Illusion of Gaia/Edward's Castle

South Cape
Will's home is here in this town. You start innocently enough, in School. Will's interior monologue tells you the backstory, and shortly after, class lets out. Will's three friends leave to go to their "Hideout" and tell Will to meet them there later. (Well, actually, one, named "Lance" stays behind to remind you where the hideout is. It's down near the docks.) Once you gain control of Will, climb the staircase. On the church roof, you'll notice a sparkle. Approach it, and it'll become a portal. Only Will can see these "Dark Portals"; no one else notices them. If you go inside, the spirit of Gaia will give you some exposition on this. This is also where you can save. Do so. (Also, talking to Gaia while not at full HP will give you a full heal.) Once you return to the church's roof, go to the left side of the bell tower and walk inside, then press Attack. There's something called a "Red Jewel" here. Also on the roof, you'll find a man who basically tells you that, troublemaker he is, Will often jumps down off high places to startle people. There's a break in the railing that lets you do so here, so go ahead. Right ahead of you is another break in a railing that will allow you to jump onto a roof. Do so, and talk to the man there. This is actually a shapeshifter who calls himself "The Jeweler, Gem." Remember he's here, and that he's looking for Red Jewels. You may give him the one you found, or wait until you have 3. He also mentions that he "Controls the seven seas" ...whatever that means. You'll notice another break in the railing, so you know what to do. Notice that once you reach this lowest point in town that Will's hair and clothes are being blown about. Remember this mechanic; it's actually important. Anyway, this house that you're in front of is the house of one of Will's friends, Seth. (the one in purple) attempt to go in, and a jar flies past you. Phew... good thing it missed! Go in, and you'll be able to learn that Seth's folks fight a lot, (Because his father likes to gamble) and as a result, the boy is rather introverted. The next house over is Lance's house. Will's internal monologue tells that his mother is frail, and as such, Lance is quite a brave boy. Go down to their cellar, and check the pot in the northeastern-most point. You'll find a Red Jewel inside. Leave the house, and go up the stairs to the largest house in town, which Will identifies as his friend Erik's house. He also says the townspeople are pretty jealous of Erik's family because of this. Go upstairs and to the right, and- ack! Erik's mother is burning! Oh wait, she's just using a back treatment that smokes... phew. Continue up the next staircase, and you'll find yourself on the roof, where three girls are playing a variation of Red Light, Green Light. There's also a small passage to another bank of houses. The closest one has someone cooking his Dinner in a pot. The one next to it is Will's own house, but Dinner isn't ready yet, so leave and return to the docks when you're done talking to people. There will be a fisherman there. Whenever you leave a building, this guy will sometimes be in a different spot. If you find him with a pot nearby, check it to find another Red Jewel. (It may take hundreds of entries and exits from a building to find him at the right spot, unfortunately. Do not advance the story any further 'till you get the Red Jewel, though; you won't be able to come back for it later. Once you've got this third one, give all three to Gem and he'll give you a useful medical herb) Anyway, follow the docks to the right, and you'll find a boarded up doorway. You can still go in, though, and the game then tells you about how the four friends often fool around in this place. Talk to both Lance and Seth, and Erik will run in and tell everyone that the Princess of Edward Castle has run away from home, and supposedly is hiding in South Cape. Him and Lance argue about whether or not the princess is a certain "Kara" that Erik likes, and Erik mentions that the Edward Castle Knights would probably be looking for the princess. He then takes a position at the north side of the card table. Lance tells you to sit next to Erik, so do so. They then ask you to show off your psychic powers by moving the statue in the southeast corner, so go face it and hold or  to pull the statue towards you, then go talk to Lance. He'll place four ace cards face down and ask Will to pick the Ace of Diamonds. Since Will is psychic, any card you pick will be the Diamond. Just stand on the card you wanna pick, and press Attack. The three will marvel at Will's psychic ability, and then go back to playing cards. You can leave now. When you do, night will have fallen, so you'd better get home! Once home, you'll find... there's a pig here! And he's making a mess of the place! Ugh... try to go upstairs, and the pig will come around you and start pushing you around, until a girl (the same Kara that Lance and Erik were talking about) comes down the stairs and tells him to stop "Snorting" at you, calling him "Hamlet". You then start to talk about Olman, Will's father. She'll then tell you that Will's grandparents, Lola and Bill, are singing upstairs, so go there. Talk to Bill, and Kara will scream from downstairs! Run and check on her! You'll come to find there are Edward Castle knights in the house! Turns out Kara WAS the princess after all! The soldiers take her away, and she apologizes for not telling you she was the princess. Bill and Lola go to the table as if nothing happened. Go talk to Lola, and the three of you will start talking about the Viaduct under Edward Castle and the maze-like prison King Edward made Bill create back when Bill was an Architect. Lola changes the subject to dinner, and tells you that you'll be eating at the upstairs table, so go back up there. You'll get a single text box on a black screen detailing dinner. (Ick, SNAIL pie? I wouldn't like it, but apparently, Bill loves it; he ate the most.) Anyway, Will dreams of traveling the world with Kara. Interesting... The next morning, go downstairs and talk to Lola. She'll give you a letter from King Edward, and sing a very important song for you to memorize. Leave the house, and then show the letter to the man blocking the staircase out of town. He'll move while telling you to be careful. Leave. (Don't worry about the ring the King requested, there's no way to get it.)

Edward's Castle
Here we are, the actual spot for this section of the walkthrough! you'll be stopped at the door by two guards, but they back off when Will shows them the letter. You can't go talk to the king right away because he's currently having breakfast, but you can explore. Go to the right and check behind the column. One of the doormen is there, and he'll give you a Red Jewel to leave him alone. Go all the way up the east tower and across the bridge to talk to the guard in front of Kara's room. She'll threaten to tell everyone of an embarrassing nickname he has to coerce him to let you in. Go talk to her, and then return downstairs. The king should now be ready to speak to you. Go talk to him, and when he asks for the crystal ring, say No. (It doesn't actually matter; if you say Yes, you'll be unable to produce the ring and...) He calls you impudent and has you thrown into the dungeon. The queen is no help.

Edward's Prison
Check the prison door- it's locked. Check the ball and chain. Lucky Will wasn't shackled to it. Check the moss in the northeast corner. At least there's a little life in here. Now wait. Eventually, you'll hear a soldier saying that he's giving you your bread. Take the loaf. It's crusty, dry, and not appetizing at all. Wait some more, and Will will narrate, saying that he eventually fell asleep. You'll then hear Olman's voice... Coming from Will's Flute! He tells you that he wants a favor. You can choose to accept or refuse. Either way, he asks you to save him and tells you to check the left-hand wall of the cell. As soon as you turn, a large Dark Gem falls down in the block enclosure, so grab it with your telekinesis. Olman will tell you that Grandpa Bill can explain more about the Dark gems and outlines the journey you must take. He manages to say that he wants you to go to the Inca Ruins first before his voice fades completely. Wait a little longer, and Hamlet will oink. Go talk to the smart animal, and you'll find that Kara tied a note and the prison key to his tail! She asks you to save her from her own "prison of silk and gold". Hamlet leaves, and you have the key now! You can escape! Open the cell door by equipping the key and using the Item button to unlock it! The prison cell to the left has a soldier who either got stuck there or did something to get himself locked up; but in either case, he apparently doesn't want your help. Whatever. The cell on the right has a dark portal. Inside, Gaia will tell you something important; if you defeat all the enemies in a room, you'll get a "Force" that will strengthen you. She also explains the radar system. Leave the cell room to the south.

Underground Tunnel
Ah! finally! Music! It's not as creepy here anymore! ....except for those bats... Kill 'em all, and you get a Life Force, making your maximum health 9. On to the next room. Skeletons (called Ribbers) and tentacle monsters (called Canal Worms) are added into the mix with the Bats. Nothing is too much of a threat, but the first Canal Worm will release a Progress Force that blows open some of the blocks around the first Ribber so you can actually attack it. After defeating all the enemies in this room, you'll get an Attack force, making your strength 2. The final canal worm also releases a progress force to open the door to the next screen. Go on. After climbing the staircase and approaching the two statues, a dandelion puff flies up to you and strangely starts to follow you... whatever. Pull the statues out of your way with your telekinesis, and continue on. After you touch the next staircase, the Dandelion actually speaks! It tells you to follow it, then floats off. (it would've also spoke if you hit it with your flute, on purpose or otherwise.) The spike balls near the bottom of this staircase are only obstacles; attacking them does nothing. At the top of a staircase at the southwest corner of the room is a treasure chest with a medicinal herb inside. Using this will refill your health by 8, but there's a limited number of them in the game, so don't be so quick to use one; only do it as a last resort. The last Canal worm on this screen will release the progress force needed to go on, and after killing all enemies here, you'll get a Defense force, increasing your Defense to 1. This next room has spear traps and spike balls. Just keep moving, and the spear traps won't get you. There's also a switch near an obvious sealed door, but it's rusted. However, there's a break in the railing above it. You know what that means... In that secret room, there's a spirit who tells you about extra lives and a treasure chest with a red Jewel inside. Return to the trap room. Near the end, there's a bunch of bats led by a brown "King bat". He'll release the Progress Force needed to move on, and defeating all enemies in this section will get you another Life Force, for 10 HP. In the next room, you'll find the dandelion, who, once you approach, will fly over near a wall and become a flower. There's a switch there, but it apparently doesn't do anything if you hit it. The flower tells you to play your flute, though, so equip Lola's Melody and press the Item button to play it. The flower will then tell you to go to the other switch in the room. Do so, and the flower's voice will tell you to wait till its count of three before hitting your switch. (Don't worry, the game shows the count.) As soon as 3 shows up, hit attack. If you got it right, a door will open in the center of the room. If not, the voice scolds you and you'll have to try again. Once the door is open, go through. That switch is currently out of reach, so go to the left, fighting enemies along the way until you find four Canal Worms. The northwest one releases a Progress Force that destroys the blocks in the middle of the area and makes a Dark Portal appear. Go in, and you'll realize there's a statue of a knight here. Gaia will tell you to go up to that statue, so do so. A voice will introduce itself as Freedan... and then Will will transform into the knight who was depicted on the statue! Nice! As Freedan, controls are only slightly different. You don't get a second attack by using the same motion as Will's jump attack, but Freedan's sword has a longer reach than Will's flute, and he's much stronger. The guard animation for Freedan is different, but has the same effects. Anyway, leave the dark space, and attack the switch you couldn't reach before. Near the end of this section, you'll come across a new brown skeleton called a Skull Chaser. Fitting name, since after you defeat it, its head comes detached, and surprize surprize... Chases you. Taking out the head will release the Progress Force to continue. You're not quite done with this screen yet. On the left side of a fork in the road, there's another chest with a Red Jewel. You'll have to deal with one more Skull chaser at the end of this room; again his skull releases the Progress Force, and defeating all enemies this time will get you a Defense Force, giving Will 2 Defense. In the next room, you're no longer in danger, so Freedan turns back into Will. Keep going forward, and you'll come across a girl who introduces herself as Lilly. Her and Will talk, and then she turns into that dandelion again and leaves. So SHE was that flower... huh. Continue on.

Edward's Castle
Yep, you made it back. Go up to Kara's room to take her out of the castle, as you promised. Go talk to her (the guard posted at her door is asleep on his feet) and she'll follow you. Go to leave the castle, and she'll stop you, saying you should bring food because "It's going to be a long trip". She asks you to go to the cellar first. in the cellar, go past the first wall and check the first open barrel. You'll get a big leg of Yak meat. Now you can leave. Kara decides to check on Will's grandparents first.

South Cape
When you first enter Will's house, you'll notice it's been ransacked! Oh no! Kara decides to check upstairs; so walk around "checking" stuff until Kara calls out, telling you to come look at what she's found. Run up and talk to her, and she'll point out an image tacked on the wall; of a jackal, the calling card of a hunter/assassin named "The Jackal" who apparently has no regard for human life. This makes them think the worst has happened to Bill and Lola, but thankfully, Lilly comes in and tells Will and Kara that Will's Grandparents are ok; she gave them safe haven in her village. Before leaving with the girls, go do everything you haven't yet in South Cape; Talk to everyone you want to, collect the three Red Jewels here (and give them to Gem. By this point, you should be able to get the next reward from him, a Defense Force to bring your defense up to 3) if you haven't already, save, and get yourself mentally prepared... this is gonna be a long journey. When you're ready, go back to Will's house (the girls tided it up while you were gone) and tell Lilly you're ready to go. Kara and Lilly will argue about what the journey will entail, and then Kara will ask you if you like her. Depending on which answer you give, one of the girls will talk next. If you say yes, Kara will give the next line. If you say "I'm going to the village" Lilly will give the next line. Either way, the three will set out for Itory Village.