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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
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| 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
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| 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.
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| 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
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| some poor chap. The main door to the city is locked, so head S (left facing
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| 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.
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| Head to the NW side of the map and go up the staircase just before the blocked
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| one, towards the centre. after going up the staircase, head inside the house
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| on the S. Climb up the block and jump across the gap into the next house. head
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| down the stairs and vandalise some more containers to open the hole up. Head up
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| the stairs in the next room and drop out of the house. duck under the small
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| 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
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| how to enter that building -- a little later, after you have the ferai form.
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| 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).
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| When you have enough, possess the statue and point the beam at the gem on the
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| door. enter the temple to get the ferai form. You get a couple of malkai to
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| exercise your new powers now. Go around the back of the temple, and Jen can
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| now jump up onto the top of the gate in ferai form. Dropping off the other
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| side of the gate there is a lever that you can use to open the gate and let
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| Scree follow in. Head through the passage to the hunt lands.
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| | |
| Kill the 4 malkai (or run away if you like) and head west to the hunt camp
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| where an ewok is telling a story. Demoralise some barrels around the camp to
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| 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
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| the door; one of these contains a lodestone. Go S into the burial grounds,
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| picking up the torch on the way. Keep running S to the door to knock off the
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| annoying archer and a few more ferai. There are lodestones at the E and W side
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| of the burial grounds by the rift gates. Go up to the necropolis door (at the
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| S end), and use the torch to light the fire in the statue then possess it
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| (there is another lodestone in one of the vases by the door if you need it).
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| Point the light at the symbol on the door, and you are told there is something
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| missing. Now retrace your steps to the hunt camp to get the missing gem, and
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| 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
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| the western most passage, after opening the portcullis with the help of Scree.
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| Follow the passage along to the cells. In the two nearest cells are a gem and
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| a lodestone. Kill the guard in front of the northernmost cell and open the
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| door to get to Jared. He's feeling a bit tired, so you have to go off and
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| 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.
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| 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
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| 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
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| 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.
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| (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.
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| 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
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| help. Head S down the stairs, killing some more guards along the way. Then
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| 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
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| end. First, head up the stairs on the SW side (climbing up both sides to kill
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| the annoying fire spitting people if you like first). As you head up there is
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| a lodestone at the landing half way up. In the flame igniter area, if you
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| climb up the S wall immediately after entering there is another lodestone. Head
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| to the edge of the platform and have Scree drop a rope for Jen to climb down.
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| If you climb down with Scree just N of here there is a tarot card to collect.
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| Walk Scree along the wall towards the igniter; and edge Jen around. There is a
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| ledge to jump up for which Jen must be in ferai form. Climb up the wall to the
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| W with Scree and drop a rope for Jen. Have them both turn the wheel to fill
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| the oil pot, then climb down to light the pot. Reverse the whole procedure and
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| leave the area.
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| Next head back down the stairs in the main room and up the SE stairs. There is
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| another lodestone at the top here. Head out into the flame igniter area, on
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| the E side is a lodestone and on the W side is a pedestal and another
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| lodestone. Carry the pedestal and place it on the floor switch. Have Jen jump
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| up the W side in ferai form and stand on the floor switch. Walk Scree through
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| the door to the next area, collect the pedestal from the back (which is next to
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| a lodestone) and then place it under the door to stop it from closing
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| completely. It needs to go on the different coloured section of floor; you can
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| do experiments with the door if you have trouble with the precise location.
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| Climb Jen down and both walk through the door. Ignite the flame, and then head
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| W into the central shaft. Have Scree drop a rope, and climb down it. Follow
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| the passage NW down the steps to the closed door and the wheel. Turn the wheel
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| to fill the pots with oil.
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| Now have Scree return to the main room, and light the previously empty pots by
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| the sides of the door that Jen is standing behind. Head up stairs, collecting
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| a lodestone along the way. Head back to the central shaft, where there is
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| another lodestone. Have Scree drop a rope at the SW part of the ledge, and
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| climb Jen down. There is a tarot card inside a breakable rock here. To get to
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| the igniter, possess the statue in front of it. Rock it down and walk across
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| to ignite the flame. Return to the main room to take care of the last door.
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| To do this, simply head straight across to the W. This door is already open.
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| In the large circular room, head to the S where there is a dripping statue.
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| There is a lodestone by this. To solve this puzzle, simply climb up the walls
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| at each side of the statue, head around the ledge at the top and light the oil
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| pots. This completed, the main gate opens.
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| Return to the gate, head S through it and down the stairs. Keep going down
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| into the hall of gods. There are plenty of big statues, so, well, time for
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| some vandalism. Once inside, head E to the summoning stone where there is a
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| lodestone on the floor. Get Scree to drop a rope off the S side of this ledge,
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| then climb down with Jen. Leave Jen for now and climb down the N side of the
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| entrance platform with Scree. Climb SW along the rocks, one of the breakable
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| rocks here contains another lodestone. Once on the large central platform then
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| find the rope (with a lodestone next to it) and burn through it. Head to the E
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| side of the central platform and drop a rope. Next With Jen, jump onto the
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| prong that forms part of the statue. Walk around the statue to the E platform
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| and continue to the S side of it. Drop down onto the rocks (either in ferai
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| form or with careful positioning) walk over to the rope. Climb up it. Then
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| have Scree walk down back over the rocks to the E platform, to burn through the
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| rope. There is another lodestone on the E platform.
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| Return Scree to the central platform by means of the summoning stone, then with
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| him continue on and climb down the S side, heading across the rocks to the W
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| platform. Behind the row of statues is a row of chests, one of which contains
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| a tarot card. On the N side of the platform is another lodestone. Anyway,
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| burn through the rope here and switch to Jen. With Jen, walk to the N side of
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| the central platform, and edge around the back of it. Jump up onto the ledge
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| at the very back in ferai form and then up onto the platform. Pull Scree out
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| of the hat to burn through the final rope. Send Jen back the way she came and
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| then pull Scree out once more using the summoning stone on the central
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| platform. Climb Scree up to the enormous statue; possess it then rock it down.
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| Drop a rope for Jen and both proceed across. Kill the guard and open the door.
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| Proceed through with some pretty dangerous falling exploding lava rocks. There
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| is a reasonably tough fight ahead as you have limited room. Best strategy is
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| to run through, or back, somewhere where the lava rocks aren't. Makes it much
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| simpler. If you get stuck with lots of explosions going off, best to Wraith
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| run through them. Once through, head to the S door (there is an energy
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| fountain and a rift gate to the W if you want to top up), and open it by
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| lighting the pots. Do the same for the next door, and onto the battle with
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| Goliath.
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| This is pretty easy. What you have to do is put out the lights; there are
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| three sorts. Little lights, which you just kick over the edge, medium
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| chalices, which you can push and large chalices. The way to get the large
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| chalices over is just to stand behind them until the Goliath wotsit hits them
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| and does it for you. Simply run back and forth until you've got everything.
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| Occasionally the statue will clap and a whole lot of light will zap you; to
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| avoid this, duck (with X). When you've finished it off, follow the passage
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| out. There are a whole load of breakable rocks along the way, one contains a
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| tarot card.
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| At the end of this section, Scree will get his body back and you will return to
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| the Nexus for the final sequence of battles. Firstly, you have to fight Lewis,
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| in each of your forms. (You can actually change form sometimes if you hold the
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| buttons down when the scene starts, but it's not really a problem to do the
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| battle in the right form). Lewis' energy meter depletes in four quarters; one
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| for each of your forms. In ferai form, Lewis will run off to the back when
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| you've depleted about 12.5% of his energy and start hurling hard to see
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| fireballs at you. To avoid this, just zigzag around. When you've finished him
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| off, you go into the water to fight in Undine form. Smack him up, and
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| occasionally he will disappear and start hurling impossible to see missiles at
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| you. These are really tricky to avoid. Just boost swim, stick to the edges
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| and zigzag and you should be fine. Don't go on the floor as the fish mouths
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| have some kind of machine gun that is really damaging. After the Undine form
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| is the Wraith form. After a while Lewis will start Wraith dodging around. Do
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| the same, and block whenever he comes near you and you shouldn't get hurt.
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| | |
| Next the fight switches to Scree. This is the hard bit; you probably have a
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| stack of gems by now that makes the Jen fight really easy even if you muck it
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| up. There isn't any of that for Scree, so be careful. Instead of fighting,
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| immediately run and pick up one of the two shields on the floor. Then after
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| you've bashed up Belazhur, or after some time, he will disappear into the a
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| machine in the centre and fire an energy beam at you. Hold R1 to use the
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| shield. This will reflect the energy beam and stop it hurting you -- don't let
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| it hit you as it is very damaging. Proceed to one of the spots of light when
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| the beam is wandering around (you get a little time between attacks, but
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| remember you can always stop and reflect the beam half way to avoid getting
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| hit). When in the right place, the spot will hit the machine and disable part
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| of it. Belazhur will jump back down, fight again and after a while he will hop
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| back in the machine. Repeat until it destroyed. This is made easier by just
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| moving back to the right spot during the fighting. Occasionally Belazhur will
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| also hop up and fire fireballs at you (as in the colisseum), these are easy to
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| avoid, just keep moving in one direction.
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| | |
| The fight now switches back to Jen in Djinn form. This is pretty easy, just
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| keep whacking Lewis with the single long stick. Occasionally he will set the
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| floor on fire, just stand somewhere else (e.g. on the steps). Watch the final
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| cutscene, and that's all folks.
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| </pre>
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