PlayStation Gamer

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          O  O            O     O     O   O  O O             O
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                              Alundra


                  A walkthrough by Henry LaPierre
                        freeza@ix.netcom.com
                    Version 2 December 3rd 1997
               Updated for the North American release
                     Revised February 3rd 1998
            50th Gilded Falcon and others tidbits added
                 Copyright 1997/1998 Henry LaPierre


Table of contents:
    
    Chapter 1:  The long journey begins
                Covers the journey by ship to Inoa
    Chapter 2:  The village of Inoa 
                Covers arriving in Inoa, and meeting the first of the 
                townsfolk
    Chapter 3:  The House of Tarn
                Covers getting the book of Elna from Tarn manor
    Chapter 4:  An old man's terror
                Covers Wendell's dream dungeon
    Chapter 5:  What happened to Olen
                Covers the explosion at the Inoa mine
    Chapter 6:  The Inoa mine
                Covers the Inoa mine dungeon
    Chapter 7:  Where the wild things are
                Covers your first look at the Great tree
    Chapter 8:  A demon werewolf in Inoa
                Covers your finding out about Kline's curse, and your
                first trip to the cemetery
    Chapter 9:  Six feet under
                Covers the Catacombs under the cemetery dungeon
    Chapter 10: Dream weaver
                Covers Bonaire's dream dungeon
    Chapter 11: Remember...  Walking in the sand
                Covers the Ancient shrine dungeon
    Chapter 12: A new resident, an old acquaintance
                Covers the return of Captain Merrick
    Chapter 13: The coastal cave
                Covers the Seashore dungeon
    Chapter 14: Who's the new girl?
                Covers Meia's arrival to Inoa
    Chapter 15: Will somebody shut that werewolf up, I'm trying to sleep
                Covers your attempt at capturing Kline
    Chapter 16: Kline, the Wolfman, and me
                Covers Kline's dream dungeon
    Chapter 17: Enter the hall of the lizard king
                Covers the Lizard dungeon
    Chapter 18: Haven't I seen you someplace before?
                Covers Giles' dream dungeon
    Chapter 19: Helter skelter
                Covers the Magyscar dungeon
    Chapter 20: The plot thickens
                Covers your vision of Melzas and his palace
    Chapter 21: Where everybody knows your name
                Covers the Riverside pub
    Chapter 22: Breaking into the house of god
                Covers the sanctuary dungeon
    Chapter 23: Why?
                Covers Sybill's death
    Chapter 24: Sugar and spice, and things not so nice
                Covers Meia's dream dungeon
    Chapter 25: A gift from Nava
                Covers getting the Spring bean
    Chapter 26: Things heat up
                Covers getting the Fire wand
    Chapter 27: Cool
                Covers getting the Ice wand
    Chapter 28: Nava's charm
                Covers getting Nava's charm
    Chapter 29: The purpose of the stone arches
                Covers opening the teleport arches
    Chapter 30: The sword in the stone
                Covers getting the Broad sword
    Chapter 31: The watery passage
                Covers traveling through the passage that leads to
                Nirude Castle
    Chapter 32: The followers of Nirude
                Covers the Nirude Castle dungeon
    Chapter 33: Swimming with the fishes
                Covers the Fairy pond dungeon
    Chapter 34: Farewell to someone close
                Covers the death of Jess
    Chapter 35: It takes two
                Covers Elene's dream dungeon
    Chapter 36: The awful truth about Giles
                Covers the death of Giles
    Chapter 37: A new piece of armor
                Covers the making of a new piece of armor
    Chapter 38: More fun than a barrel full of monkeys
                Covers making your way through the Murgg woods
    Chapter 39: Take your stinking paws off me you damn dirty apes!!!
                Covers the Great tree dungeon
    Chapter 40: Wild fire
                Covers the Torla mountain dungeon
    Chapter 41: Gemini dreams
                Covers the twin children's dream dungeon, and the rescue
                of Bergus from the murgg
    Chapter 42: Burning down the house
                Covers the destruction of Inoa by the murgg
    Chapter 43: God damn!
                Covers the death of Ronan
    Chapter 44: The Island of Nava
                Covers Nava's island and the seventh jewel crest
    Chapter 45: We're off to see the wizard
                Covers getting inside Melzas' palace
    Chapter 46: Armageddon
                Covers Melzas' palace
    Special notice
    Walkthrough
    Random findings
    Map of Inoa
    Map of the overworld
    How to play the game
    Spell list
    Life vessel location list
    Gilded falcon location list
    Item descriptions
    Weapons/Items inventory list
    Save file chapter names list
    Thanks section
    The Idiot list
    Copyright

    
Special notice:
Sorry to start this walkthrough out on a less than happy note, but due
to happenings in the past, I need to state this up front...
Permission is NOT granted to reprint this summary in a for-profit magazine
or publication without my prior consent. Nor is permission granted for 
this document to be used as any type of "source material" for for-profit
magazines or publications to use in any way. Be it basing their own
articles from, reading/reviewing it prior to writing their own articles in
order to get ideas/make sure they didn't miss anything, or outright
copying. I do not write these walkthroughs so some hack writers can sit
back and get paid for it. This happened way too often in the past, and
it's time to put a stop to it. If your job is to write articles for gaming
magazines, then do your own work, and stop stealing from mine. 





                                Alundra



                            Chapter One
                      The long journey begins

    You begin your journey at the stern of a ship at sea. You are the 
adventurer Alundra. Walk from the stern up the stairs nearest you, and go
to the first blue door you reach as you are walking from stern(bottom end
of ship) to bow(top end of ship).  Talk to Captain Merrick, who is 
standing over a map, plotting the ship's course. Leave the room after 
speaking with the captain and head towards the ships bow.  Enter the 
left-hand side blue door that is next to another blue door furthest 
towards the ship's bow. Inside there are two men seated at a table, talk 
to them then leave the room. The blue door next to the one you just came 
from leads to your quarters, but you don't need to go to them just yet. 
After leaving the room with the two men, proceed to the blue door directly
under the ship's main mast and enter it. Inside you will find Captain 
Merrick steering the ship towards the village of Inoa. Speak with the 
captain. After speaking with the captain proceed to your quarters(the door
next to the room with the two men) and enter them. As soon as you enter 
your quarters, you will have a vision of an entity named Lars. Lars will 
begin to tell you of the terrible happenings in the village of Inoa, but 
he is interrupted by another entity's appearance. This new entity is 
Melzas, and he is the evil that is causing the problems in the village 
of Inoa. Melzas threatens you and then vanishes. Shortly thereafter you
awake to the ship rocking violently. You try to leave your quarters by the
door but it is jammed. Luckily, you notice that during the violent rocking,
a section of the left-hand wall of your quarters has collapsed and you can
exit the room through the hole it has created. Go to the hole and move the
crates that are blocking your escape, then proceed to exit that room as the
ship begins to rock more violently. As soon as you make your way out of the
room and onto the deck of the ship you  will see the captain and crew look
towards the bow of the ship is absolute horror just before the final 
destruction of the ship... This was no ordinary storm. 

                            Chapter Two
                        The village of Inoa

    Your unconscious body is washed up on the shores of Inoa and you are
found by a man on the beach and brought to rest at his home.  After 
stirring from your slumber, the man introduces himself as Jess, the 
village swordsmith, and informs you that you are in Inoa. You tell him 
that you are Alundra and thank him for his kindness. He leaves you to get
some rest. At this point, get out of bed and go to the blue book just to 
the left of the bed. This book is the game's save point(there are others 
throughout the game, but they all look like this) and you may as well 
learn to use it now :). After saving your game, go down the stairs and 
talk to Jess then head out of the house, a final word from Jess is 
given as you leave. As soon as you get outside a young girl named Sybill
stops and greets you, you tell her your name. After talking with Sybill,
head to the left, past the fountain to the second house(to the left of
the doghouse). Upon entering you will see a man in a bed, he is Wendell.
Twin children and an adult are beside him acting very concerned. Talk to
the twins and adult, they will tell you to go and talk to Septimus in the
house behind this one. Exit the house and proceed up the stairs  to your
left and into the house at the top of them. Talk to Septimus inside, and
he will tell you that to save Wendell, you will need to go to Tarn manor
and retrieve the "Book of Elna". Leave Septimus' and head out of town to
Tarn manor. 

                            Chapter Three
                          The House of Tarn

    Tarn manor is directly to the East of the village of Inoa, and is 
surrounded by a stone wall with an entry point in the front. As soon as
you try entering the House's grounds, you will be attacked by the Murgg,
a group of clawed monkey creatures(they do no harm at this point), who
run into the house afterwards. Upon entering the house itself, a vision
of Melzas appears, causes the doors to lock and calls the murgg to attack
you again before vanishing. Killing the murgg unlocks the door to the
center of the room. Proceed into the center door, where you will again be
attacked by four more murgg. Kill them and a chest containing a
strength tonic will fall onto the table in the center of the room. Get 
the strength tonic and leave the room, heading upstairs. There are two
stairways that lead upstairs, one to the rear left, and one to the rear
right. The one to the right leads to a blocked hallway, but there is a
chest that contains an herb there so it's worth checking out. The left
stairway however leads to a passage guarded by more murgg, at the end of
which is a locked door. Your task now is to find the key that unlocks this
door. Head back downstairs to the main room of the house and enter the
small open doorway between the center room and the left-hand lower
staircase. This doorway brings you into a small room with a bookcase and
a lever on the floor. Flip the lever in this room to reveal a hidden
passage in the bookcase. Enter the hidden passage and proceed down the
stairs to the room below. There is now a lowered gate blocking your way.
Kill the two slimes in this room to raise the gate. Proceed past the gate
and stop at the top of the passage beyond. Hold the run button(Triangle)
and press the directional pad so that you run down the passage. This will
allow you to dash past the rocks that fall from above without getting
hurt. At the end of this passage is a small moat, with two levers, one on
either side of it. What you need to do is make both levers face to the
right, in order to extend a bridge that will allow you to cross the moat.
Don't trap yourself :) After crossing the bridge, proceed into the room
below. There are dark squares on the floor here, notice the spiked balls
hanging above them. The spiked balls will fall onto the dark squares if
you get too close. Trigger them by slowly approaching the dark squares,
then as the spiked ball starts to drop, back off quickly. After
triggering the spikes, open the chest to reveal an herb. Now walk down
the stairs to the lower section of this room where you will see a lowered
gate to the left, a switch plate embedded in the floor, and two barrels
to the right. Pick up a barrel and drop it on the switch plate in the
floor(it will turn from orange to green to signify that it has been
triggered) to raise the gate to the left. Proceed past the raised gate
and enter the room at the end of the passage. Trigger the spiked balls
as before and place the four barrels on the switch plates to raise the
gate to the right. Go through the gate and open the two chests in the
next room(be careful to notice that both chests are sitting on dark
squares, you know what that means :). One chest contains an herb, while
the other contains a gilded falcon. After getting the items from the
chests proceed up the stairs to your right. Flip the lever in this room
and go through the door at the end of the passage. You will now be in a
room with a multi-positional lever and three lowered gates. To open
any(or none) of the three gates, flip the lever to any one of these
positions:
    Up: All shut
    Right: Center gate open
    Down: Left gate open
    Left: Right gate open
Position the lever so you open the center gate, then enter it. You will
notice small outlets in the walls of this passage you've entered. They
are so that you can take cover from the rolling spike that periodically
comes down the passage. Make your way to the chest at the end of this
passage and open it to receive an herb. Go back out of this passage into
the room with the three gates and open the gate to the right and enter
the room beyond. The object to this room is to walk over each of the
rooms four switch plates, while avoiding the moving spikes. Doing this
will allow a platform to drop from above, allowing you access to the
platform the chest in the center of the room is sitting upon, and also
move the object blocking the ladder in the upper left-hand side of the
room. Hop up onto the platform in the center and open the chest to
receive a key, then exit by the ladder to the upper left. Open the chest
in this next small room to find a life vessel. Leave this room by the
door below and you will find yourself back in the main area of the house,
where you originally came in. Proceed back upstairs and use the key you
found in the locked door at the end of the hall(to use a key, you just
need to walk up to the locked door). Enter the room. There will be two
chests in the rear of the room, one contains an herb, while the other
contains a gold bar worth 30 gold. After opening the chests, hop up onto
the table and take the blue book. This is the "Book of Elna", and with it
you will be able to enter people's terrors(nightmares or dreams). As you
try to exit this room with the book, a vision of Melzas appears and
introduces himself to you, and gives you a warning, after which it
vanishes. Exit Tarn manor and return with the book to Inoa.

                            Chapter Four 
                         An old man's terror

    After returning to Inoa, go back to Wendell's house, where you will
see that worried townsfolk have gathered to wish him well. Septimus calls
you forward and you tell him that you have retrieved the Book of Elna.
Septimus takes the book from you and together you look through it. After
a moment Septimus instructs you to go to Wendell's side and he will recant
the spell that will allow you to enter his dreams. Before the final words
are spoken, Septimus asks if you are truly ready, Yes/No. After answering
yes, you are then transported into the dreams of Wendell.

    You are inside Wendell's dreams now. Proceed up the stairs and 
straight to the end of the wooden bridge where you will see Wendell
surrounded by five slimes. Flip the lever here and you will notice a
large stone slab to the right that was previously blocking your way, move
aside. Proceed in this new direction until you come to a second lever.
Flip this lever and then proceed to the next lever that you can reach,
due to the stone slabs that are blocking all other ways. Flip the lever
and go down past where the stone slab was to open the chest and receive
an herb. Return the way you came to find that a previously blocked bridge
is now open towards the bottom. Follow this now open path until you reach
another lever. Flip this lever and proceed to the right after the stone
slab moves. Follow this path to yet another lever and flip it also.
Continue down the newly opened path(careful not to miss that you can walk
under the overhangs) until you come to the lever towards the top(you can
walk under the overhang just before where the lever is, but skip that for
now). Flip the lever, then walk down and around the bridges and overhangs
until you reach the chest that is just across from the lever you just
flipped. Open the chest to receive a gilded falcon. Return towards the
last lever you flipped, but instead walk up under the overhang that is
just past it. This will bring you into a large open area towards the top.
As soon as you enter the open area, a gate slams shut behind you, barring
your retreat. Many slimes will then rise and attack you. After killing all
the slimes, the gate will rise and a switch plate will fall to the left,
next to the two wooden bridges that have now come into view. Proceed
across the bridges, but be careful, you must cross them in a certain way
or stone slabs will fall and block your passage. If this happens, walk
back and step on the switch plate to reset the stone slabs. The correct
way to cross the wooden bridges is to take the top bridge, cross onto the
bottom bridge at the first cross platform, then cross back onto the top
at the second cross platform. This will bring you to a ledge with two
more wooden bridges. To cross this properly, just take the bottom bridge
all the way across. Once across the second set of bridges, you will come
to the area where you saw Wendell surrounded by slimes. Stone slabs will
fall, preventing you from retreating back over the bridges, thereby
locking you in with Wendell and the slimes. Just as this happens, all the
slimes merge together into one extremely large slime, which then attacks
you.

Slime boss strategy:

    Hit the giant slime once then retreat. This is due to the fact that 
once you hit the slime, it will blink for a few seconds(this is telling
you that the slime took damage), in which, the slime cannot be hit.
However the slime can still advance towards you and damage you, so it's
best to strike then back off. After a certain amount of hits, the giant
slime will split into four mid-sized slimes. The mid-sized slimes also
follow the same blinking theory, so hit them and back off a bit(you can
hit more than one at a time). These mid-sized slimes will be knocked back
when hit so that makes it a bit easier to avoid being surrounded by them.
After hitting the mid-sized slimes a certain amount of times, they too
will split into four smaller slimes each. These smaller slimes do not
blink when struck, so you can clean them up pretty quickly. Don't forget
to have a healing item equipped during all of this, just in case.

    After defeating the slimes, Wendell disappears. You then call out to 
Septimus and are brought back to the real world.

    Back in Inoa, Wendell regains consciousness and asks how long he was 
out of it for. The townsfolk tell him that he has been like this for three
days, and that Alundra has saved him. Upon leaving Wendell's, with 
Septimus, a man named Giles stops you and tells you that Ronan, the 
village priest would like to see you. So you follow Giles to the sanctuary
where the priest Ronan asks you if he may have a word with you, Yes/No. 
After speaking with the priest return to Septimus' house. Once there, 
Septimus will explain the Book of Elna to you, and tell you that you have
been chosen to be the Dreamwalker. After you are finished talking with 
Septimus, and are leaving his house, a loud ground shaking explosion is 
heard. Septimus rushes outside to see what has happened. Follow him. Upon
talking to the townspeople gathered outside, you learn that there has been
an explosion at the Inoa mine to the Northwest, and that an injured man 
named Olen has been brought back to the village, and is resting in the 
house directly above the fountain. Go to see Olen. When you enter the 
house there are a number of townsfolk gathered at Olen's bedside, 
including Ronan the priest. Speak with Olen and the townsfolk then start
to leave. Septimus arrives and tells everyone that since Alundra helped
Wendell, maybe he can do the same for Olen, or at least find out what has
happened. So it's into Olen's mind you go.

                            Chapter Five
                        What happened to Olen

    Once in Olen's subconscious, you notice that you are in the Inoa 
mine's entryway. Talk to Olen and the others here, then go through the
door into the room above and speak with Zane(bald man with headband).
Zane will show you how to start the engine in the next room by flipping
the levers at the engine's base in a certain sequence, left, left, right,
left. After learning this, return to the mine's entryway and talk to Olen.
Olen will then attempt to blow open a section of fallen rocks so that you
can ride a mine cart into the mine. However, as soon as the explosives
Olen set detonates, a hoard of murgg leap forth from the now open mining
tunnel. Kill the murgg to receive a chest containing a gilded falcon, but
open the chest quickly, because in the battle with the murgg, it seems as
though Olen has taken a fatal wound. As Olen is dying, you are sent out
of his subconscious, back into the room where he is in bed surrounded by
townsfolk. Just after you return to the room, Olen dies. After learning
of what happened in the mine, Beaumont(balding man with brown clothes)
tells you to go see Jess. The other townsfolk all curse the murgg. Leave
the house and speak to Kisha and Giles just outside the door. The woman
will run away in tears. Return to Jess' house and speak to him. He will
make something for you to use. After he is finished he will put the item
on the counter, walk up to the item to receive it. Jess has made a
Mining bomb. The bomb is now part of your permanent inventory. After
you take the bomb, Jess leaves to pay his respects to Olen. After Jess
leaves, return to the house where Olen died. Leave the house and make
your way out of town to the Inoa mine.

                            Chapter Six
                           The Inoa mine

    When you arrive at the Inoa mine, speak with Jess, Kline, and Meade,
they will fill you in a bit better on what has happened here. It seems
that Zane and the others may still be trapped in the mine. Walk over to
the pile of rocks that are blocking the entrance to the mine and place a
bomb beside them. After the bomb explodes and clears away the entrance to
the mine, proceed inside. Once you get inside the mine, there will be
another rockfall that will block the doorway in front of the mine cart.
Use another bomb to clear the rocks away. Next, go through the other
door(not the one you just cleared away the rocks from) into the room where
Zane showed you how to start the engine in Olen's subconscious. You will
notice that the gate that leads to the engine is lowered and locked. Your
task is now to find a key that will open the gate, so that you can start
the engine. Exit the room to go back into the mine's entryway and proceed
through the door that you recently unblocked. Follow the mine tracks and
you will come to a rock blocking them in one direction, and a gate who's
lever is stuck in the up position in the other. The tracks branch off to
the left here. A little further down the branched off section of track
there is another rock blocking the tracks from proceeding in this
direction as well. In the upper left section of this area there is a pile
of rocks blocking a stairway, along with four rock turtles. Use a bomb to
clear away the rocks and proceed down the stairs. Make your way this area
to the section beyond that is covered with water. Here you will find a
man named Lyman being attacked by four murgg. You rush to help him, but
you are too late. He has been mortally wounded. Speak to him and he will
tell you of Zane, then, before he dies, he gives you the key to the engine
room's gate. Open the four chests here to receive two herbs and two gold
bars worth thirty gold each. After opening the chests, go back up through
the mine to the engine room and use the key on the gate. Enter the engine
room itself and start the engine as per Zane's instructions. Starting the
engine will allow you to ride in the mine carts, so go back out into the
mine's entryway and hop into the empty mine cart. The mine cart will start
rolling down the track, and when it comes to the rock blocking the track
near the stuck lever, it crashes through it. As the mine cart crashes
through the rock, the lever comes unstuck and falls into the down
position, which causes the gate next to it to raise. Upon reaching the
end of your mine cart ride, walk down the tracks and look towards the end
of the section of tracks that branches off from the one you traveled on.
There you will find a lowered gate with a room that contains a lever
beyond it. Walk back up the tracks and enter the door above you to the
left(next to the sign). Make your way through the room with the rock
turtles and proceed up the stairs, where you will witness a rockfall that
will block your path to a second engine. Go back to the area the mine cart
dropped you off in, and enter the door to the right. Drop a bomb into the
water next to the fallen rocks and blast open the doorway to proceed.
After going through the doorway you will be in a room whose floor is
covered with water. Wooden poles rise from the water thoughout the room
in a maze-like fashion. There are rocks crashing down all over the room
from the ceiling. Make your way through the wooden poles and across the
platforms on the other side to the exit at the top left corner of the
room. After exiting the room you will then be in the room with the second
engine, but on the other side of the rockfall. Flip the lever that is
there to start the engine, then make your way back to the area with the
mine cart. Walk back down the branched off section of tracks and you will
find that starting the second engine has raised the gate there. Enter the
room through the now open gate and flip the lever. This will trigger the
mine track turnoff to change, allowing the mine cart to continue deeper
into the mine. Go back to the mine cart and climb in and enjoy another
mine cart ride. After your ride comes to a stop next to a closed gate,
jump down to the lower section of this new area and flip the lever that
is there. This opens the gate, allowing you to continue through it into
the next room. As soon as you enter the room, the gate crashes shut
behind you and you are attacked by four murgg. Kill the murgg and the
gate will re-open, allowing you to exit. Before you exit the room, check
the lower left corner and you will find Jaylen dead. He has a key on him.
Take the key and exit the room. Get back into the mine cart and ride it
back to the previous area. Go back into the room with the track turnoff
lever and flip it so that you can ride the mine cart back to the mine's
entryway. Get back into the mine cart and ride back to the entryway. From
the entryway, walk down the tracks to the lever that was previously stuck
in the up position, before you first rode the mine cart. You will find
that that first mine cart ride has jarred the lever loose, opening the
gate to another track turnoff lever. Flip this track turnoff lever, then
go back to the mine cart and ride it to a new area. Once your ride comes
to an end, get out of the mine cart and walk to the closed wooden gates
around the bend in the tracks. Use the key you got from the dead man and
enter the gates. Beyond the gates you will find an empty mine cart on a
section of tracks to the rear that are in the shape of a U-turn. There is
a locked gate that leads to another track turnoff lever just slightly
down these tracks. You need to find a key that will open that gate. There
are also numerous platforms containing chests, a lever to the rear, some
short sections of track with sand filled mine carts, a large purple
glowing warp plate, and a ledge to the left rear that leads to another
room. Use the sand filled mine carts to reach the higher platforms so
that you can open the chests. Go to the large purple glowing floor plate,
this is a warp plate(teleporter). The warp plate leads to a save and
regeneration point. You can use save and regeneration points at any 
time. After checking out the save and regeneration point, walk to the 
stairs to the bottom right that lead to the water. From the stairs,
jump across the tops of the wooden poles rising from the water until you
reach the wooden platform in the rear with the lever on it. Flip the lever
and you will lower a stone slab onto one of the smaller wooden platforms 
in the water. Now go to the mine cart to the lower right that is filled 
with sand. Use the lower right mine cart to jump onto the platform with 
the large rock on it(push the mine cart, then quickly jump onto it as it
begins to move). Push the large rock to the left and it will fall onto the
second large rock below, causing them both to crumble. Doing this will 
allow you to use the previously stuck mine cart that was next to the lower
of the two rocks. Use this mine cart to access the smaller wooden platform
that is just below the end of this small section of track. From this 
platform, jump to the platform to the left, then to the one below, then 
onto the stone slab that you lowered earlier, finally to the ledge to the
left. Once on the ledge, pass through the doorway into the next room. In
this next room, use a bomb to blast the rocks that have sealed the hole to
the left. Enter the hole. After dropping down the hole, you will land on
wooden platforms in a water filled room. There are numerous wooden poles
rising from the water throughout the room. A man is lying face down in the
water, next to a chest in the top right corner of the room. Jump from pole
to pole until you reach the man. The man is Zane, and it's too late to 
save him, as he is dead. Open the chest next to him to receive a key. 
Return to the area with the U-turn shaped tracks and use the key on the
locked gate. Flip the track turnoff lever inside, then climb into the 
nearby empty mine cart and it's off to another new area you go. Once the
mine cart comes to a stop and you are able to get out, walk back down the
tracks a short way and try to go to the left. As soon as you attempt to go
this way, a rockfall will occur and your passage to the left will be 
blocked. Walk towards the right, towards where the mine cart entered this 
area from. You will see a pile of yellow crates blocking a stairway that
leads onto a wooden platform. Move the crates and walk onto the platform, 
proceeding to the end closest to the rock ledge towards the bottom of the
area. Jump from the platform to the ledge, then from the ledge to the 
floor on the other side of the rockfall that had previously blocked your
passage to this section. Use the second wooden platform as a starting 
point to jump to the left hand ledge, so that you can get the gilded 
falcon from the chest there. After getting the gilded falcon, follow the
next set of mine tracks to the top left side of this area and exit through
the doorway that is there. The object of this next room is simple, after
opening the chest containing an herb, climb the wooden platform to the 
left and jump across to the mine cart to the right. Once you get into the
mine cart, you will be taken to an area with a flight of stairs that lead
upwards. Go up the stairs and around the bend in the passage into the next
area. To the rear of this next area you will see a third engine just down 
a small flight of stairs. This engine controls the elevator platform that
is just in front of it. To start the engine, flip the bottom lever three 
times, then the top lever once. After flipping the levers, walk up the
stairs and onto the engine itself. Now jump up and down on the engine
three times and it will start. Jump from the engine down onto the elevator
platform and ride it to the area down below. After the platform stops, you
will be in a small passage with a pool of water. There is a bridge leading
across the pool of water. The water in this pool is healing water, just 
walk into the sparkling section and your health will be restored to 
maximum. After you are finished healing(if necessary), walk across the 
bridge and exit the passage into the boss' chamber. In the boss' chamber,
 while hiding behind the wooden platforms, you will see a giant monkey 
creature, named Zazan. Zazan is in league with Melzas. After giving orders
to his troops, Zazan spins around, knocking rocks down from above that
block the doorway you entered the room from, and then leaves. You are now
trapped inside the room with Zazan's troops. Walk around the platform you
were hiding behind and Zazan's troops will spot you and attack. Kill the
murgg and the doorway at the bottom of the room that Zazan left by will
open, giving you a way to exit the mine. A chest will also fall onto the
wooden platform, open it to reveal a life vessel. After receiving the
life vessel, exit the room. 

                            Chapter Seven
                       Where the wild things are 

    You will now be outside the Inoa mine on the opposite side of the river
from the mine's entrance. Another rockfall occurs, sealing the mine the way
you just came out. Further inspection of the area around your current 
location reveals large gray rocks preventing you from traveling South. The
only path that is open is to the West, so head West into the next area.
Following the only path you could leads you to the Great tree, where
Zazan resides. After a brief look around the village, go into the one open
door in the area of the village that you have access to. Inside you will
find a jammed lever. After attempting to flip the lever and finding out
that it is stuck, proceed back towards where you exited the Inoa mine.
When you reach the blocked exit of the mine, Kline, Jess and Meade
are there to greet you. While you were at the Great tree they cleared
the large gray rocks from the path to the South. Return to the village of
Inoa by traveling South, then taking the bridge that leads to the East at
the crossroads. 

                            Chapter eight
                       A demon werewolf in Inoa

    Once back in Inoa, a woman named Sierra blocks you from entering
Jess' house. She tells you to go and talk to a woman named Sybill, who
lives in the house in the top right corner of Inoa. Go to the house and
speak to Sybill, who is inside. Sybill is concerned about Kline, and asks
if you could help by taking her hand so that you can share the visions
she has been experiencing, Yes/No. After answering yes, you will see
Kline turn into a demon werewolf. Melzas and Zazan have a hand in this,
as you then see a vision/flashback of them ordering several murgg to
possess a small boy. After finding this information out, you are brought
back to the present world, where Sybill tells you that all her dreams 
eventually become reality. Return to Jess' house after talking to Sybill,
and Sierra will let you pass. As soon as you enter Jess', he greets you
at the door and asks you if you will bring a bouquet of flowers to the
cemetery and place them beside Olen's grave for him. Take the flowers from
Jess and proceed to the cemetery. The cemetery is located directly North
of Inoa, behind the sanctuary that you visited earlier. Place the flowers
at Olen's grave(Olen's is the only grave in the cemetery that has a
tombstone with no flowers next to it). 

                            Chapter Nine
                           Six feet under

    As soon as you place the flowers at Olen's graveside it becomes dark. 
A short walk to the Northeast from Olen's grave reveals a large rock with
a glowing emblem carved in it, blocking an entryway. Approach the rock and
it will lower, allowing you access to the catacombs beneath the cemetery. 

    After the rock lowers and you enter the catacombs, the door shuts 
behind you, locking you in. Walk down the stairs, and climb down the 
ladder below to the room's lower balcony. Enter the room to the right and
walk up to the plaque on the wall towards the top. Reading the plaque 
triggers a spirit to rise from the tomb behind the plaque. The spirit will
tell you of the five spirits in the room outside(where you entered the
catacombs). The spirit will tell you that you need to speak to the five
spirits with respect(in a particular order) to enlist their help in 
opening the door at the bottom of the room, sealed  by a stone slab. You
need to speak to them in order of class(importance), only then will they
move the stone slab. Proceed back into the outer room and approach the
plaques on the wall of the lower section of the room. Reading the plaques
triggers the spirits to rise from their tombs and speak to you. Each of
the five spirits give you a clue to the order in which to speak to them.
>From left to right the spirits are:
    Saint Green
    Saint Blue
    Saint White
    Saint Red
    Saint Brown
Speaking to them reveals these clues:
    Saint Green says, Brown respects my teaching more than is required
    Saint Blue says, I never listen to the teachings of Saint Green
    Saint White says, My teaching surpasses all other teachings
    Saint Red says, My teaching is not as great as brother Blue's
    Saint Brown says, Reds teaching is the foundation of Green's
>From these clues you can figure the order in which to speak to the five 
spirits is:
    Saint White(tomb #3)
    Saint Blue(tomb #2)
    Saint Red(tomb #4)
    Saint Green(tomb #1)
    Saint Brown(tomb #5)
After speaking to the five spirits in the correct order, a chime will 
sound, letting you know that you were successful. Once successful, return
to the lone spirit in the room above to the right. Speak to the lone 
spirit and he will ask if you've performed the task of speaking to the
five spirits, and if you are prepared to enter the catacombs beyond them?
Yes/No. After answering yes to the spirit, return to the room below and
the five spirits will materialize in front of the stone slab and move it
aside for you. Enter the now open doorway and proceed to the lower area
of the next room. Read both wall plaques to trigger a group of enemies to
appear. After killing the enemies, you will notice a sparkling on the
ledge above. Go to the sparkling and you will trigger a bridge to extend
across to the two chests. After opening the two chests and receiving the
two herbs they contain, proceed through the doorway below. In this new
area, walk to the right and go down the stairs. Read the plaque to the
left(closest to the statue) of where you are and you are told, Left is
left, Right is right. This information will come in handy a little later.
After reading the plaque, walk slightly south and fall down the hole that
is there. You will fall into an area with two levers, an elevator
platform, a water filled section with four enemies, some barrels, a chest
and a flight of stairs. Lots to do :). First, walk up to the barrel that
is on land and throw it into the water where the enemies are, being careful
not to hit any enemies with it. After tossing the barrel, jump down into
the water and kill the enemies. After all the enemies have been killed,
use the barrel you threw, and the other barrel in the lower left corner to
reach the chest. To do this, you must start by jumping from one of the two
dry patches of land in order to jump high enough to land on top of a 
barrel. Opening the chest reveals an herb. Now proceed up the stairs to
find another chest containing an herb, and a warp plate leading to a save
and regeneration point. By going to the South from the warp plate, you will
come to a doorway that leads to a passage blocked by a locked gate. Your
task is now to find a way to unlock the gate. Go back to the warp plate and
travel West. Towards the bend in the passage, you will witness a large 
spiked ball drop from above and knock a hole in the floor in front of you.
Walk around the hole to the North, and jump up the step to the section
above. Reading the plaques here, tells you the same information that the 
other plaques did, Left lever to the left, Right lever to the right. This
information pertains to the two levers in the watery room below. Drop down
the hole just below these plaques and flip the two levers according to the
plaques directions. After flipping the levers appropriately, jump onto the
platform between them and ride it back into the area above. Jump from the
platform towards the statue as soon as it stops, as it falls back down
after a few seconds. Inspect the statue and your health will be 
replenished, a rock will also fall to the right side of the ledge that the
statue is on, allowing access back to the statue without the use of the
platform from below. There will also be two platforms that appear, 
covering the holes that are below the plaques on either side of the 
statue. These platforms are only there for a brief period of time, so jump
across the one to the right and trigger the switch plate that you can 
reach after jumping across. Triggering the switch plate causes a passage
to the rear of this area to be blown open. After triggering the switch
plate, jump across the platform to the left before they disappear, and
read the plaque to the right after crossing it. It says, "The sun is born
in the East, and gives it's life in the West, yet the shadows born below,
glares up at the heavens in defiance of it's end". Now make your way to
the newly opened passage. This passage leads to an altar room with four
purple orbs sitting atop pedestals. Striking the orbs causes them to glow.
If you strike the orbs in the order that the plaque read, you will cause
a spirit to appear at the altar:
    East
    West
    South
    North
Once called forth, the spirit raises the locked gate in the passage that
you inspected earlier. Go through the passage, past the now opened gate,
into an area with a large stone slab blocking a stairway. There are 
enemies in this area. Kill the enemies to cause the stone slab to 
disappear, then proceed down the stairs. Going down the stairs leads to
another area with a set of stairs leading downwards, a locked door at the
top, a section with tombstones near a locked gate, and conveyor belts
leading to the exit in the rear. After attempting to enter the main 
section of this area, two large spiked balls fall from above knocking
holes in the floor. Go around the holes to where the locked gate is. You
will see that there is a chest on the other side of the gate. There are
also tombstones with small depressions in front of them just before the
gate. Jump into both depressions(any order) to trigger the gate to open,
allowing you to access the chest beyond which contains a key. Use the key
on the locked door at the top of the area. Enter the now unlocked door and
flip the first and third lever in the room beyond. This will cause the
large stone slabs to slide into the holes in front of the two levers. This
will trigger the door to the left of this room to open. Go through the now
open left doorway and push the pile of rocks that is just inside the door
into the hole to the left. Pushing these rocks will trigger the platform
floating above the open area, to begin to move. Use the platform to reach
the barrel on the small island to the top left. If you fall off the 
platform you will fall into a room below where slimes are lurking about.
There is also a chest in the top left corner of the room below that you
can use the rocks to reach, that contains a gilded falcon. To unlock the
gate, so that you can take the stairs back to the room with the floating
platform just kill all the slimes. After getting the barrel, bring it to
the upper section of the room, either by throwing it from the island, or
using the floating platform again. Once there, use it to climb up to the
statue on the ledge above. Inspect the statue to trigger a branch off of
the conveyor belts in the room a few prior. Your health will also be 
replenished by the statue. Return to the room with the conveyor belts and
walk onto the belt to the left. You will automatically be taken down the
belt, and across the new branch off to a platform. The platform begins to
move as soon as you step onto it. Ride the platform upwards to the doorway
above on your right, and enter the room it leads to. A sign in the room
will tell you, "One step forward, two steps back is the rule of a world
turned black. Once with success, advance again, with persistence you
shall win". From this room, if you need a strength tonic, drop down the
open area at the doorway(where the conveyors are) to the room below. Kill
the enemies running around in the water in this area to start the three
platforms moving back and forth. To get the strength tonic, you need to
jump from platform, to platform, to platform, in order to reach the ledge
at the rear of this room and open the chest. You can step in front of the 
platforms in order to change their pattern of movement. After getting the
strength tonic, return up the stairs to the room above with the conveyors.
Walk onto the left conveyor belt again, across to the platform, and ride
the platform back to the room with the sign. Reread the sign(one step
forward, two steps back), then go back out onto the platform and ride it
to the ledge in the rear. Once on the ledge at the rear, exit through the
door that is here. You will now be in a room with three purple orbs atop
pedestals. As in the altar room before, striking them will cause them to
glow. Causing all three orbs to be glowing at the same time will open the
locked gates at either side of the room. To do this you need to strike the
center orb last, as it only stays lit for a few seconds. After lighting
the orbs and opening the gates, exit the room by the gate to the right.
Here you will find three slimes. You need to approach the slimes for them
to show themselves. Kill all three slimes to open the gates on either side
of this room. After opening the gates, exit this room by the gate to the
left(the one you came in from). You should now be back in the room with
the three orbs, re-light them to open the gates here once again. Once
open, exit this room by the gate to the left. Instead of the conveyor belt
area, you will be in the room with the three slimes again. Kill the three
slimes to open the gates once again, and exit through the gate to the
right. Now, instead of the room with the three orbs, you will be in a long
hallway with a flight of stairs leading upwards. Walk up the stairs and
enter the room at the top. A stone slab will drop behind you, locking you
in the room. This is the boss' chamber. After a verbal warning from 
Lars(the vision who appeared for you on the ship), a large stone 
golem(looks like a mummy) drops from above to the center of the room and
proceeds to attack you. Every so often the stone golem causes rocks to
fall from above. Just keep moving away from the stone golem to avoid being
struck by them. After a certain amount of hits, the stone golem is
destroyed. When this happens, the wall to the right of the stone golem's
chamber opens, revealing another room. Enter this new room and a vision
of Lars will appear and tell you of the guardians of the seven jewel
crests needed to destroy Melzas. Lars then drops three chests, open them
to receive, a magic seed, a level one Earth scroll and a life vessel.
Lars then warns you of Melzas, before dropping a fourth chest. Open the
final chest to receive the first of the seven jewel crests needed to
raise the Palace of Melzas. After receiving the jewel crest, Lars causes
a warp plate to appear, then the vision vanishes. Step onto the warp plate
to be teleported back to the room with the five spirits, where you first
entered the catacombs beneath the cemetery. Walk up the stairs and go out
the now unlocked door, back out into the cemetery. As soon as you are
outside, the rock with the previously glowing emblem rises, sealing the
entrance to the catacombs forever. Return to the village of Inoa.

                            Chapter Ten
                            Dream weaver

    After returning to Inoa, you learn from the townsfolk that Bonaire and
Nadia are stricken with the dream sickness. Go to Nadia's house(it is
located to the lower right of the fortune teller's house) and speak to
the townsfolk that have gathered upstairs around her bedside. Septimus
is there and he tells you that she has been calling out to Bonaire. After 
speaking to all the townsfolk, and Nadia herself, start to leave the 
house. With a loud slam of the door, Fein enters the house and comes
upstairs to discuss Bonaire and Nadia's condition with everyone. At this
point, Nadia will ask Septimus and you to help her by bringing Bonaire to
her. The townsfolk then tell you to go next door and get Bonaire. Proceed
to the house to the left of Nadia's and talk to the townsfolk who have
gathered beside Bonaire. Talking to Bonaire causes him to call out to
someone named Sara. After speaking to Bonaire and all the townsfolk around
him, Lutas enters the room and tells you that if you wish to help Nadia
and Bonaire, then you must do it soon. Go and talk to Bonaire again, and
you will be asked if you are ready to enter his subconscious, Yes/No.
After answering yes, you are taken into Bonaire's dreams.

    Upon entering Bonaire's dream state, Bonaire calls out to Sara again. 
A blonde woman then appears and summons Bonaire to her side, this is Sara.
As soon as Bonaire is next to her, Sara vanishes, taking Bonaire with her.
A large blue shaded block then materializes to prevent you from following.
Walk upwards until you reach a statue of a dragon holding a glowing orb.
This statue, and others like it, are the control devices for the large 
blue and red shaded blocks throughout this dungeon. Strike the orb to 
cause the blue block to turn from solid to translucent(note: all blue 
blocks will now become translucent, and all red blocks will become solid).
Return to where the blue block was and proceed up the stairs to the red
shaded block. The red block prevents you from going completely up the
stairs, so you now need to jump down the side of the stairs and walk onto
the warp plate below. The warp plate will bring you into a cavern.
Proceed through the cavern, past the moving spikes, until you come to
another warp plate(just above another dragon statue). Walk onto this new
warp plate and you will be brought to an area with rocks and slimes. Kill
the slimes, then push the third rock to the left. This will cause the
rock to move and a ladder to extend that will allow you to climb up onto
the ledges to the left. Don't climb the ladder just yet. To the right is
a ledge with a lever on it, but ignore that for now also. Walk across the
wooden bridge below the ledge with the lever on it, to the dragon statue
at the other end. Strike the glowing orb in the statue's hands. This will
cause the red blocks to turn translucent, and the blue blocks to become
solid. Walk back across the wooden bridge to the area where you extended
the ladder. Before climbing the ladder, drop down onto the ledge below and
hop across the chasm to the chest to the right. Open the chest to receive
a key. After getting the key, jump back across the chasm to the previous
ledge and then jump to the ledge below, the one that has the single rock
on it. Push the single rock on this ledge to extend a second ladder from
the previous ledge to the original ledge. After extending the second
ladder, jump down to the area with the warp plate. From there, jump to the
ledge below that, where you will encounter two slimes. After killing the
slimes, move the rock that is furthest to the right, which will cause a
third ladder to extend. This third ladder will allow you access to the
previous ledge when you want to climb back up. First however notice that
on this lower ledge there is a warp plate that leads to a save and
regeneration point. After using the save and regeneration point(if
necessary), climb the ladder and walk onto the warp plate that is to your
right. You will be transported into the cavern that you were in earlier,
but in a different section of it. Walk up the stairs and enter the room
to the right of the dragon statue. As soon as you enter this room, a gate
crashes down behind you, locking you in. Slimes then fall from above and
attack you. Kill the slimes to cause a chest to drop that contains a
second key. After receiving the second key, return to the dragon statue
just outside the room you are in, and strike the glowing orb. The red
blocks will then turn solid again, while the blue become translucent.
After striking the orb, proceed to the warp plate above the statue and
use it to return to the area where you extended the first ladder. Now
climb the ladder onto the left hand ledges and make your way to the
locked door at the top, avoiding the moving spikes along the way. At the
top you will see a locked door and a large stone slab sitting just to the
right. Use one of the keys from the chests to unlock the door, then
proceed inside. Once inside, you will hear talking coming from the next 
room. The voices belong to Bonaire and Sara. Bonaire seems to be under some
kind of spell, as he appears in a trance. After Bonaire and Sara leave, 
jump onto the switch plate that is in the room you are in. This will 
trigger the large stone slab outside the door to move. After triggering
the switch plate, leave the room and walk to the edge of the broken wooden
bridge that the stone slab had been previously covering. From the very edge
of the bridge, jump to the right and you will land on the ledge above where
you saw the lever earlier. Walk to the side of the ledge, above where the
lever is, and toss a bomb down onto the lever. When the bomb goes off, a
warp plate will appear at the top of the ledge you are on for a very brief
period. Toss another bomb down onto the lever and walk to where the warp
plate appeared. When the bomb goes off, you will be teleported into another
cavern, this one with a locked door and a warp plate. Ignore the warp 
plate, as it brings you back to the main area in case you either don't have
the second key, or need to strike the dragon statue orb again. Use your 
remaining key on the locked door and enter the passage it leads to. Climb
the stairs and enter the area at the top with two dragon statues. Strike 
the glowing orb in the dragon statue to the left, then walk back down the
stairs behind you to the now solid blue block. Jump onto the blue block
and from there you will be able to reach the chest in the dead end passage
to the right. Open the chest to receive another key, then return to the two
dragon statues. Strike the glowing orb on the dragon statue to the right,
this will cause the blue blocks to becomes translucent again. After doing
this, use the key on the door above the two statues and enter the room.
Open the chest in this room to receive a life vessel, then walk onto the
warp plate at the top. You will be teleported to the room that Bonaire and
Sara were talking in earlier when you overheard them. Open the chest that
is here to receive a gilded falcon, then exit the room. Walk down the
stairs outside the room and you will see Bonaire following Sara across a
long wooden bridge. Bonaire is still in some sort of trance. As soon as
Bonaire crosses the bridge and reaches Sara, Sara warps to your location
and warns you not to follow. To add to her warning, Sara summons several
creatures to attack you. After killing the creatures, proceed across the
bridge, being careful not to be struck by the spiked ball that is dropping
at various points on the bridge. After making it safely across, proceed
upwards to follow Bonaire and Sara into a sort of sacrificial chamber. In
this chamber, Bonaire is pinned against the far wall, under a carving of
an angel with it's wings spread wide. He appears to be in the midst of a
seizure, as his body is continually jerking about. Soon after you enter
this chamber, Sara appears, and after a few words, she turns into a vile
demonic creature. You are now forced to fight her in this form. 

Boss strategy:

    Sometimes the creature appears alone, other times it will appear along
with many false images of itself. When the creature appears with multiple
images, you must strike the true form in order to inflict damage on it. 
After each damaging strike, the creature will disappear, and send three
energy balls at you. The energy balls materialize from various points in
the room, and travel in a straight line directly at you. To avoid them,
just change your walking direction as soon as they start to move towards
you. 

    After a certain amount of hits the creature is defeated(note, if you
hit the creature with a bomb, it will die immediately), producing a 
terrible cry. After this, go to Bonaire and snap him out of his trance.
As soon as Bonaire shakes out of it, Sara appears, and says that upon her
death, she will also take with her, someone who has nothing but pure love
for Bonaire. With Sara's death you are brought back from the dream state,
to Bonaire's house in the village of Inoa.

    After returning, Bonaire wakes up and tells everyone of Sara. He then
gets out of bed and tells how he thinks Sara was describing Nadia. At this
point Septimus arrives with some very bad news... When Sara died in the
dream state, Nadia died in the real world. Everyone bows their head in
sorrow.

                            Chapter Eleven
                   Remember...  Walking in the sand

    You awake the next morning to a loud banging, thoughts of Bonaire and
Nadia still fresh in your mind. Walk downstairs and speak to Jess. He is
sad about Nadia and is keeping himself busy by making you something useful
for your journeys. He has made you another weapon, this one an Iron flail,
a sort of ball and chain. Approach the table and take the ball and chain.
With this weapon you will be able to break large piles of stone that had
previously blocked your passage about the world map. After receiving the
ball and chain, go out into the village and talk to the townspeople. The
townspeople tell you that you must travel to the Despair desert and find
the Ancient shrine. Using the ball and chain to break large formations of
rock that obstruct your path, make your way to the Cliffs of Madness to
the Southeast. Lurvy the shopkeeper resides in the house at the base of
the cliffs. From him you can purchase new armor for your dangerous
travels ahead. After purchasing the armor from Lurvy, leave his house,
the re-enter. You will see that the spot on his shelf previously taken up
by the armor you bought, is now stocked with a life vessel which you can
now buy. After you've bought the life vessel, Lurvy will replace that with
a Wonder essence. After buying what you need from the Lurvy, leave the
shop and make your way up the cliffs to the cave at the top. To get to the
cave you must climb towards the right side of the cliffs before making
your way left to the cave towards the top. Enter the cave and proceed up
the winding stairs to the door at the top. Once through the door, you will
be in the Despair desert. Make your way to the cave at the top left corner
of this area. Use the sand free patches of ground to jump farther and
higher than you could if you were standing in the sand. Enter the cave and
jump down to the lower section and open the chest on the platform. The
chest contains the Sand cape, and with it you can travel under the sand
itself, allowing you to pass beneath low gates and walls. While under the
sand, you cannot be injured. To use the sand cape, Press the Circle button
while standing over sand. Press the Circle button a second time to raise
back up from under the sand. After receiving the sand cape, use it to
leave the cave by crawling under the wall in front of the stairs that lead
to the cave's entrance. After exiting the cave with the sand cape, proceed
to the raised area towards the center that has six pillars on it. Walk
between the top two pillars(the ones spread slightly apart), and you will
be swept away to a new area by a giant tornado. After landing from the
Tornado, use the sand cape to make your way through the maze of walls, to
the top of the screen, so that you exit the screen in the same direction
that the wind is blowing. Watch the direction the sand is traveling to
determine this. Once you are at the next area, jump onto the white
rocks(from above them) and make your way to the left side of the screen
to exit, as before, the same way the wind is blowing. Once you are at the
next area, climb the stairs and jump from pillar to pillar, until you
reach the ledge at the bottom of the screen. An easier way to do this is
to climb the stairs to the lower left hand ledge and from there jump to
the lowest pillar to the right(below the stairs), from there, jump to the
lower ledge and exit the area in the same direction that the wind is
blowing. In the next area, climb the stairs onto the raised section in
the center, and walk into the sparkling at the top, between the two
pillars. The sparkling will warp you to the Ancient shrine. Enter the
Ancient shrine and speak to the pile of bones lying on the ground in front
of the throne, just inside the palace's entryway. The bones belong to the
shrine's deceased ruler, and speaking with them will prompt the spirit of
the ruler to ask you if you seek the path of truth, Yes/No. After
answering yes to the question, the deceased ruler will ask you to prove
yourself, by which you must seek out four statues within the grounds of
the shrine. The statues are in the form of a woman, and inspecting them
after you've found them causes them to raise an arm. Doing this will count
them as being found, and also will restore your health to it's maximum
level. After learning about your task, walk up the stairs to the balcony
above the throne, and take notice of the warp plate that leads to a save
and regeneration point. After using the save point(if necessary), walk
back down the stairs and head into the room with the eight horse bust
statues to the right of the throne room. Trigger the switch plate on the
platform to the right and the four locked doors in the shrine's 
entryway(throne room) will open. The door to the room you're in however,
will slam shut, locking you in with a number of sand worms who rise from
under the sand and attack you. After killing all the sand worms, the door
will re-open, allowing you to exit the room. Proceed from the room you
were just locked in, across the shrine's entryway, into the open doorway
between the entryway and the room to the left. Walk up the sandy hallway,
into the room above with the three moving spiked balls. Walk around the
outskirts of this room(to avoid the spikes), and you will notice three
levers at the top. These three levers control the lowered gate to the
right. Flip all three levers to raise the gate, and proceed up the stairs
into the room above. This new room contains the first of the four statues
you are searching for. The room has four glowing tiles on the floor,
Star, Moon, Water and Sun. There are also two small statue icons on each
of the two ledges at either side of the room. The icons match the symbols
on the glowing tiles. Your objective in this room is to place each of the
four icons on their respective tiles. To do this, walk onto the small
platform at the top left and it will raise, allowing you access to the
left ledge. Kill the creature on the ledge, then throw the two icons down
to the floor below. Be careful not to throw the icons onto the tiles yet,
you need them to reach the other two. After tossing the first two icons
down, jump down to the floor and stack them in stairway fashion, so that
you can use them to access the right ledge. Climb the icons and jump onto
the right ledge. Kill the two creatures that are there, then toss the two
final icons down to the floor. Jump down and put each icon on their
corresponding tile(the tile will light green if done correctly). Once all
four icons are on their correct tiles and the tiles light green, a
platform will appear between the left ledge and the ledge to the rear of
the room that the first statue is on. Use the platform to reach the statue.
Inspect the statue to count it and have your health restored to maximum.
After inspecting the statue, leave the room and return to the shrine's
entryway(where the bones and throne were). From the entryway, walk up the
stairs and enter one of the two doors on either side of the warp plate(they
both lead to the same room). Once in the room beyond the door, place the
four icons on the correct tiles to raise the locked gate to the left. Once
the gate is opened, proceed through it to the next room. The floor in this
next room is composed of two different types of floor tiles, an eye open,
and an eye shut. There are open doors to the top and bottom of this room.
Walking on a tile with an open eye will cause both doors to shut and lock.
Proceed to the open door at the top while only walking on closed eye tiles,
and enter it. After entering the room, pick up the star icon and use it to
reach the other two icons that you can see(use it as a step) on the raised
platforms. After getting the two icons from the platforms, you can find the
sun icon hidden behind the raised platform to the lower right of the room.
Once you have all four icons, place them on their corresponding tiles and
the second statue will fall onto the raised platform in the center of the
room. Jump onto any of the four icons to reach the raised platform and
inspect the statue to count it and have your health restored again. After
inspecting the second statue, leave the room and walk across the closed
eye tiles to reach the barrel in the lower right side of the room below.
Pick up the barrel, and while still walking on only closed eye tiles, walk
up and around the room(counter clockwise) to where the closed eye tiles
end towards the bottom of the room. Once at this point, drop the barrel
onto the open eye tile in between you and the door at the bottom of the
room. Jump onto the barrel and then jump onto the closed eye tiles that
are in front of the door at the bottom. Proceed through the door and you
will be outside the shrine on the outer walls. Walk around the walls(kill
the creatures that get in your way) until you come to two open doorways.
Enter the left hand doorway, and use the sand cape to reach the stairs to
the rear of the room(there is an herb in the chest in this room if you need
it). Climb the stairs to exit the room. Once up the stairs, use the sand
cape to reach the small rock in the center section of the room. Once you
have the rock, toss it into the small area below the stairs with the sand
free patch of ground. Use the sand cape again to exit the center area and
enter the area where you threw the rock into. Jump from the sand free
patch of ground onto the rock, then from the rock, jump to the small wall,
then from the wall, jump to the stairs. Climb the stairs to exit the room.
In this next room, kill the sand worms and a barrel will fall from above
into the room. Place the barrel halfway between the small wall blocking
the lever to the left and the sand free patch of ground in the center. The
object of this room is now to jump onto the barrel, toss a bomb onto the
lever, then move the barrel so it's between the small wall blocking the
doorway at the top of the room and the sand free patch of ground. Then
finally, jump from the sand free patch of ground, to the barrel, then to
the doorway and exit the room. After the lever has been flipped, the gate
in front of the doorway only stays open for a brief period of time, so you
must do all this quickly. In the next room, avoid the bees and exit by the
door at the bottom. After the room with the bees, you will be back outside
on the shrine's outer walls. Walk onto the platform to the left and it 
will lower. Jump from the platform upwards towards the chest and you will
be on the same ledge as the third statue. Opening the chest will reveal
another gilded falcon. Get the falcon and walk to the left and inspect the
third statue to count it and be restored to full health. After inspecting
the statue, jump back down to the ledges below and proceed back to the two
open doorways, this time entering the door to the right. Kill, or avoid 
the creatures in this room and make your way up both flights of stairs to
the exit at the top of the room. In the next room there is a sandy area
composed of regular sand and a strip of hole ridden sand. Beyond the hole
ridden sand is a doorway at the bottom of the room. Kill the sand worms
in the regular sand, being careful not to walk on the hole ridden sand as
if you do, you'll fall through to the previous room below. After killing
the sand worms, place the barrels that are in the room on the edge of the
regular sand next to the hole ridden sand. Then jump onto the barrels, and
from the tops of the barrels, over the hole ridden sand to exit through 
the door below. Once through this door, you will again be outside on the
shrine's outer walls. Walk forward towards the red flags hanging from the
wall, and drop down to the ledge below. Enter the open doorway that is 
there that you can now reach. Proceed up the stairs and move the jars that
are preventing the large rock from rolling. Once the jars have been moved,
the rock will roll down the stairs and break apart when it smashes into
the wall. Now that the rock is moved you can move more freely from one
section to another. Exit through the door at the bottom of the stairs that
the rock rolled down, and make your way around the outer walls again, 
until you come to the open doorway towards the lower right. Enter this
room and proceed to where the moveable pole is located at the top, next
to the closed door. Be careful to avoid the moving spiked balls that are
between you and the pole. Push the pole down onto one of the two switch
plates towards the bottom of the room, again, being careful to avoid the
moving spikes. After the pole has been placed on one of the switch plates,
stand on the other with your character and the door at the top of the room
will open. Exit through that door. In the next room, kill the three bees
and a barrel will fall into the room from above. Place the barrel on the
pillar in front of the doorway that is about the same height as you are.
Place it in such a way that it is hanging over the right edge of the
pillar, so that you can jump onto the pillar and then onto the barrel 
itself when the time comes. After placing the barrel, starting at the sand
free patch of ground in the top left corner of the room, jump from pillar
to pillar, until you can jump onto the barrel that you placed earlier. 
>From the barrel, jump onto the switch plate to trigger a platform to 
appear in front of the pillar farthest to the right. Jump onto the platform
and it will rise into the next room. In this next room, there is a lever 
surrounded by four holes, two sand free patches of ground and a raised
platform to the top left. The object to this room is to strike the lever,
which causes barrels or spiked balls to fall into each of the four holes
randomly, and catch enough barrels so that you can reach the raised
platform and exit the room. After five tries at flipping the lever, all
that falls is spiked balls, and you'll have to drop back down to the 
previous room to reset this one(note: you can jump directly onto the
platform in the previous room, you don't need to jump across the pillars
again). After catching at least two barrels, position them against the
left wall so that you can jump from the sand free patch of ground in the
bottom left corner, across the two barrels to the platform. Once on the
platform, it will raise into the next room. The odds seem to favor the
hole furthest left for dropping barrels. After reaching the next room, 
you will have to place the four icons on their matching tiles within a 
brief period of time. If all the icons are not placed correctly within
this time limit, a buzzer will sound and the icons will explode. The moon
and water icons are hidden in the flowers between the star and sun icons.
After placing the four icons quickly enough, a chest containing a key will
drop. Use this key on the locked door in the room at the top of the stairs.
After using the key to exit the next room, you will be back outside the 
shrine on the outer walls. Step onto the platform to your right and it will
lower. Once down, walk to the right and inspect the fourth and final statue
to count it and have your health restored. After inspecting the last 
statue, make your way back around to the shrine's entryway(drop down the
open railing on the ledge below the red flags). Speak to the pile of bones
again and they will explode. The throne will then lower, allowing you
access to the lower section of the palace. Jump down the hole beneath the
throne and you will fall into a spike filled room with four levers. A 
moving platform circles the room. Jump onto the platform and drop bombs
onto each of the levers to trigger them. When all four levers have been
triggered, the stone slab blocking the door to the right will raise enough
for you to exit underneath it. In the next room there is a locked gate at
the bottom of the room. Trigger the switch plate and the door you entered
by will shut and sand worms will rise and attack you. Kill all the sand
worms and both the gate and the door will open. Exit by the gate to the
bottom of the room. In the next room, kill the two creatures first, then
place the icons on the correct tiles. The tiles have the icon patterns
changing at brief intervals on them. You must place each icon when the
correct pattern is on the tile. The timing to put the icons down onto the
tiles is one before the correct pattern. In other words if the tile is 
rotating in this manner, sun, star, moon, water... and you are trying to
place the water icon on it, press the square button to release the icon
while the tile is currently showing the moon pattern. Then when the water
icon hits the tile, it will have changed to the water patter. Once all 
four icons are placed properly, the stone slab to the bottom left will 
disappear, revealing stairs. Exit by the stairs and you will be in a room
with three creatures, spikes around the floor, and a single icon tile in
the center. Kill all the creatures(use the ball and chain to reach the one
on the ledge to the left), and the four icons will drop onto the platform
in the center, around the tile. Stack them on the tile(the sign at the top
of the stairs gives you the clue for the stacking order), one on top of
another in this order, water on the bottom, followed by sun, followed by
moon, and finally star at the top. After stacking the icons correctly, the
door at the top of the room will open. Exit through the door and you will
enter a room with a sand filled center, this is the mid-boss' chamber.
To trigger the mid-boss to appear, first jump down the hole to the right
side of the room. In the room below, the object is similar to one of the
rooms a few previous, put the correct icons on the rotating pattern tiles.
The only difference is that you must put specific icons on specific tiles.
They are:
    Star:  South
    Moon:  West
    Water: East
    Sun:   North
As soon as the icons are placed correctly, rocks will begin to fall from
above and fill the chamber. At this point, run to the bottom of the room
and use the warp plate that is there to exit back to the mid-boss' 
chamber. You will now notice that the stone golem buried in the sand at
the top of the room has now risen halfway from the sand. Next jump down
the hole to the left of the room. In this room place the icons on the
rotating pattern tiles in this order:
    Star:  North
    Moon:  East
    Water: West
    Sun:   South
As before, when the icons are properly placed, rocks will fall from above
and fill the room. Make your exit by way of the warp plate towards the
bottom of this room as well. Once back in the mid-boss' chamber you will
notice that the golem has completely risen from the sand. He will then 
start to attack you. Follow the same strategy as when you fought the golem
in the catacombs under the cemetery(note: jumping while moving on sand
will cause you to travel faster) to defeat him. After defeating the golem,
two small stone platforms will fall towards the top of the chamber which
will allow you access back onto the low ledges to each side of the chamber.
Jump onto the left ledge and exit through the door that opened there when
you defeated the golem. In this next room, you must jump onto the platform
in the center, and as in one of the previous rooms, strike the lever to
cause either barrels or spiked balls to fall into the four holes that are
around it. After catching at least three barrels(the odds seem to favor
the bottom left hole for barrels), place them on three of the four switch
plates that are on the platform. After placing the barrels, stand on the
fourth switch plate with your character and the locked gate to the right
will open. Exit through the door and you will be in a maze of tiny spikes.
Navigate through the maze of spikes, leaping across the various holes that
appear in your path(note: if you fall into a hole, you will fall into the
creature pit below. Just take the stairs from there back up to the maze
room to try again), and triggering switch plates to raise stone slabs for
a brief period of time, allowing you past them, until you finally exit
under the large stone slab to the bottom right side of the room. Once you
enter the next room, you will see many followers gathered around a man 
standing before a throne. Speak to the man in front of the throne(this was
previously the pile of bones that you spoke to at the shrine's entryway, 
they have been re-animated by your finding the statues) and all of the
followers will turn into the hook wielding creatures you've fought
throughout the Ancient shrine and attack you. After defeating the 
creatures, the man who was standing at the throne will then turn back into
a pile of bones. Inspect the bones and three chests will fall into the
room. The chests contain, a new sword complete with a charge attack, Long
boots for higher and farther jumping and faster traveling through harsh
territory, and a life vessel. After opening all three chests, the locked
gate to the lower right opens, allowing you to use the warp plate at the
end of the passage beyond. The warp plate will bring you back to the
Despair desert. Once back in the Despair desert, use the sand cape to
crawl under the wall in the upper left corner of the Despair desert and
return to the village of Inoa.

                            Chapter Twelve
                  A new resident, an old acquaintance 

    Once back in Inoa, Giles meets you at the entrance to town and tells
you that you are what brings death to the people of Inoa. After he leaves,
head out of town to the house that was for sale at the seashore(slightly
Southeast of Inoa). Once there, you will greet your former captain,
Merrick. It seems as though he too survived the shipwreck, and has opened
up a shop on the seashore. All his items cost 10,000 gold, and since you
can only carry 9,999 gold at one time, you cannot buy anything from 
Captain Merrick at this time. After seeing Captain Merrick, make your way
down to the beach itself, where if you follow it to the right starting
from Nava's house, you will find a cave. 

                            Chapter Thirteen
                            The Coastal cave

    Upon entering the cave, break just enough of the small blocks of stone
that are stacked in front of the upper section so that you can use the
remaining ones as stairs. Climb to the upper section and break the blocks
of stone that are there and enter the door that was hidden behind them. In
the next room, kill the turtles while being careful not to break any of
the blocks of stone. After the turtles are killed, break two sections of
the block of stone furthest to the left of the area of the room you are
currently in. Jump onto the now lowered section of the stone block that
remains and use it to access the center area of the room. If you break the
two stone pillars in the center area of the room, you will find a chest
containing an herb. Jump from the center section of the room onto the 
ledge above to the right. Once on the ledge, break the stone block that is
 there. After breaking the stone block, go back towards where you entered
the room and pick up the small white rock that is there. Bring the rock
onto the ledge where you just broke the stone block, and place it against
the higher ledge to the left. Jump onto the small white rock, then onto
the higher ledge, from the higher ledge jump down towards the top of the
room. Now make your way to the right, where after you break the two blocks
of stone that are in the passage there, you will be able to exit the room.
After entering the next room, you will find a large open area with moving
platforms circling over it. Jump from platform to platform until you can
jump onto the ground across from the open area. On this section of the
room, you will find a lever. Striking the lever causes two platforms to
appear in the open gap above you. Jump across the platforms quickly, as
they crumble shortly after you touch them, and onto the solid ground on
the other side of the gap. If you fall into the hole, make your way to the
bottom of the room below and jump onto the platform that is there to be
brought back to the room above. Once on the other side of the gap, flip
the lever and the door at the top of the room will open. You can then jump
from the block of stone in the pit closest to the door lever, to the other
blocks of stone slightly below them. From there you can jump up onto the
ledge above and reach the open door. Before leaving the room, if you need
an herb, jump down from the center block of stone into the left side of
the pit. Break the stone block furthest to the left to uncover a ladder.
Climb the ladder and walk down the ledge towards the open gap in the
stalactites. Using the ball and chain, strike the lever on the other side
of the stalactites near you and three platforms will appear over the open
area in front of you. Jump across the platforms quickly, as like the ones
before, they crumble shortly after being touched, to the solid ground that
is across the gap. Climb the ladder that is there and open the chest to
receive an herb. After opening the chest, you can get to the exit by 
jumping from the ledge above you, onto the stone blocks in the pit, then
from there, jump onto the ledge with the door. In the next room, pick up
the wooden stump and jump onto the small ledge to your right(be careful
not to hit any spikes or the stump will fall and break). Toss the stump
onto the spikes next to the chest, then jump onto the stump and over the
spikes to where the chest is. Open the chest to receive a key. Once you 
have the key, leave the room and go back into the previous room. Drop 
down one of the open holes in the room and use the key on the locked door
at the top of the room you've just fallen into. Enter the now unlocked 
door and you will be in a room with a walkway that leads around a pool of
water. Break all the blocks of stone in this room and you will uncover 
four doors. One door is at the bottom of the room(other than the one you
entered by), while three are at the top. Enter the center room at the top.
To the right of this room you will see a plate on the floor with a 
triangle shaped emblem on it. At each corner of the triangle is a red, 
green or yellow colored jewel. Under this plate is a stairway, your task 
is to now seek out three colored jewels in the other rooms off the outer 
room and strike them so that they light up in the colors on the emblem.
When all three jewels are lit, the plate with the emblem will move and you
will have access to the stairway below. There are also two pits in this 
room that are full of stone blocks. Unless you need an herb, ignore them.
The pit to the right has a chest in it that contains one. After seeing the
plate, leave the room and enter the room to the right of the one with the
plate. Once in the right hand room, kill the turtles without breaking the 
block of stone to the right, in front of the ledge. After killing the 
turtles, a pedestal with a gray jewel will fall onto the ledge. Jump onto 
the block of stone, then onto the ledge with the jewel in the pedestal. 
Strike the jewel in the pedestal and it will light up green. After 
striking the jewel, leave the room and go back out into the outer room 
with the pool of water. Now enter the room to the top left of the outer 
room(don't forget to break the stone blocks to uncover the doors). Here 
you will see a large steel ball rotating around a stone pillar. On top of 
the stone pillar is the second jewel you need to light. Kill the turtles,
then smash the stone pillar. This will cause the steel ball to break off 
and crash into a wall. The pedestal that contains the second jewel will
then drop onto the raised area in the center of the room. Strike the jewel
and it will light up red. After striking the jewel, leave the room(you can
break the steel ball by striking it multiple times with the ball and chain
if it came to a stop in front of the door) and go back out into the outer 
room. Enter the last door to the bottom right of the outer room, and you 
will see several small spiked balls floating back and forth between blocks
of stone. While staying along the bottom of the room, avoid the moving 
spikes and break a path open in the blocks of stone towards the right. 
When you've made it past the stone blocks and spikes, pick up the jar and
throw it at the third jewel in the pedestal on top of the stone block 
above. When the jewel is struck, it will light up yellow. After the third
jewel has been lit, go back into the room with the plate on the floor that
showed the three jewels. Once in the room, you will find that the plate 
has moved and you now have access to the stairway that was hidden beneath
it. After entering the room at the bottom of the stairs, walk upwards and
jump onto the platform between the low walls. The platform will raise, 
allowing you to be high enough to reach the switch plate that is towards 
the top left of the room, on one of the low walls. Walk around the top of
the low walls and jump onto the switch plate, which will trigger three 
turtles to drop onto the raised area in the center. Kill the turtles(being
careful not to fall back down to the lower ground or you will have to 
reset the room), and a second switch plate will drop onto low walls. Jump
onto the second switch plate to trigger three more creatures to drop onto
the center area. As before, kill the creatures and another switch plate 
will drop onto the low walls. Trigger the third switch plate, and another
three creatures will fall onto the center area. Kill them and a fourth 
switch plate falls onto the low walls. Trigger the fourth switch plate and
three creatures will fall onto the low walls with you, instead of into the
center area. Kill the three creatures on the low walls, and a chest will 
drop onto the ledge at the top of the room. Jump from the rear low wall
onto the ledge and open the chest to receive the Merman boots. The Merman 
boots will allow you to do everything the Long boots did, plus they will 
give you the ability to swim(while swimming, press the Square, Triangle or
X buttons to swim faster). Once you have the Merman boots, return to the
room where there were many wooden stumps in the water(the room where you
found the key in the chest). Once In the room, pick up the stump on the
floor, and jump across the stumps in the water to the stump furthest to
the right. Drop the stump into the water between the stump to the right
and the ledge with the chest on it, then use it to reach the chest. Open
the chest to receive an herb. After opening the chest, jump back down into
the water and swim through the doorway to the right. In this next room, 
kill or avoid the three creatures and exit by the door to the top right.
In this next room, swim past the moving spike in the water and climb onto
the dock to reach the land. Next, place the barrel in front if the thin
ledge that leads to the moving platform in the center of the room. Jump
from the barrel to the ledge, then from the ledge across the moving
platform to cross over to where the open door is. After exiting into the
next room, jump across the platforms quickly(they break shortly after you
touch them), and open the chest on the ledge that they lead to. After
opening the chest you will receive a key. Once you have the key, walk off
the bottom center of the ledge you are on, and you will land on another
small ledge below that also has a chest on it. Open this chest to receive
a bar of gold worth thirty. Next, jump into the water and swim back to the
stairs towards the top of the room. Climb the stairs and exit back into
the room with the moving platform. Make your way to the locked steel door
at the top of the room and use the key to open it. Once you are through
the steel door, kill the enemies and walk to the switch plate to the left
in the new room you are in. The object of this room is to trigger the 
switch plate, which will raise the stone slab blocking the exit at the 
left of the ledges for a brief period of time, and make it under the stone
slab before it falls. After exiting the room past the stone slab, you will
be in the room with the wooden stumps again, only now you are on the ledge
across the water. Break the blocks of stone and climb the ladder to exit
the room. In the next room, kill the two creatures, then walk towards the
third rotating steel ball(the one next to the high ledge). Your task here
is to break the pillar that the steel ball is rotating around at such a
time that the ball crashes to a stop against the high ledge to the right.
If you think of the circle the steel ball is rotating in as a clock, 
strike the pillar when the ball is around 8 o'clock. This should cause the
ball to break free and come to a stop against the ledge. After the steel
ball is against the high ledge, walk back to the top left corner of the
room and break the stone blocks that are there. You will find a barrel
hidden behind the blocks, pick it up and bring it to where the steel ball
is. Place the barrel in front of the steel ball and use it as a step to 
jump onto the steel ball. From the steel ball, jump to the high ledge and
exit through the door to the right. In the next room, ignore the lever on
the bridge, as it only drops four creatures into the room. Walk across the
bridge to the right side of the room and break the stone blocks that are
all about the area. You will find two doorways, one to the bottom of the
room underneath a sign, and one to the top right. Also, upon breaking a
certain block of stone you will trigger a hidden lever that will open a 
door on the left side of the bridge. Enter the door that the lever opened
and you will find three creatures, a rotating steel ball, and a chest. 
Kill the creatures and make your way past the steel ball to open the chest
and you will receive another gilded falcon. After you receive the gilded
falcon, leave the room and exit the outer room(with the bridge) through
the top right doorway. Here you will find two rotating steel balls. The
object here is similar to the room where you had to use the steel ball to
climb onto the high ledge. You need to break the pillars at a certain 
point in the steel ball's rotation so that you can use the balls to get
across the gaps in the ledge that runs around the edge of the room. Again,
if you think of the ball's rotation as a clock, strike the pillar of the 
left steel ball between 9 and 8 o'clock. This will cause it to crash into
the wall between the ledge the exit is on and the ledge prior. Next, 
strike the pillar of the right steel ball when the ball is at 5 o'clock.
This will cause the ball to come to a stop in the gap directly above where
it was. After both steel balls have been successfully knocked into place,
make your way to the exit on the ledge to the bottom of the room. After
exiting, you will be in a room with many small spiked balls rotating in
the water. If you need a wonder essence, use the wooden stump at the
bottom of the room to reach the chest on the island in the center. Exit
this room through the door to the lower right. In this next room, kill the
creatures without breaking the jars stacked up next to the water. After
defeating the creatures, climb the jars until you are on the top of the
double stacked ones. From the top of the double stacked jars, jump to the
island closest to the jars. From there jump to the island with the wooden
stump on it and pick up the stump. Drop the stump in the water between
the island it was on and the island covered with stone blocks. Try and 
drop it so that you can jump from it to the small open gap at the edge of
the block covered island. After jumping onto the stone covered island,
break the stone blocks to uncover a chest hidden to the rear. Open the
chest to receive a key. After receiving the key, go back to the room with
the bridge with the lever on it. Once there, exit through the door to the
bottom of the room(under the sign). You will now be in a room with a warp
plate that leads to a save and regeneration point. After using the save
point(if necessary), proceed to the lower section of the room and use the
key on the locked door that is there. Once the door is unlocked, open the
two chests to the left to find a life vessel, and a strength elixir.
After receiving the items from the chests, break the stones that are 
blocking the stairs to the right. Go down the stairs and exit through the
door at the bottom. In this next room, you must jump onto the switch 
plate, which will cause the platform holding the large rock to break, and
then jump onto the rock itself as it rolls by the switch plate. Once on 
the rock, jump to the moving platform, then back onto the rock. The rock
will fall into a shallow hole, shortly after, a second rock will drop down
in front of the first rock. Jump from the first rock onto the second. The
second rock will roll under a moving spiked ball. When this is about to
happen, avoid being damaged or knocked to the floor by jumping back and
forth between the rock and the ledges towards the top of the room. Before
the second rock comes to a stop in the shallow hole in it's path, jump 
from it to the ledge to the right that has a switch plate on it. Trigger
the switch plate to cause the stone slab below to raise, revealing the
exit. Jump down and exit the room. In the next area, walk down the stairs
and you will be in the boss' chamber. The floor here is covered with
shallow water. After walking to the center of the room, you notice a giant
face in the water below you. Suddenly a giant water beat rises from the
water and attacks you.

Boss strategy:

    The water beast will shoot arms made of water up at you, these can be
hit to be destroyed. However, only by hitting the main section of the
water beast(looks like a trunk with many sets of eyes) itself, will you do
any damage to the boss. The water beast will also from time to time, shoot
out many water bubbles at you, when this happens, rapidly swing your sword
to clear a path through them and avoid taking any damage.

    After defeating the water beast, a vision named Vul appears and talks
to you of Melzas, the murgg and the seven jewel crests needed to raise
his palace. After he is finished speaking, he drops two chests into the 
shallow water, one open and empty, the other containing the level one 
Water scroll. The empty chest is that way due to Zazan and the murgg
stealing the jewel crest that was inside. After receiving the Water
scroll, the vision vanishes, leaving a warp plate where he had appeared.
Walk onto the warp plate and you will be taken to one of the first few
rooms of the coastal cave. Exit the cave, back out onto the shore and
from there, return to the village of Inoa.

                            Chapter Fourteen
                           Who's the new girl?

    When you arrive back in Inoa, go to Septimus' and he will tell you 
that Myra is ill, and that you need to go see her. He also tells you a
new girl has arrived in the village, and she claims to have the powers of
a dreamwalker. Leave Septimus' and go to see Myra at her house. Once you
arrive at the house, speak to Yuri, Kline, and Lutas who are standing
outside. They will tell you that Myra is ill, and that a girl named Meia
has arrived to help her. Enter the house and proceed upstairs where you
will find several townsfolk gathered around Myra's bedside. Speak to
Beaumont and Meia, and you will find out that she has saved Myra. 
Septimus will then arrive. After Septimus speaks to Beaumont, you and
Meia, Meia will leave the room and the scene will fade.

                            Chapter Fifteen
          Will somebody shut that werewolf up, I'm trying to sleep

    It is the now night, you are trying to sleep in your bed at Jess'.
Thought's of Meia and what she said at Myra's haunt your mind. Suddenly a
terrible cry is heard, and Kline jumps through your  window onto your
bed. You quickly leap from the bed to avoid Kline. As Kline starts to
talk to you, Jess comes into the room to see what happened. Jess is
shocked to see Kline standing on the bed. Kline jumps back out the window
just as suddenly as he appeared. Speak to Jess and he will tell you that
Kline no longer appears human. Leave the house and go after Kline. As soon
as you leave the house, Septimus will meet you in front of the fountain
and agree to help you capture Kline. You split up as it may be easier to
catch Kline this way. After Septimus leaves to find Kline, search the
houses with open doors(other than Jess'). They are:
    Wendell's
    Yustel's
    Meia's
If you try to walk into each of these houses, Kline and Septimus will
appear briefly, then run away. At the third house(doesn't matter which
order you search them in), when Kline runs away, Septimus says that maybe
you should call it a night, as Kline keeps escaping. The scene fades once
again.

                            Chapter Sixteen
                       Kline, the Wolfman, and me

    When you awake the next morning, go downstairs and Jess will tell
you to go see Septimus, as he may know what to do about Kline. Proceed to
Septimus' and speak to him. After speaking with Septimus, attempt to
leave his house. As you are leaving, Septimus has an idea. When he's
finished telling it to you, leave Septimus' and go to Kline's house. 
Once you are at Kline's, you will find Meade, Lutas, and Yuri outside
the house. Speak to them and Yuri will tell you that Meia is inside
and then step aside so that you may enter. Enter Kline's house and speak
to Meia and Beaumont, after which Septimus will arrive and speak to 
everyone. After Septimus is finished speaking, he asks you if you are 
willing to travel into Kline's subconscious, Yes/No. After answering Yes,
approach Kline(in the bed) and try to speak to him. At this point, 
Septimus asks you if you are ready to make the journey into Kline's mind,
Yes/No. After answering yes, you are sent into Kline's subconscious.

    You arrive in Kline's nightmares in a snowy field. The ground here is
very slippery. Walk to the North and cross the wooden bridge and you will
find the entrance to an evil place. Inside the entrance you will find a 
room divided into three hallways. At the end of each is a switch plate and
a closed gate. Trigger all three switch plates to raise the center gate.
Exit through the doorway beyond the raised gate and you will come to an
outside area below three towers. Make your way through the small maze of
snow covered rocks and bushes to the lower center section of this area.
Here you will find a warp plate at the top of a small hill that will bring
you to a save and regeneration point. After using the save point(if 
necessary) make your way into the cave-like door on the ledge to the 
side of the third(furthest to the right) tower. Once inside the door, 
strike the multi-position lever at the bottom left. Doing this will cause
the small rock to roll to the right until it stops against the second
multi-position lever, on top of two ice pillars. Once the rock stops, push
both ice pillars upwards against the colored wall, then strike the second
multi-position lever. The rock will now roll to the right until it comes
to a stop against the third multi-position lever to the right, above the
first lever. Walk to the third lever and strike it four times quickly, so
that the rock rolls upwards and crashes into the large pile of brown rocks
that are blocking the stairway to the center area of this room. When the
small rock hits the larger ones, they all crumble, allowing you to walk up
the stairs to the center area. Kill the creatures in the center area, then
inspect the statue at the top of the stairs towards the top of this area.
The statue will restore you to full health. Next trigger the three switch
plates at the foot of the stairs to the statue. This will cause three 
pillars to rise from the ground. After raising the three pillars, jump
into the hole where there should be a fourth pillar, and that will trigger
a fourth switch plate to appear at the foot of the stairs. Jump onto the
fourth switch plate to trigger the fourth pillar to rise. After activating
the fourth pillar, walk up the stairs to the lower right of this center
area, and follow the ledge(jump across the gap) to where the pillars have
raised. Jump from the ledge to the top of the closest pillar, then across
the other pillars to the ledge on the left side of the room. From the left
ledge, you can reach the chest on the lower raised platform. Open the
chest to find a gilded falcon. After getting the gilded falcon, follow the
ledge back around(you have to jump down and go across the pillars again)
to the top left, where you can jump up to the top section of the room. 
Once at the top, trigger the switch plate that is there. Once the top 
switch plate has been tripped(it will become evident soon what the switch
plate triggered), leave the room and make your way to the central tower.
Enter the now open door at  the bottom of the tower, and you will be at the
top of a room with a long winding set of stairs and ledges leading to a
chest at the bottom. Jump off the ledge and fall to the bottom of the
room. Open the chest to receive a key. After receiving the key, make your
way back up and around the spiked balls on the ledges, to the door at the
top that you entered from. Exit the center tower and make your way to the
bottom of the tower to the right, and enter the open doorway that is
there. Once in the room, push the ice pillars that are there in the 
following manner. Push the pillar closest to the door upwards, it will 
come to rest on the first of four switch plates at the top of the room. 
Next, of the remaining pillars, push the higher one upwards, then to the
left, then upwards again. It will come to a stop on the second of the four
switch plates. Finally, push the remaining pillar upwards onto the third
switch plate, then step onto the last switch plate with your character. 
Tripping the four switch plates at once will cause the door at the top of
the stairs to the left to open, allowing you to exit the room. Ignore the
chest on the raised area for now, as you need to drop down onto it from
the room above. In the next room, kill the creatures then push the ice
pillars in the following order. First push the pillar below the stairs to
the raised section of the room upwards, then to the left, where it will
come to rest against another pillar and on a switch plate. Next, push the
pillar that the first is against upwards, so that it comes to a stop next
to another pillar, and on top of a second switch plate. Now push the
pillar that the second pillar ended against to the right, and it will land
on a third switch plate. Next, push the pillar to the bottom right of the
raised area in the center, upwards, so that it stops against the other
unused pillar, then push it right, against the third pillar, then down,
so that it stops on the fourth switch plate. Finally, push the last pillar
upwards onto the fifth switch plate. When all five pillars are placed on
the switch plates, jump onto the single raised switch plate and the locked
gate at the top of the stairs to the bottom left will raise. After raising
the gate, walk onto the center raised area, and jump onto the stone slab
in the center(the one with the cracks). Jump up and down three times on 
the stone slab and it will break, revealing a hole that leads to the room
below. Drop down the hole and you will land on the center island in the
room below. From the center island, jump across the platform to the right,
to the island with the lever on it. Drop a bomb onto the lever, then 
quickly jump back across the floating platform to the center island. When
the bomb goes off, the lever will be flipped, and the platform to the 
right will raise, while the one to the left will lower, allowing you to 
reach the chest to the left. Open the chest to receive a life vessel.
After receiving the life vessel, return to the room above and use the exit
at the top of the stairs that you opened to exit that room. In the next
room, you need to push the ice pillar furthest to the top on the right,
downwards, against the pillar below. Next push the same pillar left, so
that it stops against the railing, then upwards again so that it stops
against the pillar at the top of the room. Finally, push the pillar to
the right, so that you can use it as a step to reach the higher platform
and exit. Ignore the center floating section for now, as you need to drop
down from the room above to reach it. In the next room you will find eight
ice pillars and one switch plate. There is also a chest to the lower right
corner of the room. To reach the chest, you must move the pillars in such
a way that you trigger the switch plate and keep it that way. If the
pillars were numbered in this way according to their original placement
in the room, move them in this order(make sure to remember which pillar
was which, as you'll be moving them a lot)...

Original placement:

         1
                  plate
      2                      5    6
    3
                                     8
     4                            7

Move the pillars as follows:

    #7 upwards
    #6 left
    #1 left
    #2 right
    #2 up
    #7 up
    #7 left
    #5 up
    #4 up
    #4 right
    #8 up
    #8 left
    #8 up
    #8 right(onto switch plate)

Once the number eight pillar lands on the switch plate, a platform appears
in the gap between the right ledge and the chest below. Jump across the
platform and open the chest to receive another key. After getting the key,
jump back across the platform, leave the room and exit the tower(note: at
the top room you can jump from one of the side ledges and you will land on
the floating island in the room below. From there you can climb the ladder
to the exit above. From there, you can walk along the ledge at the bottom
of the top room above, and exit the tower onto a snow covered bridge that
connects all three towers high above the ground. Doing this is unnecessary
as you will be able to access the bridge from the top of tower one, which
is the tower furthest to the left). Once out of the right tower, make your
way to the bottom of the tower furthest to the left, and enter the open
door that is there. You will now be in a room where the floor is covered
with arrow marked conveyor belts. The arrows denote which direction the
belts travel. Step on the left arrow at the top left of the open square
you are on(entryway), and you will be brought to the small open square to
the left. Jump over the arrow beneath you into the lower open square. From
there step on the arrow that will bring you to the open area to the left,
then from there step on the up arrow furthest to the left and you will be
brought to the small open square above you. Once again, step on the up
arrow to be brought to the next open square above you. Next, step on the
right arrow that is to the right, then the down arrow that will be below
you when you arrive at the next small open square. The down arrow will
bring you to the open rectangle to the right, from there step on the right
arrow above the rectangle to be brought to the small square to the top
right. From the small square, step on the up arrow to the left, then you
can either jump over the left arrow to the top of the room, or step on it
to be pushed there. Once at the top of the room, push the ice pillar onto
the switch plate to it's left, then step on the other one with your
character. Triggering the switch plates will cause the locked gate at the
top of the stairs to the left to raise, allowing you to exit the room. In
the next room, kill the slimes, then push the ice pillars in the following
order. Push the first pillar(furthest to the left) to the right, then
upwards, then to the right again. It will come to a stop against the
raised ledge to the top right. Next, push center pillar to the right, then
down. It will come to a stop in the gap between the lower ledge and the
area where the stairs that lead to the exit are. Finally, push the third
pillar to the right, so that it stops in the gap in the ledge that runs
along the right wall. After all the pillars have been placed, climb the
ladder back up to the raised area towards where you entered the room.
>From there, jump onto the floating platform to the right. The platform
will fall, but you can jump from the lowered platform onto the first 
pillar, and from there, make your way around the room on the ledge, and
exit at the top of the stairs. In the next room, if you jump on the switch
plate at the top of the room, another will appear for a brief period of
time. After hitting the second switch plate, a third appears, and so on, 
and so on, until ten switch plates have been triggered successfully in a
row. After the tenth switch plate has been triggered, the gate at the top
right of the room will raise and allow you to reach the exit. To reach the
chest in this room, you need to drop down onto it from the room above.
In the next room above, push the ice pillar at the top to the left, so 
that it stops against the step to the left. Next, jump from the step to 
the pillar, and from the pillar to the higher ledge in the corner. Jump
down onto the ledge that runs along the left wall of the room. Push the
pillar that is there towards the step above(as you did with the other
pillar). Next, trip the switch plate on the ledge and a platform will
appear at the center of the conveyor belts to the right. Walk across the
conveyor belts(while avoiding the spiked balls), to the floating platform.
Walk off the platform at the bottom edge of it and you will land on the
raised area in the room below that has a chest on it(note: you can reach
the chest by just jumping diagonally up/left from the start of the 
conveyor belt on the bottom right ledge). Open the chest to receive a key.
After receiving the key, return to the room above and exit through the 
door at the bottom of the right ledge. You will now be on a snow covered
bridge high above the ground that connects all three towers. Walk across
the bridge to the center tower and use the three keys you've collected to
open the three locked gates that are blocking your entrance. After 
unlocking the three gates, enter the center tower. Once inside, walk 
across the conveyor belts(avoid the dropping spiked balls), and make your
way up the stairs. The chest to the right that contains an herb if you 
need one. After the final set of stairs, drop down to the small ledge to
the right and climb the ladder to the section above. From the upper
section, climb the ladder to the top and hop across the gaps to the exit.
The chest at the top right contains a strength tonic if you need one. After
going through the exit, you will come to a snow covered hallway with 
stairs leading to an area with a statue in it. Inspect the statue to have
your health restored to maximum. The gate behind the statue will also
raise upon inspecting the statue(note: for the gate to raise, you must
have previously inspected the statue, and have triggered the switch plate
in the floor in the upper section of the cave room, where the other statue
was located earlier). Go through the now open gate and climb the stairs
beyond to enter the boss' chamber. Once you enter the boss' chamber, the
gate crashes down behind you, and Kline appears bewildered in the center
of the room. Suddenly, a large creature drops down at the top of the
chamber. You must now battle the creature.

Boss strategy:

    The creature spits out numerous slimes at you and Kline, kill as many
as possible(you may receive health ups). The boss will also open it's 
lower wide tentacled mouth and try to suck you and Kline inside it. When
this happens, try and keep your character between Kline and the creature,
as if Kline is captured in it's mouth, you will be injured as well. When
the creature is sucking you towards it, drop bombs while either walking, 
or jumping away from it. The bombs will damage the creature if it's mouth
is open when they detonate. It takes two bombs to stop the creature from
sucking you towards it. Always try to keep Kline at the bottom of the
chamber, near the locked gate. This will give you more time to drop bombs
when necessary.

    After you do a certain amount of damage to the creature, Septimus 
calls out to you, and you are brought back to the real world. As soon as
you return, Kline wakes up, jumps up on his bed, and transforms into a
demon werewolf. All the townsfolk in the house run outside, while the
others gather around Kline's house. Kline, as a werewolf, leaps from his
house and jumps up onto the roof. While on the roof, Kline threatens you,
then leaps down and attacks you. You must now battle Kline as the demon
werewolf. After inflicting a certain amount of damage on Kline, Meia
screams, and Kline falls to the ground and dies. As soon as Kline dies,
he transforms back into his human self. Everyone then bows their head in
sadness. 

                            Chapter Seventeen
                    Enter the hall of the lizard king

    You awake the next morning to another loud clanging, with thoughts of
Kline, Meia, and Melzas still in your mind. Upon going downstairs, Jess
gives you a new weapon. It's a Hunter bow like Kline's, Jess has fixed one
up for you. After receiving the Hunter bow from Jess, make your way to the
Southeast, to the statue of the Ancient lizard god that is at the top of
the Dark swamp. Once in front of the statue, use your Hunter bow to shoot
the green glowing orb on the island in front of it. When the orb has been
struck, the lizard god statue will move aside, revealing a cave entrance 
behind where it was. Enter the cave and you will fall into the reptile
lair. You fall into deep water by way of a waterfall. Swim to the shallow
water to the right, and jump onto the wooden platform on the edge of the
deep water. From the wooden platform you will notice three floating
platforms circling over the deep water in front of you. The three floating
platforms are all at different heights. Jump onto the lower platform, then
from there, jump to the mid-level platform. From the mid-level platform,
jump onto the highest platform and ride it until it approaches the left
side of the room. Once the platform reaches the left side, jump to the
ledge that you can see the chest on. Once you are on the ledge, open the
chest to receive an herb, then flip the lever that is slightly below to
the left. Flipping the lever raises the stone slab that was blocking a set
of stairs at the bottom of the room. After flipping the lever, make your
way back onto the mid-level floating platform. Ride the mid-level platform
towards the bottom of the room and jump off onto the wooden platform to
the left, once you get there. From the wooden platform, make your way to
the stairs at the bottom left corner and exit the room(note: there is a
large pile of rocks against the left wall here, bomb them and you will be
able to exit the reptile lair if you feel you are not quite ready). In
the room below, kill all the lizard men to cause the door at the top of
the room to open(note: walk near the three lizard statues to the right,
they will come to life, and you must kill them also). Exit through the
door between the two statues and you will be in a room with rising spikes
and a large pool of water. First walk past the spikes to the top of the
ledge. Next, jump to the small wooden platform above and pick up the small
white rock. While holding the rock, make your way around the room, jumping
between platforms where necessary, to the wooden platform closest to the
ledge in the top left corner with the lever on it. When you get to the
closest wooden platform, drop the small rock so that it is hanging over
the edge of the platform, towards the lever. Climb onto the rock, and
jump over to the ledge with the lever on it. Once on the ledge, flip the
switch, then go back to the previous room, where you fought the lizard
men. Once in the room where you fought the lizard men, look at the right
side of the room, a winding log ramp has now appeared. Use the ramp to
exit the room through the door at the end of it. You will now be in a
room filled with lizard men statues, some will come to life when 
approached. Make your way towards the top left side of the room and you
will find a lever. Flip the lever and the tile to the right will 
disappear, revealing stairs. Exit by the stairs. In the room below, make
your way to the top of the room by breaking the small stone blocks piled
against the ledges, into steps. Once at the top of the room, the three
lizard statues will come to life, but the statues themselves will not
disappear. You must now destroy the statues by repeatedly striking them.
When all three statues, plus any live lizard men, have been destroyed, the
wall next to the statues will break open, allowing you to enter the room
to the right. In the room to the right, avoid the fireballs being shot by
the busts to the right, and exit by the stairs to the rear. In the next
room, destroy the three lizard statues, then get the herb from the chest
at the top if you need it. After getting the herb, proceed to the lower
section of the room and break one block off the pillar directly to the
right of the small ledge with the chest on it. Climb onto the now lower
pillar, and jump to the ledge. Open the chest to receive a key. Once you
have the key, return to the first room(where the three floating platforms
are). Return to the wooden platform on the edge of the deep water, but
instead of jumping to the floating platforms, jump across the wooden 
platforms to the ledge at the left, in front of the waterfalls. Once on
the ledge, walk along it, behind the waterfalls and around the corner 
until you come to a locked gate. Use the key to open the gate, then walk
to the stairs on the other side and exit the room. The stairs lead to a
long hallway with a chest containing an herb at the top, and many stone
pillars at the bottom. Break open a path through the pillars(use the ball
and chain, certain pillars are breakable), so that you can reach the pool
of water below them to the left. Once a path has been cleared through the
pillars, jump to the ledge to the left that has the lizard men statues on
it. The top and bottom center statues will come to life when approached,
but the statues themselves remain. As before, you must break these statues
and all live lizard men that sprang from them in order to reveal the 
stairs to the left. Exit by the stairs once the statues and lizard men 
have been destroyed. In the next room, there are eight lizard man statues
that when approached will pulsate. The object of this room is to destroy
all eight statues. They can only be broken when pulsating, and they only
pulsate nine times. Since there are eight statues, that means you can only
miss once. Once all eight statues have been destroyed, a stairway is
revealed to the left. Exit by the stairs. In the next room there are two
warp plates. One leads to a dead end(for now), while the other one leads
to a save and regeneration point. There is also a door up the stairs to 
the top right, exit through this door. In the next room there are two
lizard statues, destroy them both(and any live lizard men), and a door
will appear in the wall, behind where they stood. Once through the door,
make your way through the small maze, avoiding the fireballs and jumping
over wooden platforms where necessary, to the stairs to the left. In the
next room there is a chest containing a strength tonic, and five lizard 
man states that come to life. Run past the statues and exit by the stairs
to the right. In the next room, there is a hidden doorway at the base of
the stairs, to the left, but it is locked. Remember where this door is,
as you will need to come back to it when you find another key. For now,
walk to the bottom of this room and exit by the stairs that are there. In
the next room, cross the wooden bridge, and you will see three circles of
lizard statues, four statues in each. Walk through the center of the
bottom circle of statues(there is a floor plate in the center), and all
the surrounding statues will come to life. After killing all the lizard
men, jump from the now empty stand furthest to the left, to the ledge
directly to the left of it. Walk down and around this ledge to the lower
wooden bridge, and cross it. Once across the bridge, open the chest to
find a life vessel, then flip the lever to make a floating platform 
appear at the top of the room. Once the lever has been flipped, make your
way back to the main section of this room, where the lizard statues are.
Once there, jump onto the floating platform, then onto the ledge above and
exit the room by the stairs that are there. In the next room, there are 
eight lizard statues, three of them you can break. Break the three statues
and any live lizard men that emerged, then jump from the middle right hand
stand, to the ledge with the switch plate on it. Trigger the switch plate,
and a second switch plate will fall onto the ledge towards the lower 
section of the room. Next, jump onto the empty stand at the bottom of the
room, and from there, jump onto the two stone blocks to the left. Jump
from the stone blocks to the top of the lizard statue above them, then 
jump to the ledge with the second switch plate. Trigger the second switch
plate to open the gate to the right. A small step will also appear between
the two statues down the passage to the left.(note: sometimes the gate
will open without having to trigger the second switch plate, depending on
what order you broke the statues in. However, this appears to be purely
random). After opening the gate, proceed through it to the next room. In
the next room are eight more lizard statues and a pile of stone blocks.
Break the stone blocks to reveal a switch plate on the floor. Trigger the
switch plate and the door to the room will shut and all the lizard statues
will come to life. After killing all the lizard men, the door re-opens,
allowing you to exit back into the previous room, where you will find the
door at the bottom, beneath the stone blocks, has also opened. Exit the 
room through the open door at the bottom and you will find a short 
hallway with eight more lizard statues. Run past them and they will come
to life. After killing all the lizard men, the tile on the floor at the 
bottom of the room will disappear, revealing a stairway for you to exit
by. In the next room, there are yet eight more lizard statues. Three of
them come to life when approached. Break all three statues and any lizard
men that emerge, and the tile on the ledge to the right will disappear, 
revealing another stairway. Exit by the stairway(jump from the empty stand
to the stone blocks, then to the ledge). In the room below, just exit 
through the door to the left. In the next room, walk around the ledge(jump
across the gap), to the lever on the left. Flip the lever to cause a 
floating platform to appear and begin circling over the pit of spikes in
the center of the room. Jump onto the floating platform, and use the ball
and chain to flip the second lever towards the bottom right, that the 
floating platform passes. Flipping the second lever will cause a second
floating platform to appear. Use the second platform to reach the ledge at
the bottom of the room. Towards the right side of the bottom ledge is a
giant statue of a lizard man, it is blocking you from entering the room to
the right. Walk up the stairs to the left side of the ledge, and exit the
room. In the next room, swim past the moving spiked balls in the water and
climb onto the single stone block to the right, at the top of watery 
section of the room. From the single stone block, jump onto the double
stone block to the left, then onto the ledge above. From the ledge, jump
onto the triple stacked stone blocks closest to the wooden platform in the
water. From there, jump onto the wooden platform and trigger the switch
plate that is there. This will cause the rock that was blocking the ramp
to the exit above, to explode. There is a gilded falcon in the chest in 
this room. Exit through the door at the top of the ramp. In the next room,
there are seven lizard statues blocking a giant lizard man statue at the
top of the room. Approach the statues and the regular ones will come to
life. The center statue can be broken, while the other six just send out
one lizard each. Break the center statue and kill all the lizard men. 
After doing this, jump onto the empty stand in the center, and drop a bomb
onto the giant lizard man statue at the top of the room. When the bomb 
goes off, the statue will break apart. After destroying the statue, return
to the room a few previous, where there was another giant lizard man
statue blocking your passage to the right(where the spike pit is). When
you get there you will see that the lizard statue that was here is now 
gone(it was destroyed when you blew up the other one). The triangular
floor plate that is surrounded by four small rocks is a regeneration 
point, and will replenish your health if you walk on it. Just to the right
of the regeneration point is a large group of lizard statues. Approaching
certain statues brings them to life. Kill the statues that come to life.
And make your way through the remaining statues by climbing over the empty
stands. Exit by the door on the other side of the statues. Once you are
through the door, an explosion occurs, and you are sealed in the room.
Walk to the top of the room and you will see two lizard statues in front
of a wall. There is an area of black between the statues and the wall.
Drop three or four bombs between the statues, but slightly higher. A hole
in the top wall will be blown open, and ten lizard men will enter the room
through it. As soon as the lizard men have entered, rocks will fall into
the hole from above, sealing it back up. After killing all ten lizard men,
a chest containing a key will drop into the room, and the door to the left
will re-open. After receiving the key, return to the hidden locked door
that was located at the base of the stairs in one of the previous rooms(it
is below the room with the circles of lizard men statues, you may want to
take this opportunity to save your game at the save point before going to
the locked door). Once there, use the key to open the door. Go through 
the door to find another regeneration point. After using the regeneration
point(if necessary) exit through the door to the left. You will now be in
the boss' chamber. Walk down the ledge, and jump into the main section of
the chamber. You will walk up to an enormous statue of the Ancient lizard
god himself. Upon approaching the statue, it will come to life, as do the
numerous lizard man statues around the room. You are now forced to battle
the Ancient lizard god and his minions.

Boss strategy:

    Try and keep up your attack on the lizard god, as the lizard men will
keep re-appearing as fast as you kill them. Every once in a while, the
lizard god will jump. When he lands, the floor of the chamber will shake
and anything then on it will be momentarily paralyzed. To avoid this, jump
into the air just before the lizard god lands on the ground from his jump.
I suggest using your sword, as the other weapons aren't as quick. If you
take too long to kill the lizard god, he will start to replenish his own
health. 

    After defeating the Ancient lizard god, a vision appears. It is Jeal,
and he is the keeper of the second of the seven jewel crests needed to
raise the Palace of Melzas. Jeal warns you of Melzas and then leaves.
After Jeal leaves, jump up to the ledge on the left side of the chamber,
and walk upwards to where the room with the two chests is located. Open
the chests to receive the level one Fire scroll, and the second of the 
seven jewel crests. After receiving the two items, walk back down the
ledge, and make your way to the bottom left, where you will find another
regeneration point. After using the regeneration point(if necessary), hop
onto the warp plate on the step to the left, and you will be teleported to
a room with a pool of water and many slimes. The chest up the ramp to the
left contains an herb if you need one. If you had used a bomb on the rock
formation next to the stone slab in the first room of the reptile lair
dungeon, this is the room you could have entered. After getting the 
herb(if necessary), climb the ladder that is on the left side of the room,
and jump onto the rock above that the sunlight is shining down upon. Doing
this will bring you back outside, into the Dark swamp area. Once you are
back outside, return to the village of Inoa.

                            Chapter Eighteen
                  Haven't I seen you someplace before?

    As soon as you enter Inoa, Jess meets you at the gate, and tells you
that you are needed at Giles' house. Upon arriving at Giles', speak to
Rumi, who is standing at the door. While you are speaking to Rumi, Meia
comes out of the house and tells you of Giles' condition, and also warns
you not to enter his dreams. When she is finished talking to you she
leaves, heading for the sanctuary. Enter the house and speak to Beaumont,
Septimus, and Kisha, who are all at Giles' bedside. Speak to Giles, who
is ill in bed, and Kisha will ask you if you would journey into Giles'
mind and try to help him, Yes/No. After answering yes, try and speak to
Giles, this will prompt Septimus to ask if you're ready to make your
journey into Giles' subconscious, Yes/No. After answering yes, you are
brought into Giles' nightmare.

    Once you enter Giles' nightmare, you will find yourself in a cave
of evil. Walk through the first room, past the stone slab, to the doorway
at the top. Once through the door, ignore the stairs to the right, and 
exit through the door directly above. As soon as you enter the next room,
the door slams shut behind you. A large spiked steel ball circles the room
as four slimes rise from the ground and attack you. Kill the slimes while
avoiding the steel ball. Once the slimes are destroyed, four more 
creatures rise from the ground. Kill them, and yet four more creatures
rise and attack. Once these final four creatures have been destroyed, a
chest falls into the center of the room. Approach the chest and it will
come to life and attack you. Once the chest is destroyed, a switch plate
will fall into the room. Trigger the switch plate, then return to the
first room, where you will find that the stone slab has disappeared. Exit
the first room by the stairs that are where the stone slab was, and you 
will come to a room with a ledge to the right with a switch plate on it.
Except for one strip at the bottom of the room(blocked from sight by the
bottom wall), the floor is covered with arrow marked conveyor belts. There
is a single slime in the room as well. Kill the slime and a jar will fall
onto the conveyor to the right. The jar starts traveling on the conveyor,
towards the left. Very quickly, run down the clear strip at the bottom of
the room and jump to the top of the jar. From the jar, jump to the ledge
before it travels past it. Once on the ledge, trigger the switch plate,
then go back up the stairs to the first room again. Once there, you will
see that the wall at the top right has opened, allowing you access to a
new section of the room. In the new section, push the stone block upwards
and it will drop into the gap, allowing you to jump to the ledge to the 
North. Follow the ledge to the top of the room and push the next block of
stone to the right. As before, it will fall into the gap, and you can then
cross to the ledge to the right(if at any point you fall off the ledges,
you will fall into the room below. There you will find many pits of
spikes, two chests containing herbs, and various rock formations that will
allow you to jump over the spikes and exit by the stairs to the bottom 
left). Once on the center ledge at the top of the room(ignore the door),
jump to the ledge below, then to the ledge below that, that has the next
stone block on it. Push the third block to the right and cross over to the
ledge to the right. Once there, push the next stone block upwards, and 
cross to the ledge above. Once on the ledge at the top right corner, exit
through the door that is there. The next room has a raised area with many
stalactites dividing it into smaller sections. There is a warp plate in
the center of the raised area that leads to a save and regeneration point,
and a large stone block on either side. Walk onto the raised area and walk
around the warp plate to the left, so that you are directly North of the 
stone block. Use the ball and chain to strike the stone block, and it will
slide Southwards and fall off the raised area. Jump from the small brown
rock at the foot of the raised area, to the top of the stone block, then
from there jump to the ledge where the chest is. Open the chest to receive
an herb. Repeat the process to open the chest on the ledge to the right
to receive another herb. After opening the chests, climb back onto the 
raised area and while standing in front of the purple glowing warp plate,
between the two stone blocks(they return to their starting points), strike
the block to the left with the ball and chain. The block will then slide
off the raised area into the gap to the left. Walk to the block and use it
to jump across to the left of the gap(if you fall into the gap, run to the
opposite side of the hallway you land in, while avoiding the spiked steel
balls. Flip the lever that is there to open the locked gate below, and use
the warp plate to return to the room above). To the far left side of the 
room, you will find a lever on the wall. Flip the lever and the ledge you
are standing on will give way, dropping you into another room below. Once
in the room below, use the barrels to reach the chest containing an herb,
and the warp plate. Use the warp plate to return to the room above. Once
back in the room above, repeat the procedure on the stone block to the 
right, then use the fallen block to cross to the right side of the gap. 
Make your way to the far right side of the room, where you will find 
another lever on the wall. Flip the lever, and the wall at the top of the
room will open. Very quickly jump back onto the stone block before it
rises from the gap, and jump from it towards the top of the room. Walk
around the back of the raised area, to where the wall opened, and enter
the new area. Once in the new area, the wall will re-seal, and creatures
will rise from the floor and attack you. Once the creatures are destroyed,
the wall will open below you, and above you. Head through the new passage
above, and the wall will once again re-seal as you enter the room above.
In this room there are eight purple orbs atop pedestals at various 
positions in the room. One of the orbs is glowing. The object of this room
is to light all eight orbs in a specific order within a short period of
time. Start by striking the glowing orb first, which will cause a second
orb to light, then strike each orb in the order that they light up in(top
left of stairs, top right of stairs, center ledge left, center ledge 
right, top of room left, top of room right, bottom of room left, bottom of
room right). Use the Hunter bow to strike the orbs, as the arrows will 
travel faster than you can. Once all eight orbs have been lit, the wall at
the bottom of the room will re-open, and a warp plate will appear at the 
top of the stone steps in the center of the room. Use the warp plate to
exit the room. In the next room, there are two small brown rocks in the 
shape of faces, on either side of the broken warp plate that you emerge 
upon. Do not walk in front(Southern side) of either of the stone faces.
If you do, their eyes will light up, and walls will appear on whichever 
side you stepped in front of the stone face on, that will block your way
in that direction. Walk around(North) the stone face to the left, and fall
into the hole that is there. Once in the room below, kill all the 
creatures that are there, and two jars will fall into the room next to 
each of the ledges that contain chests. Jump up to the chests and open
them to receive two herbs. Once you receive the herbs, flip the lever to
raise the locked gate to the right, and quickly proceed to the warp plate
before it lowers again. Use the warp plate to return to the room with the
two stone face statues. Once there, exit through the door just above the
statues. In the next room, use the side alcoves to avoid the large rolling
rocks, as you make your way up the stairs and exit through the door at the
top. In the next room, light the four orbs in a specific order(left top, 
right bottom, left bottom, right top), and a jar will fall next to the 
center area so that you can reach the large crystal. The two stone slabs
that are to the left will also raise for a brief period of time. Jump up
onto the center area and pick up the large crystal, next bring the crystal
to the far left side of the room(under the two stone slabs and spiked 
steel ball). Once at the left side of the room, place the crystal on the
pedestal(while standing to the side of the pedestal) that is there. This
will trigger the ground in front of the pedestal to give way, leaving a
hole in it's place. Jump into the hole and hold towards the left while
falling, so that you land in the room directly below the one you just
jumped from(if you don't hold towards the left, you will fall two floors
down, into the room with the two chests on ledges). Once you land on the
left ledge of the room below, pick up the large crystal that is there, and
jump to the Southern ledge. From there, jump to the ledge to the right,
and put the crystal down next to the chest. Open the chest to receive a
gilded falcon, then pick up the crystal and hop onto the chest. While still
carrying the crystal jump from the top of the chest  across the gap to the
right. You will land back in the area with the two stone face statues.
Walk around(to the North) the stone faces, then bring the crystal down the
hall to the right(avoid the spiked steel balls). Once in the small room at
the end of the hall, place the crystal on the pedestal(from the side
again) that is there. As before, placing the crystal on the pedestal will
cause the ground in front of it to give way, leaving a hole. Jump down the
hole. In the room below, kill the slimes and the creatures that follow 
them. This will cause another crystal to fall into the room. Place the new
crystal on the pedestal(from the side) at the top of the room to once 
again cause the ground in front to give way. Jump into the hole and hold
upwards, so that you land on the small ledge with the open door. If you 
miss the ledge, the door to the right at the bottom of the area below
leads to a room with a warp plate that will take you back to the room with
the save and regeneration warp plate. After landing on the ledge, enter
the door(it will shut behind you) and kill the two creatures while
avoiding the fireball. After killing the two creatures, the fireball will
disappear(doing this will cause the fireball and two creature statues that
are in front of one of the doors in the area below to vanish), and the 
door will re-open. Walk out the door, back onto the ledge, and jump down
to the ledge to the left with the pile of rocks blocking another door. Use
a bomb to blow the rocks away from the door and enter the room. Open the
chest in the room to receive a wonder essence, then leave the room. 
Jump down to the left and enter the door to the far left(past one open 
door). In this next room, make your way through the maze of stalactites
quickly, and open the chest in the center to receive a life vessel(the
chest rises into the air if you take too long navigating the maze). After
receiving the life vessel, exit the room and enter the room directly to
the right. Once in the room, walk up the stairs and enter the area to the
left with the numerous switch plates. The object of this room is to have
all sixteen switch plates triggered at one time. To do this, think of the
switch plates as the following numbers:

    1    2    3    4
    5    6    7    8
    9    10   11   12
    13   14   15   16

Step on switch plates, eight, fifteen, nine and two. After stepping on 
those four switch plates, all sixteen will be triggered, and the wall
above will open, revealing a door. Enter the door and kill the creatures
that are in the room. Next, enter the open door at the bottom left. Once
in the next room, walk towards the top and you will see a switch plate.
Climb the stairs and trigger the switch plate, this will cause a second
switch plate to appear. Jump from the first switch plate across the gap,
then hop up the stone steps and walk around to the second switch plate.
Trigger the second switch plate before it disappears, to cause a third
switch plate to appear. Jump down to the left of the second switch plate
to reach the third switch plate, and trigger it before it disappears. 
After triggering the third switch plate, the wall to the top right will 
open, revealing a new section of the room. Walk into the new section and
jump onto the small ledge between the gaps. Fall into the center gap and
you will land on the raised area in the room below. Once on the raised
area, pick up the crystal and toss it down to the floor. As soon as you
jump down to the floor, four creatures rise and attack you. After killing
the creatures, the bottom wall opens. Pick up the crystal again, and walk
down the hallway at the bottom(avoiding the spiked steel balls) to the
pedestal in the outer area. Place the crystal on the pedestal(from the 
side) to cause the ground in front of it to break away, leaving a hole.
Walk onto the warp plate to the left of the pedestal, it will bring you to
a room where four creatures attack you. After killing the four creatures,
a chest containing thirty gold drops onto the ledge at the top of the
room. After receiving the gold, return via the warp plate, to the room
with the pedestal you recently triggered. Once in the room, drop down the
hole in front of the pedestal, and you will land at the top of a stairway
in a room with four creatures and a rotating fireball shooting bust. Once
you kill all the creatures, the doorway on the side of the stairway will
open, allowing you to exit. In the next room, you will find a bush and 
four jars. Pick up the bush and throw it. These types of bushes have high
odds of turning into an herb when thrown(remember this). Once you've thrown
the bush, exit back into the room with the fireballs. Once back in the 
outer room, kill the four new creatures that are now there, and the locked
door at the top of the room will open. Proceed through the door into the
next room. In the next room, walk to the top of the stairs and approach
the door between the two creatures statues. Once near the door, the six
lower statues will come to life and attack you. After killing the six 
creatures, the door at the top of the room opens, allowing you to exit.
Once through the door, you will be in a long hallway. Walk up the hallway
to the room at the top of it. There you will find Giles lying on the 
ground. Upon reviving Giles, you try to contact Septimus to let him know
you've found Giles. Septimus tells you that you must now destroy the
creature tormenting Giles in his dreams. At this point the creature from
Kline's nightmare, that you never had a chance to finish off due to being
called back too early, appears and begins it's attack on you. 

Boss strategy:

    Use the same strategy as you did when you fought the creature in 
Kline's nightmare, but it now takes three bombs to stop it from sucking
you towards him. If Giles gets sucked into the creature's mouth you lose
all your health. So make sure that if the creature is going to catch one 
of you, that it's your character. If you are too close to hit the creature
with three bombs, hit it with the sword just before you're swallowed, as
it will damage him also. 

    Once the creature is defeated, you are brought back to the real world.
Kisha goes to Giles' bedside as he starts to stir. As soon as he starts
to wake, Kisha, Beaumont, Septimus and you all go to his bedside. Kisha 
tells Giles what you have done for him. Beaumont then tells you to go to
the entrance to Magyscar and tell Jess and the other townsfolk that have
gathered there about Giles' recovery. 

                            Chapter Nineteen
                             Helter Skelter 

    Upon arriving at the entrance to Magyscar, you tell everyone who is
gathered there about Giles' current condition. The villagers then leave
the tomb entrance to return to Inoa. Just as Jess is about to leave, he
tells you about a crack in the rear wall. You must now break open the
wall at the top of the room. To do this, walk to the top of the room, 
where the candles are placed below the emblem on the wall. Jump and strike
the emblem with the ball and chain, this will break open a hole in the 
wall. Now just jump onto the shelf where the candles are, then hop into 
the hole to enter Magyscar itself. 

    Once inside the tomb itself, pick up one of the three torches that are
in the front area and proceed towards the top of the room(jumping across
the gap in front of the wooden platform). Towards the top you will be
blocked by four thorn bushes, throw the torch at them to burn them down.
Once past where the thorns were, walk down the stairs to the right, and
kill the creatures that are there. From the bottom of the stairs, jump to
the ledge below and pick up the torch that is there. Once you have the
torch, jump onto the floating platform that is circling the lower section
of the room. From the floating platform, jump to the ledge at the bottom
of the room that has the thorn bush on it. Use the torch to burn the thorn
bush, then exit through the doorway at the end of  the ledge. In the next
room, kill the creature that rises from the ground, then jump onto the 
platform marked with arrows that is floating above the pit of spikes. When
you use this type of platform, whatever direction you press on the 
controller(North, West, East, South) is which direction the platform will
travel. Use the platform to travel to the right, across the spike pit, to
the ledge with the ladder that is there. Once on the ledge, climb the 
ladder until you are just barely on the ledge above(this will allow you to
avoid the spike trap that will raise if you go too far forward after
getting to the top of the ladder), then walk around the spike trap to the
open doorway above. Once you are in the next room, kill the creature that
rises from the ground, then jump and grab the torch that is on the ledge
to the left. Use the torch to burn the thorn bushes that are blocking the
ladder to the right, then toss both barrels onto the ledge(one on top of
the other) where you got the torch from. Once the barrels are on the 
ledge, climb the ladder and kill both the creatures that are on the next
ledge. After killing the creatures, jump down onto the small ledge, next
to the two barrels. Throw both barrels up onto the ledge where you just
killed the two creatures. Next, jump down and climb the ladder to go back
to where you just tossed the barrels to. Stack the two barrels against the
left like two steps, so that you can jump from the top of the second  
barrel to the small ledge below the switch plate. Once on the small ledge,
jump up and trigger the switch plate. Once the switch plate has been
triggered, quickly pass under the spiked steel balls that raise(they drop
shortly after raising) to the right and open the chest that is there to
receive a key. Once you have the key, return to the first room, with the
floating platform. After returning to the first room, jump from the ledge
down to the lower section of the room, where you will find a warp plate
that leads to a save and regeneration point. To the right of this lower
section is a pit of spikes. Hop across the three rocks that are in the pit
and use the key on the locked gate to the right. Once in the next room,
jump to the islands in the pit of spikes and destroy all the creatures 
that are there, including the rotting corpses. Once they have all been
destroyed, a lever falls into the bottom right corner of the pit. Flip the
lever to cause the floating platforms that are in the gaps in the ledge
that runs along the outer rim of the room to change position, allowing you
to use them as steps. Once the lever has been flipped, climb out of the 
spike pit by way of the ladder towards the top left, and make your way 
across the ledge, past the first set of floating platforms, to the spot
above the lever(ignore the chest in this room for now, you will be able
to come back to it later in the game). Drop a bomb onto the lever, and 
when it goes off, the second set of platforms will lower, allowing you to
cross over to the door on the other side of the gap and exit the room. 
Once in the next room, jump onto the first platform you can reach, and
ride it to the ledge at the bottom with the barrel on it. Jump onto the 
ledge and pick up the barrel. Once you have the barrel, ride the second
platform across to the center right section of the room. Once there, place
the barrel against the wall to the higher ledge, then use it as a step to
jump up to it. Trigger the switch plate and three torches will drop, use
one to burn the thorn bush in front of the doorway to the right. Once the
bush has been burnt, exit through the now unblocked door. In the next 
room, kill all the creatures, then climb the raised island to the bottom 
right. From there, jump to the top ledge and use the torch that is there 
to burn the large thorn bush on the island below(throw it). Next, jump 
across the islands(avoiding the steel balls), and pick up the next torch
you can. Use it to burn the thorn bush on the small island to the left of
where the large thorn bush was. Once that is accomplished, jump across the
islands to the third torch, then use that to burn the thorn bush on the
island at the top left. From there, jump to the ledge above and open the
chest to receive a life vessel. Once you receive the life vessel, return
to the previous room where the two floating platforms are, and jump into
the large hole in the center of the room. You will fall into a watery area
that has many creatures and three chests in it. Open the chests to receive
two, thirty gold bars, and a strength tonic. After getting the items from
the chests, exit through the door to the top left. In the next room, use
the warp plate on the ledge towards the top to return to the first room
again. From the first room, return through the room to the right, to the
room where you jumped into the hole. Once in the room, walk onto the first
floating platform you can reach. Jump from the platform to the small ledge
at the bottom and exit through the door that is there. Once you are
through the door, pick up a torch and carry it around the room(watch out
for dripping water) to the top right corner, and use it to burn the thorn
bush that is blocking the chest that is there. Open the chest to receive
a key. Once you have the key, exit the room by the door at the bottom. In
the next room, walk into the large gap between the spiked balls that are
circling the room, and follow their movement to the stairs that lead to
the top of the ledge in the center of the room. Climb the stairs and open
the chest on the ledge to receive an herb. After receiving the herb, exit
through the door towards the bottom right. In the next room, use the key
to unlock the door towards the top of the first section of the room. Enter
the now unlocked door, and you will find a room with six herb bushes(toss
them to possibly shake out an herb), and a chest containing another key.
After receiving the key, and stocking up on herbs, return to the previous
room and trigger the switch plate at the top of it. Once the switch plate
has been triggered, run to the bottom of the room, then run to the far
right side of the room, under the now raised spiked steel balls. Once on
the right side, kill all the creatures that are at the lower section to
cause the platform to lower, thus allowing you to jump from it to the
ledge above. Repeat the same procedure to reach the third ledge, then
use the key to unlock the door at the top. Exit through the now unlocked
door. In the next room, trick the rock turtles into burning down the
thorn bushes that are surrounding the switch plate to the top left. Once
the bushes have been burnt, trigger the switch plate to drop a jar into
the room, against the high ledge to the right. Jump from the jar to the
ledge, then onto the platform that is there to be brought into the next
room above. In the room above, kill the creatures in the hallway after
jumping off the platform, then use the torch to burn the thorn bush that
is blocking the right hand(of the two you can reach) passage. Use the
warp plate in the right hand passage to teleport to the passage to the
far right where you could see the chest, and open it to receive a bar of
gold worth thirty. Next, use the warp plate that is next to the chest to
be teleported to the next room(note, if you used the left hand passage
and warp plate instead, you would bypass the passage with the chest). In
the next room, jump to the small ledge below(to the North of the ledge
you're on), and walk towards the right side of the room, where you will
see an arrow marked platform. Use the arrow marked platform to make your
way to the lower left corner of the room, while avoiding the falling
spiked steel balls. Once there, jump onto the ledge and open the chest
to receive a key. Once you have the key, return to the upper right corner
of the room and use the warp plate that is there to exit the room. The
warp plate will take you to the small left hand passage that was off the
previous hallway. Use the torch that is next to the warp plate to burn
the thorn bush and return to the hallway below. From there, return through
the warp plate in the right hand passage, to the far right passage. From
the far right passage, use the warp plate to return to the central ledge
in the room where you received the last key. From the central ledge, jump
to the ledge against the left wall and use the key to unlock the door at
the top of it. Exit through the now unlocked door, and climb the ladders
in the following room to the ledge at the top with the chest surrounded by
thorn bushes. From the top ledge, drop down the open area to the right. At
the bottom section of the room, flip the lever and hop onto the platform
just above it, before it rises.  Ride the platform back towards the top 
section, but jump off to the ledge with the torch at the top right. 
Quickly pick up the torch and hop across the platform(while it's still at
the top), to the section at the left with the thorn bushes surrounding the
chest. Once across, toss the torch at the thorn bushes and then open the
chest to receive a magical elixir. After receiving the item, jump back 
down to the lower section and exit through the door at the bottom. In the
next room, use the various torches to burn down the thorn bushes that 
block your passage to the lower section of the room. Ignore the warp plate
towards the top, as it goes in a circle, leading back to this room. Once
at the bottom of the room, exit through the open door. Once in the next
room, jump across the platform to the bottom of the room. Trigger the 
switch plate that is there, a barrel and a torch will drop next to it. The
two platforms over the open area will also lower. Pick up the barrel and 
toss it onto the left platform, against the far side(without going down 
onto the platform). Next, pick up the torch and cross the platform, using
the barrel as a step to climb to the top section of the room(if you fall
into the open pit, you will land in a watery room. Use the warp plate to
return to the room with the warp plate a few previous). Once on the top 
section, use the torch to burn the thorn bushes surrounding the chest.
Open the chest to receive a bar of gold worth thirty. After receiving the
gold bar, jump back down onto the platform and place the barrel against 
the rear section. Climb onto the rear section and exit through the door
next to the switch plate. In the next room, destroy the rotting corpses to
stop the creation of new creatures. Next, jump onto the platform marked
with arrows and use it to hover over the stone block furthest to the
bottom right(when you are over it, jump, and the platform will stop
moving). Once you are stopped over the stone block, drop a bomb onto it.
When it detonates, the block will break apart revealing a hole beneath it.
Jump from the platform into the hole and you will land in a hallway with a
warp plate at the far end of it. Use the warp plate to teleport to a ledge
with a switch plate on it, high above the first room. Trigger the switch
plate and a door  below the ledge, to the left will open. Jump down to the
door and exit the room. In the next room there are four multi-position
levers surrounding a plate on the floor, with a swastika shaped emblem on
it. There is a platform floating above the plate. Trying to flip the 
levers reveals the fact that they are all jammed stuck. Climb the stairs 
at the top of the room and enter the door to the right. In this next room,
use the torch to burn the row of thorn bushes in the center hallway. Next,
open the two chests that you can reach to receive a magic elixir and a
wonder essence. After receiving the items, use one of the remaining
torches to burn the thorn bushes from the top area of the center hallway.
Once they have been burned, open the chest at the top of the room to 
receive a strength elixir. Once you've received all the items, return to
the previous room(with the four levers) and enter the door at the top
left. Once through the door, you will be in a swastika shaped group of
hallways, with the same plate in the center of the floor as the plate in
the center of the levers in the previous room. At the end of each hallway
is a warp plate. Walk onto the warp plate in the bottom left corner of the
room to be teleported to a small room with a door at the bottom of it.
Exit through the door and you will enter a dark room with an unlit
candelabra at each of the four corners of the room. There are four torches
on the island in the center of the room, surrounded by spikes. The object
of this room is to use the four torches to light the four candelabras.
Once you light the four candelabras, the room lights up, which will allow
you to read the headstone on the center island. The headstone will tell
you to position the bottom left lever in the up position, in the room
with the four levers around the plate. Once you've read the headstone,
return to the room composed of four hallways and walk onto the warp plate
at the top left corner. Once through the warp, exit the small room into
the next room below. This room has two ledges and a lower section to it.
There are four unlit candelabras on the lower section and three torches
and multiple thorn bushes at various positions on the two ledges. There
is also a lever at the left side of the top ledge. The object of this room
is to flip the lever. To do this, use the torch on the right side of the
lower ledge to burn the thorn bushes at the center of the ledge(the two
in the corner). Jump and throw it to hit them. Next climb back up to the
top ledge and jump down to the second ledge, next to the remaining
torch(be careful not to hit it or it will break). Use the torch to burn
the bush closest to the rear steps on the ledge that you are on. Next,
climb to the top ledge and pick up the last torch, then jump with it down
to the second ledge, to the left of the thorn bush that is still there.
Walk around the ledge to the steps and hop up them. Once at the top, use
the torch to burn the bush between you and the lever. Flip the lever to
cause four flames to fall from above and land in the four candelabras,
lighting them. Once the candelabras are lit, the room lightens, allowing
you to read the headstone in the center of the candelabras. It tells you
to position the top left lever in the main room, to the right. Once you've
read the headstone, return to the room with the four hallways and walk
onto the warp plate at the bottom right. Once teleported, exit through
the small room into the one below. In this next room, destroy all the
rotting corpses and the creatures that emerged from them. Once they have
all been destroyed, use the four torches to light the four candelabras in
the lower section of the room. Once that is done, the room will light up,
allowing you to read the headstone in the center of the four candelabras.
The stone tells you to position the bottom right lever in the main room
in the down position. After reading this, return to the room with the warp
plates and walk onto the warp plate in the upper right corner. Once in the
small room, exit to the room below. The object of this next room is to
light the four candelabras very quickly, as in a short period of time,
water will drip down where the torches are. If there are any torches still
in their original place when this happens, they will be extinguished. To
do this very quickly, just throw each torch to one of the four
candelabras(aim for the Southernmost candelabra last, as you need to jump
to reach it with a throw). After this has been completed, the room will
light, allowing you to read the headstone on the raised area at the bottom
of the room. The headstone tells you to position the top right lever in
the main room, to the left. After reading this, use the floating platform
to return to the top section of the room, then return to the main room
where the four multi-position levers are. Once back in the main room,
position the four levers(they are now unstuck) according to the directions
you received from the headstones in the previous rooms. 
    Bottom left lever:  Up
    Top left lever:     Right
    Bottom right lever: Down
    Top right lever:    Left
Once the levers have been positioned correctly, the floating platform will
drop. Jump onto it to rise to the room above(you may want to go save your
game before doing this). Once in the room above, jump onto the platform
that is there, before it rises without you(note, it is to the North, not
over the hole). Once on the platform, ignore the first ledge with the open
door(this is just a room you land in if you fall into a hole above), and 
jump to the platform that you will see rising and lowering to your right.
Once on the second platform, jump to a third platform to the left, that 
you will see towards the height of your current platforms rise. Ride the
third platform to the top and exit through the open door on the ledge that
is there. Once in the next room, very quickly run across the slowly 
lowering platform, and jump onto the ledge to the left that has a barrel
and torch on it. First toss the barrel down onto the now lowered platform,
then pick up the torch and jump down onto the platform with it. Walk to
the far right of the platform and throw the torch at the thorn bushes that
are at the top right corner of the room(you need to jump to toss it that
far). After the bushes have been burnt, bring the barrel to the right side
of the platform and place it so that you can use it as a step to reach the
ledge to the right(if at any point you fall into the open area, you will 
fall into a room below with rotting corpses in it. Exit that room and you
will be on the first ledge in the room with the three floating platforms).
Climb onto the ledge and exit the room through the door at the top. In the
next room, make your way to the door at the top, while avoiding the moving
spiked steel balls. In the next room, use the platform marked with arrows
to cross the pit of spikes(watch out for fireballs) and exit through the
door at the top left. In the next room, climb the stairs, then climb down
the ladder to reach the area where the two torches are. Use one of the
torches to burn the row of smaller thorn bushes, then pick up the 
remaining torch and climb the stairs to the top of the room, where you can
use it to burn the thorn bushes that are there. Once the top bushes are 
burnt, open the chest to receive a key. Once you've received the key, exit
back into the room with the arrow marked platform. Once there, pick up a
torch and use the platform to bring it to the steps to the right. Once at
the steps, use the torch to burn the thorn bushes at the top of them.
Climb the steps and use the key to exit through the door to the right. In
the next room, destroy the rotting corpses and all the creatures that
emerged to cause four torches to drop into the center of the room. Use the
torches to burn the thorn bushes at the top right corner of the room. Once
the thorn bushes have been burnt, jump into the hole to the right of them
and you will fall into the boss' chamber. Once in the boss' chamber, a
giant centipede creature crawls from the top of the room and attacks you.

Boss strategy:

    Every so often the centipede will toss a round rocklike object at you.
This object will bounce off the walls of the boss' chamber, and after a
while it will explode. You can hit it to destroy it(takes a few hits to
destroy, I'd recommend just avoiding it). Also, every so often the 
centipede will lay a cocoon. If these cocoons are not destroyed, they will
hatch and three or four small bugs will emerge and attack you. The 
centipede itself is composed of many center sections, you need to damage
all the sections in order to do any real damage to the creature. Each 
section turns brown when struck. Use the charge sword to perform the most
damage in the shortest period of time. The tail cannot be struck, but once
all the center sections have been damaged, the head can be struck.  After
a certain amount of damage is inflicted on the centipede's head, it will
shriek and turn it's body white again. Repeat this process again and 
again(the amount of damage needed to inflict upon the head gets greater
each time it heals itself), until you finally defeat the centipede.

    Once the centipede has been defeated, you will be teleported back to
the main area of the tomb, where you will see another vision. This vision
tells you of the seven jewel crests, then drops two chests into the room.
One chest is open and empty, due to Zazan and the murgg once again
stealing the jewel crest that was within, while the other contains the
level one Wind scroll. After receiving the Wind scroll, the vision 
vanishes and you are teleported from Magyscar to your room at Jess' in
Inoa.

                            Chapter Twenty
                           The plot thickens

    Once you appear at Jess', Septimus enters the room and speaks to you
about Meia and Ronan, then leaves. When you leave Jess' to try and find
Meia, Sybill will meet you at the door. You will then be drawn into the
subconscious realm again, where you will see a vision of Melzas' palace,
and a confrontation with Melzas himself. Just as the confrontation is
about to begin, you are drawn back into the real world.

                            Chapter Twenty One 
                      Where everybody knows your name

    Once back in the real world, jump on top of Fein and Lutas' house.
Once there, hop into the chimney(which no longer is blowing smoke), you
will fall into the previously inaccessible area in the second floor of
their house. Open the chest between the two beds to receive a secret pass.
The secret pass is actually the pass that will allow you to enter the
lower gambling rooms of the Riverside pub, just West of Inoa. Once you've
received the pass, trigger the switch plate to the bottom left to open
the locked door. Exit the house and proceed to the Riverside pub. 

    Once you enter the Riverside pub, talk to the bartender. The bartender
sees that you have the pass and tells the guard blocking the door at the
top of the room to move. Once the guard moves, walk down the stairs to the
rooms below. Once down the stairs, you will be in a hallway with three
doors, other than the one leading to the stairs. Each door leads to a game
room. Enter the door to the far left, and talk to the man behind the
counter. He tells you that to try your luck at this game, the entry fee 
will be thirty gold. The object of the game, is to defeat five rounds
worth of slimes without dying, or using any items. Each round has a set
time limit, and within that time limit you must defeat a certain number of
slimes. Once you accept, walk up to the door to the ring at the top
section of the room. Thirty gold will be subtracted from your gold supply
and you will enter the ring. In round one, you must kill twenty two slimes
before the time runs out. Once you are in the ring the battle begins. 
After the first round, your total points(one point per slime defeated) are
calculated, and if you've killed more than the required amount of slimes,
you will be asked if you'd like to advance to round two, Yes/No. After
accepting the challenge of round two, you find that you now need to kill
twenty four slimes. After getting twenty four or more points in round two,
you are asked if you'd like to advance to round three, Yes/No. Round three
requires that you kill twenty six slimes. Also, after each round you 
complete successfully, you double your winnings from thirty gold, to sixty
gold, to one hundred twenty gold, then to two hundred forty gold, and
finally four hundred eighty gold. After winning round three, you are asked
if you want to advance to round four, Yes/No, where you'll have to kill
twenty eight slimes. After that you can try round five, Yes/No, which 
you'll need thirty kills to complete. After winning five consecutive 
rounds, you receive four hundred eighty gold as your prize, the man at the
counter also tells you to open the chest at his counter to receive a 
present. Exit the ring and open the chest to receive a life vessel. After 
receiving the life vessel, return to the outer hall and enter the door to
the right of the one you just came out of. Once inside, talk to the man
behind the counter. He tells you that this is the monster target shooting
room, and that to play, the entry fee is thirty gold. After paying the
thirty gold, walk towards the top of the room and you will be let into
the firing range. If you do not have your Hunter bow equipped, it will
automatically equip at this time. As in the room before, you must kill a
certain amount of slimes within a short period of time in order to
complete each round successfully. The first round requires you to shoot
twelve slimes, and as before, after each successfully completed round,
you will be asked if you would like to advance to the next. You're entry
fee will be doubled as well. Once the round starts, slimes cross back and
forth across the firing range above you at various distances. Some even
hover in the air. To hit these you need to jump and fire the Hunter bow.
You can move left or right to get a better shot at the slimes if you need
to. Once round one is successfully completed, you will be asked if you'd
like to advance to round two, Yes/No. In round two you need to hit
thirteen slimes, but now there is a rock that travels back and forth
across the firing range to make aiming more difficult. After this you are
asked if you'd care to try round three, in which you need to shoot
fourteen slimes, only now the rock travels faster. On the fourth round you
must shoot fifteen slimes, and there is no rock between you and the 
slimes, instead there are fast moving chickens. If you hit a chicken you
lose one point from your point total of slimes killed. In the fifth round
you are asked to shoot fifteen slimes, but the chicken travels faster. 
After winning five consecutive rounds, you are called out of the firing
range by the man at the counter. He gives you four hundred eighty gold and
tells you to open the chest beside his counter to receive a present. Open
the chest to receive a life vessel. After receiving the life vessel, leave
the room and go back to the outer hallway. From the hallway, enter the
last of the three doors(the one next to the stairs). This is the roulette
room. Here you must guess the color outcome of the roulette wheel five
consecutive times. The entry fee for this game is five gold. Once you've
paid the entry fee and have entered the top section of the room, step on
the switch plate beside the red, blue or green jewel to the right of the
color wheel. This will choose the color you think the wheel will stop on.
After each correct guess, you are told your winnings and asked if you'd
like to continue, Yes/No. After guessing successfully five times in a row,
you are called out of the wheel section of the room and given over 1,200
gold in winnings. You are also told to open the chest behind the counter
and receive the present that is inside. Open the chest to receive a life
vessel. After receiving the life vessel, return upstairs to the pub and
talk to the bartender and the man at the bar next to him(the man to the
left). The man will ask if you've cleared all the rounds downstairs,
Yes/No. After answering yes, the bartender tells you to go see Captain
Merrick at the Medallion shop. He then gives you a drink with one hell of
a bite :). After drinking the drink, talk to the other men in the pub and
then leave. Make your way to the Medallion shop to see Captain Merrick.
Once there, talk to the Captain and answer yes to his question. He will
then notice how many gilded falcons you have acquired in your travels so
far, and reward you for them. At fifteen falcons, you receive a life
vessel, then at twenty you receive Olga's Ring. At twenty five falcons
you receive another life vessel, at thirty falcons you get the Sliver
armlet. At thirty five falcons you receive another life vessel. At forty
falcons you receive the Recovery Ring, and at forty five falcons you
receive another life vessel. Finally at fifty falcons, you are rewarded
with the Spirit wand(note, if you have twenty five or more falcons when
you first see the captain, you will still get multiple life vessels).
The Spirit Wand, when equipped, causes your currently equipped spell
to not consume any magic seeds(you can continually heal yourself with
the Water spell/book, or use any offensive spell/book any amount of
times you'd like without the worry of running out of magic seeds). After
receiving the items from Captain Merrick, return to the village of Inoa
and go to Myra's house to speak to Meia.

                            Chapter Twenty Two
                      Breaking into the house of god

    Once back in Inoa, proceed to Meia and Myra's house. Once there, talk
to Meia, who will tell you that Septimus was concerned about Ronan and has
gone to see if he is at the sanctuary. Leave the house and go meet
Septimus at the sanctuary. Once there, talk to Septimus. It seems Septimus
doesn't have the key to the sanctuary, so he suggests an alternate
method of entry. Septimus' idea is to find a way to break into one of
the rear windows so that the two of you can gain entry to the sanctuary. 
While standing in front of the sanctuary, use your level one Wind scroll.
One of the lightning bolts that rain down around the two of you and the
sanctuary, strikes a second floor window, shattering it. You then climb
into the sanctuary through the broken window. As soon as you enter the
rear window you will be in the sanctuary's kitchen. Make your way to the 
front door and let Septimus in. Septimus makes his way to the main altar,
where he tells you that Ronan's quarters are upstairs, and that you
should go have a look around. First, climb the stairs to the right
balcony, then enter the door that leads to the rooms at the upper right
section of the sanctuary. Once through the door, you will be in a hallway
with a closed door at the top and bottom of it. At the far right end of
the hallway is a lever blocked by a row of bushes. Use the Hunter bow to
flip the lever. Once the lever has been flipped, the door at the bottom
of the hallway opens. Enter the now open doorway and inspect the first
bookshelf at the top, next to the door. You will notice that there is an
empty space on the shelf where a book is missing. After that, return to
the first floor of the sanctuary and talk to Septimus, who is now at the
rear left corner of the main chamber. Septimus has found a switch and
wants to know if he should trigger it, Yes/No. After answering yes,
Septimus triggers the switch and the sanctuary shakes violently. After
the sanctuary finishes shaking, enter the door to the left, on the first
floor of the sanctuary. You will enter a hallway that has a locked door at
the top of it, and an open door at the bottom. The open door is the result
of Septimus triggering the switch. Enter the open door and you will find
two levers atop piles of crates. The object of this room is to flip both
levers. Each lever only stays flipped for a few moments, so you must be
quick. Once both levers have been flipped, the sanctuary shakes again, and
a switch plate drops onto the stone slab to the left side of the room.
After the switch plate drops, leave the room and go back into the
sanctuary's main chamber, where Septimus will again tell you that he has
found a switch. Upon triggering this switch, a large spiked steel ball
drops and smashes to the rear of the sanctuary's main chamber. Next,
climb the stairs to the left hand balcony, then enter the doorway there.
You will now be in the hallway between the kitchen(where you entered the
sanctuary through the window) above, and a bedroom below. Enter the
bedroom and you will notice a hole in the floor towards the bottom of the
room(the bed next to it was moved by the sanctuary shaking when you
flipped the two levers in the room below). Drop down the hole and you
will land on the switch plate on the stone slab in the room below.
Triggering the switch plate opens the door to the room across the
hallway. Jump down from the stone slab, and enter the room across the
hallway that just opened. You will now be in a small prayer room filled
with pews. A small blue book appears, then vanishes. It reappears on the
pew at the top right corner of the room. If you try to take the book, it
disappears, then appears on another pew, out of your reach. Leave this
room and return to the main chamber of the sanctuary and speak with
Septimus. Septimus shows you that he has discovered that the main altar
can be moved slightly. You tell him that you found a book, but you need
his help in retrieving it. The both of you then proceed to the small
prayer room and Septimus waits by one of the rear pews. Attempt to grab
the book and it will disappear, only to reappear on a different pew.
Continue trying to grab the book, and eventually it will end up appearing
on the pew that Septimus is watching. Once it does, Septimus will grab it.
Once he has the book, talk to Septimus and the book will be added to your
inventory(on the secondary status screen). Septimus then returns to the
sanctuary's main chamber. Return upstairs to the right balcony and enter
the room where you saw the empty space on the bookshelf. Inspect the empty
space again and you will be asked if you want to place the book that you
just captured in the space, Yes/No. After answering yes, a bookshelf below
you moves aside, allowing you access to the lower section of the room.
Enter the lower section and you will find another empty space on one of
the bookshelves that are there. After finding the second empty space, exit
the room and return to the balcony. Once on the balcony, Septimus calls to
you. Go and speak to him to find that he has found another switch towards
the rear right side of the sanctuary's main chamber. He then asks if he
should trigger it, Yes/No. After answering yes, the sanctuary once again
shakes and a door inside one of the lower right hand rooms opens. Proceed
into the lower hallway at the right side of the sanctuary, then enter the
room at the top of the hall. In the room you will see three stools, push
them in the following manner. Push the stool furthest left to the right,
push the center stool to the left, then push the stool furthest to the
right upwards. After doing this, a lever will drop into the upper section
of the room. Proceed through the door to the right(this is the door that
opened when Septimus triggered the last switch), and flip the lever. The
sanctuary will shake again. After flipping the lever, open the chest in
the upper left corner of the room to receive a life vessel. After 
receiving the life vessel, leave the room and return to the outer
hallway. Next, enter the now open room at the bottom of the hallway. Once
in the room, you will see numerous stools, which suddenly move. The object
of this room is to put all the stools back in their original positions
within a short period of time. Be careful when pushing the stools, as if
you push them the wrong way, they will stay that way and you will have to
reset the room. Once all the stools have been put back, a blue book will
fall onto one of the shelves. Pick up the book, then leave the room. 
Return to the room above, that is filled with bookshelves. Once in the
room, Inspect the empty space on the bookshelf towards the bottom and you
will be asked if you'd like to place the second book in it, Yes/No. After
answering yes, the bookshelf to the far right moves aside, revealing a 
switch plate. Trigger the switch plate to open the last locked door, 
across the hallway from the room you are in. Leave the room and enter the
door you just opened. Once in the room, you will notice a lever towards
the upper right corner, and also a table and five chairs sitting on a red
carpet. The object of this room is to flip the lever without touching the
carpet. If you touch the rug, the lever disappears. Jump across the table
and chairs to reach the lever, then flip it. Once the lever has been 
flipped, a chest falls onto a table to the left. Hop back across the table
and chairs to reach the chest without touching the carpet, or it will
disappear. Once you reach the chest, open it to receive a curious key. 
Once you have the key, return to the sanctuary's main chamber and speak to
Septimus. He will take the curious key from you and use it on the altar.
The altar then moves aside, revealing stairs leading downward beneath it.
Proceed downwards and you will descend down a long winding stairway into
a second altar chamber below. There you will find Ronan. After speaking to
Ronan about how everyone has betrayed the gods, the scene fades.

                            Chapter Twenty Three
                                    Why?

    You awake in your bed upstairs at Jess' with thoughts of Melzas and
Ronan in your mind. That awful clanging is back again. After going
downstairs to see what all the noise is about, Jess tells you that he's
made something new for you. He then gives you the power gloves. With these
you can lift heavy objects. After receiving the power gloves, Septimus 
arrives and tells you some very bad news. It seems that Sybill was found
dead during the night. After hearing the news, leave Jess' and go to
Sybill's house. Once there, enter the house and speak to Fein and Rumi
who will tell you that the others have already gathered at the cemetery.
Leave Sybill's house and make your way to the cemetery, where you will
find Yuri, Meade, Lutas and Cephas(the cemetery caretaker) standing at
the entrance gate. Speak to them and Lutas will ask if you've spoken to
Fein yet. If you have, they will tell you what happened to Sybill(in the
form of a flashback). It seems Sierra found her body near the fountain
the night before, and Ronan was seen running away. Once they have finished
telling you what happened, start to leave the cemetery and they will 
leave(except for Cephas) the cemetery. Septimus then arrives and tells
you that Meia is asleep, and wonders if you would enter her dreams to
see if she is friend or foe. The two of you then join the other townsfolk
and pay your respects at Sybill's grave. After you are finished paying
your respects, Septimus tells you to meet him at Myra's house. 

                            Chapter Twenty Four
                  Sugar and spice, and things not so nice

    After Leaving the cemetery meet Septimus beside Myra's house. Speak
to Septimus and he will then go and talk to Myra, who is standing in the
doorway of her house. When Septimus leaves with Myra, enter her house and
proceed upstairs to where Meia is sick in bed. Speak to her and you will
be drawn into her subconscious, where you will relive a memory from her
past.

    Once you have entered Meia's subconscious, you will notice that you
are actually in a memory from her past. Meia's age looks to be in her
early teens. She tells you that she would like to play a game of tag with
you. After telling you this, Meia giggles and runs off. Look for her
throughout this area, and you will find her atop a raised section
slightly Northwest of where you started. The area that you are in has a
warp plate that leads to a save and regeneration point in the Southeast
corner. There is also a chest that contains a gilded falcon there. To get
to where Meia is, start by hopping across the floating platforms in the
Southwest corner, to the area above where you can see a chest. Once
across the platforms, open the chest to receive a life vessel. After
receiving the life vessel, jump to the right of the chest and proceed
East. Jump up the steps you come to and hop across the floating platform,
then proceed down the steps on the other side. Hop across the gap that is
to the East, then proceed slightly South, towards the end of the thin
ledge you are on. Hop across the gap to the West and you will find Meia
there. Speak to her, and she will giggle and run off again, this time you
will hear a loud crashing sound just after she leaves. Proceed to the
Northwest corner and you will find that a previously sealed cave entrance
has been opened. Enter the cave and you will be in a room with two levers
atop two high blocks of stone, two small floating platforms and a statue
of Meia. Flip the lever on the lower block to the left, and quickly hop
onto the small floating platform that starts to rise. Hop off onto the
ledge to the right, where the second lever is, before it reaches the
top(it falls back down when it reaches the top). Once there, flip the
second lever to cause the second floating platform to drop, creating a
step that allows you to reach the statue. Jump down and use the small
platform to reach the statue. Jump up onto the statue itself, and strike
it multiple times. After a certain amount of hits, the statue will break
apart, revealing Meia inside. As soon as she is released, Meia vanishes.
A flashback from her past is then shown(note, in this, and the subsequent
rooms with statues of Meia, you must step on the platform the statue was
on after releasing Meia in order to trigger the flashbacks). In the
flashback, you see Meia with her mother at a large gathering of 
worshipers. After the flashback has finished, leave the room and seek out
Meia again. This time she can be found sitting on the stone block just
above where you found the life vessel. After trying to speak with her,
she again runs away giggling, followed by another loud crash. A second
cave at the top of the main area has now been opened. Make your way into
the cave's entrance(just to the right of the first cave), and you will be
in a water filled room with three islands, a switch plate, a statue, and
multiple floating platforms. Jump across the platform quickly to the right
island(the platform breaks shortly after you land on it), then quickly
hop across the bridge of platforms to the island to the left that has the
switch plate on it. Trigger the switch plate and the row of platforms
leading to the right island will reappear. Jump back across them to the
island to the right, and you will notice that there are now two platforms
leading to the island that the statue is on. Hop across the platforms to
the island the statue is on, then hop onto the statue and break it. Upon
breaking the statue, Meia will be released and once again disappear. A
flashback involving Meia and her mother in a library is then shown. After
the flashback, leave the room and find Meia in the main area again. This
time she is in the area to the North of where you found her on the stone
block. You must hop up the steps just North of the block in order to enter
the section she is in. After trying to speak to her, she runs off giggling
yet again, and opens the third cave entrance. Make your way to the third,
now open cave, by hopping up the steps to the right of where you found
Meia and jumping across the gaps until you reach the path to the cave.
Enter the cave and you will be in a room with an island with a statue on
it surrounded by a moat. There are also thorn bushes at various locations,
a few torches, and two floating platforms to the right. First, jump into
the water to the left, and swim to the stairs towards the top left. Climb
the stairs and pick up the torch that is there. Use the torch to burn the
thorn bush to the right of it(jump and toss it over the wall between you
and the bush). After burning the bush, swim back to the starting point and
hop across to the ledge to the right, with the two torches on it. Pick up
a torch and hop back to the starting ledge with it. From there, hop to the
ledge to the left, then to the wall above. While standing next to the
wall, toss the torch at the thorn bush on the other side of it(no jumping
necessary). After the second bush has been burnt, go back and pick up the
final torch. Once you have the final torch, hop across the two floating
platforms to the right, and use the torch to burn the thorn bush at the
top right. Once the thorn bush has been burnt, jump into the water that
is behind the statue and swim towards the left, then downwards when you
can't swim any farther. You will find a set of stairs in front of the
statue that lead up to it from the water. Climb the stairs and jump onto
the statue. After a few hits, the statue breaks, releasing Meia, who
again vanishes. Another flashback is shown, this one of Meia witnessing
her mother being burned at the stake. After the flashback, leave the room
and seek out Meia in the main area again. This time she is hiding in the
spot where you originally entered her subconscious. As before, speaking
to her causes her to run away giggling. With a loud crash, cave number
four opens. To get to the fourth cave, you need to climb the steps in the
center of the main area that lead to the long stone ledge, and hop across
the gap to the right. Next, climb the stairs to the right, and hop across
the gap over the path that leads to cave number five(which is still 
sealed), then hop down the grass covered steps and enter cave number four.
Inside you will find a water filled room with a statue on an island in the
center. There are numerous switch plates and floating platforms about the
room also. Walk forward and trigger the switch plate above you. Doing this
causes the platform at the lower right to fall, giving you access to the
lower right switch plate. Jump from the bottom of the room to the platform
you just lowered, then trigger the switch plate that it leads to. 
Triggering the second switch plate causes a floating platform to travel
back and forth between the second switch plate and the stone block at the
top right. From the moving platform, jump to the switch plate on the right
side of the island that the statue is on. Triggering this switch plate 
causes the platform floating across the top of the room to float closer
towards the stone block at the top right than it did previously. After 
triggering the switch plate, jump back onto the platform to the right, 
then jump from the platform to the stone block at the top right. From the
top right, jump to the floating platform that is moving back and forth to
the left. Once on the back platform, jump to the stone block at the top
left with the switch plate on it. Trigger the switch plate to start a 
floating platform moving between the top and bottom left stone blocks. 
Jump to the moving platform below, then jump from it to the switch plate
on the left side of the island the statue is on. Triggering the switch
plate causes a barrel to drop onto the stone block at the bottom left. 
Jump back onto the floating platform to the left and ride it to the stone
block with the barrel on it. Once on the stone block, pick up the barrel
and jump to the bottom ledge. Once there, walk to the first switch plate
that you triggered upon entering the room(in front of the island with the
statue on it). Place the barrel on the switch plate, but off center, so
that you can jump onto the switch plate, then onto the barrel. From the
barrel, jump onto the island with the statue, then onto the statue itself.
Break the statue to free Meia, who again disappears, leaving you to watch
a flashback. The flashback is of two hooded figures searching a room for
Meia. When they leave the room, she comes out from her hiding place under
the bed and cries. After the flashback, leave the room and once again
seek out Meia in the main area. This time Meia is hiding on the stone
block at the bottom left. Try speaking to her and she runs away giggling,
cave number five opens shortly thereafter. Enter cave number five, and
you will be in a room with two high stone walls with a switch plate atop
each, two levers, multiple floating stone blocks, and a statue at the top
of the room. The object of this room, is to first flip the levers, which
cause the blocks to fall. You want to time it so that the blocks fall in
the form of steps, so that you can climb up them to trigger the switch
plates atop the walls(flip the left lever when the bottom block is
traveling right, and three quarters of the way to the right side of the
wall. Flip the right lever somewhere near when the bottom block is at
the center of the wall). After making steps out of both sides of blocks,
trigger the switch plates atop each wall. This will cause two blocks to
appear in front of the statue. Climb the steps and break the statue to
release Meia. Again she vanishes and a flashback occurs. This flashback
is of Meia finding a man lying in a field. After the flashback, leave the
room and find Meia in the main area again. She will be hiding near the
path that leads to cave number six. After speaking to her, she runs off
giggling into cave number six. Enter cave number six, and you will be in
a room filled with water. There is an island with a statue at the center,
and a ledge running around the outer edges of the room. Jump into the
water and swim to the top left corner, where you will find a set of
stairs. Climb the stairs and walk around the ledge to the top right
corner of the room. Once there, pick up the barrel and bring it to the
foot of the stairs at the bottom of the room. Place it against them so
that you can use it to reach the first step. After placing the barrel,
go back and pick up the torch and bring it to the top of the right hand
set of stairs at the bottom of the room. Once there, jump onto the small
floating platform, then jump and toss the torch at the thorn bushes on the
island above(you must do this quickly, as the platform breaks shortly 
after you land on it). Next, if you fall into the water, swim back to the
stairs and walk back around the ledge to the steps at the bottom. Jump
from the top of the steps, to the large floating platform, then quickly
hop to the center island. Once there, break the statue to again release
Meia, who then disappears. Another flashback, this one showing Meia
meeting Melzas just inside the Southern gate of the village of Inoa,
occurs. After the flashback, leave the room and seek out Meia. She is
now at the top center of the main area. Speak to her and she'll ask you
if you'd like to play a game, Yes/No. After answering yes, she explains
the rules of the game to you. She says that she will close her eyes and
sing the words, "I spy a cutie guy", and when she finishes, she will open
them. If she can see you when she opens her eyes, you lose. You have to
get from the now lowered gate at the bottom of the passage the two of you
are in, to where Meia is, without being seen. You can use the stone
blocks at the right side of the passage to hide behind, so you can sneak
up on her slowly. Be careful, as sometimes she sings fast. After reaching
her, she opens the cave at the top of the passage, and runs inside.
Follow her through the open cave entrance and you will be expelled from
Meia's subconscious. 

    Just after leaving Meia's subconscious, the scene changes to show
the area around the Watermill. Suddenly the rocks blocking the cave 
entrance at the head of the river explode outwards, and two dwarf-like
creatures emerge from the now open cavern. The extra water running from
the now open cavern starts the Watermill wheel turning. After this 
happens, the scene returns to the second floor of Meia's house, where
you have emerged from her subconscious. After returning, leave Meia's
house, and talk to Septimus and Myra, who are still talking in the
bushes to the left of the house. After speaking with them, the scene once
again fades.

                            Chapter Twenty Five
                              A gift from Nava

    You awake the next morning thinking of Meia. Proceed downstairs and
you will find Lutas speaking with Jess. After Lutas leaves, Jess tells
you to go and see Nava at his house by the sea. Leave Jess' and make
your way out of Inoa, to Nava's house. Once there, attempt to enter the
closed door to the house, and Meia will come out from inside. She tells
you that Nava has chosen you, then leaves to inspect the happenings at
the watermill. After she leaves, enter Nava's house and speak to him.
Answer yes to the question that he asks you, and he will tell you of
Nirude, a giant who lives in the castle to the Northeast. He will also
give you the Spring bean, which when tossed onto the small circular
stands throughout the land, will sprout into a springy plant that you can
use to access higher areas. Nava thinks this will help you explore the
area that the followers of Nirude live in. After speaking with Nava, and
receiving the Spring bean, use a seed on the stand beside his bed. Jump
onto the plant that is created and press the jump button when your weight
has fully compressed the plant. You will be shot high into the air. This
will allow you to reach, and open the chest on his bookshelf to receive a
gilded falcon. After getting the gilded falcon, leave Nava's and proceed
to the Watermill, where you will find Meia on one of the docks next to 
it. After speaking with her, enter the now running Watermill, and open
the three chests you can now reach to receive, a bar of gold worth thirty,
a gilded falcon, and a strength tonic. Exit the Watermill after receiving
the items from inside.

    From this point, you are supposed to enter the cave at the head of the
river, behind the Watermill. From inside this cave, you can make your way
to Nirude Castle, but before you do this, there are a few side quests that
you should accomplish first.

                            Chapter Twenty Six
                              Things heat up

    Instead of proceeding to Nirude's Castle, make your way to the head
of the river that is just above the Inoa mine. Once there, jump into the
river and start swimming downstream. When you reach the first branch off
point(above the whirlpool), swim to the left, under the bridge, and 
continue downstream. When you reach the next branch off(where there are 
weeds in the river towards the left), again swim to the left. You will 
need to press the square button to gain the speed you need to break free
of the river's current that is pulling you downstream to the right. After
swimming past the weeds, climb the dock just beyond them. Hop up onto dry
land and proceed to the Southwest. After going down some steps, and past a
living tree creature, you will come to an area where a thorn bush and a 
large rock block your passage. At this point, use the power glove(note,
you do not need to equip the power glove, it just needs to be in your 
inventory for you to be able to use it) to lift the large rock. Toss the 
rock aside and continue South, where shortly after you will find a cave.
Enter the cave and you will be in a small room with a bouncing fireball
and a set of stairs leading downwards towards the top of the room. If you
strike the fireball, it will bounce away, but not extinguish. Proceed down
the stairs into the next room. Here you will find a circle of hopping fish
in the water that is covering the floor. Kill all the fish and a chest
containing a strength elixir will drop into the room towards the top left.
After receiving the strength elixir, exit the room through the door at the
bottom. This door will lead out of the cave, to the seashore. Proceed to
the next cave to the right, on the opposite side of the river's mouth and
enter it. Swim through the water filled room and kill the two living chest
creatures on the dry ledge to the right to get the gold pieces that they
drop. Swim back to the cave's entrance and exit after collecting the gold.
Next, swim to the right and enter the next cave you can reach(the one next
to the dock). Once inside, use the ball and chain to break the stone 
blocks barring your entrance into the room. Once the blocks have been
destroyed, jump into the water and swim past the spiked steel balls, to
the lever at the right side of the room. Flip the lever to cause two 
floating platforms to appear and circle the lower and upper sections of
the room. Swim back to the dry ledge near the room's entrance, and from
there, jump to the first floating platform. From the first platform, jump
to the second platform, then when it is at the top of the room, jump 
upwards to the ledge at the top(if you jump to the left, you will land in
an inlet of water). Walk along the upper section, and break the three 
stone blocks that prevent you from reaching the room's exit. Once the
stone blocks have been destroyed, exit the room, and you will be on the
grassy ledge above the sea that you passed to get into the previous cave.
Once on this ledge, enter the cave to the left. Once inside, walk up the
passage to the left and you find a chest containing a magic elixir. After
receiving the magic elixir, return down the passage towards the entrance,
and enter the water filled section of the room to the right. Use a Spring
bean on the plant stand at the top of the watery section, then use the
plant to jump high enough to reach the top ledge. Once on the ledge, walk
up the stairs at the top, and exit through the open door that is there.
Once you are out of the cave, walk up the stairs to your left, and enter
the house that is there. Once inside the house(Fire manor), you will be 
in a room with six unlit candelabras. There is also a high ledge with a
door on it at the top of the room, below the ledge is a sign. Read the
sign and it will trigger a fireball to drop into the room towards the
bottom. This fireball is similar to the one you saw in the first cave,
as it can be struck to change it's direction of travel. The object of
this room is to use the fireball to light all six of the candelabras.
Once all six have been lit, two small platforms appear on each side of
the sign in front of the high ledge. Hop up the two platforms and exit
through the door at the top. In the next room, there is a statue of a
serpent with a fireball on either side of it. There are also four unlit
candelabras, and a four by four grid of symbols on the floor in the
center of the room. The object of this room is to light the four
candelabras with the first fireball that drops into the area you are
in(as before, you can strike it to change it's course of travel). Then,
when that is accomplished, the second fireball drops onto the grid of
symbols. You must then push the second fireball onto the ninth
symbol(note, if you number the symbols as follows,
    1   2   3   4
    5   6   7   8
    9   10  11  12
    13  14  15  16
the number nine symbol is the first symbol in the third row) within a
short period of time. To push the fireball, walk into it, you will not
receive any damage from touching it. Except for the number nine symbol, do
not let the fireball stay stationary on any of the symbols for more than a
second, or you will run out of time. The fireball must stay in motion 
until you reach the ninth symbol. Once you push the fireball onto the
ninth symbol, a chest will fall onto the ledge below the serpent statue.
Open the chest to receive the Fire wand. The Fire wand is a charge
weapon(hold the square button until the wand glows, then release to throw
a stronger fireball). After receiving the Fire wand, exit Fire manor and 
proceed across the bridge located to the right of the house. Once across
the bridge, follow the river bank North. You will come to an area where 
there are stone pillars, a ball and chain wielding ogre, and many grassy
steps. On one of the grassy steps(near the ogre with the ball and chain),
you will find a chest containing an herb. To the left of this chest, is a
thorn bush. Burn the thorn bush and Northwards, up the steps, and you will
find another chest between two pillars. Open the chest, and you will 
receive the level two Water book. After receiving the Water book, make
your way to the area where Torla mountain is. 

                            Chapter Twenty Seven
                                    Cool

    Once you arrive where Torla mountain is, look towards the bottom left 
of the upper section of this area, and you will find a thorn bush(next to 
the fence, slightly below the left hand wooden bridge). Burn the thorn 
bush and walk down the hidden passage to the right that it was blocking.
Follow the hidden passage(be careful not to fall out the hole in the 
fence) around to the small, pillared tomb entrance blocked by another 
thorn bush. Burn the thorn bush and enter the tomb(Ice manor). Inside
you will find a locked gate at the top of the room, six ice pillars,
four switch plates in the floor(two of the ice pillars are on two of
them), and one raised switch plate. The object of this room is to place
four of the ice pillars on the four switch plates in the floor, then
trigger the raised switch plate with your character. As in one of the
previous dungeons, if you push an ice pillar, it will slide until it hits
something. To complete this room, slide the ice pillars in the following
manner(Assuming you number the ice pillars as follows):
    
Original placement:

         1         4

         2         5
 
         3         6

Move the ice pillars as follows:

    # 3 Up
    # 2 Left
    # 1 Down
    # 4 Left
    # 2 Up
    # 2 Right
    # 3 Left
    # 6 Up
    # 6 Left
    # 6 Up
    # 6 Left

Once the four switch plates are covered, jump onto the raised switch plate
to trigger the gate to rise. Once the gate is raised, exit the room 
through the door at the top. In the next room, walk up the small sets of
stairs, and then enter the door to the far left. Here you will find a 
multi-position lever. Position this lever in the downward position, and
two of the gates to the right will open. After positioning the lever
correctly, exit back into the previous room. Next, enter the door to the
far right. In this room you will find another multi-position lever. 
Position this lever to the left and the two remaining gates will open. 
After positioning the lever correctly, exit back into the previous room
and enter the center door. Proceed up the hallway, and exit through the
door at the top of the room. In the next room, you will find a high ledge
at the top with a chest on it. There are also six ice pillars, and a stone
bench in the room. The object of this room is to push the ice pillars into
such a position, that you can hop from the stone bench, across the tops
of the ice pillars, to the high ledge at the top of the room. To do this,
push the ice pillars in the following manner(assuming you number the ice
pillars as follows):

Original placement:

         High ledge

    1                   4

    2                   5
   
    3      bench        6

Move the ice pillars as follows:

    # 1 Down
    # 1 Right
    # 4 Down
    # 4 Right
    # 4 Up
    # 3 Up
    # 3 Right
    # 5 Down
    # 2 Up
    # 2 Right

Once you have positioned the ice pillars correctly, hop across them to the
high ledge at the top of the room. Once you are on the ledge, open the 
chest to receive the Ice wand. As with the Fire wand, the Ice wand is a 
charge weapon(hold the square button until the wand glows, then release it
to throw a stronger ice blast). After receiving the Ice wand, exit the
Ice manor, and make your way to the cemetery caretakers house(the house
to the right of the sanctuary).

                            Chapter Twenty Eight
                               The Nava charm

    Once you arrive at the caretaker's house, enter it and walk down the
stairs to the basement. Here you will find an altar towards the top of the
room, and six unlit candelabras on top of six coffins towards the bottom.
Approach the altar and read the headstone that is on it. After answering
yes to the question you are asked, light the candelabras in the following
order:

Coffin/Candelabra placement:

        Altar

     1     2     3

     4     5     6

Light candelabra # 1, then # 6, then # 4, # 5, # 2, and finally light #3
last. Once you have lit the candelabras in the correct order, a chime will
sound, and a chest will drop into the room in the center of the coffins.
Open the chest to receive Nava's charm. After receiving Nava's charm, exit
the caretaker's house and make your way to the Despair desert by way of
the gate to the right of the river next to the Watermill. 

                            Chapter Twenty Nine
                      The purpose of the stone arches
                           
    Once you are at the entrance gate to the Despair desert, use the sand
cape to crawl under it, and enter the area itself. Just above the entrance
is the cave where you originally found the sand cape. Look slightly to the
right of that cave, you will see a gap in the wall at the top of the 
Despair desert. This gap leads to a second upper desert area. Proceed
through the gap in the wall and enter the second upper desert area. Once
there, proceed to the upper left corner of the area. To do this, you'll
need to head to the right, then proceed upwards by leaping from one sandy
ledge to the next(try to reach the ledge that has the chest on it, below
the stairs at the top right), then across the stone pillars towards the
left. After hopping across the stone pillars, jump across the remaining
sandy ledges and proceed to the top left corner(there are stone pillars
there), where you will find a cave. Enter the cave(behind two of the
pillars), and you will be in a room with many wooden platforms that you 
can use as steps to reach the chest at the top(there is a jump to the left
that you'll need to make from the third ledge, it seems difficult, but it
is possible). Proceed up the steps and open the chest to receive a special
key(this key appears next to the Riverside pub pass, on your secondary
status screen). After receiving the key, use the Ice wand to freeze the
red hot pillars above the chest. Next, use the ball and chain to smash
the now frozen pillars. Once the pillars have been destroyed, open the
chest that was hidden behind them to receive a life vessel. After
receiving the life vessel, exit the cave and return to the bottom left
corner of this area, to where you first entered the second upper desert
area. Here you will find a small building with a doorway that has been
broken open. Enter the doorway, and use the key you just found in the
cave above, to unlock the gate inside. Once the gate lowers, proceed up
the hallway into the room above. The object of this room is to flip the
two levers at the same time. To do this, place a bomb on top of one of the
levers, then just as it goes off, flip the other lever with one of your 
hand weapons. Once both of the levers have been properly triggered, the
room begins to shake. Water then begins to flow out of the small opening
in the wall above, falling into the hole beyond the railing. What is
happening is that the moat above is draining. Once the water has begun
running, exit this room back into the second desert area. Once there, make
your way back towards the top left corner of the area, but this time don't
go up on the ledge. Instead, go to the stairs leading downward just below
the ledge with the cave. Proceed down the stairs that lead down to the now
empty moat. At the bottom of the empty moat, between two sets of stairs,
you will find an opening in the wall. Enter the opening and proceed up the
hallway to the room beyond it. Once in the next room, you will be 
contacted by a vision named Berue, who is trapped inside a blue crystal.
He tells you that he has waited for you for more than a millennium. He
then says that if you can correctly perform five tasks, he will unlock
the teleport arches scattered throughout the land for you to use. After
telling you this, the vision vanishes, and nine plates on the ground are
uncovered. The plates then light up with a blue symbol in the center of
each. The five tasks that you must perform, all have to do with the plates
on the floor of this room. The plates will light up in a specific
sequence, and you must touch each plate while it is lit. If you miss
touching one while it is lit, you must start the sequence over again. You
must follow five different patterns correctly to receive the use of the
teleport arches. Before each attempt, the plates will light up in the
order that you are supposed to touch them in, watch carefully. The five
patterns that the plates light up in are as follows(note, with each new
pattern, the plates light up faster):

Plate placement

         1
       2   3     
     4   5   6
       7   8
         9

Patterns:

    Pattern # A: 5, 7, 3, 4, 6, 9, 1, 5
    Pattern # B: 2, 8, 7, 3, 5, 4, 6, 1, 9
    Pattern # C: 3, 4, 8, 2, 6, 7, 3, 7, 2, 8, 5
    Pattern # D: 9, 1, 4, 6, 8, 2, 7, 3, 5, 4, 6, 1, 9
    Pattern # E: 5, 5, 4, 6, 1, 9, 5, 5, 3, 7, 8, 2, 1, 9

After successfully repeating the five patterns that the plates light up
in, the vision returns and tells you that he will activate the teleport
arches for you to use. He then disappears, taking the plates from the 
floor with him. Exit the room and the following hallway, then go and seek
out as many of the eight teleport arches as you can. Each teleport arch 
leads to an octagon shaped room with a save point in the center of it.
Along the walls of the octagon shaped room are eight more teleport arches,
one for each corresponding arch on the world map. The arches only work one
way until used. You must pass from the world map into the octagon shaped
room, through each arch(walk into the blue light inside the arch) in order
to use it to leave the room to go back to the world map. The eight 
teleport arches are in the following areas:

    # 1: Outside Nirude Castle
    # 2: Next to Lurvy's Smith Shack
    # 3: Slightly above and to the right of the Lizard dungeon
    # 4: Just below the pond where the large whirlpool is
    # 5: In the area above Fire manor
    # 6: At the end of the Murgg woods
    # 7: To the left of Magyscar
    # 8: To the left of the Watermill

Once you've opened as many teleport arches as possible, make your way back
towards the Riverside pub.

                            Chapter Thirty
                        The sword in the stone

    Once you've returned to the area where the Riverside pub is, look for
the large rock slightly above and to the left of the pub. Lift the rock
and toss it aside to reveal a path through the trees, leading to a broken
statue on a ledge above a small pool of water. Jump up onto the ledge with
the broken statue, and it will suddenly grow dark. The statue will start
to glow, and suddenly a Broad sword will appear in the center of it. After
a few moments you may be given the Broad sword(note, the receiving of the
Broad sword may depend on your having done very badly in the game up to
this point... meaning, I believe you have to die repeatedly and use the
quick restart each time(the game then remembers you died) before reaching
the section where you're able to acquire the Broadsword(where you get the 
powerglove). This is just a theory, but I've pretty much ruled out 
everything else. Things that back up this theory are, the sword is 
all powerful and it gives people who don't do as well(hence the dying) 
reason to keep playing, and King Snow, the sword's original owner, hints
at something that seems to be this. You may have to be killed by specific
means as well, namely falling spikes, Murgg, and Rock turtles), a very 
powerful weapon that kills all secondary enemies with one hit. After 
receiving the Broad sword, return to the Watermill.

                            Chapter Thirty One
                            The watery passage

    Once you are at the Watermill, enter the cave at the head of the
river(where the followers of Nirude emerged from). Once inside, swim up
the passage to the section with the four circular platforms. Climb onto
one of the round platforms to the right, then hop up to where the plant 
stand is. Use a Spring bean on the plant stand to sprout a Spring bean
plant. Once the plant has risen, use it to jump to the high ledge above
the waterfall. Once there, hop to the circular stone in the water between
the two whirlpools, then continue across to the left hand ledge. On the
left hand ledge, jump on the stand that is there, then jump again to reach
the ledge above. Once on the ledge above, jump to the circular stone in
the water to the right. Next, hop from the circular stone to the ledge in
the left corner. Once there, wait for a log to fall down the waterfall,
and just as it does, hop onto it, then quickly continue hopping across
the logs that are falling to the right, until you can hop onto the ledge
with the chest on it to the right. Open the chest to receive a life
vessel. After receiving the life vessel, jump back onto the log that
falls from the waterfall closest to the ledge you are on. Ride the log
downstream(watch out for the small spiked steel ball by moving to the end
of the log) until it is next to the right ledge in the lower chamber. Just
as the log is about to be pulled into the whirlpool that is there, jump
from the log to the right hand ledge. Once on the ledge, walk upwards,
past the two crates, to where there is a lever on the wall. Flip the lever
to trigger the waterfall next to it, to turn into steps. Once the lever
has been flipped, jump down to where the steps now are, and make your way
up them to the next water filled section. Here you will find four circular
stone pillars in the water, and exits to the left, and upper areas. Swim
through this area and exit by the open area at the left. Hop down the
small waterfall into the passages below. Take the passage to the left, 
then when it branches off, take the branch off to the right. This will 
lead you to the top of the center waterfall that you passed after riding
the log in the lower section. Jump from the top of the waterfall to the
floating platform that moves back and forth between the waterfall and the
ledge at the bottom of the room. Once on the platform, ride it to the
ledge at the bottom and jump to it. Exit through the passage at the bottom
of the ledge. Once you exit through the passage, you will emerge in the
next area from underneath a waterfall. Follow the water downstream, past
a pool with four creatures in it, to the bottom, where you can climb onto
a ledge to the right. After climbing onto the ledge, hop up the step and
walk across the ledge to the left side of the room. Once at the left, walk
up the stairs and follow the ledge around to the left again. Hop across 
the gap over the water, and trigger the raised switch plate that is on the
other side. Triggering the switch plate will raise the gate to the right.
Once the switch plate has been triggered, hop back across to the left and
make your way around the ledge to the doorway that you just opened(hop
across the water towards the bottom of the ledge), and exit into the next
room. In the next room, make your way to the top of the stairs, by hopping
across logs, and killing the followers of Nirude that attack you. On the
right side steps, there is a crate that you need to jump onto to reach the
high step above, so do not break it. Once you are at the top of the
stairs, walk around behind the waterfall and exit the room by the doorway
to the right. Once through the doorway, you will be in the engine room for
the waterway you have been traveling in. Four followers will then attack
you to defend the engine. After defeating the followers of Nirude, destroy
the engine by repeatedly striking it. Once the engine has been destroyed,
the room shakes and the two pools of water towards the top suddenly drain.
After this has happened, walk behind the waterfall, and fall into the hole
that is hidden behind it. You will land on the chest that was on the
island one of the rooms below. Open the chest to receive a gilded falcon.
After receiving the gilded falcon, return across the lower ledge to the
left side of the room, then make your way back upstream to the waterfall
where you first entered this section from. Walk through the waterfall,
back to the ledge with the floating platform above it. Once on the ledge,
jump down into the water below, and swim to the watery steps that you
created earlier. Hop up the steps and swim to the top of the next
room(with the four circular pillars). Once at the top, exit through the
door that is there. Walk through the next room(the now unreachable chest,
due to your draining the water by destroying the engine, contains an herb.
So don't worry about missing anything good) and exit through the door at
the top. In the next room, approach the stairs, then quickly back up. A
spiked steel ball will fall and smash into the floor where each set of
stairs begins. Once the steel ball is broken, walk up the stairs and
repeat this process for the spiked ball that will drop onto the second
set of stairs. Once you are at the top of the second set of stairs, jump
into the water and swim past the three sets of spiked steel balls, to the
doorway that is mostly submerged by the water. Swim through the submerged
doorway and you will come out in a pool of water just to the left of
Nirude Castle.

                            Chapter Thirty Two
                          The followers of Nirude

    Swim to the right and climb the stairs to dry land. Once on land, walk
across the grassy ledges to the thin set of steps to the Southeast. Hop up
the steps and push the large rock that is at the top of them. The rock 
will fall onto the rock below, and both will crumble. After breaking the
rocks, proceed to the right side of this area, and make your way up the
grassy ledges by way of the ladders. After climbing the last possible
ladder, make your way down the grassy ledges towards the Southwest, where
you will find a chest containing a strength tonic, and a giant stone 
foot(Nirude Castle is in the shape of a giant humanoid creature). Enter
the open doorway that is on the stone foot. Once inside, exit the first
room(you will come back to it later) by the door to the left. Once 
through the door, you will be in a passage with three large statues. Walk
to the left end of the passage, and a Nirude follower that is in the 
passage next to the one you are in will notice you. After the follower
leaves, push the left hand statue to the right to reveal a doorway that
was hidden behind it. Enter the doorway and pick up the barrel that is in
front of you. Place the barrel against the high ledge towards the top of
the room, then walk to the switch plate at the center. Trigger the switch
plate, then very quickly hop onto the barrel, then up to the top area 
where the door was just opened. Exit through the door at the top before it
closes. In the next room, open the chest to receive a gilded falcon. After
receiving the gilded falcon, exit the room and make your way back outside
of the giant stone foot. Once back outside, you will notice Miming, the 
king of the followers of Nirude, high above you on the head of the castle.
He is addressing two of the followers. Once he is finished, addressing 
them, the grassy ledges become overrun with many Nirude followers. They
scurry all about, activating large stone heads. After they have completed
their task, they notice you standing on the foot of their castle. The door
on the giant foot slams shut, and you are knocked off of it, onto the
ledge below, where the teleport arch is. At this point Miming calls out
from above, and introduces himself to you. After this, Miming and his
subjects shut themselves inside their castle. After this happens, you need
to destroy the three large stone heads that the followers activated. To
destroy the stone heads, you will need to strike them several times, first
causing the right eye to shatter. Continue striking them and the top will
shatter, followed by the left eye. Once this has been done, the stone head
will be completely destroyed. Two of the three stone heads that you need
to destroy are in the area you are currently in, while the third is in 
Inspiration point, the area at the top left of the castle. To reach the
stone head at the top left, you will need to re-enter Nirude Castle area
from the right of Torla mountain. Once all three stone heads are
destroyed, the castle doors will reopen. Make your way to the left stone
foot, and enter the door that is on it. Once inside, two Nirude followers
will spot you and run up the stairs to the left. Enter the door at the
right, and open the chest that is in the room to receive an herb. After
receiving the herb, return to the previous room, where the three statues
were. Once back in the room with the three statues, push the center one
to reveal an entrance to the area of the room where the stairs are. Exit
the room by the door at the top of the stairs. Once in the room above,
another Nirude follower calls out to you. He then drops eight creatures
around you. After killing the eight creatures, the follower drops another
stone head in the gap between the two ledges at the top of the room. He
then leaves the room by the stairs on the right ledge. After the follower
leaves, the stone head begins spitting fireballs into the room. The
fireballs will follow your character and cannot be deflected. Hop onto
the first ledge, and from there, destroy the stone head. Once the stone
head has been destroyed, any fireballs that were in the room will
disappear. Hop across the broken stone head, to the ledge to the right,
and exit by the stairs that are there. Once in the next room, pick up the
first barrel and jump onto the floating platform that is moving in the
center of the room(watch out for the spiked steel balls). Ride the
platform to the top of the room, and throw the barrel onto the top
ledge(where the crates are). After tossing the barrel onto the ledge,
ride the platform back to the original area, and jump back to where you
picked up the barrel. Once there, quickly jump across the floating
platform(it breaks shortly after you land on it) to the ledge to the
left, and pick up the barrel that is there. While holding the barrel
jump across the floating platform above you to the ledge that is there. 
Place the barrel against the higher ledge at the top of the room, so that
you can use it as a step. Once the barrel has been placed, climb it to
reach the top ledge. Once you are on the top ledge, pick up the barrel
that you tossed onto it earlier, and toss it to the lower ledge to the
right, against the ledge with the exit. Next, hop from the top ledge,
across the barrel, to the door in the top right corner and exit the room.
In the next room you will be confronted by four Nirude followers, three
dressed in blue, and one dressed in red. After calling out to you, the one
dressed in red spins across the lever to the left on the upper ledge, 
flipping it in the process. This triggers multiple creatures to fall into
the lower section that you are in. Killing the creatures just causes more
to appear, so exit the room by the door you entered it from. Once outside
the room, re-enter it. Upon re-entering the room, the Nirude follower
dressed in red will spin into the lever to the right, which causes a set
of stairs to appear. The Followers then leave the room by the door at the
right. Climb the stairs and exit through the door the followers did. In
the next room, trigger the switch plate to cause a barrel to drop onto the
floating platform traveling over the pit of spikes. You must time this so
that the barrel falls onto the platform and not the spikes. Next, jump 
onto the floating platform and pick up the barrel. Once you have the
barrel, hop off the platform at the right side of the room, and walk
around to the stone steps at the bottom center. Place the barrel against
the steps and use it to climb over them. Once past the steps, exit the
room by the stairs at the bottom left. In the next room there are five
statues and five switch plates in the floor. The object of this room is to
push the statues in such a way, that they are covering four of the five
switch plates. The statues can only be pushed once each, so be careful.
The correct way to push each statue is as follows:

Original placement:

         1
            2
         3
     4        5

    Push statue # 1 to the left
    Push statue # 2 to the right
    Push statue # 3 to the right
    Push statue # 4 to the left
    Push statue # 5 to the right

Once the statues have all been pushed in the proper directions, and are
covering four of the switch plates, walk onto the fifth switch plate with
your character. Once all five switch plates have been triggered, the giant
stone slab covering the stairs at the top right corner of the room will
raise. Exit by the stairs you just uncovered. Once in the next room, jump
across to the ledge with the two chests and open them to receive an herb
and a key. After receiving the items, jump back to the ledge where the
stairs are, and walk to the top of the broken ladder that is there. It
will extend to reach the lower section of the room. Instead of going down
the ladder, exit the room by the stairs on the ledge(where you entered the
room from). Return to the room where the four Nirude followers were(where
the follower dressed in red spun into the levers. Once back in the room,
use the key to open the gate at the bottom of the room. Once through the
gate, you will be back outside. Make your way up the grassy ledges to the
open doorway next to the long stairway above. Enter the doorway and a
Nirude follower will inform you that you have walked into a trap. He then
activates a large stone head that starts spitting fireballs down the
ledges towards you, two at a time. After activating the stone head, the
follower then leaves the room by the ladder at the top right. On the floor
at the bottom of this room you will also notice that there is a warp plate
that leads to a save and regeneration point. When you're ready, push the
statue at the bottom right to the left to gain access to the ladder behind
it. Next, climb the ladder and make your way to the ledge below the stone
head. Once on the ledge, jump from the top of the ladder, to the tops of
the small black pillars, below and to the left. From the black pillars, 
drop down to the ledge to the left and make your way to the ledge at the
top left, where you will find a lever. Flip the lever and the gate to the
right of the stone head will open. Once the lever has been flipped, hop
back down to the bottom of the room, and make your way back up the ledges
at the right. When you get to where the gate was, destroy the stone head,
then exit the room by the ladder at the top right. In the room above, push
the center pillar into the open space, then walk into the open space
yourself. You will fall into the room below, where you just came from, but
you will land on the top ledge where there is a statue. Push the statue to
the side, then enter the door that it was blocking. In the next room, read
the sign between the two statues, and you will learn that the engine room
is in the room below the one you are currently in. It also tells you that
the startup sequence for the engine is:
    Left
    Right
    Left
    Left
    Right
    Right
After reading the sign, push the left statue to the left, so that it 
covers the switch plate to the left. Next, push the right hand statue to
the left, so that it covers the two switch plates in the middle. Finally,
walk onto the remaining switch plate with your character, and the stone
slabs on either side of the room will raise, revealing a set of stairs
leading downward under each. Proceed down either stairway and you will
enter the engine room. In the center of the engine room is a locked area
that contains and engine and two levers. Just outside the gates, on either
side of the locked area, are two switch plates. Step on the switch plates
in the same sequence that the sign above read, left, right, left, left,
right, right. At each triggering of a switch plate, the opposite gate will
raise, then lower. Pay no attention to this, and complete the sequence as
it was written on the sign. After triggering the switch plates as per the
sign's instructions, the two levers in the locked area will flip, and the
engine will start working. Once the engine has begun working, leave the
engine room and return to the area above the room with the ladders and
ledges, to where you pushed the center pillar into the open area. Once in
the room with the pillars, make your way around it to the left, and exit
by the door at the top of the stairs. In the next room, jump onto the 
first floating platform and ride it to the door above and enter it. Once
through the door, make your way past the large spiked steel balls to the
stairway to the left. Proceed down the stairs and push the statue at the
bottom of the room to the left(watch out for the small spiked balls). Once
the statue has been pushed aside, enter the doorway at the bottom of the
room that the statue was blocking. Once through the door, you will
encounter another Nirude follower, who will run into the lower section of
the room and shut a gate, so that you can't follow him. At this point, 
return to the room a few previous, with the platforms floating over a 
floor covered with spikes. Once there, make your way across the floating
platforms to the right side of the room(you will need to flip the levers
on the right ledges to start the platforms to the right moving. After 
opening the chest at the bottom right, which contains an herb, exit 
through the door at the top right. In this room, hop down to the lower
section and exit through the door at the bottom. Once you are in the next
room, you are attacked by five followers, two wearing red, and three
wearing blue. Once all five have been killed, a chest appears in the top
section of the room. Open it to receive a key. Once you have the key, exit
the room by the door you entered it from. As soon as you return to the 
previous room, a Nirude follower activates the stone head on the ledge
above, and it begins spitting small spiked steel balls at you. The 
follower then leaves. At this point, use your Hunter bow to destroy the
stone head(you will have to jump while on the center steps to reach it).
Once the stone head has been destroyed, the floating platform will begin
to move again, allowing you access to the upper section of the room. Hop
across to the upper section and exit the room. Go back across the 
platforms floating over the spikes, and enter the door at the top left.
Proceed through this next room and enter the door at the bottom to return
to the room where the follower locked himself in the lower section. Use
the key to unlock the gate, then pass through it to the lower section of
the room. Once you are in the lower section, the gate will slam shut
again, and the Nirude follower will enter the room from the top and laugh
at you. He tells you that you have fallen right into their trap, and then
leaves. Once you are alone, trapped in the lower section of the room, push
the four turnstiles downwards, starting with the turnstile to the right,
and pushing each subsequent one until you push the left hand turnstile
last. Once all the turnstiles have been pushed, a rock fall in the upper
section of the room is triggered that breaks down the gate that was
barring your escape. Hop over the rocks, and exit the room by the door at
the top. Return to the room where the warp plate that leads to a save and 
regeneration point was, and exit back outside from there. Once outside,
the rocks that were blocking the long set of stairs will give way and roll
down towards you. After jumping out of the way, proceed up the stairs and
hop across the castle's giant left hand, and open the chest on the grassy
ledge to the left. Inside the chest is the level two Earth book. After 
receiving the level two Earth book, make your way back around to the 
other side of the castle's hand(where you came from, you'll need to jump
to a lower ledge and walk back up the stairs). Once back where you were,
continue up the stairs and enter the open doorway under the castle's head.
Once inside, you will be spotted by another follower, who triggers five
stone heads to drop into the area that you are in and start spitting
fireballs. After destroying all five stone heads, exit through the door to
the right. Once again, you are spotted by a Nirude follower, who dives
into a hole in the floor. Walk to the lower left corner of the room, and
push the bottom statue to the right. Next, walk between the bottom and
center statue, and push the center statue to the left. Finally, walk 
upwards to the top statue and push it to the left. After pushing the top
statue, drop down the hole in the center of the room. Upon dropping down
the hole, you will land in a large open area. A follower on a ledge high
above will then trigger seven stone heads to drop into the open area with
you. The stone heads fall into a reverse "U" pattern. Six of the heads
then begin spitting fireballs at you, while the center head fires a giant
energy beam straight ahead. The object of this room is to destroy all
seven heads, but you must do so in a specific order. The order in which 
you must destroy the stone heads is as follows:

Original placement:

                   4
              3         5
         2                   6
    1                             7

    Break statue # six first
    Break statue # three second
    Break statue # two third
    Break statue # one fourth
    Break statue # five fifth
    Break statue # seven sixth
    Break statue # four seventh(last)

After the seven stone heads have been destroyed in the proper order, a 
chest falls into the room, and a floating platform lowers. Open the chest
to receive a key, then hop onto the platform to be brought back to the
room with the three statues above. Hop across the top ledge to return to
the door at the left and exit the room. Pass through the room with the 
five broken stone heads and return outside. Once outside, walk up the
stairs to the left and use the key on the locked door located on the 
castle's left shoulder. Enter the now open doorway and you will again be
spotted by a Nirude follower. This time the follower starts a large spiked
section of the ceiling to slowly lower. Very quickly, make your way to the
steps at the top left, then hop up them and walk around to the lower left
where you will be able to jump on top of the spiked section as it is 
lowering. While still moving quickly, hop onto the ledge at the top of the
room, and trigger the switch plate to the right. Triggering the switch
plate will raise the gate at the lower right(the lever was a fake). After
triggering the switch plate, hop down and exit through the door to the 
right. In the next room, move the lower left statue to the left to find a
chest containing a strength elixir, then push the first two statues above
to the left in order to uncover a switch plate. Trigger the switch plate
to lower a set of stairs that leads to a doorway above. Climb the stairs
and exit the room. In the next room, climb the stairs at the bottom left,
and across the platform to the center of the room. Once across the
platform you will be attacked by four more followers. After defeating the
followers, hop up onto the ledge at the top of the room and inspect the
statue. Doing this will refill your health to maximum, and trigger two
chests and a floating platform to fall into the room. One chest falls onto
the higher section that you are on, while one falls to the lower section,
where you entered the room from. The higher chest contains a life vessel,
while the lower contains an herb. After receiving the items(if you go for
the herb, you will need to reset the room in order to reach the higher
area again), hop across the floating platform to the ledge at the bottom
right, and exit through the door at the top of the stairs. Once in the
next room, you will meet a vision of Nirude himself. He speaks to you of
Melzas, then teleports you to a long conveyor belt type platform that
slowly draws to towards a physical manifestation of himself in his true
form, that of a giant stone golem. This is the boss of this dungeon. 

Boss strategy:

    You do not need to hit or damage this boss in any way. You only need
to reach the Southern end of the conveyor belt you are walking on. As the
golem gets closer to the Southern end of the conveyor, the rock skin that
it has will begin to fall away, revealing decaying muscles. If you reach 
the Southern end of the conveyor, so much rock will have fallen from the
golem, that it will die. While making your way South, rocks of various
size will fall onto the conveyor in your path. Have the Broad sword 
equipped as it will destroy even the larger rocks with one strike, 
allowing you quicker access to the Southern end of the conveyor.

    Once you have defeated the golem, you return to the vision of Nirude
and he speaks to you of the seven jewel crests needed to raise the Palace
of Melzas. He then starts to talk to you about Nava, but is interrupted
by a winged creature who attacks him. The creature is Zorgia, and he is
an ally of Melzas. After a brief exchange of words, Zorgia leaves. The
followers then appear with their ruler Miming. Nirude then tells them to
aid you in your battle against Melzas. Then, with Nirude's death, a rock
fall starts, and the followers run towards the bottom to escape, while
you make your way out by a warp plate above. The warp plate leads to the
top of the castle's head, from which you are able to jump and reach a
chest containing another of the seven jewel crests. After receiving the
jewel crest, talk to King Miming and the other Nirude followers that have
gathered on the grassy ledge to the right. Upon talking to Miming, he will
give you the aqua cape. With this cape, you will have the ability to
breathe underwater. He then tells you of a whirlpool to the Southwest that
you should seek out. After receiving the aqua cape, Miming leaves, and all
but one follower go with him. The last of the Nirude followers then gives
you fifty gilder, then he too leaves. Once they have all left, you can
leave the Nirude Castle area.

                            Chapter Thirty Three
                          Swimming with the fishes

    After leaving Nirude Castle, make your way to the head of the river
just above the Inoa mine. Once there, jump into the river and swim
downstream. At the point in the river where you reach the first branch
off, you will see a small whirlpool. Swim into the whirlpool to be sucked
underwater, only to resurface in a pond where there is a larger whirlpool.
Swim into the larger whirlpool to be brought to an underwater cave(the
Fairy pond). You can access this cave and it's following areas due to your 
receiving the aqua cape from King Miming. With the aqua cape you will have
the ability to breathe underwater(does not need to be equipped, just in
your inventory), an ability that will come in very handy here. Once in
the cave, swim to the stairs above and make your way across the small 
ledges to the passages at the right side of this area. Once you are across
the small ledges, and have entered the passages, follow the passages below
the stairs downward. At the end of the passage, hop down into the deep
water and swim to the warp plate to the left, just before the small spiked
steel balls. The warp plate will take you to the top of some underwater
cliffs. Hop down the cliffs and open the two chests that are on the lower
ledges to receive an herb and a life vessel. After receiving the items,
trigger the switch plate at the very bottom of the cliffs. Once the switch
plate has been triggered, jump back up the cliffs and exit the area by the
warp plate you entered it from. Once back in the passages, you will notice
that the rocks that were blocking the passage to the lower right(behind
where you jumped into the water to reach the warp plate) have rolled away,
and that the passage is now clear. Make your way back to the end of the
passage where you had jumped into the water previously, and walk to the
right. Due to the rocks being gone from the passage on the other side of
the wall, a door connecting the two passages is now usable. Make your way
down the now cleared passage, and swim onto the warp plate at the end of
it. You will be taken to an underwater ledge with a large rock on the end
of it. Push the rock to send it rolling off the ledge onto another rock
below. Both rocks crumble upon impact. After pushing the rock, return to
the upper passages by using the warp plate you entered this underwater
area by(if at any point you fall off the ledge, you will fall into an
underwater maze of rocks and logs below. Use the warp plate in the area
that you land in to return to the upper passages). Once back in the upper
passages, make your way to the set of stairs at the upper right section.
Climb the stairs and walk onto the warp plate that is in the pool of water
at the top of them. This warp plate takes you to the underwater area where
you just pushed the rock, but in a different section of it. Once there,
leap Southward off the ledge with the warp plate, and land on the small
rock that you can reach(if you fall into the deep water at any point in
this area, you will fall into the underwater maze of rocks and logs
below. To escape from the maze, make your way towards the top outer edges
of the maze and move the jars that are there on the ground. Ride the
large bubbles that appear from the holes underneath, back up to the
section above), then leap Southward again to reach the next small rock.
Continue leaping from rock to rock(watch for your shadow to appear on the
small rocks so you'll know where you're going to land), until you land on
the ledge at the bottom of this area that has another warp plate on it.
Once on the bottom ledge, walk onto the warp plate and you will be 
brought to an area with shallow water and waterfalls. Jump down the
waterfall to the South, and proceed around the shallow water below to the
next warp plate. This warp plate brings you to an underwater area with 
many raised platforms. The spiked steel balls can be destroyed by 
breaking the chains that hold them in place, so that they float upwards
and break on the ceiling above. The chests in this area all contain herbs
so stock up if you need them. Once you're ready, make your way to the ledge
at the top right with the switch plate on it(use the bubble to get to it).
The ledge at the top center only returns to the waterfall area. Once onto
the ledge at the top right, use the warp plate to proceed to a corridor of
deep water, filled with moving spiked steel balls. Swim to the door at the
top of the corridor and exit through it. Once through the door, you will
walk into the center of eight statues and be contacted by a vision named
Steina, who is hovering over a pool of water at the top of the room. The
vision speaks of what happened to Nirude, and the other stone giants, and
how Melzas came to be. After she tells you this, the whole room begins to
shake as the dungeon begins to collapse. A chest is then dropped into the
room and the vision vanishes. Open the chest to receive the Fiend 
blade(note, if you already have the Broad sword, the Fiend blade will not
appear on your inventory screen, as the Broad sword is superior). After
receiving the Fiend blade, exit the room and return to the entrance of
the dungeon by way of the warp plates(you will need to use the warp plate
on the top center ledge in the area where there were several spiked steel
balls hooked to the floor by chains). Once back at the entrance, use the
warp plate that is there to return to the pond that the first whirlpool
brought you to. Upon swimming out of the large whirlpool, it will
disappear. Use the smaller whirlpool to return to the river, and swim 
back downstream, then return to the village of Inoa. 

                            Chapter Thirty Four
                         Farewell to someone close

    Once back in Inoa, go to Lutas' house and speak to him. After 
answering yes to his question, he will tell you that he suspects Ronan
had a hand in what happened to him also. After hearing Lutas out, leave
his house, and Meia will be waiting for you outside. She seems to agree
with Lutas and wants you to go with her to destroy the statue of Melzas
at the sanctuary. After telling you this she leaves to confront Ronan.
Once you regain control of your character, go and meet Meia at the
sanctuary. Once there, she tells you to go inside. Enter the sanctuary and 
Meia and your character proceed to the main altar where Ronan is and
confront him. They accuse him of being in league with Melzas. As you and
Meia are leaving, Ronan laughs. Once outside the sanctuary, Meia tells
you that she will go and see Septimus, and that you should go and see
Jess. Proceed to Jess' and speak to him. After speaking with Jess, attempt
to leave the house. At this point Jess will again tell you that you should
get some sleep. Upon hearing this, go upstairs and climb into bed. Once
you are asleep, Jess comes into your room to check on you. After seeing
that you are asleep, he looks at you worriedly, then leaves. When you
awake the next morning, Meia rushes into your room to tell you some
dreadful news. Something has happened to Jess.

    The scene then changes to an awful sight at the cemetery. Jess lies
dead, surrounded by many townsfolk. The scene changes once more to show
Jess' funeral, followed by everyone paying their final respects. After
the funeral, Septimus returns with you to Jess' house. He tells you that
Jess wanted you to have something, then gives you the key to Jess' blue
chest. After giving you the key, Septimus leaves. Use the key to open the
blue chest between the fireplace and the window. Once the chest is opened
you will receive a letter from Jess that says that he suspected you were
right about Ronan, and that he would try and put a stop to it. After
reading the letter you find a piece of broken armor in the chest. Once
that has been acquired, you will remember Jess and some of the things he
did for you in a series of flashbacks.

                            Chapter Thirty Five
                                It takes two

    After you awake the next morning, proceed outside where you will be
approached by Gustav(you need to have opened Jess' blue chest prior to
leaving the house for Gustav to appear), who tells you that his daughter
Elene is ill with the sleeping sickness and needs your help. Proceed to
Gustav's house, where Lutas, Meade and Kisha will inform you that Meia
has already arrived, and is inside. After Kisha steps away from the door,
proceed inside. Once inside, walk upstairs and you will find Elene in bed,
surrounded by Beaumont, Gustav, Septimus and Meia. Speak to everyone
around Elene to find out what has happened, then speak to Elene. At this
point Meia asks if she can help you save Elene, Yes/No. After answering
yes, try speaking to Elene again, and Septimus will ask you if you are
ready to enter her subconscious, Yes/No. After answering yes, you are
sent into Elene's subconscious. Meia follows shortly behind.

    After entering Elene's subconscious, and walking onto the warp plate 
that is on the floor where you entered, you will come to a room with many
blocks in the form of steps. From where you enter the room, hop up the
steps until you reach the first block with a black arrow pointing downward
on it. From this block, jump downwards and you will land on a ledge next
to a switch plate. Trigger the switch plate to cause the block you just
jumped from to turn into a normal looking step. Hop back over to the 
stairs and proceed back up them to the group of four blocks marked with
arrows. From these blocks, fall off the top left block, and you will land
on the small step below with the chest on it. Open the chest to receive a
strength elixir. After receiving the strength elixir, hop from the step to
the long thin ledge below. Once you land on the long ledge, you will see 
Meia fall from another block, then walk onto a warp plate and vanish.
After that, walk upwards on the ledge, and exit by the warp plate at the
top of it. The warp plate brings you to a large floating ledge. There is a
switch plate on a small step towards the top, and a warp plate that leads
back to the first area behind the wall at the top. Trigger the switch
plate, then jump over the wall and exit by the warp plate at the top. You
will be sent back to the first area, but Meia will be there also, 
unfortunately she is on a different section of ledges. She calls out to
you, then walks back onto a warp plate and vanishes. Proceed up the steps
to the next block marked with an arrow and jump off of it towards the top.
You will fall onto the first ledge you saw Meia on. Proceed up the ledge
and walk onto the warp plate at the end of it. Once through the warp
plate, you will meet Meia at a locked gate. After a series of jumps,
you trigger a switch plate that lowers the gate(in a computer controlled
sequence). Once the gate is lowered, Meia proceeds through it, triggers
another switch plate, then walks onto a switch plate at the top left and
vanishes. Follow Meia through the warp plate after getting the herbs out
of both chests(the ledges have steps at the top of them, so you can reach
the chests if you jumped down before opening them). Once through the warp
plate, proceed up the steps again, and use the warp plate at the top. You
will once again meet up with Meia, who informs you that she will trigger
the switch plates on the upper ledge, and as she does, you need to jump
onto the corresponding small floating platforms that they trigger. Watch
the location of the switch plates that Meia is triggering to know where
the floating platforms will appear. After successfully crossing the
platforms, your character will trigger a switch plate that will lower a
giant stone slab which allows Meia to walk over to the ledge you are now
on and use the warp plate. Follow her through the warp plate, and you
will be brought back to the room filled with steps. Next, walk downward
off the arrow marked blocks that you appeared on. You will land on the
ledge next to the first switch plate you triggered. Walk to the right and
enter the warp plate that is now accessible. Make your way through the
hidden passages under the pool of water that is in the room that you
come to. There will be chests hidden under the pool on the various paths
that you will find. The chest on the ledge at the top left, above the
lever, contains a gilded falcon. After getting the items that you can
find, proceed through the hidden passages until you find the ledge with
the lever on it. Flip the lever to lower the stone slab on the ledge
below. After flipping the lever, make your way to the warp plate on the
ledge next to the stone slab that you just lowered and exit the area. You
will now appear in the beginning area of Elene's subconscious, where you
and Meia first entered and walked onto a warp plate. You will be on a
ledge at the bottom of the area, and Meia will be below you. Meia calls
to you and asks you how you're going to get across. Jump from the ledge
to Meia's head, then from her head, jump to the ledge above as she walks
near it. Once on the ledge, Meia tells you the most amazing gag I've ever
seen in an RPG :). Climb the ladder and use the barrel that is there as a
step to reach the ledge with the switch plate. Trigger the switch plate
to cause two stone slabs to rise on either side of the warp plate on the
ground below. Jump off the ledge and pick up the barrel. Carry it down
and jump across the stone slabs to the ledges at the left. Toss the
barrel onto the ledge above you, then climb the ladder and use the barrel
as a step to reach the chest on the top ledge. Open the chest to receive
a key. Once you have the key, hop down and open the gate above the warp
plate. You will see another warp plate at the top of the steps the gate
was blocking, use it to exit this area. You will then be taken to a room
with four large colored crystals hovering over warp plates, with a fifth,
smaller crystal in the center. Break the crystal in the center(note,
inside the center of the crystal are four icons that appear in a
reoccurring pattern. The icons are a diamond, a tear shaped drop of water,
a ball of flame and a triangle. Each icon corresponds to one of the other
crystals hovering above the warp plates at each of the corners of the
room. Whichever icon is inside the crystal at the time you break it,
dictates which of the four remaining crystals will break and allow you
to enter the warp plate beneath it. The icon symbols match the following
crystals and warp plates:
    Triangle: Bottom left
    Water:    Top left
    Fire:     Top right
    Diamond:  Bottom right
So in order to follow the sequence I have in the faq, break the crystal 
when the triangle icon symbol is inside the crystal) to reveal a warp
plate that leads to a save and regeneration point beneath it. At this
point, the bottom left crystal shatters, giving you access to the warp
plate that was beneath it. After using the save and regeneration point(if
necessary), walk onto the warp plate at the bottom right. You will be
taken to a floating ledge covered with sand. There is a warp plate at each
corner, and two chests on a ledge in the center. The warp plate at the
bottom right leads back to the room with the crystals, so walk onto the
warp plate at the top left. You will be taken to another sandy ledge. Once
there, walk towards the center of the wall that is there, and you will
fall through the sand, onto the ledge with the two chests on it, on the
previous sandy ledge. Open the chests to receive a bar of gold worth
thirty, and an herb. After receiving the items, jump down from the ledge
and walk back onto the warp plate at the top left. Once back on the upper
sandy ledge, walk around it on the stone outskirt to the top. Hop up the
small rock against the wall and use it to climb onto the top of the wall.
Walk to the left side of the small wall(if you're not already there), and
use the warp plate at the top left. You will appear on a ledge above a
switch plate. Jump down and trigger the switch plate. Meia will then
appear, and you will gain control of her. With Meia, you must cross
the lower section to the higher ledge by jumping onto your character's
head(as you did before to Meia). Once on the higher ledge, trigger the
two switch plates to cause the stone slab at the top to lower, revealing a
warp plate. Two stone steps also appear in the lower section so that you
can climb up to the other ledges as soon as you regain control of your
character. Once you regain control of your character, hop up the steps and
jump back to the high ledge at the bottom of the room. Use the warp plate
that is there to return to the upper sandy ledge. Once back on the sandy
ledge, use the sand cape to crawl out of the area with the warp plate at
the top left, and make your way to the warp plate at the top right. Once
there, use the warp plate to enter the bottom left corner of a room, where
you have access to a switch plate. Trigger the switch plate to cause the
post next to it with the triangle on it to rise. After raising the post,
return to the first sandy ledge(the one with a warp plate in each corner).
Once there, walk onto the lower left warp plate. You will be taken to a
room where large spiked steel balls roll down the stairs to your right.
Hop up the stairs and flip the lever to cause the spiked balls to stop.
Next, hop from the right steps, to the tops of the four posts below in the
center of the area. From the post with the triangle on it, jump to the
steps to the left, and open the chest at the top of them to receive a key.
Once you have the key, return to the room where you controlled Meia,
and hop across the small steps to the high ledge at the top, where Meia
triggered the switch plates. Use the warp plate at the top to exit into
the next area. Kill the sand worms to lower the stone pillars and give
yourself access to the locked door at the top. Use the key to enter the
door into the next room. Here you will find Elene, who laughs and
disappears. In her place appear two giant slimes. Defeat them by striking
their nucleus, which you lower by repeatedly striking the slimes bodies.
After defeating the two slimes, strike the colored crystal that has 
appeared at the bottom of the room while the tear drop shaped icon is
inside, and it will shatter. After doing this, leave the room and return
to the room with the save and regeneration warp plate. Once there, exit
through the warp plate at the top left. Once through the warp plate, you
will appear in a water filled room, with many small ledges scattered
throughout. Hop across the ledges and trigger the switch plate that is on
one of the ledges towards the top. Once the switch plate has been
triggered, it disappears, and another one appears on a ledge close by.
Quickly hop to that ledge and trigger the second switch plate. Once the
second switch plate is triggered, it also disappears and a third one
appears. As before, quickly hop to the third switch plate and trigger it.
The switch plates will then continue appearing after every one you
trigger. After ten switch plates have been triggered, the spiked steel
balls that are moving in the water will stop, and you will be able to swim
to the two warp plates at the top of the room. Enter the warp plate at the
top left, and you will enter another water filled room. Once here, swim
around to the warp plate at the bottom right and enter it. In the next
room trigger the switch plate to raise the post with the tear shaped
symbol on it. After raising the post, return to the water filled room
where you triggered the ten switch plates, and enter the warp plate at the
bottom right. Once through the warp, make your way to the top ledge by
climbing the ladders and avoiding the small spiked steel balls. Once on
the top ledge, open the two chests to receive an herb and a key. After
receiving the key, go back to the room filled with water that you had to
swim around to reach one of the warp plates. Once there, Meia will tell
you that in order to trigger the switch plates in this room properly,
each of you must jump onto the corresponding pair of switch plates
together. She then starts to trigger the switch plates on her side of the
room(as you both trigger a pair of switch plates, the next pair will
appear), so do as she does and trigger the corresponding switch plate on
your side of the room. Once all the switch plates have been triggered, the
strong current at the top of the room will subside, allowing you access to
the ledge with the door at the top. Use the key to enter the door. Once
inside, you will again see Elene, who again laughs and disappears. Two more
giant slimes will then appear and attack you. Kill them the same way you
did the first two slimes, then shatter the crystal that is blocking the
doorway at the bottom of the room while the ball of flame shaped icon is
in the center of it. Exit the room and return to the room with the save 
and regeneration warp plate. Once there, walk onto the top right warp
plate and you will be brought to a fire filled with fire. Small floating
platforms move back and forth over the flames. Make your way across the
platforms to the two levers at the top left, and flip them in this order.
Flip the bottom lever then the top lever to cause the stone slab on the
right ledge to raise partially. After the levers reset(the stone slab
stays partially raised), flip the top lever once more and the stone slab
will raise completely, revealing a warp plate underneath. Jump across to
the right ledge and walk onto the warp plate. You will appear in a section
of a room where you can only access a switch plate. Trigger the switch
plate to lower the pillar with the fire symbol on it, then return through
the warp plate to the previous room. Exit the room by the door above the
two levers, then make your way across the floating platforms that are
moving about in the next room, to the two warp plates at the top. Walk
onto the warp plate at the left, and when you appear in the next room,
Meia tells you to break the stone blocks so that she can get out of
the area she's stuck in. Use the ball and chain to break one section of
the stone block to the right(next to Meia, each block is composed of
two sections). Jump onto the thin remaining section of the block, and jump
onto the larger block to the left. From there, jump to where the chest is
and open it to receive an herb. The other chest contains an herb as well,
so if you need it, reset the room and get it by breaking a piece off the
left block. After getting the herbs, completely break the right block.
This will allow Meia to move from the area she was trapped in, and leave
the room. Let her go her own way, and walk onto the warp plate at the
top right. You will appear on a bridge guarded by ogres. After killing
the ogres, walk towards the bottom section of the bridge and you will see
two lowered pillars with the symbol for fire on them. Jump off the bottom
of the bridge at the left lowered pillar, and you will fall onto a chest
in the ogre filled room below. Open the chest to receive a key. The chest
on the platform to the right contains an herb, so if you need it, jump to
it from your position next to the left chest. After receiving the key, hop
down from the platform and return by way of the warp plate at the top, to
the room where you just freed Meia from behind the stone block. Once
there, walk onto the warp plate at the top left. You will enter a room
with geysers of flame erupting from the floor. The object of this room is
to place the four rocks at the top of the room on top of four specific
geysers. Doing this will stop all of the geysers. The four geysers you are
supposed to cover with the rocks are easily identified, as the holes in
the floor where they are located are larger than the others. Once the four
geysers are covered and they have all been stopped, a chime will sound and
the stone slab blocking the door at the top of the room will lower. Use
the key to enter the door that the stone slab was blocking. Once inside
the next room, you will see Elene standing on some rocky ledges surrounded
by fire. As before, she laughs and disappears, this time leaving only one
giant slime in her place. Defeat the slime as you did the others, but this
time be careful not to fall into the flames as you fight. After defeating
the slime, break the crystal that is blocking the door while the diamond
shaped icon is shown(only one left), and return to the room with the save
and regeneration warp plate. Once there, walk onto the warp plate in the
lower right corner, and you will be taken to an ice covered ledge. Open
the chest above and slightly to the left of the warp plate you just came
from, and you will receive a life vessel. After receiving the life 
vessel, jump into the large hole towards the top right(below the warp
plate at the top). You will fall onto a raised area in the center of the
icy room below. From the center area, walk across the thin icy ledges
to the right, and jump onto the warp plate that you can see on the floor
at the top right. You will be taken to a section of a room where Meia
is trying to trigger a switch plate by jumping up and down on it. Meia
tells you that the switch plate is stuck, and that maybe with more weight,
the two of you may be able to trigger it. Jump onto the small pillar next
to Meia, then from there, jump onto Meia's head. With your combined
weight, the switch plate is triggered, and the pillar next to it with the
diamond symbol on it is raised. Once the pillar is raised, return via the
warp plates(note, the small eye symbols on the floor of the lower icy
room will bring you to a warp plate that returns you to the upper icy
ledge) to the area that had the bridge on it(where you jumped from the
lowered fire symbol marked pillars). You will notice that the pillars at
the top with the diamond symbols on them have now raised. Jump from the
rocks to the pillars, then to the chests and open them to receive a key 
and an herb. Once you have the key, return to the upper icy ledge you were
recently at. Once there, fall back down to the lower icy area by way of
the large hole towards the top right(below the warp plate at the top). The
object of the lower icy area is to trigger all the switch plates that are
on the small walls, without falling into the pits below. To do this, first
walk to the right and push the ice pillar furthest to the right, upwards,
then jump across the corner of the pit, so that you are to the left of it.
>From there, push it to the right to send it sliding into a switch plate at
the top right corner. Next, walk left, then down towards the center, and
push the ice pillar that is there downwards, where it will stop against a
small post. Next, push the ice pillar that is next to the warp plate on
the center area to the left, so that it falls into the pit to the left.
Jump across to the top of the pillar you just pushed into the pit, and
from there, walk to the switch plate in the upper left corner and trigger
it. After that, return to the center area(jump from the pillar in the pit)
and push the ice pillar on the wall below and slightly to the left of the
warp plate, downwards. It will slide down the wall and fall into a pit.
Hop across the top of it to reach the switch plate at the bottom left
corner. After triggering the bottom left switch plate, hop back across to
the wall above and push the ice pillar that is there to the right. It will
fall into a pit and allow you to jump to it so that you can reach the ice
pillar on the bottom wall. Push the ice pillar on the bottom wall to the
right and it will trigger the switch plate at the bottom right corner. 
After that, return to the wall where the last ice pillar you pushed into
the pit is, and push the ice pillar that is still on the wall, upwards.
This will allow you to access the last switch plate on the wall next to 
where the ice pillar stopped. After triggering the last switch plate, the
stone slab blocking the door in the pit at the top center will lower. Make
your way back around the walls(be careful not to fall into any pits along
the way) to the center area, and jump into the pit with the now lowered
stone slab. Once in the pit, use the key to enter the door at the top.
Once inside, Meia appears. Elene is also in the room. After learning
that you defeated the three groups of giant slimes, you and Meia are
called out of Elene's subconscious. Once back by Elene's bedside, Elene 
wakes up and gets out of bed. Everyone tells her that it was Alundra and 
Meia that saved her. Gustav rewards you with a gift for saving his
daughter. The gift he gives you is the Steel flail, which is the charge 
version of the Iron flail, and can be swung in a wide arc above your
head for more damage. After you receive the Steel flail, the scene fades.

                            Chapter Thirty Six
                       The awful truth about Giles

    You are awoken in the middle of the night by Kisha and Septimus, who
tell you that Giles has now come down with the sleeping sickness. They
also tell you that Meia is already at his bedside. Once they leave, 
proceed to Giles' and Kisha's house and speak to everyone gathered at
Giles' bedside. While talking about Melzas, a loud screeching is heard
outside. Meia recognizes it as the sound of the murgg. Septimus and
Kisha go upstairs where they'll be safer, while Meia tells you to
go outside and deal with the murgg. Proceed outside and kill the four 
murgg who attack you once you leave the house. Once you have killed the
four murgg, return inside and talk to Meia. After speaking with Meia,
go upstairs and tell Septimus and Kisha that it is safe to come
downstairs. They are worried that Meia is alone downstairs with Giles,
and with good reason, for once you return downstairs, you will see that
Giles has transformed into a demon werewolf just as Kline had. Giles,
in werewolf form, starts to threaten you, but Kisha goes to him and
tries to speak with him. Giles then lashes out, and sends Kisha flying
across the room into some cabinets. Meia and Septimus start to tell you
of the creature, but Giles the man, starts to take back his self from the
werewolf that he has become. He goes to his sister to see what he has
done. He yells out that Melzas has done this to him, and it caused him
to hurt Sybill, then Jess, and now he has injured his own sister Kisha.
Kisha then starts to speak, and Giles transforms back into a man. Once
back in human form, Giles collapses on the floor and vanishes. Kisha then
gets up, and Beaumont rushes into the house. Everyone discusses what must
be done, then the scene fades.

                            Chapter Thirty Seven
                            A new piece of armor

    You awake the next morning thinking of what happened to Giles. After
getting out of bed, leave the house and proceed out of Inoa to the cliff
shopkeeper's house. Once there, show Lurvy(shopkeeper) the broken armor
that Jess left for you in his blue chest(just speak to Lurvy and he will 
take it). Lurvy then asks you if you'd like him to fix it, Yes/No. After
answering yes, Lurvy takes the broken armor, and after much clanging and
banging, returns with a new piece of armor for you. After receiving the
breastplate, return to the village of Inoa.

                            Chapter Thirty Eight
                   More fun than a barrel full of monkeys

    Once back in Inoa, proceed to Kisha's house, where you will find Meia
waiting for you. Speak to Meia and she will give you a bomb(tree gem)
that will blow open the gate to the woods below the Great tree. Meia
thinks that you can reach the Great tree by passing through the Murgg
woods. Once you have the bomb(shows up on your secondary status screen,
looks like a yellow marble), leave the village of Inoa and make your way
to the ruins just South of the Murgg woods(all the way West). Once at the
ruins, move the large rock that is blocking a cave's entrance around the
corner from the stairs. After moving the rock, enter the cave and burn
the thorn bushes to the right. Proceed past where you just burnt the
bushes, and walk down the stairs to the next room. Here you will see an
area made up of many small ledges. Hop down the ledges and open the chest
on the octagon shaped plate at the bottom to receive a life vessel. The
other chest at the bottom contains a magic elixir. Once you've received
the life vessel, use your Spring beans to spring yourself to the higher
ledges so that you may return to the stairs at the top and exit the room.
While on the way up, open the other chests that are on the various ledges
to receive a gilded falcon and an herb. Once back in the first area, burn
the thorn bushes again, and exit the ruins. Once back outside, make your
way to the Murgg woods.

    You must enter the Murgg woods from the Southern side of it, so 
proceed North from the ruins, until you reach the long stairs that start
on the ledge above the three chests. Proceed up these stairs and you will
come to the locked doorway to the Murgg woods. Place the bomb on the
doorway(walk up to it and it will automatically be placed), and when the
bomb detonates it will be blown open, allowing you entrance into the 
forest. Once inside the forest area, walk up the stairs in front of you
and proceed up the steps to the right that lead to the round rock on the
ledge above. Push the rock so that it falls onto the rock below it, 
causing both to shatter. Doing this will open the Eastern entrance to the
Murgg woods. After pushing the rock, hop back down the steps and proceed
up the path to the Northwest. You will come to a small set of steps, at
which point two murgg will appear and push a large spiked steel ball off
the ledge above, after which they run away. After the two murgg leave, hop
down to the left and enter the cave behind the thorn bush. Once inside, 
proceed up the wooden path to the right. Jump from the end of the ledge
that it leads to, to the ledge at the top of the room with the chest on
it. Open the chest to receive an herb. If you fall into the center area,
trigger the switch plate, which will cause two murgg to appear and drop
four mushroom creatures into the center area with you. After defeating the
mushroom creatures, a stone slab falls to the left that you can use to 
climb out. After receiving the herb, exit the cave and proceed back onto
the grassy ledge to the right. Proceed around the grassy ledge until you
come to a thorn bush. At this point, burn the thorn bush and enter the
cave at the end of the grassy path, beyond where the bush was. Once inside
the cave, use the ball and chain to strike the stone block on the other 
side of the pedestal, which will cause it to slide. After sliding the 
block, exit the cave and return to the thorn bush. Burn the thorn bush
again, and jump to the ledge to the right that has a cave entrance 
hidden between two trees. Enter the cave and make your way to the switch
plate at the lower left(you can see it from where you entered). The object
of this room is to trigger the switch plate, then very quickly make it to
the top of the room(the platforms towards the top are created by the
switch plate, and disappear after a brief period of time). Once at the top
of the room, use a bomb to open the doorway sealed by fallen rocks. Once
the doorway has been cleared, enter it to proceed to the next room. As 
soon as you enter the next room, two more murgg spot you and call for
reinforcements, who then attack you. After killing the murgg, enter the
open doorway towards the top center of the room, and run across the bridge
that it leads to before the rocks that start to fall hit you. Once at the
end of the bridge, open the three chests that are there to receive a
strength elixir, an herb, and a bar of gold worth thirty. Once you have
received the items, proceed back across the bridge and re-enter the room
where the murgg attacked you. Once there, make your way to the left corner
where you will see a lever on the wall. Flipping the lever causes the
stone slab on the ledge above to lower and allow you access to the left
end of the ledge. The stone slab only stays lowered for a brief period of
time, so you must make your way up the steps at the right side of the
room, and past the stone slab quickly. Once past the stone slab, hop
across the ledges to the South and exit by the open doorway that is
there. Once through the door you will be back outside. Make your way down
the path to the chest at the bottom of the stairs. Open the chest to
receive a life vessel. After receiving the life vessel, return up the 
stairs and go back into the cave you just exited. Jump back across the
small ledge to the ledge at the top of the room that the spiked steel 
balls are on, and exit by the door at the top left. In the next room, kill
all five mushroom creatures on the upper ledges, and the stone block that
is preventing you from reaching the lower section will disappear. After
killing the mushroom creatures, proceed to the lower section, where you
will see four murgg surrounding a mushroom creature. The murgg spot you
and attack. After killing the murgg, cross the wooden bridge to the left,
and proceed to the top left(through the hidden passage), where you will
find a lever at the bottom of a flight of stairs. Flip the lever to cause
the large stone slab to the left to raise, also four murgg will jump into
the area you are in and attack you. Quickly kill the murgg and make your
way under the stone slab to the section at the left(if you weren't quick
enough, flip the lever again after the stone slab falls). Once in the 
section to the left, a murgg spots you and runs away. Make your way back
to the right(jump over the stone slab), and leave the area where the lever
is. Once back in the main section of the cave(where the wooden bridges
are), make your way to the lower left corner, by crossing the bridges to
the South. At the bottom left you will see an open door, exit the room by
it. Once through the door you will encounter a stone golem that will 
attack you. After defeating the stone golem, open the chest in the area
above to receive a wonder essence. Next, flip the lever above the chest
to cause the stone slab at the bottom left to disappear, giving you access
to the steps that lead to the exit. Exit the cave to return back outside.
Hop up the grassy steps and follow the path Northward. Shortly before you
reach the next thorn bush, you will be spotted by three murgg. They are
shocked that you have managed to get by the stone golem. As they run away,
they drop a chest onto the ledge above you. Continue up the path, and burn
the next thorn bush that you come to. After climbing the steps that are
past the thorn bush, burn the bush at the top of them and enter the cave
that is there. Once inside the cave, kill the murgg that attack you, then
exit by the door at the bottom left. Once outside, walk down the grassy
ledge and open the chest that the murgg had dropped previously. Inside the
chest is the Willow bow, which is the upgrade to the Hunter bow, and is a
chargeable weapon. After receiving the Willow bow, walk around the corner
of the grassy ledge, then proceed up the steps to the ledge above you.
Once you are on the upper ledge, walk into the teleport arch to activate
it(you may want to save your game at this point). After activating the
teleport arch, return to the cave you were in before you found the bow.
Once back in the cave, kill all the murgg that are attacking you, then
walk into the doorway that leads downward in the center of the upper 
section of the cave(it is hidden, so look for the opening on the opposite
side of the wall). Through this door you will find a warp plate on a 
raised section, and a regeneration point surrounded by four small rocks.
If you use the regeneration point, your health will be restored to maximum
level, but it will also alert the murgg to your presence. After each use
of the regeneration point you will be attacked by three murgg. After using
the regeneration point(if necessary), and killing the murgg who attack, 
jump onto the small rock closest to the raised area. Then from the small
rock, jump to the raised area where the warp plate is, and walk onto it. 
The warp plate will bring you to an area where there are four wooden 
bridges, three lower ones running up and down, and a fourth upper bridge
running left and right, intersecting each of the lower bridges. The three
lower bridges have a warp plate and a switch plate at either end of them,
and a raised stone slab at the intersection where each lower bridge meets
the upper bridge. The slabs are raised so that if you were on the upper
bridge, you could not cross it without lowering the stone slabs first.
Each switch plate on the lower bridges raises or lowers one or more of
the stone slabs. To lower all the stone slabs, you must trigger the proper
switch plates in the proper order. The switch plates correspond to the
stone slabs in the following way:

    Right bridge, bottom switch plate:  Lowers left stone
    Right bridge, top switch plate:     Lowers center stone, raises left
    Center bridge, bottom switch plate: Raises left and right stones
    Center bridge, top switch plate:    Lowers right stone, raises center
    Left bridge, bottom switch plate:   Raises or lowers left stone
    Left bridge, top switch plate:      Raises or lowers center stone

Without triggering any of the switch plates, walk back onto the warp plate
at the bottom of the bridge you are on(the one you entered the area from),
and return to the area with the regeneration point. Once there, walk 
across the short bridge and through the doorway into the main passage in
this area, and exit by the door at the bottom left again(the one you went
out earlier). Once back outside, walk down the grassy ledge, past the
chest where you found the bow, and proceed down the stairs that you will
come to(below the stairs that lead to the teleport arch). Once at the
bottom of the stairs, walk up the grassy path and enter the cave that it
leads to. Once inside, walk downward and proceed past the raised gate into
the lower room. Once in the lower room, a murgg will spot you and call for
help. At this point, the gate shuts, and three more murgg appear, and 
along with the first murgg, they all attack you. After defeating the murgg,
the gate raises. Walk back to the upper room, where you will be attacked
by eight murgg, that enter through a hole in the right wall that they just
created. After defeating the murgg, walk through the hole in the wall they
created, into the room to the right where you will find a warp plate. Walk
onto the warp plate and you will be brought to the center bridge in the
area you were at previously. Walk to the top of the bridge and trigger
only the upper switch plate. Triggering the upper switch plate will cause
the stone slab furthest right to lower. After doing this, walk onto the
warp plate at the top to be taken to a small room with many jars in it.
There is a hidden doorway to the right of the warp plate that you can walk
through to get into the area to the right. Once in the area to the right,
walk onto the warp plate closest to you(next to the hidden doorway) to be
taken to an area where the ground is shaking. Make your way across the
wooden bridge to the right side of the area, and walk onto the warp plate
that is there. You will be taken to the top of the left hand bridge in the
area you were in previously. Once at the top of the left bridge, trigger
the upper switch plate to cause the stone slab over the center bridge to
lower. Next, trigger the switch plate at the bottom section of the left
hand bridge to lower the stone slab to the left, above the bridge that you
are currently on. After triggering the bottom switch plate, all three 
stone slabs should be lowered, allowing passage across the higher bridge
when you reach it. Exit by the warp plate at the bottom of the bridge you
are on, and you will appear on a raised area in a room filled with groups
of murgg. Jump down and exit by the door at the bottom to return outside.
Once back outside, burn the thorn bush in front of you, then walk down the
stairs below. Next, walk slightly to the right and burn the thorn bush at
the top of the first set of stairs you come to. After burning the thorn
bush, climb the stairs and hop up the grassy ledges until you come to
another thorn bush blocking your path. Burn this thorn bush and enter the
cave beyond it to the left. Once inside the cave, kill all the dark 
colored mushroom creatures, then proceed through the hidden doorway at the
bottom left corner of the room. Once through the hidden doorway, follow
the wooden bridge and walk onto the warp plate at the end of it. You will
be taken to the upper bridge in the area you were in several times 
previously. Since you lowered all three of the stone slabs, you can now
cross the bridge and walk onto the warp plate at the right side of it. The
warp plate takes you to a large room with a wooden bridge to the right.
Once you approach the bridge, you are cut off by five murgg. Upon 
retreating, you are stopped by another five murgg. When the ten murgg have
you completely surrounded, they attack. After defeating the murgg, cross
the bridge and exit through the door at the bottom right. Once back 
outside, hop down three grassy ledges and head to the right at the wooden
fence(be careful not to go down any farther or you will have to make your
way back around through the caves again). Once you head to the right, you
will see the stone turnstile that is next to the teleport arch. Push the
turnstile to the right to gain access to the teleport arch, and the save
point that is inside it(the teleport arch). After using the save point in
the teleport arch(if necessary), walk upwards past the turnstile(that is
now out of the way). Once you are past the turnstile, walk to the right(do
not go into the area above yet), and you will come to a chest on the other
side of some grassy steps. Open the chest to receive a gilded falcon. 
After receiving the gilded falcon, walk back to the left, and walk up the
path that leads to the area above(just to the left of the steps the chest
was on). 

                            Chapter Thirty Nine
           Take your stinking paws off me you damn dirty apes!!!

    You will come to the main entrance to the Great tree, and upon
trying to walk through it, you will be captured by the murgg and thrown
into a cell. The cell next to yours is occupied by a keysmith. Once the
murgg guards leave, and you've spoken to the keysmith in the next cell,
use a bomb to blow a hole in the wall above(at the back of the cell). Once
you've created a hole, enter it to escape into the maze of corridors that
is behind the cell. Make your way through the corridors, to the stairs
towards the right. Along the way you may find chests containing such items
as a bar of gold, a wonder essence, a strength tonic or herbs. Once you
find the stairs, walk up them to exit the corridors. In the room at the
top of the stairs you will be spotted by three murgg. After defeating them
the door at the bottom of the screen opens, allowing you to exit into the
next area. In this next area, make your way to the bottom of the room,
while avoiding the large spiked steel balls(walk slowly behind them). Once
at the bottom of the room, open the chest to the left to receive an herb,
then exit by the open door. Once through the door, you will be outside
beneath a giant tree. This tree is the fortress that the murgg call their
home. Walk to the left side of the giant tree and enter the cave that is
there. Once inside, make your way through the lower section(the chest
contains an herb), until you reach the upper area(past the second large
spiked steel ball). Once there, walk onto the raised center section and
open the chest that is there. You will only receive one gold piece, but
you will trigger the doors to the room to close, and a murgg will drop
down and attack you. After defeating the single murgg, two more appear,
then when they are defeated, three arrive, followed by four more murgg.
After defeating the group of four murgg, the door re-opens, and five murgg
drop into the surrounding area. Leave the raised section and kill the five
murgg below. Once they have been defeated, the stone slabs blocking the
stairs at the top left, and the doorway below, will disappear. Exit by the
stairs and you will come to a room with two murgg in it. Defeat the two
murgg to trigger the door at the bottom of the room to open. Walk through
the next lower area, until you reach the lower left corner, and you will
come to a small room with a lever at the bottom of a small set of stairs.
At this point the doors will close, and murgg will drop from above and 
start to attack you. While killing any murgg that come near you, walk down
the steps and flip the lever to open the doors, then make your way up the
stairs at the bottom right of the small room you are in. At the top of the
stairs, pass through the door onto the raised section in the next area, 
then jump down to the floor next to where the switch plate is sitting on
the turnstile. Once on the floor, walk upwards and flip the lever that is
in the area above. Flipping this second lever causes most of the floating
platforms to start moving. Once they are moving, walk onto the raised
section in the area to the left of the second lever(the one you just 
flipped), and from there, jump to the floating platform moving left to 
right. From the platform, jump to the wooden ledge to the right, then from
the ledge, jump to the next floating platform when it appears from below.
>From this platform, jump onto the switch plate on the turnstile below.
Triggering the switch plate causes the platform on the ground beneath the
turnstile to raise for a brief period of time, allowing you to jump to it,
then to the raised area to the right. Once on the raised area, walk to the
right and make your way into the room above the one with the large spiked
steel balls. Once in the room, the doors will shut and you will be 
attacked by three murgg. After defeating the murgg the doors re-open, 
allowing you to enter the room above. In this room, kill the living chest
and a real chest will fall in it's place. Open the two chests to receive 
an herb and a strength tonic. If you need a wonder essence, bring the
barrel that is in this room to the area where the second lever was(where
the floating platforms are), and place it against the high ledge with the
chest on it, so that you can use it as a step to reach the chest. The
chest contains a wonder essence. After receiving the items, exit by the
stairs at the top left. Once in the next area, make your way through the
various smaller rooms and corridors, towards the bottom right. Once you
enter the room with the five stools and pot of stew cooking, stone slabs
will drop, locking you in the room, at which point five murgg will attack
you. After defeating the murgg, the stone slabs will disappear, so make
your way to the door at the very bottom right and exit by it(you will come
back for the chests later). Once outside, walk as far to the left on the
balcony as you can, then jump down to the lower balcony from the open
spot. Once on the lower balcony, walk to the left and jump into the
chimney of the hut next to the giant tree. After you fall into the house,
walk down the stairs to the left(partially hidden) and you will be in the
area with the jail cells that you escaped from earlier. Walk to the bottom
right and you will be spotted by a group of murgg. After defeating the
murgg, walk up to the cell the keysmith is in and you will release him.
Follow him back upstairs and he will open the chest and get his tools,
which he then uses to open the locked gate to the hut. He will then go
and hide in one of the small huts at the bottom of the Great tree(the hut
at the bottom left. Note, there is also a save and regeneration point in
one of the lower huts if you need it). After the key maker leaves, enter
the center entrance of the giant tree and proceed to the door at the top
of the hallway that is there. Once you are at the door and try to open
it, you will find that it is locked. Next, go and find the keysmith in
the hut he went to, and you will tell him that you need his help to enter
the main section of the giant tree. He will then leave the house and wait
for you inside the center entrance to the giant tree. Proceed into the
center entrance to the giant tree and you will find the keysmith. He tells
you to clear the main passage of murgg, so that it will be safe for him
to pick the lock on the door above. Go ahead and kill all the murgg in
the hallway, then return to the keysmith. He will then go with you to the
main doorway above, and pick the lock for you. After picking the lock,
the keysmith goes to wait in the hut to the right of the giant tree. At
this point, walk through the now open doorway that the keysmith just
unlocked, and hop onto the platform at the top of the hallway beyond to
be raised to a room high above. After getting off the elevator platform,
make your way to the room at the bottom right(past the room with the
fireball spouting device). At the bottom left of this room, you will see
a turnstile against the left wall. Push this turnstile upwards, and it
will trigger the doorway it was blocking to open. Walk through the now
unblocked doorway into the room at the left. Once in the next room, exit
through the door at the bottom and you will be back outside on an upper
wooden balcony. Walk to the upper right corner of this section of balcony,
and open the chest that is there to receive a gilded falcon. After
receiving the gilded falcon, climb down the ladder on the section of
balcony under the chest, and trigger the switch plate that you can see
below. Triggering the switch plate lowers another ladder from this
balcony to the ground, allowing you to climb up and down without having
to go through the giant tree itself. After triggering the switch plate,
walk as far to the left on this lower balcony as you can, and enter the
cave entrance that you come to. Once inside, walk to the far right on
the front ledge as you can, and fall downwards into the open area from
there. You will land on a raised section in a room below where there is a
chest. Open the chest to receive a life vessel. After receiving the life
vessel, leave the room by the door at the bottom and jump to the lower
balconies, then to the ground. Once on the ground, climb the ladder you
lowered in the upper right corner and return to the room where you just
jumped from . Once back in the room, walk to the left side of the front
ledge and drop into the open area to fall onto the left hand raised
section in the room below with the chest on it. Open the chest to receive
one gold piece. From this section you can diagonally jump to the center
raised section that also has a chest on it. Open that chest to receive a
bar of gold worth thirty. After receiving the gold, return again to the 
room above, where you just jumped from. Once back in the room, make your
way across the open area by riding the floating platform that travels
through the center of the room. Once across, make your way through the 
room above with the large spiked steel balls moving back and forth, to the
upper room. Once there, walk to the left and you will be attacked by eight
murgg. Defeat all the murgg, and a barrel will fall into the room at the
top left. Use the barrel to reach the chests on the raised area at the top
right. The chests contain a bar of gold worth thirty, and an herb. After
opening the chests, use a bomb on the pile of rocks in the room at the top
left, then jump into the hole it creates(note, Ignore the stairs as they
lead to the same area that the hole leads to, only without being able to
find the chests that you will if you jump down the hole). You will land in
a room with six chests in it. Two of the chests are living chest
creatures, while the others contain a piece of gold worth ten, a strength
tonic and two herbs. After receiving the items, walk into the room below
and the doors will shut, you will then be attacked by three more murgg.
Defeat them to cause the floating platform to the right to drop, allowing
you to use it to  jump to the raised ledge next to it. Hop across the
raised ledges until you are on the one at the bottom left with the switch
plate. Trigger the switch plate to re-open the doors to the room. Exit by
the door at the bottom and walk to the upper left corner of the balcony
outside. Open the chest you find there to receive a life vessel. After
receiving the life vessel, return to the room you just left(where you
triggered the switch plate). Once there, exit through the door to the
right, and walk up the stairs that are in the following room. In the
room at the top of the stairs, kill the two murgg who are in the center
of the room(watch out for the two spiked steel balls circling the room),
and the door at the top of the room will open. Walk through the door and
follow the ledge to the left, then fall straight off the open end of it.
You will land on a wooden ledge in the room below. Follow the ledge
upwards and trigger the switch plate that you will find, to open the 
closed gates that are next to it. Open the chest that the gates were 
blocking to receive a key. After receiving the key, walk to the bottom of
the ledge and open the chest that is there to receive an herb. After 
receiving the herb, follow the ledge into the small room below(where the
three murgg are). Exit the small room by the door at the left, and proceed
out the door at the bottom of the next room to return to the outside
balcony. Once back outside, follow the balcony to the upper left(above
where you found the life vessel), and you will find a small hut. Use the
key to unlock the door to the hut, then proceed inside. Once inside, the
door shuts behind you and you are attacked by five murgg. After defeating
the murgg, a chest falls into the room towards the top. Open the chest to
receive the elevator key to the upper levels of the Great tree(appears on
your secondary status screen). After receiving the key, the door at the
bottom of the room re-opens, allowing you to exit. After exiting the hut,
make your way back to the ground, and enter the main entrance(center cave)
of the giant tree. Next, ride the elevator platform to the level above,
then make your way to the room that you reach at the bottom left(to the
left of the room with the turnstiles). Once there, use the elevator key
on the door at the top, and you will be asked if you would like to
attempt to open the door, Yes/No. After answering yes, you will be told
that the key does not fit properly. At this point, make your way outside
to the wooden balcony(through the door at the bottom of the room), and
climb down the ladders to the ground below. Once on the ground, seek out
the keysmith in the hut just to the right of the giant tree. Speak to
him and he will ask if you wish for him to try and fix the key so that it
will open the door correctly, Yes/No. After answering yes, climb back up
the ladders(both of them), and re-enter the room with the locked door.
Walk up to the locked door at the top of the room, and you will again be
asked if you'd like to try the key on the door, Yes/No. After answering
yes, you try the key in the door, and this time it opens. Walk through the
door and hop onto the elevator platform that is in the room beyond. As 
soon as you get off the elevator platform in the room above, you will be
attacked by five murgg. After defeating the murgg, the door at the bottom
of the room opens, allowing you to exit to the balcony outside. Once on
the balcony, climb the ladders to the left of the door, until you reach
the top of the tree. Once at the top of the tree, you will find the boss'
chamber. You then will find out that Zazan is the ruler of the Murgg who
live in the Great tree. After threatening you, Zazan jumps down from his
platform above, and attacks you.

Boss strategy:

    Zazan will pick up large rocks and throw them at you, so keep moving
when you see him with a rock to avoid being hit with it. Zazan's main
attack is to extend his arms and spin towards you. To avoid this attack, 
keep moving and changing directions. Zazan cannot be hit while he is
spinning, you must wait for him to stop. During this attack you also 
cannot be hit by Zazan's arms, only his body. Once in a while, Zazan will
call out to other murgg to come and help him. Regular sized murgg will
then appear and try to attack you as well. 

    After defeating Zazan, two chests will drop at your feet. Open them to
receive the two jewel crests that were missing from the chests that you
opened in previous dungeons. It seems Zazan and the murgg had stolen them
to try and stop you from gathering all seven. After receiving the two 
jewel crests, make your way back down to the ground, then head back to the
village of Inoa.

                            Chapter Forty
                              Wild fire

    Once back in Inoa, the ground starts to shake ferociously. Talk to 
Meia and the other villagers to find out that Torla mountain has become
active, due to Melzas' evil. Talk to Naomi in the shop(she is the 
shopkeeper), who tells you that Tarla mountain is erupting, then leave the
shop. Upon leaving the shop, Yuri will appear and tell you about Torla 
mountain. He also tells you that to enter and fully explore the mountain,
you will need the Ice wand. He then tells you how to get the wand(see 
Chapter 27, Cool). After talking to Yuri, leave Inoa and head to the area
to the left of Torla mountain(the area where Magyscar is located). Once
there, hop up the ledges to the right of where Magyscar is(past the stone
block that you must break), then jump downwards from the top right ledge,
to the ledge below that will take you to the area where Torla mountain
is. Once on the ledge, walk to the right and you will enter the area with
the wooden bridges connecting the ledges. Walk across the first bridge
to the group of grassy ledges, and make your way around them to the
second bridge. Cross the second bridge, and hop downwards off the ledge
that it leads to. Walk down and to the right on the grassy ledge you land
on. Towards the bend, one of the rock piles on the ground will be raised
into the air by a geyser of water that is flowing beneath it. Hop onto the
raised rock pile, and a second pile next to it will also be lifted by a 
geyser of water. Continue leaping from rock pile to rock pile, as upon
landing on each raised rock pile, the next will be lifted by a geyser. 
When you come to the last rock pile, it will not automatically raise. You
need to jump to it while it is still on the ground, as the impact from you
landing on it will jar it loose, and it will then be lifted upwards by the
geyser beneath it. Jump from the last rock pile onto the ledge to the
right, and enter the cave that is there. You have now entered Torla
mountain. Once inside, you will notice pools of lava in various locations
throughout the room, this will hold true for many of the rooms inside the
mountain. Walk towards the top of the room and light the left hand 
candelabra. This will trigger the gate at the top of the room to open.
Walk to the open gate and use the Ice wand to freeze the red hot pillars
that block the passage beyond the gate. After freezing the pillars, use
the crusher(ball and chain) to smash them. Once they have been destroyed,
walk through the passage and exit through the second raised gate(note, if
the second gate is shut, it is because you lit the right hand candelabra.
Use the Ice wand to extinguish it and the gate will raise). In the next
room, hop across the small raised rock formations to the ledge at the top.
Once at the top, hop down to the area with the switch plate. Trigger the
switch plate, and the gate on both the upper ledge, and the gate where you
are will open. Walk into the gate that just opened next to the switch
plate and you will come to a room where five fireballs are bouncing up and
down over a pool of lava. Walk up to the ledge to the right, and use the
Ice wand to freeze the first fireball. After freezing the first fireball,
hop onto it(if it's low enough to reach). Next, continue freezing the 
fireballs to make a bridge to cross over the pool of lava(while you are
standing on a frozen fireball it will not thaw out). When you reach the
last fireball, you must jump upwards to reach the ledge above, as the jump
to the side is too far. Once on the upper ledge, walk through the door to
exit the room. In the next area there is a passage that splits off in two
directions. To the left is a warp plate that leads to a save and
regeneration point, while to the right is a passage leading to some stairs
and an open door. At the fork in the passage there is a door also. After
using the save and regeneration point(if necessary), walk to the stairs at
the end of the right hand branch passage and exit through the door at the
top of them. Once in the next room, quickly walk to the right to avoid
being burned by the flame throwers(note, you can shut off the flame 
throwers by jumping onto them). Jump across the lava to the lower 
section(there is a chest containing an herb at the far left side of the
room), and exit through the doorway that is there. You will now be at the
far right side of the second room, where you jumped across the rock
formations. Jump to the lower area where the sign is, then quickly run
through the lava to the chest below, and open it to receive a life vessel.
After receiving the life vessel, hop back up the small steps next to the
sign to return to the upper ledge. Once back on the upper ledge, walk to
the bottom of the room, then make your way back to the left side by
jumping across the rock formations. Once at the left, hop across the rock
formations until you are on the upper ledge at the left side of the room.
Enter the open door on the upper ledge, and you will be on a higher ledge
in the room you were in previously, that had the flame throwers in it.
Jump across the gap to the smaller ledge at the top and enter the door
that is there. Once in the next room, hop across the rocks, shutting off
the flame throwers that you come to by jumping on them, and make your way
up and around the ledges above. Once around the ledges, you will come to
the upper section of the room, which is composed of rock formations,
lava pits, and more ledges. Kill all the phoenix that rise from the lava,
as you make your way around the rocks and ledges to the ledge at the top.
After killing all the phoenix that rise, the door on the top ledge will
open. To reach the chest to the right of the door, you need to jump to
it from the second to last rock formation. It contains a wonder essence.
Once you reach the top ledge, exit through the door that is there. In the
next room, use the Ice wand to freeze both of the red hot pillars, then
push the left pillar to the right, then push it up, then push it right
again. Lastly, push the remaining pillar(the right one) upwards where it
will come to a stop against the other one. Jump onto the small step to
the right, then from there, jump onto the pillars. Once on the pillars,
you can jump to the upper section of the room. In the upper section you
will need to use the Ice wand to freeze the fireballs bouncing up and
down over the lava pit, in order to make a bridge for you to cross. The
first fireball must be frozen by you while you are standing in front of
it, instead of while on the ledge to the right, as the arc that the ice
travels will freeze it too high for you to climb onto it. You must freeze
the fireballs in such a way that you can cross to the ledge high above at
the center(make it to the last fireball, then go back and forth until you
are high enough). Once you are on the high ledge, exit through the door
that is there. In the next room, use the Fire wand to light the nine
candelabras. This will cause the stone slab with the rock on it at the
bottom left to lower. Once the slab is lowered, use the Ice wand to 
extinguish all but the candelabra directly above the stone slab. Once the
eight proper candelabras are out, stand on, or extremely close to the
stone slab and use the Ice wand to extinguish the final candelabra, then
quickly hop back onto the stone slab as it raises. Once the stone slab has
risen with you on it, jump onto the small rock, then onto the ledge at the
left and exit the room through the door that is there. Once in the next
room, kill all the phoenix that rise from the small lava pools to cause 
the platform at the top of the room to disappear, revealing a hole. Jump
into the hole to fall into the next area. You will land in a small stream.
Walk Southwards and jump down the small waterfall at the end of the
stream. Make your way to the upper right ledge by jumping from rock to
rock. Once there, flip the lever to cause the floating platform to start
traveling Southwards. Hop onto the floating platform and ride it to the
lower ledge, where you can exit through the door that is there. In the
next area there are two chests on the ledge that you are on, and a warp
plate below. This is a passage that you were in previously, only you were
at the lower section of it. Open the two chests to receive a key and the
Charm boots. The Charm boots allow you to walk through lava without being
hurt. Once you receive the items, jump down to where the warp plate that
leads to the save and regeneration point is. After using the save and
regeneration point(if necessary), walk into the upper door at the fork in
the passage(not the one at the top of the stairs). Once through the door,
make your way past the flame throwers, and exit through the door at the 
top of the hall. In the next room there is a large pool of lava, and flame
throwers blowing fire into the air. First kill all the phoenix that rise
and attack you. Next, walk upwards and pick up the small rock on the small
patch of land. Place the rock next to the lower ledge to the left, and use
it to climb onto it(the lower ledge). Once on the lower ledge, pick up the
small rock that is there and bring it to the patch of land that you got
the previous rock from. Place it next to the high ledge, then go and get
the other rock that you used to climb onto the lower ledge. Bring the
second rock to the one you just put against the high ledge and place it on
top of it, but slightly off center so that you can climb from one to the
next. After climbing on top of the second rock, jump to the upper area of
the room and use the key to exit through the door that is there. In the
next room, jump across the small rocks to reach the area where the statue
is(the same type of statue that you sought out in the Ancient shrine). 
Inspect the statue and it will tell you to light the seven candelabras in
the surrounding maze of corridors in a specific order so that you may
proceed. Each candelabra you light will lower a gate, sealing off an area.
Your object is to light the candelabras in such an order that you are able
to enter the area in the center, where there is an octagon shaped plate
with a moon symbol on it in the floor after all the candelabras have been
lit. Walking onto the plate with the moon symbol after all the candelabras
have been lit will trigger all the gates, including the exit at the top
left to open, allowing you to proceed. Light the candelabras in this
order(note, you can walk under the walls to the right where the lava is,
to re-enter the lower areas):
    Light the candelabra next to the statue first
    Light the candelabra at the top right second
    Light the candelabra at the bottom right third
    Light the candelabra below the octagon shaped plate fourth
    Light the candelabra at the lower left fifth
    Light the candelabra at the top left(in area with the exit) sixth
    Light the candelabra at the top center seventh(last)
Once all the candelabras are lit, and you are able to walk onto the 
octagon shaped plate at the center, all the gates will open. Walk to the
exit at the top left and leave this area. In the next room, walk off the
side of the wooden bridge, and fall into the open area. You will fall into
a room full of lava. Scattered throughout the room are tall rocks with
Spring bean plant stands on them. At the top of the room is a high ledge
with a chest on it, while at the bottom is a warp plate(returns you to
the room above with the wooden bridge). First, use the Spring beans to
grow a Spring bean plant in each of the stands. Next, starting at the
plant next to the warp plate, use them to bounce from one plant to the
next, in order to reach the high ledge with the chest on it. Once on the
high ledge, open the chest to receive a gilded falcon. After receiving
the gilded falcon, hop down from the high ledge and use the warp plate
at the bottom to return to the room above with the wooden bridge. Once
back in the upper room, walk across the wooden bridge and use the Fire
wand to burn the thorn bushes at the other end. Next, use the Ice wand
to freeze both red hot pillars, then push one of them towards the
other(doesn't matter which). Next, push the pillar you just moved,
upwards, so that it slides across the wooden bridge and comes to a stop
against the high wall. Walk across the bridge, and jump from the small
rock to the top of the pillar, then from the pillar jump to the upper
ledges and make your way out the door at the top. In the next room, make
your way to the door at the top right to exit(you can hop on the flame
throwers to shut them off). In the next room, inspect the statue and it
will tell you to light all the candelabras in the rooms to the left and
right(at the tops of the two sets of stairs). Walk up the stairs to the
door at the left and proceed into the next room. In this room, use the
Ice wand to freeze the red hot pillar in the center. Next, push the
pillar to the left, then push it downwards, then push it to the right
where it will come to a stop next to the bottom right candelabra. Hop
from the small rocks, then to the pillar, finally to the candelabra and
light it. After lighting the bottom right candelabra, jump down and push
the ice pillar upwards. When it comes to a stop, use it to reach the
upper right candelabra and light it. After lighting the upper right 
candelabra, jump down and push the pillar to the left. When it stops
against the rocks, use it to reach the upper left candelabra, and light
it. Once the upper left candelabra has been lit, jump down and push the
ice pillar downwards. When it comes to a stop against the rocks at the
bottom left, use it to reach the last candelabra and light it. After 
lighting the bottom left candelabra, a chime will sound telling you that
you have done the task correctly. Return to the previous room and walk up
the stairs to the room at the right. Once in the room to the right, use
the Ice wand to freeze the two red hot pillars. Next, push the right 
pillar to the left, then push it downwards so that it comes to rest 
against the small rock below. Jump from the small rock to the top of the
pillar, then from the pillar jump to each of the two lower candelabras(at
the bottom left, and bottom right) and light them. After the two lower
candelabras are lit, jump down and push the left pillar(one you haven't
moved yet) to the right, then upwards so that it stops against the rocks
at the top right. Use the pillar to reach the candelabra at the top right
and light it. Once the top right candelabra has been lit, jump down and
push the pillar(the one you just jumped from) to the left, so that it 
stops against the rocks at the top left. Next, walk to the bottom of the
room, and push the lower pillar(first one you used) to the left, then
upwards, so that it comes to a stop next to the other pillar. Use them to
reach the last candelabra in the upper left corner and light it. Once the
last candelabra has been lit, a chime will sound telling you that you have
done the task correctly. After lighting all the candelabras in this room,
return to the previous room and inspect the statue. Once you inspect the
statue, your health will be restored, and the gate at the top center of
the room will open. Walk through the now open door and shut off all the
flame throwers that are in the next room by hopping onto them. Once all 
the flame throwers have been shut off, walk to the right and open the 
chest that is there to receive the level two Fire book. After receiving
the level two Fire book, walk onto the warp plate to be brought to the
boss' chamber. The boss of Torla mountain is a giant fire dragon named
Wilda. He tells you that to get the sixth jewel crest, you'll have to 
defeat him. After telling you this, he begins his attack on you.

Boss strategy:

    You are on a wide ledge above the lava pit that Wilda rises from. The
only weapon that will harm Wilda is the Ice wand. Wilda will lower his 
head to the ledge and blow hot air that repels you backwards. Hop forward
and strike Wilda while his head is on the ledge. Wilda will also breathe
fire at you from time to time, to avoid it, keep moving towards or away
from him when he does this. Every once in a while, he will cause the
ground to shake and rocks will fall from above.

    After a certain amount of damage is done to Wilda by the Ice wand, he
will become completely frozen. A chest containing the sixth jewel crest
needed to raise the Palace of Melzas is then dropped at your feet. Open
the chest to receive the sixth jewel crest. Wilda is then destroyed. The
scene then fades.

                            Chapter Forty One
                              Gemini dreams

    You are awoken by Meia from a peaceful sleep while dreaming about
the fact that you now have six of the seven jewel crests needed to raise
the Palace of Melzas. She tells you that she needs your help, as Bergus,
one of the twin children in the village has been kidnapped. After
answering yes to her question, get out of bed and proceed to Wendell's
house. After entering Wendell's house, Meade meets you at the door and
tells you that one of the twins, Bergus, has been captured by the murgg.
After learning of this, follow Meade upstairs to see the other twin,
Nestus. Once upstairs, you will find Meade, Wendell, Meia, and Rumi
gathered around Nestus' bedside. Speak to everyone, then speak to Nestus.
Upon speaking to Nestus, Septimus will arrive. After learning that by
entering one twins' dream, you can save the other, attempt to speak to
Nestus again. At this point Septimus will ask you if you are ready to
travel into the child's subconscious, Yes/No. After answering yes, you
are sent into Nestus' subconscious. Once in the child's thoughts, you
will appear in a room with three dematerialized statues, and a warp plate
that leads to a save and regeneration point. Exit this room by the door
at the top(the open area, Meia calls to you as you are leaving the 
entryway, and tells you that the twins are opposites). In the next room,
kill the murgg, then walk to the area to the left with the warp plate
and four switch plates. The switch plates will trigger themselves in a
specific order. 
    Bottom left
    Top left
    Top right
    Bottom right
Once all four switch plates have been triggered, walk onto the warp plate
in the center and you will be brought to another area(a note about this
dungeon, there are actually two separate dungeons here, one for each of
the twin children. The first has walls of blue, while the second has
walls of gray. Each time you travel through a warp plate, you are going
from one dungeon to the other. The dungeons are mirror images of each
other, and because of this, when something happens in one of the
dungeons, you need to perform it in the opposite way in the second).
Once in the next area(second dungeon), trigger the switch plates in the
opposite(mirrored) order that they were triggered in the first dungeon.
    Bottom right
    Top right
    Top left
    Bottom left
After triggering them correctly, the gate at the top will open, allowing
you to exit. In the next room you will see a fireball circle the raised
section in the center, from top right to bottom right. After seeing this,
return to the first dungeon(blue walls) by way of the warp plate. Once
there, walk into the room above, where you will see four switch plates
around a raised section just like you saw the fireball travel around.
Trigger the switch plates in the opposite order you saw the fireball
travel in, in the other dungeon. 
    Top left
    Top right
    Bottom right
    Bottom left
After triggering the switch plates correctly, the door at the top of the
room will open. Go back to the warp plate and walk onto it. Once back in
the gray dungeon, walk upwards through the rooms and cross the wooden
bridge that you come to, then enter the door at the other end of it. Pick
up the barrel in the next room, and while carrying it, trigger the switch
plate at the top left. Once the switch plate has been triggered, the stone
slab above will lower. Place the barrel against the ledge below the switch
plate and use it to climb up onto the ledge. From the ledge, jump down and
exit through the door at the left. In the next room, walk under the high
ledge that runs under the  center of the room, and exit by the door at the
far left. Once through the door, walk onto the warp plate that you find, 
to return to the blue dungeon. After returning to the blue dungeon, walk 
through the door to the left into the next room. Next, walk under the high
ledge that runs through the center of the room, and exit by the door at
the far left. In the next room, trigger the switch plate you can now reach
at the top right, to open the locked gate at the top. Once the gate is
opened, proceed through it and walk up the stairs in the room beyond,
exiting by the door at the top of them. Once through the door at the top
of the stairs, you will be on a glass bride divided in half by a mirror.
On each side of the mirror is a barrel and a switch plate. Each side of
the mirror is also each of the different dungeons, as the mirror is the
point at which the dungeons connect. You are currently in the blue
dungeon, while the gray is on the opposite side of the mirror. Pick up the
barrel on your side of the mirror and walk towards it(the mirror). You
will notice that the barrel on the opposite side of the mirror is floating
in the air due to your carrying your barrel. Position yourself(while still
carrying your barrel) so that the floating barrel and your barrel will
land on their respective switch plates when you toss them, on the
opposite side of the mirror, then drop the barrel, which will then trigger
both switch plates. This will cause the mirror to shatter, and allow you
to cross over to the gray dungeon side of the glass bridge. Once on the
gray dungeon side, walk to the bottom and exit through the door that is
there. Once through the door, trigger the switch plate at the bottom of
the steps to the right. This will trigger one of the three statues you
saw at the beginning of these dungeons to fully materialize in the gray
dungeon. The door at the bottom of the stairs to the left opens as well,
allowing you to exit. Once through the door at the bottom of the stairs,
trigger the switch plate on the ledge to start the floating platform
moving back and forth at the left side of the room. Hop onto the floating
platform and use it to cross onto the ledge at the bottom of the room.
Once on the ledge, exit through the door that is there. Once through the
door, cross the wooden bridge to the area below, where you will see two
switch plates and a warp plate. Walk onto the warp plate and you will be
brought back to the blue dungeon, into a room where there are also two
switch plates. Once there, the switch plates will trigger themselves in
this order:
    Right
    Left
    Left
    Right
    Left
    Right
    Right
    Left
    Right
After seeing the switch plates trigger, walk to the left, through the 
hallway, and trigger the switch plate below. Triggering this switch plate
will open one of the two gates on the ledge above. After triggering the
switch plate, walk onto the warp plate above(not the one you entered this
area by), and you will be brought to a similar location in the gray 
dungeon. Once there, walk downwards and trigger the switch plate you will
come to. Triggering this switch plate will open one of the two gates on 
the ledge above(just as it did in the blue dungeon). After triggering the
switch plate, walk back onto the warp plate above to return to the blue
dungeon. Once back in the blue dungeon, walk back through the hallway and
walk onto the warp plate at the lower right to be brought back to the room
in the gray dungeon with the two switch plates. Once there, trigger the
switch plates in the opposite(mirrored) order that you saw them trigger in
the blue dungeon:
    Left
    Right
    Right
    Left
    Right
    Left
    Left
    Right
    Left
After triggering the switch plates correctly, the gate at the bottom will
open, allowing you to enter the lower room. Once in the lower room, you
will see four candelabras light in a specific order:
    Top left
    Bottom left
    Top right
    Bottom right
After lighting, the candelabras extinguish in the same order. After seeing
this, walk onto the warp plate at the left of the candelabras to be 
brought to a similar room in the blue dungeon. Use the Fire wand to light
the candelabras in this room in the opposite(mirrored) way they were lit
in the gray dungeon:
    Top right
    Bottom right
    Top left
    Bottom left
After lighting the candelabras correctly, the gate to the left will then
open(leads back to the starting area so you can go to the save point if
necessary), and a chest will fall onto the area in the center of the 
candelabras. Open the chest to receive a key. After receiving the key,
exit through the door above and use the key on the locked door at the top.
After opening the locked door, proceed through it and cross the wooden
bridge that it leads to. Once across, enter the open door at the other end
of it. Once in the next room, use the floating platform at the right to 
cross to the ledge at the top, then exit through the door that is there.
Once through the door, proceed up the stairs and exit through the door at
the top of them. You will come to another glass bridge that is divided
into two sections by a mirror, just as the previous glass bridge was. On
the blue side of the mirror(the side you are on) are four switch plates, 
while on the gray side are four candelabras. Upon approaching the mirror,
the four candelabras will light in this order(assuming you number them one
through four from left to right):
    Two
    Four
    One
    Three
After seeing the candelabras light, trigger the switch plates on your side
of the mirror in the opposite order(again, assuming you number them one
through four from left to right):
    Three
    One
    Four
    Two
After triggering the four switch plates correctly, the mirror will 
shatter, allowing you to cross over to the gray dungeon side of the glass
bridge. Once on the gray dungeon side, walk to the bottom and exit through
the door that is there. Once through the door, walk down the stairs to the
right and trigger the switch plate that is there. Triggering the switch
plate will cause the second of the three statues that you saw at the
beginning of the dungeons to fully materialize in the gray dungeon. The
door at the bottom of the stairs to the left then opens, allowing you to
exit. Once through the door at the bottom of the stairs, continue downward
through the rooms below, until you come to the warp plate in the center of
the four switch plates and raised pedestals. Walk onto the warp plate to
be taken to a similar area in the blue dungeon. Once in the blue dungeon,
walk upwards into the room above, then walk down the hallway to the right
and trigger the switch plate that you will find there. Triggering the 
switch plate causes the remaining gate on the high ledge above to open.
After triggering the switch plate, walk onto the warp plate above(not the
one you recently entered the blue dungeon from), and once in the gray
dungeon, trigger the switch plate below where you appeared. Triggering the
switch plate will open the remaining gate on the ledge above, just as the
previous switch plate did in the blue dungeon. After triggering the switch
plate, walk back onto the warp plate to return to the blue dungeon. Once
back in the blue dungeon, walk down the hall to the left, then walk to the
room below, where the warp plate in the center of the four switch plates
and raised pedestals are. Once in this room, exit by the door to the right
to return to the room with the flame thrower and the starting point of the
high ledge. Once in this room(the room with the warp plate that leads to
the save and regeneration point is below this one, use it if necessary),
hop onto one of the small pedestals on the side of the high ledge in the
center(above the flame thrower), then from the small pedestal, jump to the
high ledge itself. Once on the high ledge, proceed upwards and cross the
wooden bridge that you will come to. Enter the doorway at the top of the
wooden bridge and you will be on the high ledge you walked under 
previously. Kill the murgg that are on the ledge with you, then exit by
the door at the top of the room. Once through the door, climb the stairs
and exit through the door at the top of them. Once through the door at the
top of the stairs, you will come to a wide glass bridge. This bridge, as
the ones before, has a mirror that divides it into two sections, a blue
section, and a gray section. In front of the mirror, on both the blue and
gray sides(you are on the blue side), are five unlit candelabras. When you
approach them, the five candelabras on the blue side(side you are on) will
light in this order(assuming you number them one through five from left to
right):
    One
    Three
    Five
    Two
    Four
After the last candelabra has been lit, a fireball appears in front of the
unlit candelabras on the gray side of the mirror. You task is to now use
the fireball to light the candelabras on the gray(opposite) side of the
mirror, in the opposite order they were lit on the blue side. The fireball
will travel in the opposite direction your character walks, so if you walk
to the left, the fireball will float to the right, and so on. Light the 
candelabras on the gray side of the mirror in this order(assuming you
number them one through five from left to right):
    Five
    Three
    One
    Four
    Two
After correctly lighting the candelabras, the mirror shatters, allowing
you access to the gray section of the glass bridge. Once you are on the
gray side of the glass bridge, exit through the door at the bottom. Once
through the door, trigger the switch plate at the bottom of the stairs to
the right. This will cause the third statue to fully materialize in the
gray dungeon, and once it does, a warp plate appears underneath it. The
door at the bottom of the stairs to the left also opens, allowing you to
exit through it. Once through the door at the bottom of the stairs, make
your way across the ledge(kill the murgg) in the next room, to the door at
the bottom and exit through it. Cross the wooden bridge that follows, then
hop up the small steps at the bottom of it to climb onto the high ledge
that runs to the bottom area. Once on the high ledge, proceed downwards
and jump off the ledge when you reach the area with the flame thrower.
Once on the ground, kill all the murgg in the area you are in to trigger
the gate below the flame thrower to open. Once the gate opens, exit
through it into the room below. Once through the gate, you will be in the
room where the three statues materialized. Open the two chests at the
bottom of the room to receive a gilded falcon and a life vessel. After
receiving the items, walk onto the warp plate between the chests. You
will be taken to a wide open chamber, where the boss for this dungeon
resides. Shortly after arriving in the boss' chamber, two winged
creatures begin their attack on you.

Boss strategy:

    The boss for this dungeon is actually two separate creatures. They
both move in mirror image patterns of each other, so stay towards one of
the side walls to avoid being hit by both at once. The creatures move in
warp type fashion up and down the chamber to chase you. If you walk 
between them, they will each fire a beam towards you. This beam will
sometimes stay active for a brief period of time, so don't weave back and
forth between them. Striking one of the creatures(doesn't matter which)
will stop the beam. Concentrate all of your attention on only one of the 
creatures(again, it doesn't matter which), as once one is destroyed, they
both will die.

    After defeating the creatures, one of the twins is lowered into the
boss' chamber, encased in a glowing blue light. Walk into the light that
surrounds the child to be warped from Nestus' subconscious, to the 
Great tree area. Once you appear in the Great tree area, you will meet the
twin who was captured by the murgg. After talking to Bergus(the child),
use the Steel flail(ball and chain) to strike the statue at the top of the
room that the two of you are imprisoned in. Striking the statue causes
rocks to fall from above. Continue striking the statue until it is
destroyed, at which point, many rocks will begin to rain down in various
locations throughout the room. Walk to the lower left corner and avoid the
rocks that are falling, until one of them strikes the lever on the other
side of the lower wall. Once a rock hits the lever, it will flip, causing
the locked gate at the bottom to open, allowing you and Bergus to escape.
Once outside the door, you will emerge on the lower right section of the
Great tree area. At this point, Bergus returns to the village of Inoa.
Make your way back to the village of Inoa as well. 

                            Chapter Forty Two
                         Burning down the house

    Once back in Inoa, you behold a terrible sight. The village is in 
flames, and people are dying all around you. Bonaire and Myra lie dead
beside their houses. Walk up to Wendell's house and you will find Bergus
standing in front of it. Talk to him and he will tell you that the murgg
have done this. At this point, several murgg will be heard screeching. 
Kill them all(there are four of them), then proceed to Beaumont's house, 
where you will find Bergus and Beaumont standing in the front doorway. 
Talk to them, and all three of you will go inside the house, where all the
surviving townsfolk have taken refuge. Once inside, Rumi thanks you for
rescuing Bergus. After she and the child leave, walk into the dining area
and speak to the townsfolk who are gathered around the table. Upon
talking to them you will find out that Meade, Wendell, Sierra and Elene
also died in the fires that the murgg started. After talking to everyone,
speak to Beaumont, and answer yes, when he asks if he can start the
meeting. Upon answering yes to Beaumont, you will join a discussion with
those at the table on what must be done. During the discussion, Ronan
appears. Once the discussion ends, most of the townsfolk leave, after
which the scene fades.

                            Chapter Forty Three
                                 God damn!

Upon awaking the next day, go to the Inoa shop and pick up the armor that
all thoughout the game you were not permitted to buy. Naomi will give you
the armor now, free of charge. After receiving the Silver armor, talk to
Meia, who is standing in front of the fountain. Meia tells you to be wary
of Ronan. So after you finish talking to Meia, proceed to the sanctuary
and talk to Ronan. While you are talking to Ronan, Septimus, Meia, Kisha
and Beaumont appear outside the front door of the sanctuary. They try to
get inside, as they fear you are in danger, but the door is locked and
they do not have the key. The scene then changes to show what is going on
between you and Ronan. Ronan starts to chant to Melzas, and is then
transformed into an immense demon. You are both then warped onto a small
floating area, where after threatening you, Ronan begins his attack. 

Boss strategy:

    As soon as his attack begins, Ronan creates a ring of round spiked
objects that circle him like a shield. These can be struck to be destroyed
so that you can get close enough to Ronan to strike him as well. Ronan
will also shoot a wide energy beam at various angles from his hand that
has been transformed into a weapon. Keep an eye on the angle of the weapon
so that you don't walk into it's path when the beam fires. If you strike
Ronan as the weapon is firing, it will stop. From time to time, Ronan will
hunch over and expel blue energy bolts from his back. The bolts travel
into the air, and Rain down near where your character is. To avoid these
bolts, keep moving until all the bolts hit the ground. Ronan cannot be 
struck while he's hunched over.

    After inflicting a certain amount of damage on the demon that Ronan
has become, it will be destroyed. Upon destroying the demon, you are
brought back to the sanctuary, where Ronan(in human form) cries out to 
Melzas, then dies. After Ronan dies, you leave the sanctuary and meet up
with the others outside. After telling them what happened, all the
surviving townsfolk appear, and a meeting then takes place in the chamber
beneath the sanctuary. The townsfolk then form a tight circle, and the 
Holy sword appears in the air in the center of it. Your character then
steps into the circle and takes the sword(note, if you already have the
Broad sword from the broken statue above the Riverside pub, you will not
take possession of this new sword, as the Broad sword is more powerful).
After receiving the Holy sword, talk to the townsfolk once again, and
they will tell you that the next task in your quest to defeat Melzas is
to go and see Nava. After talking to the townsfolk, leave the sanctuary.

                            Chapter Forty Four
                            The Island of Nava

    Once you are outside the sanctuary, Meia follows you outside and
expresses her worry about your well being during the challenges that lie
ahead. After telling you this, she goes back inside the sanctuary. After
Meia leaves, Cephas, the cemetery caretaker appears and tells you that
Nava has the last of the seven jewel crests that you need to raise
the Palace of Melzas. After learning of this, make your way to Nava's
house by the sea. Once there, enter the house and you will notice that
Nava is nowhere to be found. You will notice however, that you now have
access to the stairway at the back(inside the house). Walk down the stairs
to enter an underground passage. Walk through the passage, including the
watery areas, and exit by the door at the bottom left. Once through the
door, a gate shuts behind you, locking you in a room with four bug type
creatures. Kill the creatures, then notice the three doors at the top of 
the room. The object of this dungeon is to seek out twelve purple orbs on
small pedestals in the repeating maze of rooms that are beyond the three
doors and strike them to light them. There is an orb in each room, but
since the sequence of rooms changes as you go through each door, the
difficulty lies in finding them all. There is a room with a stairway that
is lined on either side with six orbs(twelve total) atop small pedestals
that you will find. You must find this stairway before the orbs will
appear in the maze of repeating rooms. Once you find the room with the
stairway, attempt to exit by the sealed door at the top of it. Upon
attempting to exit, you will be told to seek out and light the twelve orbs
within the rooms of the dungeon, in order to open the sealed exit. At this
point the orbs will fall into the rooms of the dungeon. As you light the
orbs(by striking them) in the rooms of the dungeon, the corresponding orb
on the stairway will light as well. Once all the orbs on the stairway are
lit, the door at the top will open, allowing you to exit to Nava's 
Island. Below is a listing of the rooms, and how to reach the orb that is
in each(note, as you exit each room, you will not be able to return to the
previous room without walking completely through the dungeon first(the
rooms loop around):

    1: Room with water and small ledges. The orb appears at the top of the
room on a floating platform. Kill all the jumping fish in the water to 
lower the floating platform in order for you to be able to reach it and
light it.

    2: Room with bug type creatures and doorways on the side of ledges.
Hop up the ledges and light the orb at the top right.

    3: Open room with four bug type creatures. Light the orb that is in
the center.

    4: Room with ledges in the center, and a ledge running around the top
of the room. Hop up the center ledges and jump to the ledge that runs
around the top of the room. Light the orb that is at the top left.

    5: Room with ten rock piles in the floor, and swamp thing type
creatures. Use bombs to blow up the rock piles so that you can light the
orb that is in the hole at the top left. Some of the other holes will
contain exits.

    6: Room with an orb on a high rock formation in the center, and double
ledges around the outside of the room. Walk to the top right end of the 
top ledge and jump to the rock formation that the orb is on and light it.

    7: Open room with five swamp thing type creatures in it. Kill the five
creatures and an orb will fall into the center of the room for you to 
light.

    8: Room with bug creatures and  square rock formations of various
heights. Hop across the rocks and light the orb that is on the high rock
formation at the bottom of the room.

    9: Room filled with water and ledges with docks. Pick up the barrel
that is in the room and carry it to the top right ledge(you must jump 
across sections of water to reach it). Once on the ledge, jump towards the
orb on the ledge at the bottom right, and throw the barrel at the orb. The
barrel will strike the orb and light it. You can also place the barrel on
the top right area, then jump from it to the area where the orb is.

    10: Room with a large rock mass in it. Enter the door on the right 
side of the rock mass and walk in a spiral pattern through the passage in
the rock. When you reach the center, jump(you will be able to see your
character's head) and light the orb in the center of the rock. 

    11: Room with three exits and three side doors. The center side door
leads to a chest containing an herb. The side door to the left leads to
the orb that you must light at the top right corner of the room, while the
side door to the right leads to a dead end. 

    12: Room with multiple ledges and bug creatures. Kill all the bug 
creatures, and the orb you need to light, two barrels, and a chest
containing a gilded falcon will rise from the holes in the ledges. Open
the chest to receive the gilded falcon, then strike the orb to light it.

After lighting all twelve orbs, make your way back to the room with the
stairway surrounded by orbs. Once back in the room with the stairway, walk
up the stairs and exit by the now open door at the top of them. Once
through the door you will be back outside, but on Nava's Island. Below
you is a warp plate that leads to a save and regeneration point, while
above you on the highest ledge is a chest. To reach the chest, hop onto
the ledge just above and to the left of the warp plate that leads to the
save and regeneration point. Once there, cut down all the weeds on the
ledge to reveal a Spring bean plant stand. Use a Spring bean to grow a
Spring bean plant in the stand, then use it to spring yourself up to the
higher ledges so that you can reach the chest. Open the chest to receive
a life vessel. After receiving the life vessel, hop down off the high
ledge and walk towards the house that is on the left side of the island.
Once near the house, walk behind it on it's right side, and fall to the
lower ledge that runs behind the house. Once on the lower ledge, walk to
the left, behind the house and hop up the steps that you will come to.
Open the chest at the top of the steps(on the left side of the house)
to receive the level two Wind book. After receiving the level two Wind
book, make your way back around the ledge that runs behind the house, and
hop up the steps that you will come to at the right. Once up the steps,
enter the house and you will find Nava lying hurt on the floor. Speak to
Nava and he will tell you that Zorgia has done this, then he will give
you the Zolist stone, a sort of crystal ball. Once you have the Zolist
stone, walk to the rear of the room and place it on the wooden pedestal
between the two windows. Once the Zolist stone is placed on the pedestal,
you will receive the last of the seven jewel crests needed to raise the
Palace of Melzas. Nava then tells you about Melzas and his sunken palace.
What you must do with the seven jewel crests, in order to raise the
palace is seek out the seven altars, and place the seven jewel crests
atop them. The altars are at the Northwest of the world map, just to the
right of the Great tree. You can reach six of the altars by going
directly North from the Inoa mine(note, one of these altars has to be
reached by jumping off the bridge that leads to the three Northernmost
altars. Then swim to the left and climb the dock onto the island, where
you can see a chest and an altar. The chest contains a gilded falcon),
while the seventh can only be reached by going through the cave next to
the head of the river that is located just slightly Northwest of the
Inoa mine. The seventh altar lies beyond the Northern exit of this cave.
After telling you this, Zorgia returns and crashes through one of the
rear windows. Zorgia recognizes you from Nirude Castle, then with a flick
of his hand, seals the door of Nava's house. He then begins his attack
on you.

Boss strategy:

    You battle Zorgia on a large open area. Zorgia launches multiple
spinning discs that follow you. Keep moving to avoid being hit by them, 
and walk along the sides of the area to try and get them(the discs) to hit
the sides and be destroyed. Striking the discs will do nothing. All the
while Zorgia is flying above. Every once in a while, Zorgia will land,
take this opportunity to strike him. Sometimes when Zorgia lands, and you
do not strike him fast enough, he causes demonic energy to rise from the
ground near where your character is. If you are on the section of ground
that the energy rises from, you will be hurt. Keep moving to avoid this
attack. Once in a while, instead of demonic energy, Zorgia will cause
large meteorites to rain down around the entire battlefield, again keep
moving around to avoid this attack. 

    After a certain amount of damage is inflicted on Zorgia, you are
brought back to Nava's Island, where Zorgia dies in a burst of energy.
After this you turn around to check on Nava, who is still lying on the 
floor, but it is too late, he has died as well. As you lower your head in
sorrow, a vision appears in the spot between the two rear windows, it is
Nava's spirit. He tells you that you must now go and place the seven
jewel crests on their proper altars to raise the Palace of Melzas. After
this you are engulfed in light, and brought back to Nava's house by the
sea. Once back, the stairway leading to the island is sealed forever. 
Leave the house and make your way to the seven altars in the Northwest, so
that you may place the jewel crests in them. 

                            Chapter Forty Five
                       We're off to see the wizard

    After reaching the altar where the seven altars are located(see 
Chapter Forty Four, The Island of Nava, for exact locations), place the 
seven jewel crests in their proper places(note, as you walk up to each
altar, the proper jewel crest is automatically placed atop it). Upon 
placing the final jewel crest atop it's altar, the ground begins to 
tremble, and the lake behind the altars parts as the Palace of 
Melzas(Lake shrine) rises from below. Once the palace has risen, walk to
the palace's outer grounds by way of the walkway that is now behind the
altars. Once you are at the palace's front gate, walk along the outer
wall to the right, then upwards until you come to a hole. Upon reaching
the hole, jump into it and you will land in water. Swim to the doorway
above and enter it. In the next room, stack the five barrels in the form
of steps, so that you can climb to the area at the upper left where the
two creatures are. Once you are on the upper section where the two
creatures are, kill them and proceed out the door at the top of the
stairs above. Once at the top of the stairs, use the bow and arrow to
flip the lever on the wall at the top right. Flipping the lever will
lower the stone pedestal that is blocking you from entering the room.
After flipping the lever and lowering the stone pedestal, kill the
enemies that are in the room to trigger the door at the bottom to open.
Exit through the now open door. Once through the door you will be back
outside on the upper right wall(above the hole you jumped into). Walk
downwards to enter the tower at the corner. Once back inside, kill all
the enemies in the room, and the stone pedestal blocking the stairs at
the top left will lower. Exit this room by the door at the lower left.
Once through the door, you will be back outside on the palace walls.
Make your way to the left and enter the tower that you will come to.
Once inside, you will see three red pillars of energy blocking a set of
stairs, and three chests hovering in the air at the top of the room.
There is also a lever at the top left and top right. Flip the lever at the
top left to cause the left hand chest to fall(it falls due to the fact 
that flipping the left lever first, the levers are aligned in this manner,
left lever pointing right, right lever pointing left). Open the chest to
receive a key. Flipping the levers in other ways causes the other two
chests to fall, but they are actually living chest creatures, so you can
just leave them be. Once you receive the key, your task is to find a way
to shut off the pillars of energy so that you may proceed up the stairs.
Leave this room by the door at the right and walk back to the tower to the
right. Once you are in the next tower, exit by the stairs. Once down the
stairs, kill all the creatures, then enter the open door just to the 
right(at the top of the second set of stairs). Once in the next room, toss
the two barrels over the divider and onto the two switch plates(if you
miss, jump over and position them properly, then jump back by first
standing on a barrel). Triggering the two switch plates will cause the
left hand wall in the previous area(where you came down the stairs) to
slide upwards, allowing you access to the door it was blocking. Leave the
room with the switch plates, and instead of going through the door you 
just unblocked, walk down the second set of stairs and use the key to
enter the door that is in the lower section of this area. Once through the
door, use the bow and arrow to shoot and destroy the sliver eye floating
at the top center of the room(you must shoot past the three floating face
shaped blockers). Once the silver eye has been destroyed, the three energy
pillars in this room will disappear, as will the others in this section of
the palace. Open the chest at the top right to receive an herb. After
receiving the herb, exit the room and proceed back up the lower set of
stairs and enter the door to the left(the one that the wall was blocking).
Walk to the left of this next room(there was an energy pillar here, but 
you deactivated it by destroying the eye) and attempt to trigger the 
raised switch plate that you will find. You will find that the chain the 
switch plate triggers is stuck. To solve this problem, strike the chain
with a weapon(or bomb) multiple times then jump on the switch plate. Once
the switch plate is triggered properly, the chain will unwind, which will
start to open the palace's front gate. After triggering the switch plate,
exit the room by the door at the right, then walk back up the stairs to
the room above. Exit the room above by the door at the lower left, then
walk across the palace wall and enter the tower to the left(where you saw
the pillars of energy blocking a stairway). Due to your destroying the
silver eye, the three energy pillars that were previously blocking the
stairway to the left, are now deactivated. Walk up the stairs and exit by
the door at the top of them. You will then be back outside atop the outer
walls of the palace, continue to the left and enter the next tower. In the
next tower, you will see two chests at the top of the room, each behind a
blue pillar of energy through the door to the left and proceed across the
wall into the tower at the left corner. Once inside, kill all the enemies
to lower the stone pedestal blocking the stairs at the top right, then
instead of exiting by the now unblocked stairs, leave the room through the
door at the top. Once back outside, walk upwards on the palace wall, and
enter the next tower. Once inside the next tower, walk around the spiked
steel balls, kill the living chest creature, and flip the lever at the 
bottom right. Flipping the lever will cause the stone pedestal blocking
the stairs at the lower section of the room to lower. After flipping the
lever, walk back around the spiked steel balls and exit the room by the
door at the bottom. Walk downwards on the palace wall and re-enter the
tower at the lower left corner. Once inside, proceed down the stairs at
the top right, then once in the area below, proceed down the second set of
stairs to the lower section. Once there, slide the turnstile on the side
of the stairs to the right and it will trigger the gate to the top left of
the lower section to open. Enter the now open gate and trigger the lever
that is in the room to lower the stone pedestal in the section of room
beyond the energy pillar. After flipping the lever, leave the room and
walk back up the lower set of stairs and enter the door at the top of 
them(between the two sets of stairs). In the next room, kill the enemies
then push the left center turnstile downwards. After pushing the turnstile
you will find a hidden passage behind it, walk down it to the left to 
enter the lower section of this room. Once in the lower section, exit by
the open door that is there. Once through the door, kill the two creatures
then trigger the switch plate to open the door above. There is a chest
hidden in the alcove against the high right wall, it contains a strength
tonic if you need it. After triggering the switch plate, exit through the
door at the bottom, then walk back up the hidden passage to the higher
section in the previous room. Once at the higher section, push the 
turnstile downwards again, so that you can enter the higher section, then
exit by the now open door at the top(you will come back for the switch
plates later). Once through the door, proceed up the stairs and enter the
room that they lead to. Open the chest in this room to receive a key. 
After receiving the key, return through the previous rooms, to the area 
where you pushed the first turnstile(not the one blocking the hidden 
passage). Once there, use the key to enter the locked door in the lower
section of the area. Once inside, use the bow and arrow again to destroy
the silver eyeball floating at the top of the room(as before, aim between
the floating face shaped blockers). After you destroy the silver eyeball,
all the blue energy pillars will be deactivated. Hop across the water to
the chest at the top left and open it to receive an herb. After receiving
the herb, leave the room and enter the room at the top left of the lower
section. Once through the door, you will be in the room where you last
flipped a lever. Kill the two enemies, then walk through the hidden
passage(you can reach it now due to the energy pillar being deactivated)
and kill all the enemies at the higher section of the room as well. Once
all the enemies have been killed, walk back to the lower section of the
room and pick up the barrel next to the lever. Bring the barrel to the 
higher section and place it on one of the switch plates. After placing the
barrel on one of the switch plates, jump onto the other switch plate with
your character, so that both switch plates are triggered together. 
Triggering both switch plates together causes a chest to fall into the
center of the room. Open the chest to receive a key. After receiving the
key, exit through the door below the chest, then proceed through the door
to the right in the outer area. Once through the door, walk to the right
and use the key to open one of the two steel barriers that are preventing
you from reaching the switch plate at the far right. After opening the 
first steel barrier, exit the room by the door to the left, and walk back
up the stairs to the room above. Once in the room above, exit by the lower
door and walk across the palace walls to the next tower to the right. Once
inside the next tower, open the two chests that you can now reach due to
the energy pillars being deactivated, to receive an herb and a key. Once
you've received the key, return to the room where the steel barriers were
preventing you from reaching the switch plate at the right. Once there, 
use the key to open the second steel barrier, then walk to the right and
attempt to trigger the switch plate. You will once again be told that the
chain next to it is stuck, so strike it a few times with one of your 
weapons, then jump onto the switch plate to trigger it. Once triggered,
the chain to the right will unwind, causing the palace's front gate to
open. After successfully triggering the switch plate, and opening the 
palace's front gate, leave the room by the door to the left, and walk 
back up the stairs to the room above. In the room above, exit through the
door at the bottom right, and proceed across the palace walls, through the
next tower, to the wall directly above the palace's front gate. Once on
the wall directly above the front gate, hop down to the area where the 
front gate is, by jumping from the hole in the lower railing. Once in 
front of the front gate, walk through it and you will enter the inner 
garden area. The garden area is actually a small hedge maze, that you must
make your way through in order to enter the palace itself. The main door
to the palace lies atop a small set of stairs at the other end of the 
garden. From your starting point in the hedge maze, walk upwards to the
locked gate, then make your way to the right, around the lion statue that
is there, and trigger the switch plate that is next to the hedge beneath
it. Triggering the switch plate will deactivate the right hand energy
pillar next to the palace's main entrance above. Once the switch plate has
been deactivated, walk directly down the path to the right, and when you 
come to the gray stone plate on the ground, walk upwards through the
bushes(note, certain sections of the hedge can be passed through, but only
in one direction. To identify these spots, look for a rough area, or
indentation in the bushes, usually marked by a stone plate on the ground
next to the passable section), and into the section where there is a 
chest. Once you have walked upwards through the bushes, open the chest to
receive a key. After receiving the key, hop onto the chest, then walk to
the left. You will be able to walk through the bush next to the chest, and
come out next to the lion statue. From the lion statue, walk back to the
center area where the locked gate is, and use the key to unlock it. Once
the gate is unlocked, proceed through it to the palace's entrance at the
top of the stairs above. Once there, open the two chests that are on 
either side of the entrance to receive a gilded falcon and a magic seed.
After receiving the items, walk back down the steps, and once you are at
the bottom of them(under the dinosaur statues), walk to the right and 
proceed up the stairs that you will come to. Once up the stairs, proceed
to the lower right corner of the raised balcony that you are on, and you
will see a switch plate to the left. Hop down the steps(hidden by the
railing) and trigger the switch plate to open the locked door on the 
raised balcony that you were just on. After triggering the switch plate,
hop back up the stairs and enter the door that you just opened at the top
right corner of the balcony. Once through the door, walk upwards across
the small walkway to the warp plate at the top of the room. Hop onto the
warp plate to be teleported back to the village of Inoa. You will appear
at the bottom of the well that is located next to Yustel's house of 
fortune telling. You can now use the warp plate at the bottom of the well
to travel back and forth from Inoa to Melzas' palace(you can save 
your game now if necessary). Once the warp plate in the well has been
activated, walk back onto it, and return to Melzas' palace. Once back
at the palace, leave the room with the warp plate and walk down the stairs
at the left side of the balcony. Once down the stairs, follow the bushes
downwards, and you will come to a section of them that you can pass
through(below and slightly right of the fountain). Pass through the bushes
and open the chest on the other side of them to receive a key. Use the key
to open the locked gate to the left. Once the gate is unlocked, walk 
through it and proceed back towards the steps that lead to the palace's
entrance. Once near the steps, walk to the left and climb the stairs to
the balcony that is there. Once on the balcony, walk to the far left of it
and you will see a hole in the railing that will allow you to jump to the
balcony below where you can see a switch plate. Jump across to the lower
balcony and trigger the switch plate to open the door at the top left. 
After triggering the switch plate, fall down the hole in the railing, and
you will land in a hidden passage(due to the angle of vision used in the
game). Walk to the left in the passage, then climb the stairs and enter
the doorway you just opened. Once through the door, you will be in a small
watery room with a fountain at the top of it. In front of the fountain is
a regeneration point. After using the regeneration point(if necessary),
leave the room and proceed to the fountain slightly below and to the left
of the palace's entrance. From below this fountain, walk to the left and
you will find a warp plate. Walk onto the warp plate and you will be 
brought to the far right side of the hedge maze. From there, walk downward
through the bushes(there is a section you can pass through), then walk to
the right. You will walk off screen to a new area where you will find the
chest that you could see when you were first trying to get into the towers
on the palace's outer walls. Open the chest to receive a key. After 
receiving the key, walk back to the left and you will be brought back to
the hedge maze. From the lower left corner of the small section you are 
in, walk through the bushes(there is a section you can pass through), and
use the key on the gate at the center that is furthest to the left(the 
only other locked gate in the center area). Once the gate is unlocked,
walk directly to the left, and when you can walk no further, walk upwards
through the bushes to where the chest is, above you. Open the chest to
receive a key. After receiving the key, hop onto the chest and pass 
through the bushes above it. Make your way back to the center area, and
walk through the left hand gate(the one you just opened) again, and once
you are through it, walk directly to the South and pass through the 
bushes(above the lion statue) that you come to. Once through the bushes,
use the key to open the final gate below and slightly to the left of the 
lion statue. Once the final gate is opened, walk through it and onto the
warp plate(partially hidden by bushes) at the left. The warp plate brings
you to the lower left corner of the hedge maze. From there, walk to the
right, and then upwards to where you can see a switch plate. Trigger the
switch plate to deactivate the energy pillar to the left of the palace's
main entrance. Once the energy pillar has been deactivated, walk through
the bushes above the switch plate(there is a section that you can pass
through), and make your way to the palace's main entrance above(you may
want to go and save your game before entering the palace) and enter it.

                            Chapter Forty Six
                               Armageddon

    Upon entering the Palace of Melzas, walk upwards and enter the door
at the top of the six giant unlit candelabras. Once inside, the spirit of
Melzas himself arises from a platform at the top of the room. He speaks
to you of Lars, then reaches out with his hand and stops time itself. At 
this point, you are thrown back out into the palace's main hall, and the
six giant candelabras are lit with a reddish, glowing energy. Your task
now, is to make your way through the many rooms of the palace and restart
time. After restarting time, you must then seek out a way to extinguish
the six pillars of energy emanating from the giant candelabras in the main
hall of the palace, in order to re-enter the chamber where you just saw
Melzas. First, walk up the stairs to the right of the energy pillars and
enter the door at the top of them. Once through the door, walk down the
hall to the right, ignoring the suits of armor, and once at the corner
walk downward until you come to the closed gate. At the closed gate, walk
slightly to the right and enter the first open door. Once in the room, hop
up onto the bookcase at the top of the room and open the chest that is
there to receive a key. After receiving the key, exit the room through the
door at the bottom and go back to the palace's main hall(where the energy
pillars are). Once downstairs in the main hall, proceed through the door
to the right to enter the library. Once in the library, walk around the 
bookcases, then jump and grab the barrel on the bookcases towards the top.
Bring the barrel to the lower left corner(the chest at the top left corner
contains an herb) and place it on the stool that is there, so that you can
climb onto the stool, then onto the barrel. Once on the barrel, jump onto
the bookcase to the right, then from there jump to the next bookcase to
the right. Next, jump down to the floor to the right and flip the lever
towards the top of the section of the room you are in. After flipping the
lever, the bookcase to the left will lower, allowing you unobstructed
passage from one end of the room to the other. Exit the library through
the door to the right. In the next room, walk past the three motionless
creatures and exit through the door to the right. In the next room, 
destroy the top center suit of armor by repeatedly striking it, to reveal
a chest. Open the chest to receive an herb. After receiving the herb, hop
onto the chest, and from the chest, hop onto the suit of armor to the
right. From the suit of armor, jump to the ledge at the top right corner
of the room and use the key to enter the door that is there. Once through
the door, walk up the stairs to the left and enter the door at the top of
them. In the next room, walk to the bottom right corner and push the right
hand turnstile upwards until it is slightly higher than the center 
turnstile(do not push it all the way up). Next, push the center turnstile
as far to the left as you can, then push the right hand turnstile(the one
you pushed upwards) to the right so that you can access the ladder it is
blocking. Climb the ladder, then walk up the stairs to the top left corner
of the room, where you'll find another ladder. Climb this second ladder
into the room above. In the next room, open the chest to receive a key, 
then flip the lever next to the machinery at the top. After flipping the
lever and receiving the key, return to the palace's main hall, where the
energy pillars are. Once back in the room with the energy pillars, walk up
either set of stairs and enter the doorway that it leads to. Destroy the 
four suits of armor that are in the hall that you have entered, and 
trigger the two switch plates that will be revealed(one at either end of
the hall). Triggering the two switch plates will reposition the swinging
doors in the hallways below them. After triggering the two switch plates,
return to the main hall. Once back in the main hall(where the energy
pillars are), exit through the door to the left and you will then be in
the dining room. Exit the dining room by the door at the lower left.
In the next room, walk past the three motionless creatures and exit by
the door to the left. In the next room, destroy the suit of armor
furthest to the left to reveal a barrel. Place the barrel against the
ledge at the top left corner of the room(note, you can place the barrel
next to the center suit of armor and climb onto it to reach the chest at
the top right that contains a strength tonic), then jump onto it and use
the key to enter the door that is there. Once through the door, walk up
the stairs to the right and enter the door at the top of them. In the
next room, move the yellow crates below the switch plate, and pick up
the barrel that you will find hidden underneath them. Place the barrel
on the low bench at the top left corner of the section of the room that
you are in. Next, place the barrel that is on the center platform on
the switch plate to trigger the railing at the top left(above the bench
where you placed the first barrel) to open. Next, hop onto the low bench
to the left, then onto the barrel that you placed on top of it. From
the barrel, jump to the small ledge to the right, and from there jump
through the opening in the railing into the now accessible section of
the room above. Trigger the switch plate that is above the opening in
the railing to lock the railing in an open position, then jump back down
to the lower section of the room. Pick up the barrel that is on the
switch plate at the lower right, and bring it to the upper section of
the room. Once in the upper section, bring the barrel up the stairs,
and use it, and the two other barrels that are towards the top to
form steps, so that you can reach the ladder at the top right. Climb the
ladder to enter the room above. In the next room, open the chest to
receive a key, then flip the lever next to the machinery at the top. At
this point, time will restart, due to your flipping the two levers(this
one, and the one in the room a few previous). Next, hop onto the switch
plate that is rising and lowering in the left hand corner to open the door
at the bottom of the room. Exit through the door at the bottom that you
just opened. You will then appear on a balcony on the outside of the 
palace. Walk through the opening in the railing below you(not the one at
the top of the stairs), and you will fall onto a switch plate on the 
balcony below. Triggering the switch plate that you land on deactivates
one of the six energy pillars in the main hall of the palace. After 
triggering the switch plate and deactivating the energy pillar, walk 
through the open door above you. Once through the door, walk down the 
stairs, then proceed through the hall and exit by the door after the
stairs at the other end. Next, walk downwards through the hallway below,
and flip the lever at the bottom of the stairs to open the door next to
it. This door leads to the room where you placed the three barrels in the
form of steps at the top of the twisting stairs(it is the door that is at
the mid point in the stairs). Next, instead of going through the door you
just opened, walk back up the stairs and exit by the door at the top 
right. Once through the door, walk downwards and exit through the door
that you will come to below. You will again be outside on one of the 
palace's balconies. Walk up the stairs slightly to your right and enter
the open door at the top of them. Once through the door, enter the open
door straight ahead of you. In the next room, push the turnstile at the
top right onto the switch plate at the lower left(down, left, down) to 
trigger four orbs to lower onto the shelf at the top. Three of the orbs
are orange, while one is green. The object of this room is to turn all of
the orbs green. To do this, walk to the right side of the shelf and use 
the bow and arrow to shoot straight down the line of orbs. Doing this will
cause the orange orbs to turn green, while the green orb will turn orange.
Next, stand on top of the top left flame thrower, and while still using
the bow and arrow, hop up and shoot the orange orb. Once all four orbs
have been turned green, the chest at the top right will lower. Open the 
chest to receive a magic elixir. After receiving the magic elixir, exit 
through the door at the bottom. Next, walk down the hall to the right and
use the key to enter the next door that you come to(the room next to the
one you just left). Once in the next room, kill the creatures, then flip
the lever to move the floating platforms. Once the floating platforms have
moved, place a bomb next to the lever, then quickly place your character
at the mid point between the top floating platform and the ledge at the
top left. When the bomb detonates, the lever will flip and the platforms
will move again, but since you are standing in the top platform's path, it
will stop halfway. Once the platform has been stopped, walk back to the
lever, and after placing another bomb, quickly hop up the small steps and
across the top floating platform, and stand on the left hand floating
platform. When this bomb detonates, the left hand floating platform will
bring you to the switch plate on the ledge below. Trigger the switch plate
to deactivate another of the energy pillars in the main hall of the
palace. After deactivating the energy pillar, hop down and exit the 
room(watch out for the creatures that reappear) through the door at the
bottom. Once back in the hall, walk through the door to the right. In the
next hall, enter the first open door that you come to. In this next room,
push the turnstile onto one of the six switch plates in the floor. You 
must do this quickly, as the switch plates will rise after a brief period
of time. After moving the turnstile onto a switch plate, place the four
barrels that are in the room onto four of the remaining switch plates(does
not matter if they have raised at this point). Finally, jump onto the last
switch plate with your character, and when they are all triggered together
a chest will fall into the bottom of the room. Open the chest to receive
an herb. After receiving the herb, exit the room through the door at the
bottom. Once back in the hall, walk to the right and place a Spring bean
in the Spring bean plant stand at the edge of the broken hallway leading
upwards(the door to the right only leads to a small balcony overlooking 
the palace's main hall). Hop onto the Spring bean plant, and use it to
spring yourself across the gap in the floor of the hall. After springing
across the gap, walk upwards to the closed gate and enter the open door
to the left. Once in the next room, kill the two creatures then hop onto
the small pedestal at the lower left. From the pedestal, hop onto the
flame thrower next to it(while not spouting fire), and from there hop
across the left hand flame throwers to reach the tall pedestal next to the
top left flame thrower. From there, jump to the top center flame thrower,
then make your way across the two below to reach the tall pedestal at the
bottom right. From there, hop upwards across the flame throwers at the
right to reach the switch plate at the top right. Triggering the switch
plate will open the door on the left side of the room(note, shooting the
orange orb at the top center of the room with the bow and arrow will
change it to green. Doing this will reverse the direction the flame
throwers light). After triggering the switch plate, exit through the door
you just opened to the left. In the next room, trigger the switch plate
beneath the rising and falling spiked steel ball to open the door at the
bottom. After triggering the switch plate, walk through the open door at
the bottom, and once in the outer hall, walk through the door to the
right. Once through the door, walk to the left end of the hall and enter
the open door that is there. In the next room, there are four floating
platforms circling in the center, and a large spiked steel ball rising
and falling towards the top. At the top left there is a switch plate on
a tall pedestal, and at the right there is a jar against another tall
pedestal. Hop from the jar onto the tall pedestal, then from the pedestal,
hop onto one of the floating platforms and ride it to the left(being very
careful to avoid the spiked steel ball). Once the platform is towards the
left, jump to the tall pedestal(the wooden one) next to the switch plate.
Once on the pedestal, hop onto the switch plate and trigger it to open
the door at the right side of the room. Exit through the now open door at
the right. Once in the next room, destroy all six suits of armor to
reveal an unlit candelabra under each of them. Use the Fire wand to light
all but the top left candelabra. After the other five candelabras are
lit, light the top left candelabra last. After the last candelabra is
lit, a chest will fall on top of it. Hop from the chair to the candelabra
where the chest is and open it to receive a key(the door at the bottom of
the room will also open). After receiving the key, exit through the now
open door at the bottom. Once through the door, walk through the door to
the right, and then re-enter the first door you come to in the next hall.
Once in the next room(with the two suits of armor and the spiked ball
rising and falling), walk up the stairs at the top left. Once in the next
room, your task is to trigger all the switch plates without touching the
floor in between any(all but one are raised in the air, and lower as you
trigger them, so you must jump to the next quickly). Trigger them in the
following numbered sequence(the diagram shows the switch plates in their
original placement):

             4
             5   3
     12  11  10  6   2   1(this is lowered at the start)
             9   7
                 8

After triggering all the switch plates, the door at the bottom right 
opens. Exit through the now open door at the bottom right. Once through
the door, walk down the hallway to the left, and use the key to enter the
door at the top left. In the next room, hop up onto the area at the top
right where the turnstile is, and push it onto the floating platform that
is traveling at the right. Once the turnstile is on the floating platform,
push it onto the next floating platform that is traveling across the 
bottom of the room. From there, push the turnstile onto the floating
platform at the right side of the room. Once the turnstile is on the
floating platform to the right, push it onto the switch plate that is on
the area above to trigger the stone slab at the top center to separate,
revealing another switch plate. Trigger the switch plate to deactivate
another of the energy pillars in the palace's main hall. After you have
deactivated the energy pillar, exit the room by the door at the bottom.
Once through the door, enter the door just below. In the next room, walk
to the right and trigger the switch plate that you will come to.
Triggering the switch plate will reposition the swinging door just below
it(so that you will not be able to enter the rest of the room, you will
come back to the room at a later time). Once you have repositioned the
door, walk back to the left and enter the door at the top left to return
to the hall that you were in previously. Once back in the hall, make your
way back to palace hallway where you used the Spring bean to spring
yourself across the gap in the floor. Once back at the gap in the floor of
the hallway, jump into the hole and you will fall into the dining room. 
Once in the dining room, flip the lever at the bottom right, and eight
unlit candelabras will fall onto the two long tables(four on each). After
the candelabras fall onto the tables, use the Fire wand to light them in
a specific order. The order to light the candelabras is, top table first,
right to left. Then bottom table, right to left(you can find the order by
reading the signs on the walls of the library, although it is not 
necessary). After lighting the final candelabra(left hand candelabra on
the bottom table), a chime will sound, and the locked door at the top left
will open. Enter the now open door at the top left and kill all the 
creatures that are in the next room. After killing all the creatures, a
chest will fall into the center of the room. Open the chest to receive the
final life vessel. After receiving the life vessel, return to the
palace's main hall(where the energy pillars are) and walk up the stairs
to the right. Once up the stairs, walk to the suit of armor at the right
corner and destroy it to reveal a switch plate. Trigger the switch plate
to reposition the swinging door below it, so that you can enter the
hallway slightly below and to the right. Once in the hall, enter the open
door that is just before the large hole in the floor(the only door you can
reach in the hall). Once in the next room, trigger the switch plate to 
open the door at the right. Exit by the now open door at the right. In the
next room, use the ball and chain to break only one section of the stone
blocks in front of the suit of armor at the top left. After breaking only
one section of the stone blocks, hop onto the remaining blocks and destroy
the suit of armor to reveal a turnstile. Jump over the turnstile, and when
you are on the other side of it, use the ball and chain to destroy the
remaining stone blocks. Once the stone blocks have been destroyed, push
the turnstile onto one of the switch plates(doesn't matter which, use the
left doorway to get on the side of the turnstile), then trigger the second
switch plate with your character. Once both switch plates have been 
triggered together, the door at the bottom of the room will open. Exit
through the now open door at the bottom. Once through the door, enter the
door to the right. In the next hallway, enter the first open door that you
come to and kill all the creatures inside the room. Once all the creatures
have been killed, a chest falls into the center of the room. Open the 
chest to receive a key. After receiving the key, exit the room by the door
at the bottom. Once back in the outer hall, walk through the door to the
left(note, there is an open door at the far right end of the hallway, but
it leads to an empty room), and then re-enter the first door(before the
hole in the floor) to return to the room where you just triggered the two
switch plates. Exit this room by the stairs at the top right. Once in the
next room, your task is to trigger all the switch plates without touching
the ground in between any of them. When triggering the six center switch
plates, jump from each switch plate to the turnstile in the center, so 
that you can reach all of them. So trigger the switch plates in the 
following order(the diagram shows the switch plates in their original
placement):

           4           6     7           11
     3                                         12
                 5    turnstile    10       
     2                                         13
           1           8     9           14

Between switch plates, five, six, seven, eight, nine and ten, jump to the
turnstile in the center, so that you can not only reach the next switch
plate, but also get a breather in between jumps. After triggering all the
switch plates successfully, exit through the door at the bottom left that
will open. Once through the door, walk down the hall to the right(watch
out for the large spiked steel balls), and use the key to enter the locked
door at the top right. In the next room, use the ball and chain to break
all the stone blocks, allowing the stone slab that is slowly moving 
through the room, to reach the ledge at the top right. You must break the
stone blocks quickly, as in a short period of time, a jar will fall to the
right, and the stone slab must be against the ledge by this time. Once the
jar falls, hop from the jar to the top of the stone slab to reach the 
turnstile that is on the ledge. Push the turnstile to the right until you
reach where the stone slab is(do not push it against the right wall or 
else you will not be able to get onto the right side of it). Next, push
the turnstile downward across the stone slab until it falls off the bottom
of it. Hop down to the right of the turnstile and push it onto the switch
plate at the center of the room to trigger the smaller stone slab at the
top center of the ledge to separate, revealing another switch plate. Hop
back up to the ledge and trigger the switch plate to deactivate another
of the energy pillars in the palace's main hall. Once the energy pillar
has been deactivated, exit the room by the door at the bottom. Once 
through the door, enter the doorway just below. In the next room, walk to
the left and trigger the switch plate that you will come to. Triggering
the switch plate will cause the swinging door below to reposition itself,
preventing you from going further into this room. Once the switch plate
has been triggered, return to the room a few previous, where you destroyed
a suit of armor to find a turnstile. Once back in this room, exit by the
door at the bottom and fall into the hole to the left, in the hallway that
you come to. You will fall into the library, but you will land in the 
enclosed top right section instead of the area you had been in earlier.
Exit this section by the door to the right. In the next room, destroy all
the suits of armor, and the creatures that appear from beneath them. Once
all the enemies are destroyed, the door at the bottom of the room opens.
Exit through the now open door at the bottom(you will come back for the
chest later). Next, enter the door to the right, and destroy the top 
center suit of armor in the following room to reveal a chest. Hop from the
chest to the suit of armor to reach the door at the top right, then enter
it. Next, proceed up the stairs to the left and enter the door at the top
of them. In the next room, make your way to the ladder at the top right
corner of the room(see earlier room description if you need help getting
through it. The switch plates on the stairs slow down the spiked balls, so
that you can pass by them without being hurt), and exit by the door at the
top of it. In the next room, hop onto the rising and lowering switch plate
to trigger the door at the bottom to open. After triggering the switch 
plate, exit through the now open door at the bottom of the room. You will
now be back outside on one of the outer balconies of the palace. Walk up
the stairs to the left, and open the chest in the center of the tower
above(walk around behind it to reach the chest directly above the clock)
to receive a key. After receiving the key, return to the palace's main
hall(where the energy pillars are). From the main hall, walk through the
door at the left, then proceed through the door at the bottom left of the
dining room. Next, walk through the room with the three creatures and 
again exit by the door to the left. In the next room, destroy the suit of
armor at the bottom left, then use the barrel beneath it to climb onto the
ledge at the top left and enter the door that is there. Next, follow the
stairway to the right and enter the door at the top of it. In the next 
room, make your way to the ladder at the top of the room(note, instead of
stacking the barrels as steps towards the top, hop onto the floating 
platform and ride it to where the ladder is). Climb the ladder to the room
above. Once in the room above, exit through the door at the bottom. You
will now be back outside on the palace's balconies. Walk up the stairs to
the right, then jump off the opening in the railing just to the right at
the top of them. You will land on the roof of the lower section of the
palace. Enter either of the open doorways that are on the roof(note, if
you fall off the far right corner of the roof, you will land on a balcony
where there is a chest containing a wonder essence. If you go for this
urn, make your way back around to the roof again afterwards), and walk 
through the now open gate(the swinging gate that you repositioned earlier)
at the top right, then exit by the door at the bottom right. You will once
again be back out on the palace's roof, but in a different section. Hop
down off the roof to the balcony below, then follow the balcony that you
land on to the right, where you will find an open doorway. Enter the open
doorway and proceed across the balcony that runs above the main hall of
the palace, and exit by the door at the bottom right. Once back outside on
the palace's outer balconies, place a Spring bean in the Spring bean plant
stand that is just to the right of the doorway that you just came from.
Next, hop up next to the plant, then onto the plant and use it to spring
yourself up onto the upper roof of the palace above. Once on the roof, 
walk upwards to the top, then fall off the opening in the railing to the
right. You will once again land on a lower section of the palace's roof.
Enter the open doorway that is there. Once through the doorway, make your
way through either of the open doorways that you can now reach at the
lower right. You will now be back outside on the roof of the palace, hop 
down towards the right and walk down the stairs that are on the balcony
below. Next, enter the open doorway that is just beyond the bottom of the
stairs. In the next room, exit by the door towards the top. Next, walk
down the hallway to the right, then downwards to the lever at the bottom
of the stairs below. Flip the lever to open the doorway below it(this
doorway leads to a previous room). Instead of going through this door,
walk back up the stairs and enter the door at the top right. In the next 
room, exit by the door at the bottom right. You will now be back outside
on the palace's balconies, in a small enclosed area. Trigger the switch
plate that is here to deactivate another of the energy pillars in the main
hall of the palace. After the energy pillar has been deactivated, return
through the previous rooms to where you were last on the palace's 
balconies(where you walked down the stairs to enter the open doorway).
Once back there, walk back up the stairs and enter the open door at the 
top of them. Once through the door, walk down the hall to the left, and 
enter the door at the far left. Next, trigger the switch plate to open the
swinging gate, then enter the doorway above that is just after it. In the
next room, use the bow and arrow to turn all the orbs that are rotating
around the center area, green. Doing this will lower the chest floating at
the top of the room, allowing you to get the wonder essence that is 
inside it. After receiving the wonder essence, exit the room by the 
door at the bottom. Once back in the hall, enter the door below, slightly
to the left(the door at the far left leads to a small balcony overlooking
the main hall of the palace) to return to the palace's outer balconies.
Once on the outer balcony, open the chest to the right to receive a magic
elixir. After receiving the magic elixir, walk back inside the palace by
the doorway above(the one you used to come outside). Once back inside,
walk to the right(past the swinging gate) and enter the door at the far
right(where you came from earlier). Once through the door, use your last
remaining key to enter the locked door just above you. In the next room,
kill the creatures and enter the door at the bottom right. Once through
the door, trigger the four switch plates that are there to raise the four
lowered gates that you can see across the gap at the top of the room. Once
the switch plates have been triggered, walk back through the door at the
left, then once in the next room, exit by the door at the top right. Once
through the door, walk under the four gates that you just raised by
triggering the four switch plates, then trigger the switch plate that is
up the steps at the top of the room. Triggering this switch plate will
deactivate the final energy pillar in the palace's main hall. After
deactivating the final energy pillar, exit by the door to the left. Once
back in the room before(if you need a strength tonic, there is a chest 
containing one beneath the stone blocks across the gap in the floor at the
top left corner of the room), fall down the hole at the bottom left(not
the top left), and you will land on a raised area in the room below. Open
the chest that is on the raised area to receive a wonder essence. After
receiving the wonder essence, return to the palace's main hall(I would
suggest saving your game and stocking up on health and magic restoration
items at this point) and you will notice that now that all six of the
energy pillars have been deactivated, the doorway in the center of them
that leads to Melzas' chamber is now open once again. Enter the doorway
to confront Melzas for a second time. Once you enter Melzas's chamber,
he rises from the platform at the top, and calls forth a mighty four 
winged dragon to deal with you.

Boss strategy:

    The dragon will float above you in the air, and periodically land on
the ground. Only when the dragon is on the ground, can you strike him to
inflict damage. Also while the dragon is on the ground, he will move in 
circular and figure eight shaped patterns. He way spray fireballs from 
time to time while doing this. To avoid the fireballs, stay to the side of
the dragon. Another of the dragon's attacks is to rise high into the air,
and drop down on top of you. To avoid this, run downwards when the dragon
is dropping. Yet another of the dragon's attacks, is to hover above you
and breathe fire down onto you. To avoid this attack, walk above the 
dragon's shadow so you will be out of range of the fire. After inflicting
a certain amount of damage on the dragon, he will be destroyed.

    After destroying the dragon, the scene changes to show the surviving
townsfolk expressing their concern for you. The scene then returns to show
your character restored to full health and magic levels by the prayers of
the townsfolk gathered beneath the sanctuary. Shortly after, Melzas appears
and threatens to deal with you himself. He then begins his attack on you.

Boss strategy:

    Melzas will attack in a very deceptive way, he will appear with 
several likenesses of himself. These apparitions appear in two different
patterns. One, with a likeness of Melzas in each of the four corners of
the battlefield, and a second with three likenesses of Melzas across
only the top. In each instance, the last apparition of Melzas to appear,
is the true one. Strike the true Melzas to inflict damage(striking any 
of the false images will not inflict damage), and also cause all the
apparitions to vanish. When the apparitions appear in each of the four
corners, if you don't strike the true Melzas, a portal will open in the
center of the battlefield, and either cause a ring of fireballs to appear
and shoot outwards, or three homing energy balls will appear and follow
you until they either strike you or you have destroyed them. If the three
apparitions appear at the top of the battlefield, and you do not strike
the true Melzas, then the true Melzas will fire several giant energy
beams at various angles across the battlefield. Again, to inflict damage
on Melzas, you must strike the true form of him when it appears with the
apparitions. 

    After inflicting a certain amount of damage on Melzas, he will kneel
down as if in defeat, then rise up and howl. You will then be forced to
fight(at your current health and magic levels) on a small area, what
appears to be two giant hands, two giant eyeballs, and a giant brain. 

Boss strategy:

    From time to time, the eyeballs will shoot energy balls into the air,
they then rain down around your character. The eyeballs and the giant 
hands will also try and grab, or knock you down. The hands do enormous
amounts of damage if they are able to get a hold of you(note, the hands
can be destroyed, but they will reappear). To avoid most of the attacks,
keep your character at the very bottom center of this battle area, as it
seems to be just out of the range of most dangers. The way to inflict 
damage upon this final boss, is to run up the ramp in the center, and at
the top of it, jump up and strike the giant brain. After striking the
brain enough times, it will be destroyed. 

    Once you have destroyed the brain, you will once again see Melzas
kneeling on his platform at the top of his chamber. He cries out, "how...
how can this be? How can an insolent child stand before a god?" At this
point Lars calls out to you and tells you that Melzas' body must be burnt
with fire, so walk up to the platform he is kneeling on, and use the Fire
wand to light him ablaze, burning his blood, thereby destroying him
forever.

    With the destruction of Melzas, the palace starts to collapse. Lars
calls out to you, to quickly make your escape from the palace. Once you
exit the palace... 
             sit back and enjoy a very well done ending :)

_________________________________________________________________________

Random findings:

    You can only carry 9,999 Gold at a time.

    There are many chests around the map that you can find.

    If you open a chest and it contains an item that you currently have 
the maximum allowance of, the item will remain in the chest for you to get
later, and the chest will close.

    When you are low on health, a warning chime will sound until you heal.

    Before going to the Inoa mine, search Olen's house to find a chest 
that contains a gilded falcon. Olen's house is slightly Northwest of the
Sanctuary. Olen's house burns down after you go to the mine, which is why
you need to go there before

    After receiving the ball and chain, you can reach the rooms above the
Inoa mine. Use a bomb to blast away the rocks blocking the doorway, then
proceed inside. Make your way to the room at the end with the seemingly
never ending slimes. Continually attack the slimes and their rate of
dropping will eventually decrease, allowing you to finally kill them all.
When they've all been killed, a chest containing an herb will fall onto 
the platform in the center of the room, and the locked gate in the 
previous room will raise, allowing you to exit through the door below.
Once you walk through the door, you will drop out of the side of the cliff
and fall into the house below, but on the other side of the locked gate.
Open the chest that is there to receive a gilded falcon, then flip the 
lever to raise the gate and exit the house.

    To reach the chest in the Magyscar dungeon that was blocked by thorn
bushes in one of the spiked pit rooms, come back to it after you have the
Fire wand. The chest contains a gilded falcon.

    The gilded falcons are for redeeming at the Medallion shop. After
completing the Riverside pub's three rooms of chance on the lower floor,
return to the Medallion shop and Captain Merrick will give you items
based on how many gilded falcons you have. You can go back to him if you
do not have the maximum amount of falcons when you first see him. You
receive items at the following rate:
    15 gilded falcons: Life vessel
    20 gilded falcons: Olga's Ring
    25 gilded falcons: Life vessel
    30 gilded falcons: Sliver Armlet
    35 gilded falcons: Life vessel
    40 gilded falcons: Recovery Ring
    45 gilded falcons: Life vessel
    50 gilded falcons: Spirit wand

    If you go to the house just below the Inoa mine to the left, you will
meet a man named Kohei on the second floor. The room he is in is basically
the game's sound and music test. Depending on how far you are in the game
when you visit him, there will be between one and four phonographs on the
tables in the room. To hear a song, approach any of the phonographs and a
song list will appear. Press up or down on the directional pad to scroll
through the song selections. Each phonograph has eight song selections to
choose from. Press Square to start the song, and press X to leave the 
sound select menu(the song will continue playing until you leave the 
room). 

    There is a magic seed in the chest on the ledge to the left of the 
bridge you cross to get to the cliff merchant's. You need the Spring bean
and Fire wand to reach it.

    There is a magic seed in the chest slightly to the left of the 
Riverside pub. You need to bomb the stumps in the area below to reach it.

    There is a magic seed in the chest to the right of the main doorway
to Melzas' palace.

    Throwing a barrel, crate, jar or other object at any regular enemy
will kill it instantly if it hits.



                    Rough map of the Village of Inoa

   _____________________________________________________________________
  |              Exit                   Exit                            |
  | _________                                              ____________ |
  ||         |                                            |            ||
  || Septi-  |         ______________                Well |            ||
  ||    mus' |        |              |                    |            ||
  ||         |        |              |                    |  Sybill's  ||
  ||_________|        |  Beaumont's  |    ___________     |            ||
  |                   |              |   |           |    |            ||
  |                   |______________|   |           |    |____________||
  |                                      |  Jess'    |                  |
  |                                      |           |                  |
  |                         Fountain     |           |                  |
  |                                      |           |                  |
  |     _________  _________             |___________|                  |
  |    |         ||         |                                           |
  |    |         || Giles   |             ___________                   |
  |    |Wendell's||    &    |            |           |                  |
  |    |         || Kisha's |            |           |     ____________ |
  |    |_________||_________|            |   Shop    |    |            ||
  |                                      |           |    |            ||
  |                                      |___________|    |   Gustav   ||
  |                                                       |      &     ||
  | _________             _________                       |   Elene's  ||
  ||         |           |         |                      |            ||
  || Lutas   |      Well |Yustel's |                      |            ||
  ||   &     |           | Fortune |                      |____________||
  || Fein's  |           | Telling |                                    |
  ||_________|           |_________|                                    |
  |                                                                     |
  |                                                                     |
  |                                                                     |
  |                                                                     |
  |                __________   ___________                ____________ |
  |               |          | |           |              |            ||
  |               |          | |   Nadia,  |              |            ||
  |               |Bonaire's | |    Myra,  |              |  Kline's   ||
  |               |          | |     &     |              |            ||
  |               |__________| |   Meia's  |              |            ||
  |                            |           |              |            ||
  |                            |___________|              |____________||
  |                                                                     |
  |                                                                     |
  |       Exit                                                          |
  |_____________________________________________________________________|

 

           Rough guide to important locations on the World Map

  _______________________________________________________________________
 |                                                                       |
 |              Seven   Teleport                   Torla                 |
 |  Great       Stone     Arch     Magyscar       Mountain      Nirude   |
 |   Tree       Altar                                           Castle   |
 |                                                                       |
 |                                                            Teleport   |
 |               Rooms                      Ice Wand            Arch     |
 |  Teleport     Above                                                   |
 |    Arch       Mine                                                    |
 |                                   Catacomb's         Cave     Upper   |
 |  Murgg        Inoa                 Entrance                   Desert  |
 |  Woods        Mine                                    Water   Area    |
 |                     Olen's     Cemetery     Teleport   Mill           |
 |                     House                     Arch          Despair   |
 |            Music                                             Desert   |
 |  Ruins     Select       Sanctuary  Caretaker's                        |
 |            House                      House                 Ancient   |
 |                                                              shrine   |
 |               Statue                                                  |
 |        Pond                  Village        Tarn         Teleport     |
 |        With      Riverside     of           Manor          Arch       |
 |      Whirlpool      Pub       Inoa                                    |
 |                                                            Lurvy's    |
 |  Teleport  Teleport                                         Smith     |
 |    Arch      Arch             Medallion        Dark         Shack     |
 |                                  shop          Swamp                  |
 |      Fire         Nava's                                Teleport      |
 |      Manor        House       Cave                        Arch        |
 |                                                                       |
 | Shore   Shore   Shore   Shore   Shore   Shore   Shore   Shore   Shore |
 |_______________________________________________________________________|










    

______________________________________________________________________


Controls:

          In game:                       Status screens:

D.  Pad:  Moves your character           Scroll through selections
Square:   Advance text when speaking     Not used
          Swing weapon(hold to charge)
          Pick up/throw items such as 
              boxes/barrels
Triangle: Hold to run(+D.Pad)            Cancel out of Status screen
X:        Jump                           Choose weapon/item to equip
          Accept button
Circle:   Use equipped item              Not used
Start:    Bring up Status screen         Cancel out of Status screen
Select:   Not used                       Not used
L1&R1:    Not used                       Bring up secondary Status screen
L2&R2:    Bring up Status screen         Cancel out of Status screen


Saving:

Inspect the save book
Save your progress? Yes/No
Choose save file you would like to save in (1-4)
Are you sure you'd like to save in this file? Yes/No
Game is saved, press Square to return to game


Restarting:

If you die during the game, you will be given the choice of, 
    Quick restart
    Title(return to the title screen)
If you choose Quick restart, you reappear where you last saved, minus any
items you used before you died.


Save and Regeneration points:

In the various dungeons you will come across large purple glowing plates in
    the ground. These are warp plates that will transport you to a Save and
    regeneration point. At these points you can...
    Use the floating blue book to save your game
    Step on the brownish triangle shaped floor plate to restore to 
        refill your health
    Step on the green triangle shaped floor plate to recharge your magic
        seeds


Using a shop:

Go to the item on the shelf you wish to purchase and pick it up
Put the item on the shopkeeper's counter
The shopkeeper will tell you the price of the item
The shopkeeper will ask if you would like to buy the item, Yes/No
If you have the maximum amount of the particular item, or not enough gold,
    you will not be able to purchase the item


Using the fortune teller:

Walk up to the fortune teller
She will ask if you'd like her to tell you where to go next Yes/No
After the hint she will ask if you'd like her to show you this point on 
    the map Yes/No, the cost to look at the map is 15 gold
    The X mark is where you are
    The glowing is where you need to go
After you are done speaking with the fortune teller, your health and magic
    levels are filled to maximum


Equipping items and weapons:

While in the first status screen
Press "X" over the weapon you wish to equip(top choice bar)
Press "X" over the item you wish to equip(lower choice box)
Armor is automatically equipped when purchased


Actions:

1. Use currently equipped weapon to flip levers by striking them. Picking
       up and throwing boxes causes them to break, revealing items 
       such as health refills or different denominations of gold or 
       silver coins 
3. Barrels only break when you throw them into enemies or other 
       characters. They are used for placing on top of switch plates or
       climbing on to reach higher points
4. Running: Hold the Triangle button and press any direction on the 
       directional pad, your character will run that way
5. To use a key, just walk up to the locked door, if you have the right
       key it will open
6. Press the Square button when next to another character to speak with 
       them
7. Shoulder smash: While running press the Square button
8. Swimming: Once you have the Merman boots, you can swim in deep water.
       To swim faster, press the Square, Triangle or X button
9. Charging a weapon: If you have a weapon that is chargeable, hold the 
       Square button until the weapon glows, then release the deliver a
       more powerful strike


Spells:

Earth, level 1: An eruption of rocks rain down around your character
Earth, level 2: A meteor shower rains down around your character
Water, level 1: Three glowing icicle shields circle your character, your
                    health is also restored
Water, level 2: Six glowing icicle shields circle your character, your
                    health is restored to full
Fire, level 1:  An eruption of fire rains down around your character
Fire, level 2:  A nuclear type explosion occurs around your character
Wind, level 1:  A downfall of lightning rains down around your character
Wind, level 2:  A giant tornado whirls around your character


Life vessels:

1.   In chest in Tarn manor
2.   In the chest above the sign that reads, Tarn manor to the North, 
         Dark swamp to the South, Village of Inoa to the West
3.   Inoa village shop, cost 500 gold
4.   In chest after completing the Inoa mine dungeon before you exit
5.   In chest dropped by Lars after completing the catacombs under the
         cemetery
6.   In chest in room shortly before Boss' chamber of Bonaire's dream
7.   Lurvy's Smith Shack, after purchasing the armor sold there, cost
         400 gold
8.   In chest after completing the Ancient shrine dungeon before you exit
9.   In chest on small ledge above the Watermill 
10.  In chest on small peninsula just to the left of the Ancient lizard 
         god dungeon, and below the cave to the right of Nava's
11.  In chest in room shortly before Boss' chamber of Coastal cave
12.  In chest in 1st floor of tower 3 of Kline's nightmare
13.  In chest in pool above top waterfall in Lurvy's Smith Shack area.
         You must have the ability to swim in order to reach it
14.  In chest across small wooden bridge in Ancient lizard god dungeon
15.  In chest in stalactite maze room in Giles' nightmare
16.  In chest in room with thorn bushes on small islands in Magyscar
17.  In chest after completing five consecutive rounds of slime combat in 
         the first room under the Riverside pub
18.  In chest after completing five consecutive rounds of target shooting
         in the second room under the Riverside pub
19.  In chest after successfully winning five consecutive rounds of 
         roulette in the third room under the Riverside pub
20.  Given to you by Captain Merrick at the Medallion shop when you have
         fifteen gilded falcons
21.  Given to you by Captain Merrick at the Medallion shop when you have
         twenty five gilded falcons
22.  Given to you by Captain Merrick at the Medallion shop when you have
         thirty five gilded falcons
23.  Given to you by Captain Merrick at the Medallion shop when you have
         Forty five gilded falcons
24.  In chest in room with three stools in the sanctuary
25.  In chest in Meia's past, where you play tag with her
26.  In chest on ledge in front of Magyscar. To reach this ledge, 
         you must burn the thorn bush at the right of the wooden bridge 
         that runs above the back of the cemetery, then cross the bridge
         and enter the cave at the left end of it. Proceed through the 
         cave, and up the stairs to the ledge where the chest is
27.  In chest above the Riverside pub to the right. There is a thorn bush
         blocking you from reaching it. It is also directly to the right
         of the broken statue
28.  In chest hidden behind the red hot pillars in the cave where you find
         the key for unlocking the drainage building in the upper desert 
         area
29.  In chest after log jumps in watery passage under Nirude Castle
30.  In chest in room with female statue in shoulder of Nirude Castle
31.  In chest on cliffs in the underwater caves
32.  In chest on upper icy ledge in Elene's subconscious
33.  In chest in room of ledges in the ruins below the Murgg woods
34.  In chest above spiked steel ball that the murgg drop onto the path in
         the Murgg woods
35.  In chest on high platform in the Great tree where you must fall from
         the room above to reach it
36.  In chest on left hand balcony in the Great tree
37.  In chest in lava pit in the second room of the Torla mountain
38.  In chest in room where the three statues materialize in the twin's
         subconscious
39.  In chest on high ledge on Nava's island
40.  In chest in room to the upper left of the dining room in Melzas' 
         palace


Gilded falcons:

1.   In right hand chest in room after placing four barrels on four switch
         plates in Tarn manor
2.   In chest on wooden walkway in Wendell's subconscious
3.   In chest that is dropped after killing all four murgg that appear in
         Olen's subconscious. You must get it quickly for it to register
4.   In chest in Olen's house just outside the village of Inoa. You must
         get this falcon before going to the Inoa mine, or Olen's house
         will burn down with it still inside
5.   In chest on right ledge in room the mine cart brings you to, 
         after the save and regeneration point, in the Inoa mine
6.   In chest directly across the river from the music select house
7.   In chest at the top corner of the room under the area where you 
         trigger the conveyor belts by inspecting the statue in the 
         catacombs under the cemetery. You must fall into the open area
         to reach the room with the falcon
8.   In chest in room where Bonaire and Sara were talking when you 
         overheard them in Bonaire's subconscious
9.   In chest next to the third statue in the Ancient shrine
10.  In chest on right hand carved rock formation in the Despair desert
11.  In chest on riverbank across from the Watermill
12.  In chest in the hidden room to the left of the wooden bridge in the
         Coastal cave dungeon
13.  In chest behind Nava's house by the sea
14.  In chest in area above the rotted stump, just above Nava's house by
         the sea
15.  In chest in the first room of the cave behind the third tower in
         Kline's subconscious
16.  In chest down the path to the left of the Dark swamp. It is on the 
         high bluff overlooking the sea
17.  In chest in room below the first giant lizard statue that you destroy
         in the Ancient lizard god dungeon
18.  In chest across the gap to the left of the two stone faces in Giles'
         nightmare
19.  In room to the right of the area with the save and regeneration warp
         plate in Magyscar. It is blocked by thorn bushes, so come back
         for it after you have the Fire wand
20.  In chest next to the warp plate that leads to a save and regeneration
         point in Meia's subconscious
21.  In chest on bookshelf in Nava's house by the sea
22.  In chest inside the Watermill
23.  In chest on raised area just to the left of the square shaped, 
         wooden ogre totem pole, just East of Inoa
24.  In chest across the river slightly Northwest of Nava's house by the
         sea
25.  In chest on ledge at the bottom of cave under the ruins to the West
26.  In chest just to the left of the Level two Water book. You must 
         walk through the break in the bushes to reach it
27.  In chest to the left of the high pool of water formed by the river
         near Lurvy's Smith Shack
28.  In chest in cave slightly to the Northwest of the Watermill. You must
         use the warp plate in the cave to reach it
29.  In chest on ledge slightly Southwest of the Ice Manor
30.  In chest on the high ledge in the upper desert area. Next to the 
         stairs that lead to Nirude Castle
31.  In chest in the side passage in the well outside Lurvy's Smith Shack
32.  In chest in cave above Olen's house
33.  In chest on ocean side of fence in front of the Medallion shop
34.  In chest in house to the right of the Inoa mine. You must fall into
         the house from the door in the cliffs above
35.  In chest on stone in water in the room underneath the engine room in
         the watery passage leading to Nirude Castle. You must fall into
         the hole behind the waterfall in the engine room to reach it
36.  In chest next to the top right giant stone head outside Nirude Castle
37.  In chest in room with the pool of water in the right foot section of
         Nirude castle
38.  In chest behind the jewel crest altar on the island by itself
39.  In chest under the water pools/falls in Elene's subconscious. It is
         in the chest above the lever to the left
40.  In chest directly to the right of the ruins to the West
41.  In chest at the top right of the Murgg woods, just before entering
         the Great tree
42.  In chest on the upper right balcony of the Great tree
43.  In chest in the room below the wooden bridge towards the end of the
         Torla mountain dungeon. You must use the Spring bean plants to
         reach it
44.  In chest in the room where the three statues materialize in the 
         twin's subconscious
45.  In room number twelve of the passage to Nava's island
46.  In chest to the left of the main entrance to the Palace of Melzas
47.  In chest on the small grassy island in the Dark swamp
48.  Received after winning four games of, "Smash the Slimes" 
         downstairs at the casino beneath the Riverside Pub 
49.  Received after winning four games of, "Hit your Mark" 
         downstairs at the casino beneath the Riverside Pub
50.  Received after winning four games of, "Wheel of Furtune" 
         downstairs at the casino beneath the Riverside Pub


Items:

Herb:            Green herb, Restores up to 5 health, Hold 9
Strength Tonic:  Green jar, Restores 10 health, Hold 1
Strength Elixir: Blue jar, Restores full health, Hold 1
Magic Elixir:    Blue jar with long thin neck, Refills magic shards, Hold 1
Wonder Essence:  Golden urn, if you die during the game and have one of
                     these in your inventory, you will be brought back to
                     life with full health and magic levels. Can also be
                     used at any time to restore health and magic levels
                     to maximum
Bomb:            Round black bomb with fuse, Blows up certain rock piles,
                     can be used as a weapon, When equipped Press Circle
                     to draw a bomb, then Press Square to place it. The
                     bomb will detonate a few seconds after being drawn.
                     You have an unlimited supply
Sand Cape:       Allows you to travel under the sand
Aqua Cape:       Allows you to breathe in the underwater dungeon
Nava's Charm:    Defensive power up, stops certain elements
Power Glove:     Allows you to lift heavy objects
Spring Bean:     Toss onto Spring bean stands to cause springy plant to
                     grow. Allows access to higher area
Olga's Ring:     Attack power up
Sliver Armlet:   Defensive power up
Recovery Ring:   Heals 1 health point for every 3 seconds your character
                     remains motionless
Armor:           There are various different armors to be found 
                     throughout the game, look for the higher number in
                     the description when deciding which to equip
Keys:            Looks vary, Open various locked doors, Hold however many
                     you need
Life Vessel:     Red diamond, Extends life by one point, 40 total in game,
                     finding one of these brings your total health back to
                     maximum, Shown at top center of screen
Magic Seed:      White crystal, Shown at top of screen between your health
                     and gold, Each magic spell cast drains one magic 
                     seed, Rechargeable
Gilder:          Comes in 4 denominations, Gold bar worth 30, Large gold
                     coin worth 10, Large silver coin worth 5, Small gold
                     coin worth 1, Shown at top right of screen
Gilded Falcon:   Statue of Gilded falcon, Trade these for items at the 
                     Medallion shop, Total shown to right of status 
                     screen
Health Ups:      Small red diamonds, Restore small amount of health, 
                     These come in two sizes, small, which gives you 2 
                     health points, and large, which gives you three or
                     more health points


Status screen weapon and items list:

This is how the weapons and items appear in your inventory

Weapons(by type):
    1. Sword
    2. Ball and chain 
    3. Crossbow 
    4. Fire wand 
    5. Ice wand 
    6. Spirit wand


Items:
    1.  Herb                         13. Nava's Charm
    2.  Strength Tonic               14. Power Glove
    3.  Strength Elixir              15. Spring Bean
    4.  Magic Elixir                 16. Olga's Ring
    5.  Wonder Essence               17. Sliver Armlet
    6.  Bomb                         18. Recovery Ring
    7.  Earth Spell              
    8.  Water Spell                
    9.  Fire Spell              
    10. Wind Spell
    11. Sand Cape                  
    12. Aqua Cape

Save file chapter names:

  1.   A New Beginning
  2.   Wendell Succumbs
  3.   Escape to Tarn's Manor
  4.   The Book of Elna
  5.   Wendell's Salvation
  7.   Collapse of the Mine
  8.   A Prayer for the Miners
  9.   Crossing the Mine
  10.  Dream Revelation
  11.  Leaving the Miners
  12.  Into the Crypt
  13.  Slumber Bummer
  14.  To the Desert of Despair
  15.  Beginning of the End
  16.  A Revelation in Meia
  17.  A Hand for Kline
  18.  The Swamp Thing
  19.  Giles' Salvation
  20.  Cave of Magyscar
  21.  The Sanctuary's Secret
  22.  Sybill's Exit
  23.  Meia's Past
  24.  Nava's Choice
  25.  Bourne of Water
  26.  A Dance with Nirude
  27.  Ronan's Conspiracy
  28.  At Odds with Ronan
  29.  A Letter from Jess
  30.  Elene's 15 Minutes
  31.  Giles, Again
  32.  To Murgg Woods
  33.  Lost in Murgg Woods
  34.  The Giant Tree Tower
  35.  Torla, Mountain of Fire
  36.  Bergus Held Hostage
  37.  Baptism by Fire
  38.  Confronting Ronan
  39.  To Nava
  40.  The Castle in the Lake
  41.  Outside the Castle
  42.  The Great Hall
  43.  Last Armageddon


Thanks section:

Thanks to Tom Rossi for giving me the inspiration to write this monster,
          without you it wouldn't have been written :)
Thanks to Mimi and Scott for dictation on the chapter, "Armageddon",
          as I was too burnt out on Alundra by that point to think
          straight :)
Thanks to James Dallamora for his additional gameplay to make sure
          everything worked
Thanks to Matrix Software, you've made the best action RPG I've played
Thanks to Victor Ireland for all his help, you really are a nice guy :)
Thanks to Hadi Saputra for his help in finding the 50th Gilded Falcon
Thanks to Working Designs for bringing this great game to the states
Thanks to Pup, for stealing the controller every time I put it down to 
          write something :)       
Richard Scarry, for his big book of things to do and make :)
Ed Leach, Cowbell on track 2   


The list of IDIOTS:

    Electronic Arts, for stealing my Overblood faq from the internet, 
cutting my name from it, and sending it to all the European gaming
magazines. 

    Powerstation magazine, for the very nasty letter they sent when I
inquired about them using my Overblood faq. I don't appreciate people
stealing from me, then trying to lead me on with false promises of
compensation. 

    Game Cave, for taking people's faqs off the net and selling them to
their customers. They use the excuse that they are actually selling them
their own smaller guide and giving them the faqs from the internet as a
free gift. Guess what Game Cave, in my eyes that isn't right, you don't
even ask the people who wrote the faqs if you can do this.

    Son Gohan,  mastrel@texnet.it,  for cutting my name and copyright off
of my Dragonball Z faq for the Sega Megadrive, then distributing it with
his name on it to various websites. That's as low as you can go, if you
didn't do the work don't try and take credit for it. 



Please do not use this faq on your website without asking me for
permission first. Permission is NOT granted to reprint this summary in
a for-profit magazine or publication without my prior approval. Nor is it
granted for this document to be used as any type of "source material" for
for-profit magazines to use in any way, be it basing their own articles
from, reading prior to get ideas, or outright copying. I do not write
these walkthroughs so some hack writers can sit back and get paid for it.
In no way do I wish this faq to be cut up into sections or altered in any
way. Nor do I wish for import game dealers to use this, or any of my faqs
to sway people into buying the game from them, when without a walkthrough
or translation they wouldn't have purchased the game(ring any bells 
Game cave? I heard you try to charge extra for faqs, and I don't write
them to make you money). It is to remain in it's original state and in
one piece if used on websites.

A specific note to Game cave, I adamantly deny your use of this faq in 
any way. Do not give it away free, do not sell it, do not give it away as
a "free" gift to those who buy your smaller guides, do not give it to 
those who buy the game from you, do not tell people that you will give it
to them if they purchase the game from you, do not put it on your 
website................................................. Get the picture? 
You are not authorized to use this faq in any way, shape or form...PERIOD!

This faq is copyright 1997/1998, Henry LaPierre
All rights reserved
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