Illusion of Gaia/Larai Cliff

Itory Village
Upon entering, Lilly says you likely noted that there doesn't seem to be anything around, so she tells you to play Lola's Melody. Equip it if it isn't, and press Item. The village fades in like magic! Awesome! Lilly explains this is because there is a barrier around the village which shields it from view to anyone the Itory don't trust. She then complains of Kara's bad temperament during the journey, who complained herself about many things, including how her feet hurt. Kara retorts by basically saying "Well, my feet DO hurt!" Lilly then takes pity on the princess and leads Kara to her house, leaving you alone to explore... well, you can't do too much exploring. The nearby house only has one person inside, and the nearby ramp is too steep to climb; try and you'll keep slipping back down. (However, there IS a Red Jewel in the woodpile. Don't forget it. Specifically, it's around the middle three logs.) Instead, follow the girls and climb a staircase... oh, there's Will's Grandparents... phew, they ARE safe. They tell how they got away from the guards and the Jackal with, among other things, Lola's cooking skills. Lilly then tells you to come back to the house near this staircase (her house) after you're done exploring the village. So, let's do it! Just a bit North of Lilly's house is another steep ramp, as well as a stone staircase, and a house to the left of it. Talk to the people in the house if you want, and note the small ramp in front of it. It's also too steep, but actually has a purpose that I'll get into later. Anyway, climb the staircase. Within the structure at the top is a Dark Portal, so go in and save if you want. Gaia also has an ability for you; the Psycho Dash. Go stand in front of the statue of Will holding out a spirit to get it. To use it, hold Attack until Will is flashing green, and then release. He'll lunge in the direction he's currently facing, and if he lunges into a weak wall, it will crumble. Leave the Dark Space once you have it. Near the top of the ramp you saw earlier, there's a man who advises you to run down it without stopping, and "You'll be surprized." Do so, and when you reach the small ramp, you'll be launched off it and end up on an entirely different part of the village! Wow... Here in the Graveyard, there's nothing to do, so just go to leave... and you'll hear a voice say "You've come..." If you go down the ramp here, you'll just be launched back to the main part of the village, so instead, climb down the ladder and enter the cave. (If you went down the ramp and crashed into the rock, just jump down off the ledge there.) Inside the cave, there are unlit braziers carved into the shape of heads, but nothing else... or so it seems. Charge up a Psycho Dash, and hit the right side of the back wall,(while facing North, mind you) specifically. (Anywhere else does nothing.) Go into the new opening, and pick up the Incan Statue. This is "Statue A" and there's also a "Statue B" hidden in the next area. Leave and climb back up the ladder... and there's now the ghost of an old man behind the middle headstone in the Graveyard! Zoinks! Well... go talk to him, I... guess...

Turns out, He's the spirit of the village elder, and he gives you a few clues. One of these is important: "Place the statues below the Ruins, where the spirits' breath can't reach." He tells you to ask Lilly to take you to the lands of the "Moon Tribe" to find Statue B, so run down the Ramp below the graveyard to return to the main village area. (Make sure to run down the North side of the Ramp, don't wanna hit that rock and have to go back around!)

Go talk to Lilly in her house, and tell her you wanna go to the Moon Tribe's village when you're done looking around and talking to people. Kara will try to tag along, but Lilly tells her to stay behind, as it's too dangerous. Kara decides to talk to Lola. (Again, don't forget the Red Jewel before you leave!)

Moon Tribe's Home
Climb the stairs (Lilly follows you) and walk into the center of the stones. A voice will taunt you, and then ask you to guess who they are. No matter what you answer, you'll be wrong, but that's OK. The moon tribe people then reveal themselves; wispy shapes that resemble faces. Freaky... Talk to as many as you like; They're pretty mischievous. Then go into the cave. Lilly will wait for you outside.

A moon tribe member's voice pits you against a bunch of pillbug-like monsters called "Sluggers", and requests that you defeat them in under 20 seconds to get the statue. It shouldn't be too hard if you got every Spirit Force in Edward's Castle, and you can retry as many times as you like. (Also, don't worry too much about the Dark Gems they drop; after all, you're being timed.)

Once you defeat all the monsters in the time limit, the Moon Tribe member congratulates you and extends the staircase up to the statue, so go take it. Statue B acquired! Now it's time to go to the Incan ruins! Leave, rejoin with Lilly and go there.

Incan Ruins
Lilly will tell you what she knows about the Incas and their famous gold ship, and then you can move. Go in-between the two rocks leading to the entrance... and suddenly, Kara appears from behind the stone head and scolds you for leaving her behind! Lilly tells her off, and then they argue. Lilly reminds you of the Elder's clue, and then goes to wait for you with Kara. Go ahead in.

Larai Cliff
Here we are! Just like in Edward's Castle dungeon, the way IS pretty straightforward, but there ARE a few forks, so if I say to take a specific way, please listen. Will notes the strong winds, and guesses that it's probably what "the spirits' breath" is referring to. So the spots where you put the statues must be where you can't see Will's hair and clothes being blown about. Keep an eye on that.

In the first room, you'll find Mudmen called "Mudpits" and a trap like enemy called a "Four Wax" that spins in place for a while, and then stops to spit four darts (which are blockable) out of the mouths of its four faces, either in the four cardinal directions, or in the four ordinal directions. It's not random whether they'll shoot straight or diagonally; they'll always try to shoot in whichever direction you're currently standing in relation to them. They're really annoying, and part of the reason why this may be the first spot where you start dying, so make sure you're careful. Anyway, when you kill all the enemies in this room, you get a Defense Force bringing your defense to 4... I have a feeling it's gonna be important...

Anyway, one of the Four Wax was on top of a diamond-shaped hole, but you don't have anything to fit in there, so go through the door at the left of this room.

More Sluggers, more Mudpits and more Four Wax, too. Kill 'em all, and you get a Life force, bringing your Health to 11. The final Four Wax (the one near the door) Also releases a progress force that makes a shortcut staircase appear nearby. Useful in case you die... or on the return trip.

Speaking of which, you'll be going back quite soon; the only thing out the door is the key item of a diamond-shaped block. Equip it, then return to the room with the spike pit and put it in the hole. A bridge of platforms falls into the spike pit, so cross it into the next room.

Oh! You're outside again! Notice the giant stone faces? Yeah, they're important. Go down the ladder and notice the stone face with its mouth open on the left. You should also notice there's a doorway on top. Remember this spot.

Anyway, continue forward, defeating enemies as you go. The Four Wax at the rightmost point will release a Progress Force and make a ladder appear as a shortcut back to the beginning of this area. I don't know why, (there's not much to do in Itory Village (the only place you're allowed to go back to) besides maybe save and get that Red Jewel if you missed it.) but I guess it's convenient in case you die. Climb down the ladder in the middle of the rightmost cliff. You may notice you can also jump down on either side of the bridge, but there's a Mudpit on this side that you should kill before jumping down on the left side of the bridge. Once you do, you'll have no other choice but to enter the door there. Let's do it now.

In this room, you'll be forced into fighting one Four Wax while another takes potshots. Take it slow, and you should be good. Don't forget: Blocking can save your life. After you do this once, you have to do it again, with a Mudpit added into the mix. Again, take it slow. Once that's done, you have a problem... there's a statue in your way and you can't exactly go back. Remember, you're currently stuck here. The thing flashes when you whack it, as if taking damage, but won't actually break from simple attacks. You can pull it along, but pulling won't get it out of your way.... Ugh, just wanna smash this thing! ...In fact, that's EXACTLY what you should do; charge up a Psycho Dash and literally smash it. There ya go. Now you can defeat the Sluggers and get the Spirit Force for this room; an Attack Force that raises your attack to 3. Go down the stairs here.

Here, you'll meet a new enemy; a type of slime called a "Splop." Cute name. There's three here, and they're a little annoying; they like to seep into the ground and become untouchable for a moment. They don't heal, though, so just wait for 'em to come back up and keep whacking 'em. There's both a ramp and a staircase down, and the ramp doesn't yet lead anywhere except to a rail, so climb down the staircase. Here, you'll find another Splop and a living idol head called a "Whirligig." True to its name, it flies around and dives at you. Shouldn't be too hard to defeat. Anyway, defeat all the Splops left in the room, and ignore the other Whirligig for now; you can't trigger him to fly around. Just leave through the other door you can reach at this point. We'll come back here.

Back outside again. These blue pill bug-like enemies are called "Scuttle Bugs." Kill 'em both, then check the bones in the bottom left corner. You'll find part of a journal on the poor soul, giving you a hint that you should move a gold statue. Climb the ladder and defeat the Four Wax. It'll release a Progress Force and make a ladder appear. Great, now you can go back to the section with the bridge you were at before. Let's do that, and check the room near where we killed that Mudpit before.

We could've gone here before, but oh well. There's two Mudpits and another unfortunate soul. He has a charm with well-wishing from his daughter and advice from a friend written on a slip of paper inside. Aw... poor guy. Anyway, climb the stairs, and there are some more crumbling statues in your way. You know what to do; smash 'em. The chest at the end of this small path has another of the 11 herbs in the game, and... that's all you can do here. You can defeat the Scuttle Bugs on the other side of the blocks if they come within range, but if not, don't worry about it. You'll be able to get them from the other side later. Go back outside, and go to the only other door you haven't yet checked.

Be careful in this next room! If you get too close to the statues here, they come to life as "Stone Lords," Which are really strong and don't give up any Spirit Force if you kill them all. Instead, use your telekinesis to pull them onto the gold plates. Doing so with all four will open up the door to continue. If you lose one, either leave and go back in, or just step on the plate yourself. As long as there's at least three statues on the plates correctly when you do, you'll be good.

The next room is just a passage. Go downstairs.

This next room has more pressure plates that drop platforms from the ceiling. They're not really a threat to Will, as either age or botched architecture make the platforms completely miss the person standing on the plate. However, there's another unfortunate who nevertheless succumbed to one of these, as you can see if you step on the higher plate; the stone falls directly on his body. Ouch. Also, watch for Four Wax darts as you explore. Climbing down the stairs, you can actually use the trap to your advantage; if you time it right, you can squash a Scatter Bug with the block. It definitely feels awesome. Anyway, step on the next pressure plate, and you get a bridge. The next two give bridges, too. Watch out for the Four Wax at the end of the third bridge, and there's a Dark Portal. Oh, good, you can become Freedan. That'll help. Make sure to ask Gaia for a heal, too... if you need it.

The Four Wax in the next section are no match for Freedan's sword. (Make sure to still guard against the darts, though.) the last one releases a Progress Force for a shortcut staircase, and defeating all enemies here gets you a Defense Force. Defense 5 for Will. Leaving here, you're now on top of that face with an open mouth, and apparently, the expression was meant to depict singing; you'll hear a song on the wind and memorize it. And yes, if you noticed, it's also the background music.

Anyway, return all the way back to that room with the stubborn Whirligig that wouldn't move. With Freedan's greater reach, you can kill it from the side. It will release a progress force that makes a small ramp appear above its pedestal, so climb the ladder and launch yourself to the other side of the room. If you keep holding, you should make it up the ramp on the other side, but if you let go too early, there's a staircase that leads up to that terrace, don't worry. Kill the Splops and the final Whirligig in this room, and you should've defeated all enemies, netting yourself a Life Force for 12 Max health. Leave through the door in the south of this section of the room.

Ooh, water! Are you close to the gold ship? Anyway, if you notice the gold statues to the right, you'll probably think you don't have to bring them to life and kill them, like before... but you'd be wrong. These guys become Stone Guards when awakened. They're not as strong as the Stone Lords and do indeed need to be killed. (A good way to find if an enemy type has to be killed to get the Spirit Force for that room is to kill one and leave, then come back to reset the room. If the Enemies respawn, then don't worry about killing them. But if they don't, all of that enemy type must be killed to get the Spirit Force) They're also green. Anyway, awaken and kill all three and the Whirligig past the ramp, then climb down the staircase and kill the lazy Whirligig. It will release a progress force for a launch ramp. You know what to do. Note that unlike the previous room, if you keep holding, you still won't be able to make it up the ramp on the other side. Guess it's longer... or maybe you lose some momentum in the long stretch of land. Whatever the cause, you still have to circle around to make it up that terrace. Kill the Splops and Whirligig, and you'll find a statue that wakes into a Stone Lord guarding a chest. Inside is another Herb. 4 down. Keep moving along, and take out another Whirligig, and then try to wake each Stone Guard in the next hallway one by one. It shouldn't be too hard; they're placed far enough apart. Kill a few Splops, and then go to the right side of the room. Ok, this is a tricky spot; all the gold Statues here do not wake up when you approach them; you have to hit a switch that wakes all four and take them all on at once! Even worse, two of them are Stone Lords! Thank goodness you're Freedan and not Will right now... Otherwise, this might be harder. Killing off all the enemies in this room (including the Stone Guards near the beginning and the Stone Lord that was near the chest) gets you a Defense Force. Will's defense is now 6. Continue on.

Two Four Wax are waiting for you outside, and then there's some Scatter Bugs and Mudpits. at the far right is another Four Wax, and he's the last enemy on the outside of Larai Cliff. Defeating all the enemies outside gets you an Attack Force, bringing Will's attack to 4 now. Also, this Four Wax releases a Progress Force for a shortcut ladder back to the door near the Mudpit we killed earlier; the one that leads to the passage with the crumbling statues we smashed. Anyway, go into the door near where that last Four Wax was.

Continue along, defeating Splops and Stone Guards, and you'll find four Stone Lords keeping careful watch on a switch. Hit the switch to wake them, and take 'em out. Make sure you dodge their flames. Continue forward, and instead of climbing the stairs, navigate the narrow path to the other side, and go to the right a bit to find a line of four Splops. Those guys definitely would've thrown a wrench into your ramp dash. Take 'em out, and you can safely go back and ramp dash up the next ramp. Before leaving, check the area down the stairs for four Whirligigs and one last Splop. Defeating all enemies in this room gets you a Life Force. Max HP 13. There's a staircase down along the nearby path here, but it leads to a room you currently have no knowledge of how to tackle. Instead, go back up the stairs and go up the other staircase.

You're now in the room with those breakable statues again. There's a Dark Portal in front of you, but ignore it for now and check the bones. You'll find a journal that gives you the clue to "Chant in the golden room." and you note that it probably means you should play the Melody of the Winds there, but before you leave here, go around and kill the enemies. (If you forgot to kill the Mudpits on the other side, (Or died and didn't take the time to defeat them again) you'll have to go around and do that) Also, there's a Red Jewel in the chest you can reach from this side. Once you've killed all the enemies here, you'll get an Attack Force, bringing Will's attack to 5. Once you have that, enter the Dark Portal, turn back into Will, and ask Gaia for a heal and a Save if you want/ need it. Return downstairs, then follow the path to the other staircase I originally told you to ignore.

This is the "Golden Room", as you can see by all the Gold plates on the ground. Stand wherever, and play the Melody of the Winds. (You must be Will to have access to the flute.) One tile will start to glow, so stand on it for a few seconds, and a door will open. Go through.

You're outside again, and there's two ladders and a Dark Portal. Become Freedan again if you want, but you should definitely save. Gaia will give you a clue for the next boss; when you hit it, it'll fire beams of light from its head, which you can avoid by ducking behind it. Anyway, climbing down either of the ladders may give you a surprise: Your character's hair and clothes aren't being blown about! Place Inca Statue B on the left stone face, and Inca Statue A on the other one. You'll hear the sound of wind wailing. Walk onto the stone tile in the middle of the three obelisks, and a strong wind will begin to blow. Your character will automatically run with the wind, then jump and reach a new door. (There's also a ladder on this side if you wanna go back, for whatever reason.) When you're ready, enter the door to face the first boss.

This first Boss, Castoth, is actually pretty easy. Just attack his claws to make him lower them. He'll then open his eyes wider, and you can hurt him when they are. Once he starts shaking, run behind him to avoid the beams he'll fire from the center of his head. Rinse and repeat 'till he's done for. Oh yeah, don't worry too much about the other fiery obstacles, just focus on him and use an Herb if your health gets low.

Once you kill it, if you're playing as Freedan, you'll turn back into Will automatically. Go into the new door, and follow that hall, then jump down the hole.

Inca's Gold Ship
You'll land on the deck of the gold ship, and strangely enough, the Incas are still alive here! Talk to some, and you'll find that they think you're their King. One tells you to talk to the Queen, so enter the cabin. When you talk to her, she'll mention a Mystic Statue in the storeroom. There's a staircase down near the entrance to the cabin, so take it. Go to the very back of the Storage room, and open the chest. There, you'll find the Mystic Statue! These are the main collectibles in the game, and you can't advance the story until you get one of these from every ruins area. Now, one of the people in the storage area tells you to go to the crow's nest and watch their departure. Leave the cabin and climb up to the crow's nest. Talk to the Incan there, and the ship will leave the cave. Now return to the cabin, climb the bunk bed ladder, and take a rest.

Will's Dream
Go downstairs, and talk to Will's mother, Shira. She talks of the comet approaching Earth, and says that it usually comes, and then goes. She mentions certain people think it's a lucky star, others think it's unlucky. She asks you your opinion, and gives an apropos reply before mentioning that she's "Always watching over" Will.

Inca's Gold Ship (Present)
Will is woken by Lilly, and now the ship looks more accurate to how it should look... dilapidated, with everything not looking too good anymore. Also, Lance is here! If you talk to him, he'll reveal that Will's friends (including him, of course) followed you, since you were "acting strange." Well, at least this journey won't be too boring with all of Will's friends tagging along! Leave the cabin, and talk to Seth. (The one in purple, remember.) He'll tell you that he found a "Strange Jewel" and gives it to you; it's another Red Jewel. Go around talking to Will's friends, then go towards where the Incan Queen was. Kara's there. Examine the Queen's skeleton, and Lilly will come by. They talk about the Queen's gold ring, and then you hear loud crashes and the ship shakes! Run off to the left! Lance will stop you, then Seth screams! Run outside! Erik will attempt to tell what happened through sobs. Apparently, large fishmen attacked the ship and knocked Seth overboard, where one of them swallowed the poor guy whole... the ship then shakes violently, and everyone is flung away.

Day 1
You'll find yourself on a makeshift raft with Kara, aimlessly drifting on the waves. Talk to her, and she'll ask if you're OK. It doesn't matter what you say. Talk to her again, and she mentions the meat from Edward's Castle. equip that and use it, and the two of you will share it.

Day 2
Notice your health has gone down to eight. This is because you're starting to starve. Talk to Kara watching the fish jumping out of the water. She thinks it's beautiful. You can whack one of the fish as it jumps, but Kara just scolds you, so just wait.

Day 4
This day is at Sunset, and Your Health is now down to 4. Talk to Kara, and she'll say she feels like help is coming, then notices a shape bobbing up to the raft. It's a Jar, with a plea for help from some slave named Sam inside. Too bad you're currently in your own predicament. Talk to Kara. You'll argue with her about your hunger and whether or not you should've grabbed the fish earlier. She then goes back to the other side of the raft to sulk. Talk to her again, and Will complains about her attitude.

Day 7
You'll notice your health is now down to one; if you don't eat anything, you'll starve to death! Luckily, the fish are jumping again, and Kara isn't watching. Whacking a fish will knock it onto the raft, where you can eat it for one health. Refill your health bar, then talk to Kara. She apologizes for being so haughty, and agrees to eat some fish. Smack a few for her, and Will notices he's starting to fall in love.

Day 12
This one is purely dialogue. Kara notices another, red star near the constellation of Cygnus (actually the Comet) and decides to make a wish on it. She tells Will to close his eyes. Wait a bit, and Will makes a wish, then Kara moves closer.

Day 18
Talk to Kara. Will notes she's starting to act more like a normal girl, and less like a spoiled princess. Then Sharks start circling the raft! ....But they don't attack. Talk to Kara about this, then just wait while the two think. Kara eventually comes up with the idea that the sharks must not be actually hungry. Kara and Will talk about human nature, and watch the sharks leave.

Day 21
Almost been a month lost at sea now... Talk to Kara. You talk about the days gone by... then Will collapses from scurvy!

Diamond Coast
A man explains scurvy to Kara, going into excruciating detail until she stops him. She then wakes Will up and explains what happened. Jump down off the bed and talk to Kara. She goes to thank the dog that found the raft, so go follow her. Before actually talking to her, check the pot near the door to find a Red Jewel. Talk to Kara, who tells you the dog's name is Turbo (He's in all games of the ActRaiser saga and its spin-offs) and then decides to go to Freejia to find their friends.