Chapter Twenty Five
Into The Lighthouse
After crossing the bridge, make your way around the stairs, ladders
and buildings, until you come to the large door on the section of
building
at the upper Northeast. Enter the door and you'll see a sign that will
give you information on the boiler and valves that are in the basement,
and run throughout this building. After looking at the sign, look around
the inside of this building and you will find steel chests that contain
Flame Chrysm. After finding these items, proceed to the boiler room on
the lowest level, and put a Flame Chrysm in the incinerator(brown panel
on the boiler, inspect it and choose to toss a Flame Chrysm in). Next,
walk to the blue lever that is in upper corner of the room with the
boiler/incinerator. This is the main valve. Pull the lever once to cause
a monitor to appear. The monitor shows an EKG type chart with a blip
running across it in a wave pattern. The object here is to pull the
lever
a second time while the blip that is running across the chart is
somewhat
steady, and towards the center(note, if you run out of Flame Chrysm, and
need more than you could find, the weapons merchant in Rhapala sells
them
at a cost of 500z a piece. Also, the screen indicators brighten for a
moment when you should pull the lever, so watch for that). If done
successfully, the main valve will open(you will know you did it
correctly, as the duct that runs along the floor of the lower section of
the room will light up with orange lights) and energy will start
traveling towards the roof. Your next task is to flip the levers in the
rest of this building so that the energy completes it's circuit to the
roof(the ducts will light up with orange lights as the one in the boiler
room did, when they have energy flowing through them). To do this, flip
each of the two levers in the remaining part of the building once. Once
you have the energy flowing properly, make your way towards the roof. As
soon as you pass the point where the stairs that lead back outside are,
a creature appears and stops you from reaching the stairs that lead to
the roof. Approach the creature and speak to it, then attempt to make
your way up the stairs that lead to the roof. As you are about to climb
the stairs, a huge living eye bounces down them and lands on the raised
arms of the creature you spoke to previously. The giant eye(Gazer) then
attacks your party. After defeating the Gazer, proceed to the roof. Upon
reaching the roof, you will find the "Eldritch" dragon gene. After
receiving the Eldritch dragon gene, flip the final lever that is also on
the roof. Flipping the lever will cause the lighthouse bulb to be turned
back on, so that the boat may return to Rhapala. A faerie then flies up
and breaks the lever in an attempt to shut off the bulb. Due to this, it
can't be shut off at all. After doing this, the faerie gives you the
Faerie Tiara, an object that when used, will allow you to travel into
the
Faerie Realm through the rings of flowers scattered throughout the world
map(to use the Faerie Tiara, stand over a flower circle on the world map
and enter it like it was a location, you will then be asked if you would
like to use the Faerie Tiara to enter). The faerie then flies off. Once
the faerie leaves, leave the roof and make your way back to the world
map.
Chapter Twenty Six
Not Dolphin Safe
Once on the world map, go to the ring of flowers "?" area just
outside
of the port town of Rhapala and attempt to enter it. You will be asked
if
you would like to use the Faerie Tiara to enter the Faerie Realm. After
answering yes, you are brought to the Faerie Village. Walk up the path
and enter the small shack, you will meet three of the faeries that live
here(note, no matter which characters you have in your party, Momo and
Nina will automatically take their place at this point). The faeries
tell
you of a terrible monster that has been troubling them, and ask if you
can help them in dealing with it. You tell them that you will try your
best to help them with their problem(note, there is a small cocoon in
the
corner of the shack, near the window). After regaining control of your
characters, leave the shack and make your way down the path to the left
that leads to the beach. Once you are on the beach, walk to the water's
edge, and look out towards the sea. You will then be asked if you would
like to wait and see if the monster shows up. After answering yes, your
characters wait out the day at the beach. As night begins to fall, you
notice something moving around in the water just offshore. As your
characters arm themselves, a large fin rises from the water and heads
towards the small beach. As the fin reaches the beach, your characters
are surprised to see a dolphin emerge from the water. They are all
slightly confused, is this the terrible monster? After a slight
discussion, Momo and Nina leave to tell the faeries about the dolphin,
leaving your main character alone with it. As soon as you are alone with
the dolphin, it spits water at you, soaking you to the bone. You are
then
asked if you would like to see the water splashing scene again, this
time
without the embellished dialog. After answering the question, Momo and
Nina return to the beach with the three faeries. As the faeries approach
the dolphin and let their guard down, the dolphin lunges forward out of
the water, a huge horn spouting from it's head. The faeries quickly fly
off. Now that you can see more of the dolphin, you can tell it's not the
cute and friendly creature you thought it was. Now that the dolphin has
shown it's true self, it begins an attack on your party. After defeating
the dolphin, return to the shack and one of the faeries will give your
main character a kiss that knocks him flat on his back. After this, the
cocoon in the corner hatches and another faerie emerges. At this point,
leave the Faerie Village(through the ring of flowers) and return to the
world map.
Chapter Twenty Seven
Skipping Stones
After leaving the Faerie village, return to Eastern Wyndia and make
your way towards the Coffee Shop area. Instead of going into the Coffee
Shop area, enter the "?" area down the path in the trees just to the
Northwest of it(the Coffee Shop). Make sure Peco is in your party when
you enter the "?" area. Once inside the "?" area, have your main
character cut down the three bushes that are blocking the path leading
to the small pond in the center. Once the bushes are cut down, have Peco
run(get a running start) into the rock at the end of the path so that it
is sent flying into the pond. The rock hitting the water causes a faerie
to rise from the pond. The faerie is Meryleep, and she asks that you
give
her the Flower Jewel(note, the Flower Jewel is the item you received
when
Peco bashed the tree with the bird sitting atop it in the tent "?" area
near Maekyss Gorge) in exchange for her offering her services to you as
a
Master. You may also want to have Peco bash the rocks on the ground in
this area, as you may find items underneath them. After retrieving all
the items from this area, and aligning with Meryleep(if necessary),
return to the world map.
Chapter Twenty Eight
Walking Papers
Once back on the world map, return to the port town of Rhapala and
talk to Beyd(he is at the rear dock with Shadis). Beyd tells you to go
speak to Sinkar at the bar beneath the inn. Upon talking to Sinkar, he
asks if you are going to resume your travels. He tells you that in order
to proceed through Mt. Zublo, you will need a special pass. Having this
pass is the only way that the guards at Mt. Zublo will let you enter
the mountain, and in order to travel past it, you must pass through the
caves within. With this, Sinkar gives you the pass you will need. After
receiving the pass from Sinkar, leave the port town of Rhapala and
return to the world map.
Chapter Twenty Nine
Fire Mountain
On the world map, proceed to the temple in front of the volcano to
the
East. This is Mt. Zublo, the gateway to the Urkan Region. Enter the Mt.
Zublo area, then make your way up the temple steps and follow the
walkway
that leads upwards to the right. The guard at the base of the walkway
will
let you through now that you have the pass that Sinkar gave you. Upon
reaching the top of the walkway of steps(to the right, the left walkway
is blocked by flowing magma), you will find the cave entrance to Mt.
Zublo. Enter the cave and make your way through the various passages
inside(note, the steam coming from the small holes in the ground, and
the
patches of hot magma can hurt you). Inside a chest in the second section
of the caves, you will find a ring of fire protection(gain HP when hit
with fire attacks if equipped). In the third section of the caves, you
will find the "Miracle" dragon gene(towards the upper right corner).
After receiving the Miracle dragon gene, proceed to the Southeastern
section of the cave section you are in(third). Upon trying to cross the
last path through the magma, a drooling, hunchbacked old man walking
with
a cane appears and blocks your passage. After a few brief words with
him,
he summons two giant magma leeches from the pools of lava on either side
of the path. Your characters then draw their weapons, and the battle to
exit Mt. Zublo begins. After defeating the old man and magma leeches,
exit the third section of the caves within Mt. Zublo through the doorway
at the end of the path ahead of you(where the old man was). Once through
the doorway, walk down the hill(note, there is a Life Shard in a chest
hidden by the wall at the bottom of the hill, rotate the screen to find
it) and exit Mt. Zublo.
Chapter Thirty
Urkan Tapa
Upon exiting Mt. Zublo, you will be returned to the world map. You
will now be in the Urkan Region. Make sure Garr is in your current
party,
then walk down the path leading Northeast and enter Urkan Tapa(block
shaped city with ladders on the outside of it). Once inside Urkan Tapa,
enter the doorway in the dwelling to the right(the Hall of Prayer).
There you will see three people kneeling in prayer, and a robed priest
on the level above them delivering a sermon. The priest's name is
Hondara, and if you meet his requirements, he will offer you his
services
as a Master. Hondara requires that a member of your party(doesn't have
to
be a current party member) know the skill of "Backhand", which is the
third skill learned from Durandal, the Master that lives in the shack
within the outer walls of Wyndia Castle. If a member of your party has
previously learned this skill, Hondara will ask if you'd like to align a
current party member with him. After aligning with Hondara(if
necessary),
climb the ladder behind him to the roof above. Continue upwards by way
of
the next ladder, and you will find a large rock blocking the entrance to
the top level. Use Garr to push the rock aside, and enter the doorway
that it was blocking. Once inside, a scene will play out where your
characters meet Sudama, the Urkan Tapa village elder. Sudama recognizes
Garr, and tells him of his next role as a guardian. After hearing this,
leave Urkan Tapa and you will encounter another automatic camp scene,
this one involving Garr discussing his responsibilities to the people of
Urkan Tapa, and of things to come, with your main character... Until
Nina calls them both to bed that is.
Chapter Thirty One
The True Role Of The Guardians
When you appear on the world map the next morning, proceed to Angel
Tower(semi pyramid shaped temple) just East of Urkan Tapa. Upon entering
the tower area with Garr in your party, the two guards will let you
enter
the tower grounds(proceed past them). Make your way up the stairs and
across the upper ledges of the tower. Use the drop spots(the edges of
each ledge can be jumped off of) to reach the stairs on the right side
of
the tower. At the foot of the stairs leading up the right side of the
tower, are a set of stairs leading down a hole to a lower chamber. Walk
down these stairs and you will find a nude woman(Deis) sealed within a
pyramid shaped dome of energy. After seeing Deis, return to the tower
above, and proceed up the stairs on the side of it. At the top of this
right hand set of stairs, you will find the entrance to the tower
itself.
Enter the tower and proceed down the stairs that you will find inside.
At
the bottom of the first set of stairs inside the tower, if you go left
you will come to a dead end. At this dead end you will see a section of
the rear wall that looks different from the rest. If you have Momo in
your current party, use her special action(bazooka) to blast the wall
and
reveal a hidden doorway(note, if you do not have Momo in your current
party, you can either return to the world map and camp so you can get
her,
or you can come back to Angel Tower later in the game) that leads to a
room with two chests. After finding the two chests in the hidden area,
make your way down through the tower until you reach the long hallway
with the single stone block at the end of it. Use Garr to push the stone
block back down the hallway to the left(where you came from), and then
push it into the first gap in the upper wall that you come to(not the
one
with the door you entered the hallway from). After pushing the stone
block into the gap in the wall, return to the level above and enter the
area where the upper ledge in the hallway is(door at the end of the hall
in the level above). You will find that you can now walk across the top
of the stone block you just pushed into the gap, and reach a chest at
the
rear containing a helmet. After receiving the helmet, return to the
hallway below(where you pushed the stone block) and enter the doorway at
the right end of it. In the next room, proceed down the stairs(note,
there
is a room to the left, before going down the stairs, that has a chest
containing a Soul Gem in it) and have Garr push the three stone blocks
so
that you can climb the steps in the center of the room, and cross over
the
tops of them(the blocks) to reach the stairs leading down in the far
right
corner(to do this, push the single stone block at the right side of the
room to the left, then downwards against the ledge with the steps
leading
down. Next, push the two left most blocks upward so they form a bridge
from the first set of steps to the ledge to the right of them). After
pushing the blocks, and descending the stairs to the next level, Nina(or
whoever your third party member is) is asked to wait above, as only
Garr and your main character are needed at this point. After Nina(or
whoever your third party member is) goes back upstairs, walk to the left
and read the stone plaques in front of the North, East, South and West
sides of the pyramid shaped monument. The plaques list the names of the
guardians who have come before Garr. Upon reading the plaque at the
Western side of the monument, you read Garr's name. Garr then tells you
that the number below each name is the amount of dragons each of the
guardians had slain in the great war. At this point, energy begins to
rise from the now visible bones of dragons scattered about the lower
floor of this chamber. Garr begins to speak to you, but a dragon spirit
then materializes in front of him and stops him. The spirit then
vanishes
just as suddenly as it had appeared. Garr then tells you some disturbing
truths about the guardians and their role in the protection of Urkan
Tapa. With this, Garr then draws his weapon. After telling you to
prepare
for battle, Garr attacks you. After defeating Garr, the dragon spirit
returns and causes you to change into a Kaiser dragon before Garr. You
then vanish, and a rockfall begins, causing Garr to seek refuge. The
scene then fades.
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