side) and two staircases going up behind it (one on either side). On the right hand side of the garden you'll see a large tree and a rock wall. Underneath this tree you will find a RED MUSHROOM and a FIRE GRUB. Jump onto and climb the rock wall to the right of the tree. Climb up it (watch out for swinging thorny vines!) and then drop down the other side to find a small tunnel. Crawl through the tunnel to find the TRANSFORM RING and a BLUE MUSHROOM. Go back to the main garden and climb the large tree on the right until you are high enough to jump across to the rock ledge next to it. Carefully follow this ledge round the right hand edge of the area to the far side (above the save point). Here you will find two PISTOLS and a STRENGTH POTION. Jump down to the ground and head up either staircase to the door. Open the door and go inside. Ask Faith to use the Transform Circle and you will be shrunk to only a few inches high! Resist the urge to look up her skirt and instead ask her to open the door to let you out. Go out into the garden and head for the wall opposite the save point (ie on the side of the garden with the trees, away from the pools). Look for the clump of small tree stumps (which are now big platforms to you!) Dodge the swinging thorny vine and jump up the stumps. Jump up onto the climbable surface and climb up the main tree bough, out and along until you reach a fork in the branches and can see the glow of the crystal. Climb up next to it and use it. This will push out the first CRYSTAL! Climb back down to the ground and head over to the pools of water by the save point. Dive into either pool of water and swim down through the pipe. You will emerge in a LABORATORY. A short cutscene will show you a Golem awakening. It's going to try and crush you, so do your best to avoid it. It moves slowly and you shouldn't have any problems avoiding it. Hide under the table if necessary; it can't get you there. Run across to the middle of the back wall of the lab, where a golem arm is lying on the floor. Jump over it and go through the crack in the wall. Avoid the vine inside and climb up the inside of the cavity until you reach the side passage. Run through this avoiding the vines and drop down onto the shelf beyond. Run along to the cage, go between the bars and work the mechanism to open the cage and push the second CRYSTAL out of Cage A. The game will autosave here. Jump down to the books on the lower shelf and then down to the floor. Head to the middle of the room, where the table is flanked by the two plinths for golems (the right one now missing its golem). Jump onto the table (it's easiest to do the running jump from the vacant plinth). On the table you will notice another elemental ring on a stand (but you're too small to pick it up at the moment) and two large buttons. Run along and stand on the button nearest the inactive golem. Stay still until the active golem comes close and tries to smash you with its fist. Quickly backflip off the button when the golem raises its fist and it will hit the button for you. This will cause the robotic arms which previously held the golem to start moving. Jump down from the table and jump up onto large chest on the floor nearby. From the edge of the open chest, jump up onto the ledge nearby and then onto the moving arm when it comes close. The arms all have climbable surfaces, so hold the right trigger to grab onto them. Jump from the first arm to the next one and then onto the third, timing your jumps for when the arms are close together. Then jump up to the right from the third arm to the crack high on the wall. Jump up to the higher platform inside the crack and push out the third CRYSTAL from the hole. Jump back onto the third arm and go along it until you can jump to the black platform that the arms are attached to. Walk round to the other side of this platform and pull the lever to release a shortcut chain to the table below. Leap onto the arms that hold the inactive golem, then onto the golem and down to the workbench beyond, with its steaming trays of water. Walk carefully around the edge of the trays and dodge the jets of steam and flame. Avoid the acid pool beyond them and crawl under the electrified grille (don't walk on it). Crawl carefully past the moving sawblades to the other side. Climb the vertical grille avoiding the steam jets to reach cage B. Unlock it and push out the fourth CRYSTAL from it. Drop down to the floor and head over to the table. Jump up onto it and go and stand on the other button (away from the inactive golem). Once again, dodge the golem's blow and let it hit the button. This will open the main door to the lab. Mihoko will come in and begin fighting the golem. While she keeps it busy, run out of the main door back into the garden. Go up the steps and ask Faith to open the door to the area with the Transform Circle. Ask her to use the circle and you will be restored to your usual size. Open the door and go back into the garden. Finish off the golem if Mihoko hasn't already. Watch out for its self-destruct sequence - when it starts sparking, back off. When you've killed it, pick up the three CRYSTALS in the lab and the EARTH RING from the table there. Finally grab the one outside in the garden. Head through the door back to the STATUE HALL." Unfortunately Jabez and company arrive and persuade the inhabitants to take them to the last surviving tree to pollinate it. Go back to the main area with the giant statues and use the earth circle. Enemies. This rebuilds the statue. Climb up the column in the centre of the statue and use its arms, shoulders, and head to get onto the blocks. Jump and climb up to the top of the island. Press the button to operate the lifts to bring the girls up. Discover that you need 4 people to operate the circles. Making A Golem -------------- Use the lift to go up to the top of the island. Go around in one direction (taking out any enemies on the way) to find a garden where you can pick the mandrake root. Go around in the other direction to reach a stone circle with a golem in the middle. Pick up the heart. Don't worry about the herb, Faith has it (her icon will appear on your screen.) Go back to the lab and after a little discussion she agrees to use the herb for good and makes the golem. Once you have brought down the floating island go up the steps and get Faith to open the door. Press the button on the lift and go up. Fight henchman and friends. Try to concentrate on the henchman and let Mihoko and the Golem keep the rest occupied. Using any strength potions you have at this point is a good idea. You repeat this process twice more until the final henchman drops a key. Use it on the door to enter the final area. Final Boss ---------- OK kids, this is why you don't do drugs. Jabez has turned into this giant flying bullheaded fire breathing spiny sea horse. All hell is breaking loose. First thing is to rescue one of the girls from the bubbles. I did Faith and Mihoko died. I don't know if you can do the same the other way around. Then you get the super jump and you can go off to fight "Jabez." As before find a high spot and jump onto his back and hang on. Work your way along until you see a dark spot between the spines. Stab here. The monster is stunned and a load of tentacles appear. At the same time the head of the monster hangs down and exposes the remnants of Jabez. Jump to avoid the tentacles and try to land in front of Jabez. Hit him for major damage. Repeat twice more to defeat the monster. Jump to avoid all the stuff it is throwing at you. The most damaging are the giant fireballs. More words of wisdom from 'greybeard' "If you found the secret sword for this level this boss fight can be done very quickly - far too easily for my taste. It's very easy to overshoot when jumping from the back to the small landing area on the head. If you do miss and you're fast enough it is possible to get back by long jumping direct to the head from the surrounding platforms/tree before the stunning wears off. From the back of the monster the best technique, I found, was to jump fairly high, not quite vertically, to clear the spine and tentacles and then use the left analogue stick to direct the fall. It does require a delicate touch of forwards motion, but with Rhama's grab anything ability you can find he often catches the horns or whatever, even if you've missed the exact aim point. Another difficulty with the jump from the back is the wind direction. indicated by the rain, you have to allow for this. You should have discovered in the air castle that if you pull full back on the left stick as Rhama is falling you fall vertically irrespective of the wind direction. So if you jump and think you're overshooting try that." Completion ---------- The last words belong to 'greybeard' "Yes - complete the game for Survival mode and individual level select option. The latter allows you to improve your stats for that level and these are added to your total stats. If you collect all the Treasures and Secret Swords there are so called 'rewards' in the end title FMV sequence. There may be other rewards for finding all the other inventory items but I've got know idea what these may be. I've found all the blue mushrooms and, I think, now all the haste potions and if there was some reward I've got no idea what it was. Nobody yet has completed all the game with every item so if there is some special reward for that I don't know. Quite frankly I don't care - my final stats seemed to be better than most others here but I've spent several hours extra time searching for items, especially the pistols. Only a very dedicated obsessional type is going to be bothered to try (wait for it's US release before this happens)." If you want to cheat and get all the hidden extras in the final scene then here is how to do it (courtesy of Rhama Sabrier himself!) CHEAT to unlock all credits extras From: Rhama Sabrier Anyhoo here it is, sorry its really tedious and slow but I only included at the last minute for myself and didn't test it. Basically so I could see all the credits animation without collecting anything, as I can't really see myself spending time finding everything again :) In Arelianos house there are 3 bedrooms that are just empty, the fourth one is the guest room where you are taken. Its basically a combination lock, the code is 3 , 6 , 9. 9 being the door closest to Rhamas room. To set the code you need to open the doors from the corridor, ONLY the animation of opening the door from this side has any effect. So you can open and close it from inside the room as many times as you want and nothing will happen. So the first door open it from the corridor 3 times, second door 6 times, third 9 times. It takes a while unfortunately and looking back I should have set it to 1,2,3 but too late now :) You must do this exactly, in any order but if you open any doors too few or too many it will not work so once you have set the code don't go in any of the rooms again. Don't worry though, you will know when its been set correctly. As soon as you get the code right the super sword from the final boss fight will appear on your back and 99 pistols appear in you inventory (these unfortunately don't carry to the next level so go have fun with them before you finish Akbar :) That's it basically, now when you finish the game everything in the credits should be unlocked, but don't go collecting everything as well as if you collect all of something then it has a negative effect and cancels out that particular hidden scene as I found out. Non-Copyright Notice -------------------- This walk through can be posted wherever sentient beings with opposable thumbs play video games (obviously this excludes some southern states of the US.)