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{{sidebar2|title=imported GFDL content|contents=This guide has been released under the GNU Free Documentation License (from [http://dw.com.com/redir?destURL=http://db.gamefaqs.com/console/ps2/file/primal_b.txt this original GameFAQs copy]). However it is still in text-only format. If you know how please convert it into wiki format and use subpages accordingly.}}
{{Header Nav|game=Primal}}
<br clear=all />
{{Game
<br clear=all />
|completion=3
<br clear=all />
|image=Primal.jpg
<br clear=all />
|title=Primal
<br clear=all />
|developer=[[SCE Studio Cambridge]]
<pre>
|publisher=[[Sony Computer Entertainment]]
                _                __
|year=2003
    ____  _____(_)___ ___  ____ _/ /
|systems={{syslist|ps2}}
  / __ \/ ___/ / __ `__ \/ __ `/ /
|ratings={{ESRB|M}}{{ELSPA|15}}
  / /_/ / /  / / / / / / / /_/ / /
|genre=[[RPG]], [[Platform]]
/ .___/_/  /_/_/ /_/ /_/\__,_/_/
|players=1
/_/
|modes=[[Single player]]
                ____  __  __                          __
}}
_      ______ _/ / /__/ /_/ /_  _________  __  ______ _/ /_
'''Primal''' is an action [[PlayStation 2]] video game developed by Sony Computer Entertainment Europe aka [[SCE Studio Cambridge]].
| | /| / / __ `/ / //_/ __/ __ \/ ___/ __ \/ / / / __ `/ __ \
| |/ |/ / /_/ / / ,< / /_/ / / / /  / /_/ / /_/ / /_/ / / / /
|__/|__/\__,_/_/_/|_|\__/_/ /_/_/  \____/\__,_/\__, /_/ /_/
                                              /____/


<gallery>
File:Primal ukcover.jpg|European cover art.
</gallery>


Copyright (c) 2003 Mark Weaver <mark@npsl.co.uk>
==Story==
Permission is granted to copy, distribute and/or modify this document
Jennifer Tate, a 21 year old orphan, searches for her boyfriend in a dimension of demons. As the story develops, more is uncovered about Jen's past and her link to her boyfriend and the demon worlds.
under the terms of the GNU Free Documentation License, Version 1.2
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
This license may be found at http://www.gnu.org/licenses/fdl.txt.


                __          __
{{ToC}}
_______  ___  / /____ ___  / /____
/ __/ _ \/ _ \/ __/ -_) _ \/ __(_-<
\__/\___/_//_/\__/\__/_//_/\__/___/


- Introduction
[[Category:SCE Studio Cambridge]]
- Puzzle Solving
[[Category:Sony Computer Entertainment]]
- Combat
[[Category:RPG]]
- Solum Walkthrough
[[Category:Platform]]
- Acquis Walkthrough
[[Category:Single player]]
- Aetha Walkthrough
- Volca Walkthrough
 
  _      __              __        __  _
  (_)__  / /________  ___/ /_ ______/ /_(_)__  ___
/ / _ \/ __/ __/ _ \/ _  / // / __/ __/ / _ \/ _ \
/_/_//_/\__/_/  \___/\_,_/\_,_/\__/\__/_/\___/_//_/
 
This walkthrough contains enough to get you through all of the realms and
complete the game.  I haven't found every single tarot card in the game though,
and in addition I didn't pay attention to what they were when I picked up those
that I found.  If you have found one that I have missed, let me know and I'll
add it in (with appropriate credit of course).
 
The plot line and controls are explained very well by the game's introduction
and manual, so I won't go into that sort of detail here.  Before you start
reading how to solve every little puzzle in the game, here's a quick list of
the puzzle solving functions that each of the characters can perform; check
this if you are stuck, it may save you from reading ahead too much.  Also
remember that if you aren't sure what to do, you can ask Scree for a hint
(triangle button).  And pay attention to the cut scenes; the story indicates
what you are supposed to do.  If you skip (or forget) these, you will probably
find yourself wandering around aimlessly.  The game lets you do this!  You can
backtrack to all areas if you like, but it is rarely necessary to backtrack
far, usually clearly indicated, and a rift gate is often provided for speedy
travel.
 
                    __              __    _
  ___  __ ________ / /__  ___ ___  / /  __(_)__  ___ _
  / _ \/ // /_ /_ // / -_) (_-</ _ \/ / |/ / / _ \/ _ `/
/ .__/\_,_//__/__/_/\__/ /___/\___/_/|___/_/_//_/\_, /
/_/                                              /___/
 
Jen:
- Edge around ledges
- Squeeze through small gaps
- Fetch Scree using summoning stones
- Jump or drop long distances (Ferai form) - usually indicated with 'it's too
high for me'
- Run through doors that close quickly, or energy fields with time gaps (Wraith
form, hold down O to slow down time)
- Swim (Undine form)
- Kill things (any form).  Some characters in Aetha drop keys, this shine -- be
sure to check and pick them up.
 
Scree:
- Climb up *some* surfaces.  Generally these are ones with largish bricks, and
no border at the top or bottom.  If in doubt, try it.  Generally part of the
puzzle is finding your way around the obstacles encountered during climbing.
- Turn to stone.  I've found no use for this, except that it looks like he is
squatting for a dump, so you can amuse yourself at any time :)
- Carry heavy objects.  Hint: they don't have to go far, so don't carry them
all the way across the level unless you want to irritate yourself.
- Drop a rope for Jen.  This comes in handy in many places, especially in
Volca.  The game can be a bit touchy about doing this, wander around near the
edge and press X a lot if you are unsure.
- Possess statues, if you have enough lodestones.  Sometimes this is for
combat, usually it's to pull levers, knock the statue over, or whatever.
- Sink.  This is important in some water puzzles; currents mean that Jen can't
pass and Scree can.
- Carry torches.  Torches are important both in seeing where you are (they are
often handy to light fire pots if they are around) and in solving puzzles that
require fire.  If you see a torch, pick it up.  Sometimes they will go out
(wind or water), but there are usually plenty around.
- Recover Jen, if she dies, by running to the nearest rift gate.
 
Both:
- Pull levers and open doors.  Sometimes levers or doors need both characters
to pull them, usually indicated with 'it's too heavy for me' or 'i can't do
this on my own'.
- Vandalise pots, barrels, etc or open chests.  Lots of useful stuff is hidden
in side, and sometimes they simply block the way.  Vandalise everything, not
only is it satisfying it's often rewarding.
- Use keys or key items.  If one character has picked up a key or item, oddly
enough they both have access to it.
 
                __        __
_______  __ _  / /  ___ _/ /_
/ __/ _ \/  ' \/ _ \/ _ `/ __/
\__/\___/_/_/_/_.__/\_,_/\__/
 
Combat is a frequent aspect of the game.  General tips:
 
- Learn to block.  Blocking immediately after attacking can be helpful, as that
way you will take less damage if an enemy launches an attack whilst you are in
the middle of one. - Learn to block on time.  If a block is timed just right,
you will automatically parry.  This effectively gives you a free hit.
 
- Use combos.  If you must get in close (or you just want to), don't just mash
buttons.  If you time the presses carefully you can queue up sequences of
powerful attacks.  The Screen will glow slightly when you get this a little bit
correct, or a lot if your timing is perfect.  The more moves you string
together, the more powerful the attacks.
 
- Use hard attacks (hold the button in longer).  These do more damage, but are
slower. - Use ranged attacks where available.  Wraith (the whip) and Djinn (the
huge sword - switch with O) forms have ranged attacks, which can make combat
very easy.  Just keep ducking out of the way and hitting with a ranged attack.
 
- Hard attacks have more range.  This can help with staying out of the way.
 
- Move!  You can avoid attacks simply by not being there.  Additionally, if you
hit an enemy from the side or back more damage is done.  Running around the
back of the door guards (the ones with shields) can help a lot.
 
- If you have a helper in combat (as sometimes you do), then let them attack
first.  The enemy will concentrate on them, and you can hit them in the side or
back for more damage (plus they won't be attacking you so you won't take any).
 
- Use the Wraith dodge when in Wraith form.  Especially good when there are
large numbers of opponents.
 
- Use the spin attack if you get stuck in the middle of a group.
 
- Make sure that you finish enemies off if required.  Nothing is more annoying
than having them recover 50% health.  Get in close towards the end, and
practise actually executing the move -- it can be tricky.  Other enemies will
just watch you finish someone off, so you're pretty safe doing it in a group if
you can get in close enough :)
 
- Kill enemies that fire at you first (you may have to run around others to get
to them), or fight out of their line of site.  This reduces the damage that you
will take during combat.
 
- Run away if your energy is low (square to disengage combat), and charge up
from Scree.
 
- Taunt (triangle) never worked for me - has anyone found a use for it?
 
- Finally, you can avoid combat completely in a lot of cases.  Just run away,
using the Wraith run can be particularly helpful here.  Not as fun, but easy
as anything :)
 
        _          __
  ___  (_)__ ____ _/ /__ ___
/ _ \/ / _ `/ _ `/ / -_|_-<
/_//_/_/\_, /\_, /_/\__/___/
      /___//___/
 
The game has a number of niggles.  The most serious of these is the 'falling
out of the world' bug.  This is quite entertaining for a while, as you wander
around peeking into all those interesting places you shouldn't be :) However,
you can't get back in the world!  If this happens to you, the options are:
 
- If it is Scree, then find a summoning stone if possible and pull him back.
- If it is Jen, or there is no summoning stone, then you must reload the game
or use scene select.  Don't save it, you will still be stuck outside the world
when you reload.
 
Save frequently to save yourself from becoming very annoyed when this happens
to you. Other niggles are graphical glitches (disappearing textures and the
like), sounds that cut off half way through, and the fact that many actions
take a hugely ponderous amount of time (e.g. opening doors, draining energy).
The following algorithm (Jen follows Scree or vice versa) is sometimes quite
poor.  It's not unusual to have to go and fetch one or other character.  I've
been promised that these will be addressed for the next one.
 
Lodestones, lodestones, lodestones.  Why did I finish with 18 of these?  Did I
miss something?
 
            __
  ___ ___  / /_ ____ _
(_-</ _ \/ / // /  ' \
/___/\___/_/\_,_/_/_/_/
 
After the (very) lengthy but beautifully animated introduction (with minor
walking between sections), you arrive in Solum.  First head towards the
gatehouse, and watch the cutscene - you need to find another (much longer) way
around.  Head to the SE corner to the malkai puzzle.  Get Scree go to go
through the cave, heading S to the fire cave once back out into the open.  Once
in the fire cave, pick up a burning stick, and return to the malkai cave. Light
the pot in the centre of the area with all the malkai, and go back to Jen.
 
Now head back through the cave, and then head W (towards the river) and the
staircase with the locked door.  Scree will show you how to climb.  Climb over
the top and open the door at the bottom for Jen.  Go up the stairs and open the
gate at the top, for which both Jen and Scree  are required.  Next head into
the ferai villa.  There is a cutscene with herne, tells you to find jared,
gives the a knife and buggers off.  Go to the NW corner, where there is a
lodestone next to a pit. 
 
Climb down the bit with Scree into the village cellar and follow the passage S.
Cross the bridge and head SE through the mill.  Scree will note a conveniently
wobbly tree, give it a push to make a bridge for Jen.  Go back to retrieve Jen,
and have fight with a pair of malkai.  Cross over the tree bridge and head NW
to the staircase.  Going up the staircase, turn right at the small (locked)
door and follow the wall of the building to the left.  There is a gap that Jen
can slip through.  Open the door to let Scree in.  Head down the stairs to the
ferai burrows and the collection of ferai (most southern part of map) for
another cutscene.  head NW after to the waterfall, go up the ramp.  Pick up a
torch if you haven't got one already.  Walk down to the dubious looking dead
end wall.  To open this up, go in the room to the S, collect the mill wheel
with Scree and simply walk back to the top of the ramp.  Scree will roll the
wheel down and knock a hole in the wall.
 
Follow the passage along to the first set of steps.  There is a lodestone in
one of the two barrels to the left.  note you can light all the pots if you
want to see better.  pop through the whole in the wall and vandalise the
barrels blocking your way to the second set of steps.  hop out of the trap door
to arrive at jared's lodge.  Head NW to the entrance towards the lodge, have a
fight with some malkai, then enter to find a bit of jared's horn.  Head towards
the N of the map where there is a gate that Jen and Scree can open.
 
In the large open area with the broken bridge, Jen and Scree need to take
different routes.  For Jen, go the left of the door and follow the ledge
around.  for Scree, simply go straight ahead, and climb down and back up again.
follow the passage to the N and out into the bridge area.  Head NE past (not
over) the city bridge to the gatehouse, there is a staircase on the left where
you can finally kill those pesky people from the cutscene. You can also open
the gate with the big lever, and there is a chest around the back that contains
a tarot card.
 
Head back to the city bridge and cross to watch a cutscene with the queen and
some poor chap.  The main door to the city is locked, so head S (left facing
the door) following the wall along.  You'll come to a ledge that Jen needs to
edge along and Scree to walk the wall.  After crossing that, there is a hole in
the wall.  Hop over the block and out into the poor quarter.  Head to the SW
corner of the map, kill 3xmalkai and onto the next section of the poor quarter.
Head to the NW side of the map and go up the staircase just before the blocked
one, towards the centre.  after going up the staircase, head inside the house
on the S.  Climb up the block and jump across the gap into the next house. head
down the stairs and vandalise some more containers to open the hole up. Head up
the stairs in the next room and drop out of the house.  duck under the small
hole in the wall and exit the area to the NW.
 
Head around the building with the flag to see two ferai and get a clue about
how to enter that building -- a little later, after you have the ferai form.
For now, head NW to the great temple.  Scree will explain about statues and
lodestones.  Run around the temple collecting lodestones (some are in barrels).
When you have enough, possess the statue and point the beam at the gem on the
door.  enter the temple to get the ferai form.  You get a couple of malkai to
exercise your new powers now.  Go around the back of the temple, and Jen can
now jump up onto the top of the gate in ferai form.  Dropping off the other
side of the gate there is a lever that you can use to open the gate and let
Scree follow in.  Head through the passage to the hunt lands.
 
Kill the 4 malkai (or run away if you like) and head west to the hunt camp
where an ewok is telling a story.  Demoralise some barrels around the camp to
find a lodestone.  Head south and knock off some more malkai.  In the SE corner
there is another lodestone.  Keep going S to the next map, where you get to
kill 3 ferai.  Through the arch and to the west there are some barrels in front
the door; one of these contains a lodestone.  Go S into the burial grounds,
picking up the torch on the way.  Keep running S to the door to knock off the
annoying archer and a few more ferai.  There are lodestones at the E and W side
of the burial grounds by the rift gates.  Go up to the necropolis door (at the
S end), and use the torch to light the fire in the statue then possess it
(there is another lodestone in one of the vases by the door if you need it).
Point the light at the symbol on the door, and you are told there is something
missing.  Now retrace your steps to the hunt camp to get the missing gem, and
trolly back with it.  Pop the gem in and the door will open up.
 
Go down the steps into the necropolis, killing a few guards along the way. Take
the western most passage, after opening the portcullis with the help of Scree.
Follow the passage along to the cells.  In the two nearest cells are a gem and
a lodestone.  Kill the guard in front of the northernmost cell and open the
door to get to Jared.  He's feeling a bit tired, so you have to go off and
fetch a key for him.  Take the rift gate back to the great temple.
 
Now go back to where the ferai jumped in the cut scene, and hop up yourself.
Drop down and open the door for Scree.  Head through the kitchen and out into
the plaza.  You get a couple of ferai to play with now.  After knocking them
off, there is a energy fountain in the NW corner that you can use to fill Scree
and Jen up with energy.  Head to the centre and kill 3 more ferai.  Head to the
small area on the E edge of the map (N just before the big double doors) to
find a gem.  Head back to the large building with the locked doors on the east
side of the plaza and run around the side of it to get in.  head E through the
back and go down the stairs to find the door where you must prove your
allegiance to herne using the talisman that jared gave you.
 
Head N through the burrows through the Jen/Scree door and into the sewer.  Kill
the malkai and head down to the crossroads.  Send Scree up the ladder to the
south for a lodestone.  Next, to get around the broken ladder to the N, Jen
needs to climb the ladder to the S and edge around, whilst Scree simply walks
up the N wall.  Once both there, climb up the ladder into the cell block. 
 
Moving NW towards the (blocked off) group of cells, one of the barrel contains
a gem.  Enter the cell area to the S, kill the malkai, and go into the SW most
cell.  Hop up on the block to reach the upper level.  There is a rift gate in
the SE corner that you can hop down to, and an energy fountain there too.
Heading to SW end of the block gives a lodestone.  Carry on from there around
the back of the rubble and up the stairs to the colisseum and the first big
fight.  Belazhur turns up, and you fight him with Scree posessing the statue of
Abdizur.  There are a stack of lodestones lying around to make this possible.
(All 5 that you need in fact).  This fight is pretty easy.  From time to time,
Belahzur will jump up onto a ledge and start hurling fireballs at you.  Simply
keep moving in one direction to avoid them.  When you've finally finished
beating him up, he gets up runs off.  Next, possess the statue again and use it
to open the gate to the west.  Go through and hop down.
 
Head E to the courtyard with a statue in it, into the house at the north side
of that courtyard.  Follow the house through E then S exiting into an open area
with an energy fountain.  To the N is a cave with the 2nd tarot card and an
energy gem.  Those collected, backtrack and head to NW corner to enter the
barracks.
 
Head W, killing plenty of ferai along the way.  On the bridge, in order to open
the portcullis, slip Jen through the crack at the opposite end by the locked
door.  Open the door to let Scree in and then you can both move the lever.
Carry on N up to the gatehouse.  Predictably, this is locked so go NW until you
get to the broken bridge.  Jen can edge across the top here and Scree can walk
along the wall.  Next go to the NE exit from this area, ignoring the archer for
now.  Kill the guards that come out and then open the portcullis with Scree's
help.  Head S down the stairs, killing some more guards along the way.  Then
head W, N up two flights of stairs to kill that archer and collect a gem.  Go
back and head S down into the kitchens.  On the way down you can see a
lodestone on a rafter - just walk Scree up the wall to get it.
 
Head S out of the kitchens and open the portcullis to the W.  Follow the path
through the snowy cave and up to the first summoning stone.  Head N from the
herne statue to the tower; Scree now has to go and find his rope.  Climb him up
the tower, and then trundle down the steps and passageway to the pantry. In the
N corner of the room with the pots is some creaky flooring.  Pile up pots on it
until it breaks.  Conveniently, there is a coil of rope in the room. Climb out
and head back up to fetch Jen.  Drop the rope and let her climb it. Then both
head back though the pantry following the one way passage to the malkai lair.
Keep heading E until the passage turns south.  The room on the west here full
of barrels contains a gem (in one of the barrels).  Open the huge portcullis to
the south (check the little one - that's too heavy apparently :o) and head
downstairs.  After entering the banquet hall, just leave and the door at the
end will open itself.
 
Leave through the newly opened door and head north to the throne room.  There
is a key (I presume) on the throne, and a chest with a lodestone  next to it.
The queen turns up and gives you a few friends to play with.  Dispatch those,
then head W to the unexplored room.  Hop over the ledge in the NW corner.  The
chest here contains a tarot card.  (The passageway leads back to the
intersection by the kitchen).  After collecting the card, retrace your steps to
jared's room, which you now have the key to.  Follow the passage around killing
the guards en route.  You arrive in devena's courtyard, where there are a few
archers to kill.  Go around the top of the courtyard to the S side. There is a
gem on top of a ruined small tower here.  Inside the door nearby is a passage
leading down.  Go down and take the E passage, following it up and killing
guards to get to devena's rooms.  The keys are the shiny thing :)  Go back down
and take the W passage this time, following it around back to the intersection
with the large and small portcullises.  Open the small portcullis and head up
into the courtyard towards the rift gate.  Take that back to the necropolis.
Nearly done :)
 
At the necropolis, head back to the cell block where Jared was.  In the first
cell, there is a wall that Scree can climb up.  Get him to go around and open
the silver door that was previously blocked.  Follow the passage to the end,
and the final battle of this realm.
 
                    _
___ ________ ___ __(_)__
/ _ `/ __/ _ `/ // / (_-<
\_,_/\__/\_, /\_,_/_/___/
          /_/
 
This is a water realm, with very nice water graphics (on the surface
especially).  Hence plenty of underwater fun.  You get control of Scree to
start with, who has just divided into the water.  Immediately head for the
temple in the centre.  To do this just head towards the centre dropping off any
ledges you find.  Climb up inside the structure, and note that the vortex is
going the wrong way.  If you look around there is a lodestone. Looking up
reveals a platform with a wheel.  Climb up, and turn the wheel to invert the
vortex direction.  Jump in the vortex and this time you will be taken up. Climb
the NW ladder for a lodestone.  Then climb the SE ladder and continue up
another ladder to meet the queen.  Now jump off the top and climb up out of the
centre pit.  Heading right to the top of the pit ramp (slightly to the right of
the channel on the map) gives you another lodestone; this is by a summoning
stone.  Head back and hop up the steps that you passed previously.  Keep
heading N through a tunnel and into a large open area.  Run down the ramp where
there is a lodestone and the bottom, and climb up the long sequence of
steps/ramps to get out of the water and take the undine form to Jen.
 
Now you have to rescue the queen, mainly to stop her saying 'help me' every ten
seconds.  To do this, swim N (towards the arch with the flashy lights) and
through the arch into the tunnel.  Swim through into the dam lagoon and head
towards the dam N, marked on the map.  There is a summoning stone by a fish
head.  Pull Scree through and get him to possess the fish head.  (There is
another lodestone at the bottom of the ledge by the summoning stone, walk down
the S wall and head W to get it).  Open the fish head mouth, and wander inside
and turn the wheel to rescue the queen.
 
Follow aino to the entrance to the purifying machine complex, and learn that
you have to turn it back on.  First job is to fire the system up.  Whilst you
are in the dam area, if you look on the surface a little S of the dam as marked
on the map is an island.  You can climb out here and pick up a tarot card. Swim
through the tunnel into the bay caverns and a fight.  Head to the SE area past
some spikey plants (best to boost swim and stay away from the tentacles) to the
engineer's room.  This gives you a map, and if you press the button you can
activate the gate at the SW corner of the area.  Swim back towards and through
the newly open gate, knocking off a few more undine along the way.
 
To active the priming station, you need to realign some cogs.  Head to the
platform on the NE surface, and tediously change forms and climb over into the
next area and back in the water.  There is a wheel here, turn that until the
first cog is aligned.  Return to the previous area and repeat for the SW
platform and wheel.  When both cogs are aligned, head back to the entrance and
turn the wheel at the bottom.  Power on, you now need to turn on all the
substations.  To start, head back to the engineer's room area.  No need to
enter, this time, press the switch to open the gate by it and let Scree
through.  To get Scree through, walk through the gate to the NE of the fish's
head that you opened earlier, and drop down.  Walk him through the water
current on the N of the caverns area.  Just before the passage turns to the E,
there is a rock which Scree can push and stop the current flow to let Jen
through.  Another way of doing this is to walk near the rift gate in the next
(bay) area and then it becomes active even though you can't reach it :) 
 
Now head up to the rift gate and the beach, one of the breakable eggs contains
a tarot card (near the water at the NE side).  Use the rift gate to return to
the temple lagoon, and enter the water and swim to the substation entrance on
the NW side.  Open the door, swim in and turn the wheel to activate the
substation.  There is also an openable hatch, but I think that's just for fun.
Swim back out and then head onto the dam lagoon (back through the arch you have
taken twice before).  Head towards the next substation in the SE.  The entrance
is blocked, but if you climb out onto the beach a little to the north there is
a tunnel that will take you to the substation.  Fire that up and then head to
the rift gate in the N.  There is a summoning stone here so that you can pull
Scree through.
 
Use the rift gate to go back to the beach.  Dive in, and head to the circular
area on the NW side.  Kill the guard, and press the switch to open the door.
Swim SW past the plants and into the tunnels.  There is a summoning stone that
you can use to get Scree back.  Drop or swim down the hole to the locked gate,
watch the cutscene and give it a shove to open it.  Up the ladder and in the
rift gate area here is an energy fountain and a breakable rock with a
lodestone.  Using Scree, follow the tunnel to the SW until you come to a water
current.  Have Scree push the rock in front of the furthest opening to block it
off.  Jen can get through by being dragged into the central area by the current
flowing into the centre tunnel and leaving by the W tunnel where the current is
blocked off.  Follow the tunnel to the NW, kill the guard and head through the
door to the fish bones.  Head up to the substation and talk to the trapped
engineer.  Sadly you can't mince the engineer, but you can open the door right
back by the rift gate by pressing the switch at the top of the tower just in
front of the blender.  Head back there.
 
There is a current in this area, so have Scree walk in.  There are lodestones
scattered around in the eggs, collect those if you like.  When done, head to
the S end of the area and turn the wheel to open the control room.  Collect the
missing hatch part and turn the wheel to activate the kenwood chef.  When done,
head back to the engineer and use the part to complete the hatch.  There is
another lodestone by the hatch.  Pull the lever to open it and release the
engineer, then activate the substation.  Head back (again) to the rift gate
area where you can now open the final closed door.
 
Head in and follow the passage where you will be trapped by a rock fall.  Kill
a few undine, open the door to the SW, kill another one, and head up out of the
spike pit.  Kill or ignore the crab.  There is a gem in an egg just by it on
the beach.  Head S and dive into the pool.  Climb out to the W.  Follow the
passage N (with another crab) and head down the steps to a summoning stone to
retrieve Scree.  Swim down the passage to the N if you want to go back to the
rift gate.  Otherwise, head up the steps next to the summoning stone, using Jen
in ferai form.  For Scree there is a shortcut on the opposite side of the pool.
At the top, pull the lever to open the door and head SE past a couple of crabs.
At the bottom is a fish head for Scree to possess.  There is a lodestone in an
egg too.  Climb down to the head, yet another is next to it.  Possess the head
and open the mouth to fill the pool.
 
Dive into the pool.  Head out and past another crab and back in.  Kill the
nasties here.  Turn on the final substation, and head N past some more baddies
to the rift gate.  Grab Scree.  There is a gem in one of the eggs here.  Head
back into the water and open the gate at the NW.  Head up into the purification
tower and the final battle.  Here, you have to fight the king who keeps coming
back to life if you bother to fight him.  To kill him, help Scree to turn all
the wheels.  Easiest way is to distract the king by boost swimming around in
circles a bit, then when the vents are open, finish him off.
 
Swim up and climb out, then climb a few ladders.  Pull Scree out of the
summoning stone to walk up a wall (looks like a metal trellis to me).  Keep
climbing ladders until Scree gets to the top, then use the key to turn the
whole machine on.  Realm complete, back to the Nexus for more cutscenes.
 
          __  __
___ ____ / /_/ /  ___ _
/ _ `/ -_) __/ _ \/ _ `/
\_,_/\__/\__/_//_/\_,_/
 
Aetha is a nice rainy place populated by Wraith, who have the very neat time
shifting ability, and very dodgy French accents.  What I want to know, is in
the French version, what kind of accents do the characters have?  English? Let
me know if you do :)  Anyway, to start, climb Scree around the gate to the
north and pull the lever to let Jen in.  Get Scree to drop a rope and both
climb down.  Follow the board walk around into the house and open the gate.
Continue W into the village.  Turn S, kill some beasties and enter the house.
Go upstairs and out of the north door.  Head S through the courtyard having a
few fights along the way.  Turn E and head up into the house.  Exit the door
into the upper village.  Follow the boardwalk into the village square for a
cutscene.
 
Next follow speedy back to his lair.  Just through the first portcullis and to
the W is a way blocked by barrels.  Smash through and go around for a gem.
Carry on following until you reach the cellar.  Head  to the barrel in the SW
corner and pull the tap to activate another cutscene.  Now head S and keep
following the path towards the castle.  Head over the broken bridge and up the
steps.  After the cutscene, head E into the cemetery.  There is a lodestone by
the tree in the lower part.  Go up the steps and learn that you must bury the
duke. Go up again and through the building.  Use Jen in ferai form to jump onto
the building.  Walk around and drop the corpse of the duke down (with an
amusing cutscene where Scree loses his ear).
 
Walk the duke back and put him into his grave.  Now you need some holy water
and a sword.  Head back to capn pugwash the way you came and follow him to the
lower village, killing plenty of bulldogs along the way.  On the way through
the main sq, if you head N to a rift gate there is a tarot card in a nearby
chest.  At the lower village, the well is broken.  Fortunately, the man blesses
the entire well and Scree is at hand to collect the water.  Follow the captain
back to the main square and have a fight to get the sword. Fortunately, you
don't have to walk to the graveyard :)
 
Now you have the wraith form, head NW to the castle.  Yank the lever and use
your wraith speed (hold down O) to run through the portcullis before it closes.
Continue on to the water.  Switch to undine form and swim N into the dungeon
docks.  Climb out to the N noting that there is a lodestone in the water just
by the platform.  Head N then W to a summoning stone.  Pull Scree through and
get him to collect the lodestone if desired.  Head N into the drink.
 
In the next area, head W then S with Jen through the gap cell bars.  There is a
hole in the floor, take that.  Head down and N through the arch them swim into
the cell with the light shining out of it.  Climb out then proceed E then S. In
this area the cell door to the W has a gap Jen can slip through.  Follow the
passage to the lever, pulling this opens the door just by the first hole you
swam through and lets Scree follow.  Proceed W to the cage chamber. 
 
To do the cages, first climb Scree up the sW wall then run around to the
levers.  The levers move the cages; forward or backwards moves the cage forward
or backwards; and pushing left or right lowers or highers the cage
respectively.  Numbering the levers 1-8 from S to N (i.e. the first lever that
you hit is 1 and the broken lever is 6), the solution is:
 
- First hop Jen onto the broken cage in the water - 1 F, L, L climb up - 1 B,
R, R; 2 B, B climb up - 2 B, B; 3 F, R, R climb down - 3 L; 4 B, B, R jump
across - 5 B, B; climb up - 5 F; jump across - 7 B, B, R; climb down - 7 F;
climb up - 8 F; step off, edge around the ledge.
 
Finally walk Scree back down, up the N wall (collecting the lodestone along the
way) and around to join Jen.  Head S following the passage around, hopping over
some rubble on the way.  In the N-S running room there is a lever and a
portcullis at one end.  Pull the lever and wraith run through the portcullis
before it closes.  There is a summoning stone through here that you can use to
pull Scree out, although on one occasion when I did this he managed to follow
me :)  Follow the passage to the torture chamber and a cutscene.  Kill the
guards, note that one of them drops a key.  In the SE corner of this room is a
lodestone in a barrel, and a tarot card in a chest.  Those collected, head to
the SW corner to open the door using the key that you just picked up.  Follow
the passage up the steps to the rift gate to gain a new helper.
 
Have some fights.  A good strategy here is to attack the same nasty that your
helper is having a go at.  This way they aren't facing you and you do much more
damage.  Those dead, in the NE corner of the room is a barrel with a lodestone.
Exit the area through the portcullis to the N.  In the first area of the
walkway cells, just after entering a barrel to the right contains a gem.  Head
SE up the steps and across either walkway.  Go both sets of steps into the
areas below the walkway.  There are a number of beasties to kill, a couple of
lodestones, and one of the guards drops a key.  Head back upstairs and open the
door to either of the outer walkways. 
 
Walk up to the statue.  One the barrels in front of the statue contains a
lodestone.  Get Scree to possess the statue and rock it until it breaks the
door down.  Go through and kill the guards proceeding through the double doors
and up the stairs.  Your helper buggers off at this point.  At the top of the
stairs Jen gets captured.
 
To get her back, head S into the courtyard.  There is a lodestone by the rift
gate here.  Head up the steps on the S side and trot around to the library.
Open the door and run up the stairs to the SW where there is a suspicious
looking bust of Raum.  Give that a shove, and this will open a tunnel at the
bottom of the stairs.  In the room through the tunnel are a couple of chests,
one of them contains a lodestone.  You can also climb up a wall to the balcony,
which seems pointless.  Leave the area up the NE stairs and through the door to
a cutscene with Elizabeth.
 
Continue SE through the open door and around the top of the balcony to the door
at the back.  Open it and head NW to the broken guttering where water drips
down.  Climb up and go through the open window to get to raum's tower.  Proceed
down a flight of steps and continue up the other side to the top.  Go the spike
chamber and let Jen out.  In this room on top of the scaffolding next to the
bookcase is a gem and in a chest by the entrance is a lodestone.  Head back all
the way downstairs to the ballroom.
 
Go back out into the courtyard where the guttering was, only this time head to
SE door.  There is a lodestone in front of it.  Head around the balcony down
the stairs and open the double doors to the banquet hall at the bottom.
continue through to the stairs.  A chest at the bottom contains a lodestone.
Head up to the count and countesses rooms.  There is another lodestone here.
Head into the side chamber for a cutscene.  Dress on, proceed back to the
entrance to the courtyard balcony (the one with the leaky guttering) and head
downstairs to the ballroom entrance.  Get the key, then following the corridor
SW and up the stairs to return to the bedroom and change back.  Fortunately you
don't have to walk to the tower, you just get there :)  Vambrace back, the next
thing to do is to get to the blood machine.
 
Head all the way downstairs and kill some guards.  Follow the corridor NW out
of the area, continuing down to above the ballroom.  Go down the stairs to the
entrance and kill the guards here; one of them has a key.  You can go out into
the main courtyard now where there is a gem in the fountain.  Now retrace your
steps to the banquet hall.  Continue down and around the corridor to get to the
central area where the dark maze is.  There a lot of guards here but just keep
dodging around and you will polish them off pretty easily.  Now you learn that
you need to get the maze key from Elizabeth.  Head back NE to the
star^H^H^H^Hrift gate and then to the W wing.  Trot into the library and kill
the guard in front of the door.  Open this door using the key that you picked
up.  Head upstairs, past another guard to get to Elizabeth and the maze key.
Retrace your steps to the dark maze.
 
Oh, this is a maze.  I would need a map to explain exactly where to go, but
fortunately I don't need to do that.  Simply have Scree possess the stone head,
then you get an overview of the entire maze.  You can use this to direct Jen.
Essentially in order to solve the maze, you need to pull the switches by the
lamp posts on either side (the lights go off when you have done that).  The
centre way will then open, and that's it done.  Note that there is a tarot card
in the maze somewhere, I'll leave that to you to find :)
 
Open the double doors at the other side of the maze and head down the steps
continuing through some light resistance to the NE.  When you've got all the
way to the blood machine, then watch a cutscene.  Next step, final battle.
Trundle on back to the ballroom to kick it off.  The only complication here is
that Raum keeps firing lightning at you, that's very easy to avoid with the
wraith dodge however.  Finish them off, and job done -- back to the nexus for
another cut scene.
 
            __
_  _____  / /______ _
| |/ / _ \/ / __/ _ `/
|___/\___/_/\__/\_,_/
 
First step is to get into the volcano.  Head N up the steps and collect the
lodestone.  Next walk down either set of steps and drop a rope for Jen.  Both
proceed around above the door and drop another rope.  At the bottom, collect a
torch and ignite the two oil pots on either side of the door.  The door will
open, proceed inside, watch the cutscene and collect the Djinn form. Light some
more pots and head through the door at the back.  Follow the corridor to the
rift gate.  One of the chests at the back here contains a lodestone.  Head on
to the chalice of Sut and continue to the SW, opening the double doors that
block the way.  Head through the rocky passage to the N to the water puzzle. 
 
Shift form and dive in.  Swim along W and up out of the water.  Turn the wheel
and dive back in.  Head S, then swim up in front of the locked gate, climb out
to turn another wheel.  Head back down and through the previously locked gate.
Open the door to let Scree in.  At the bottom of the pool in this room is a
lodestone.  Turn the wheel, and walk back into the first room.  Dive in here
and swim along to the SW area, just in front of the locked gate.  Turn the
wheel and this will open the final gate.  Jump Scree into the final pool and
have him climb up the wall to reach the final gate.  Climb out and possess the
statue to pull the lever making the first part of the bridge.  Return Jen to
the first pool, and use the summoning stone by the last pool to retrieve Scree.
Head back along the rocky passage and then towards the E by a summoning stone.
There is yet another lodestone in a breakable rock here. 
 
Pick up a torch, then have Scree climb up to the ledge on the E wall and drop a
rope for Jen.  There is a lodestone at the top here too.  Light the pots and
enter.  There is a tarot card lying on the ground in the large area, and also a
lodestone in a breakable egg.  Head S and down the ramp.  One of the chests at
the bottom contains another lodestone.  The glowing door here is a wraith door;
to get through it, change to wraith form and watch for the gap.  When you get
the sense of the timing, hold down O a little before the gap appears.  When it
does, run through it.  There is a wheel on the other side of the door you can
use to turn it off and let Scree through.  There are a number of doors like
this, they all work the same (all with a wheel on the other side too). Continue
on to the next statue, collecting two more lodestones along the way. When the
bridge is complete, head back the way you came (rope and all) to cross the
completed bridge.
 
Continue along down the steps to exit at the SW and head toward the royal
chambers.  There is another Wraith door here.  Enter it and turn it off to let
Scree in.  Head along to the centre circle and have lots of fun killing easy
meanies.  Get chucked into the pit.  Oh dear, time to rescue Jen again. In the
next area, collect the five lodestones (one in the centre and one at each
corner).  Possess the statue and open the mouth to open the door.
 
Next place the pedestal from the centre of the room on the N floor switch.
Climb up the N wall and collect the torch and lodestone.  Move the pedestal the
S side and repeat.  This time one of the chests contains a lodestone. There is
a small door at the SE end, open this by lighting the pots and go through to
turn the wheel and fill the pots in the larger door.  Climb back down and light
these to finally open the large door.
 
Follow the long corridor to the oil basin room.  There are two lodestones on
the floor here.  Next climb up the SW wall and onto the walkway.  Continue
towards the statue at the end, zigzagging across the walkways.  One of the
walkways contains another lodestone.  When you get to the statue, possess it
and close the mouth.  Proceed down the hole behind the statue into the now
empty oil basin and through the hole at the back into the pipe room.
 
In the pipe room, climb up the S wall between the two columns.  The top of the
W column has a gem on it.  Continue W over the statue head then climb down and
cross the pipe.  There is a lodestone on the pipe.  Continue over more pipe and
climb up the NE wall towards the E.  Follow the pipes along the E wall to a
wheel.  Turn that to open the hatch that you passed.  If you climb down by the
wheel there is a tarot card.  Run back and climb down the hatch.  Continue
through the shiny pipes and climb down into the water.  Push out the grate to
the N and climb down into the temple.  Head up the steps for a cutscene.
 
Head S out of the temple and through the rocky passage.  Near a column in the
open, rocky area is a breakable egg containing a lodestone.  Head S out of this
area and then W through the lava temple from the central shaft.  After a
cutscene, you have to fight Jen, using the Egyptian style statue in the room.
There are 5 lodestones lying around so that you can possess it; you can collect
these before or after the fight.  To beat Jen, you need to keep hopping around
the side of her: make sure that you only hop backwards as forwards is way too
slow.  Then it's easy.
 
Head back to the temple through some tougher guards and watch the cutscene.
Head out of the newly opened S entrance.  One of the chests in this area
contains a lodestone.  Behind the chalices are a lodestone and a gem, and at
the back there are two more lodestones.  Possess the statue at the end and
close the mouth.  Walk NW into the next area; straight in front is a breakable
rock containing a lodestone.  Follow the passage around the broken rocky area.
Negotiate this, noting that along the way one of the breakable rocks contains a
lodestone and there is yet another lying on the path.
 
Exiting this area to the lava falls, one of the breakable rocks contains, well,
you know what.  Yet another one lies on the path.  Have Scree climb the S wall
and walk around to the other side.  Collect the lodestone, possess the statue
and rock it down.  Have Jen edge around the N side then climb across the newly
created bridge.  Head out through the double doors.  Kill the guards and light
the pot at the N to open the door.  Proceed S following the passage until you
arrive at another locked door.  The pots to open this door are above it, so
have Scree climb up the east and west walls in turn to do this.  There is a
lodestone lying around up here too.  Proceed through the door and then through
the double doors at the end into the sanctuary.
 
Here, you must complete a lengthy procedure to open the large door at the S
end.  First, head up the stairs on the SW side (climbing up both sides to kill
the annoying fire spitting people if you like first).  As you head up there is
a lodestone at the landing half way up.  In the flame igniter area, if you
climb up the S wall immediately after entering there is another lodestone. Head
to the edge of the platform and have Scree drop a rope for Jen to climb down.
If you climb down with Scree just N of here there is a tarot card to collect.
Walk Scree along the wall towards the igniter; and edge Jen around. There is a
ledge to jump up for which Jen must be in ferai form.  Climb up the wall to the
W with Scree and drop a rope for Jen.  Have them both turn the wheel to fill
the oil pot, then climb down to light the pot.  Reverse the whole procedure and
leave the area.
 
Next head back down the stairs in the main room and up the SE stairs.  There is
another lodestone at the top here.  Head out into the flame igniter area, on
the E side is a lodestone and on the W side is a pedestal and another
lodestone.  Carry the pedestal and place it on the floor switch.  Have Jen jump
up the W side in ferai form and stand on the floor switch.  Walk Scree through
the door to the next area, collect the pedestal from the back (which is next to
a lodestone) and then place it under the door to stop it from closing
completely.  It needs to go on the different coloured section of floor; you can
do experiments with the door if you have trouble with the precise location.
Climb Jen down and both walk through the door.  Ignite the flame, and then head
W into the central shaft.  Have Scree drop a rope, and climb down it.  Follow
the passage NW down the steps to the closed door and the wheel.  Turn the wheel
to fill the pots with oil.
 
Now have Scree return to the main room, and light the previously empty pots by
the sides of the door that Jen is standing behind.  Head up stairs, collecting
a lodestone along the way.  Head back to the central shaft, where there is
another lodestone.  Have Scree drop a rope at the SW part of the ledge, and
climb Jen down.  There is a tarot card inside a breakable rock here.  To get to
the igniter, possess the statue in front of it.  Rock it down and walk across
to ignite the flame.  Return to the main room to take care of the last door.
 
To do this, simply head straight across to the W.  This door is already open.
In the large circular room, head to the S where there is a dripping statue.
There is a lodestone by this.  To solve this puzzle, simply climb up the walls
at each side of the statue, head around the ledge at the top and light the oil
pots.  This completed, the main gate opens. 
 
Return to the gate, head S through it and down the stairs.  Keep going down
into the hall of gods.  There are plenty of big statues, so, well, time for
some vandalism.  Once inside, head E to the summoning stone where there is a
lodestone on the floor.  Get Scree to drop a rope off the S side of this ledge,
then climb down with Jen.  Leave Jen for now and climb down the N side of the
entrance platform with Scree.  Climb SW along the rocks, one of the breakable
rocks here contains another lodestone.  Once on the large central platform then
find the rope (with a lodestone next to it) and burn through it.  Head to the E
side of the central platform and drop a rope.  Next With Jen, jump onto the
prong that forms part of the statue.  Walk around the statue to the E platform
and continue to the S side of it.  Drop down onto the rocks (either in ferai
form or with careful positioning) walk over to the rope.  Climb up it.  Then
have Scree walk down back over the rocks to the E platform, to burn through the
rope.  There is another lodestone on the E platform.
 
Return Scree to the central platform by means of the summoning stone, then with
him continue on and climb down the S side, heading across the rocks to the W
platform.  Behind the row of statues is a row of chests, one of which contains
a tarot card.  On the N side of the platform is another lodestone.  Anyway,
burn through the rope here and switch to Jen.  With Jen, walk to the N side of
the central platform, and edge around the back of it.  Jump up onto the ledge
at the very back in ferai form and then up onto the platform.  Pull Scree out
of the hat to burn through the final rope.  Send Jen back the way she came and
then pull Scree out once more using the summoning stone on the central
platform.  Climb Scree up to the enormous statue; possess it then rock it down.
Drop a rope for Jen and both proceed across.  Kill the guard and open the door.
Proceed through with some pretty dangerous falling exploding lava rocks.  There
is a reasonably tough fight ahead as you have limited room.  Best strategy is
to run through, or back, somewhere where the lava rocks aren't.  Makes it much
simpler.  If you get stuck with lots of explosions going off, best to Wraith
run through them.  Once through, head to the S door (there is an energy
fountain and a rift gate to the W if you want to top up), and open it by
lighting the pots.  Do the same for the next door, and onto the battle with
Goliath.
 
This is pretty easy.  What you have to do is put out the lights; there are
three sorts.  Little lights, which you just kick over the edge, medium
chalices, which you can push and large chalices.  The way to get the large
chalices over is just to stand behind them until the Goliath wotsit hits them
and does it for you.  Simply run back and forth until you've got everything.
Occasionally the statue will clap and a whole lot of light will zap you; to
avoid this, duck (with X).  When you've finished it off, follow the passage
out.  There are a whole load of breakable rocks along the way, one contains a
tarot card.
 
At the end of this section, Scree will get his body back and you will return to
the Nexus for the final sequence of battles.  Firstly, you have to fight Lewis,
in each of your forms.  (You can actually change form sometimes if you hold the
buttons down when the scene starts, but it's not really a problem to do the
battle in the right form).  Lewis' energy meter depletes in four quarters; one
for each of your forms.  In ferai form, Lewis will run off to the back when
you've depleted about 12.5% of his energy and start hurling hard to see
fireballs at you.  To avoid this, just zigzag around.  When you've finished him
off, you go into the water to fight in Undine form.  Smack him up, and
occasionally he will disappear and start hurling impossible to see missiles at
you.  These are really tricky to avoid.  Just boost swim, stick to the edges
and zigzag and you should be fine.  Don't go on the floor as the fish mouths
have some kind of machine gun that is really damaging.  After the Undine form
is the Wraith form.  After a while Lewis will start Wraith dodging around.  Do
the same, and block whenever he comes near you and you shouldn't get hurt.
 
Next the fight switches to Scree.  This is the hard bit; you probably have a
stack of gems by now that makes the Jen fight really easy even if you muck it
up.  There isn't any of that for Scree, so be careful.  Instead of fighting,
immediately run and pick up one of the two shields on the floor.  Then after
you've bashed up Belazhur, or after some time, he will disappear into the a
machine in the centre and fire an energy beam at you.  Hold R1 to use the
shield.  This will reflect the energy beam and stop it hurting you -- don't let
it hit you as it is very damaging.  Proceed to one of the spots of light when
the beam is wandering around (you get a little time between attacks, but
remember you can always stop and reflect the beam half way to avoid getting
hit).  When in the right place, the spot will hit the machine and disable part
of it.  Belazhur will jump back down, fight again and after a while he will hop
back in the machine.  Repeat until it destroyed.  This is made easier by just
moving back to the right spot during the fighting.  Occasionally Belazhur will
also hop up and fire fireballs at you (as in the colisseum), these are easy to
avoid, just keep moving in one direction.
 
The fight now switches back to Jen in Djinn form.  This is pretty easy, just
keep whacking Lewis with the single long stick.  Occasionally he will set the
floor on fire, just stand somewhere else (e.g. on the steps).  Watch the final
cutscene, and that's all folks.
</pre>