Chapter Seventy Four
The Craggs
Once you leave the inlet, sail to the "?" area between the two small
islands on the edge of the Middle Sea. Enter this "?" area(the Craggs)
and you will find that the waters there are now calm enough to sail
upon.
At this point, the chart that the mayor of Parch gave you will appear at
the lower right corner of the screen. A timer will also appear. You
will
now have thirty seconds to guide the boat to your desired destination.
There are four locations in this mapped section of the sea(the Craggs)
that will be of interest to you. They are:
Kukuys' cabin, to the Northwest
A chest containing a Heavy dagger, to the East
A chest containing Blizzard Mail armor, to the North
A chest containing an Ice shield, to the Southwest
You can make as many attempts at reaching each, or all of the
destinations
as you'd like, just re-enter the "?" area at the edge of the inlet to
try
again. You do not need to reach all the destinations in one attempt.
After
reaching all three chests(if necessary), sail to Kukuys' cabin on the
dock to the Northwest(by way of the "?" area). Once you dock at Kukuys'
cabin, you will meet Kukuys(doesn't his bird sound like Nelson from the
Simpsons, Ha Ha :). Nina, Momo and your main character follow Kukuys
into
his cabin to talk to him. Kukuys tells you of the Blackship that you saw
in the Middle Sea earlier. At this point, the scene cuts to show your
characters back onboard the boat, sailing alongside the Blackship. Momo
takes a shot at the Blackship with her bazooka, but all it does is
trigger
the Blackship's defenses to fire back at them. Luckily they miss the
smaller boat, and hit only the water nearby. The explosion in the water
rocks your ship violently. Upon regaining control of your characters,
talk to Momo, who is on the ship's deck, then return to the ship's
bridge
and talk to Zig. Take over control of the boat from Zig(happens
automatically after talking to your teammates, especially Momo) and you
will see the Blackship entering the Middle Sea(inlet). Your objective at
this time, is to stop the Blackship and somehow get aboard it. To do
this, simply ram it at full speed(press and hold the Circle button) in
the rear. After the collision, make your way to your boat's engine room
and revive Momo, as she was knocked unconscious upon the impact. Momo
will then recall something Kukuys spoke of. After a discussion with your
other party members aboard the small boat, you will be asked to choose a
boarding party to bring onto the Blackship to assess the situation. Make
sure to bring Momo, as she will be needed once you reach the bridge of
the Blackship. After choosing your boarding party, make your way onto
the
Blackship from the deck of your boat.
Chapter Seventy Five
Ghost Ship
Once aboard the Blackship, make your way into the ship and proceed
to
the lower decks. You will come to a room at the end of a hall where you
will have to ride a platform across numerous conveyor belts, in order to
reach the doorway at the opposite end, or the holes leading to the rooms
below. To use the platform on the conveyor belts, access the computer to
the right, and you will be given a choice of six programs(cycles to run
the platform in), P1 - P6. Choose program 2, and then walk onto the
platform. You will then be brought to the opposite end of the room. Once
there, proceed through the doorway that is there and you will enter a
hallway with an access terminal at the end of it. Inspect the access
terminal and you will find the I.D. Card. After receiving the I.D.
Card(it appears in your Vital Items category in your inventory), return
to the previous room and make your way back to the platform control
computer. Choose program 4, then ride the platform to a lower room where
you will find a steel box containing a Skill Ink. After receiving the
Skill Ink, return to the platform control computer and choose program 3.
Program 3 will cause the platform to take you(after you step on it) to a
lower room that leads to the room where you will find the main power
switch for the crane(the crane is in one of the rooms above, near where
you entered the Blackship). Turn on the main switch so that the crane
will have power flowing to it, then make your way back upstairs to the
crane room itself. Once in the crane room, use the crane to create a
bridge across the gap in the room, from three crates. To use the crane,
inspect the console panel that is just in front of it. You will then be
given three choices:
Operate without guide(use the crane)
Operate with guide(instructions on using the crane)
Quit(leave crane menu)
To use the crane, choose "Operate without guide", then press and hold
the
"X" button to start the crane traveling Northeast. Release the "X"
button
to stop the crane from traveling in the Northeastern direction. Press
and
hold the "X" button a second time to start the crane traveling in a
Northwestern direction. As before, release the "X" button when it
reaches
the desired spot. Press the "X" button a third time to have the crane
lower and attempt to grab anything that is underneath it. Once a crate
has been successfully picked up, it will automatically be placed in the
correct location in the center of the room(note, use the red cross
indicator as a guide, align it with the center of each crate. Also,
since
there are four crates, yet you only need three to complete the bridge,
whichever crate you grab last will be dropped onto the platform you are
on, and break open revealing a chest. The chests contain the following,
rear crate between the steel containers, Protectors. Crate closest to
the
crane, Ascension. Crate at the center right, Light Bangle. Crate at the
far right, Wisdom Fruit). Once all three crates are properly placed,
proceed across the makeshift bridge and exit the crane room by the door
to the South(note, the side door leads toward the steel box that is on
one of the rear containers in the crane room). Once out of the crane
room, flip the blue lever that is next to the door to raise a steel beam
that will allow you to travel from this section of the Blackship, back
towards where your boat is. After raising the steel beam, make your way
up the stairs and make your way through the ship until you reach the
elevator. Use the I.D. Card to access the elevator(inspect the access
terminal next to the elevator) and you will be allowed the use of it(you
will automatically ride the elevator up to the next floor). After
stepping out of the elevator, continue up the stairs at the side of the
room, and you will reach the ship's bridge. Once on the bridge, have
Momo inspect the main controls, at which point she will tell you to go
and
check the "Boost counter" in the ship's monitor room(the location will
be
shown in a cut scene, the monitor room is in the hallway where the
personal quarters are). She needs to know when it reaches one hundred.
After Momo finishes talking, she asks if you are ready. After telling
her
that you are ready, make your way down to the monitor room(minus Momo,
as
she stays on the bridge) to check the boost counter. The object here, is
to talk to Momo on the Blackship's bridge when the counter reaches one
hundred, so that she'll know when the counter reaches that point(100).
Once you reach the monitor room, inspect the boost counter and it will
start counting upwards, making a beeping noise at each number. Start
walking back to the bridge when the counter is around seventy five, and
count the number of beeps to keep track of the number the boost counter
is at. This way, you can talk to Momo at the appropriate time. After
successfully telling Momo when the boost counter reaches one hundred,
the Blackship's engines will start. Momo then calls your other party
members on the smaller boat, to come to the bridge of the Blackship.
Once
everyone is gathered on the bridge of the Blackship, the hidden force in
your main character that was revealed by Deis, emerges and guides the
Blackship on it's journey across the Outer Sea(many cut scenes of the
characters passing the time are shown).
Chapter Seventy Six
All Hands On Deck
While on your journey across the sea, something unexpected happens
on
the upper deck. Sirens wail and red warning lights flash. At this point,
you must make your way to the ship's bridge. Once on the bridge, Momo
tells you that something is approaching the rear section of the upper
deck. You will then be asked to choose a battle party to take with you
to
investigate what is happening. After choosing your party, make your way
to
the previously locked door on the personal quarters level(note, there is
now a camp menu book available to you in the conference room on the
personal quarters level. It contains all but the "Rest" option. You can
rest in the beds in the next room). Once there, proceed through the now
unlocked door(thanks to Momo), and make your way to the ship's upper
deck. Once there, proceed to the rear of the ship, and two creatures
will
rise from the water and approach you. Once this happens, walk your party
members backwards until the creatures(they are following you) are in
line
with the side mounted defense gun. Once there, the creatures will attack
you, but the defense gun will randomly fire at them to aid you in this
battle. After defeating the creatures, climb back down the ladder to the
lower deck and the scene will fade. When the next scene rises, the
Blackship, having completed it's journey across the sea, will be docked
in Kombinat. All of your characters will be outside talking, after which
you will be asked to choose members for your current party.
Chapter Seventy Seven
Brave New World
Upon arriving in Kombinat, and having chosen your current party,
look
for the robot hidden behind the side of the weapons/items building(he's
on
the right side). Upon talking to him, he will emit a series of sounds,
then ask you to choose one of six selections. The object here is to
choose
the selection that contains a correct portion of the pattern of sounds
the
robot emitted previously. The correct choice is selection number three,
which when chosen, will prompt the robot to give you a Homing Bomb(a
weapon for Momo). After exploring Kombinat, and buying all the equipment
you need(if necessary), leave the town by the stairs to the Northwest,
and
you will be presented with another automatic camp scene. In this scene,
Rei, Nina and Momo talk to visions of themselves about their true
reasons
for coming on the journey.
Chapter Seventy Eight
The Yggdrasil Network
After the camp scene, you will emerge on the world map in this new
area(Lost Shore) you have sailed to. Put Peco in your current party,
then make your way to the tree "?" area to the Northwest. Enter the tree
"?" area, and have Peco speak to the large gray tree at the end of the
path inside. It seems that Yggdrasil, the Tree of Wisdom is part of a
network. After Peco talks to the Tree of Wisdom, use your main character
to pick up the "Trance" dragon gene that is at the right side of the
tree. After receiving the Trance dragon gene, leave the area and return
to the world map.
Chapter Seventy Nine
The Abandoned Airfield
Once back on the world map, proceed to the Steel Grave(abandoned
airplane hangar) just Southeast of where you are. With Momo in your
party, enter the Steel Grave area and make your way to the roof of the
hangars to the North(note, there are chests in this area that contain
UV Glasses and Speed Boots). Once there, find the open hatch and climb
down the ladder into the hangar itself. Once inside the hangar, have
Momo shoot the wall to the left of the bank of terminals. A hidden
doorway will be revealed that leads to the control room. In the control
room you will find a chest containing a new fishing pole(Spanner). After
receiving the fishing pole, leave the hangar and continue through the
Steel Grave area to the exit at the North in order to return to the
world
map.
Chapter Eighty
We Need More Power
Upon returning to the world map, after exiting the Steel Gave area
from the North, you will be able to travel through the Steel Grave area
by way of the world map(you don't have to enter it and walk through).
Now that you've proceeded past the Steel Grave, with Momo still in your
party, proceed to the Colony temple(dwelling shaped like Angel Tower) to
the North. Once you enter the Colony temple area, your party will notice
a large antenna dish at the top of the temple(note, if you do not have
Momo in your current party at this time, your members will suggest that
you go and get her). Walk up the main stairs and enter the room below
the
antenna dish. Here you will find a teleporter that is not currently
functioning. Your characters realize that if they can get the teleporter
working, they would have a much easier time returning to Wyndia. Open
the
bag on the teleport pad to receive a key that you will need to return
it(the teleporter) to functional status(note, the key appears in your
Vital Items category once you pick it up). After receiving the key,
leave
the teleporter room and jump down the drop spot to the left of the
stairs. Once down the drop spot, you will be able to reach the "Failure"
dragon gene which is on a ledge to the left. After receiving the Failure
dragon gene(note, there is a Deep Diver fishing lure inside a satchel in
a room below), walk down the stairs nearby, and you will find a locked
door. To get to the room beyond this locked door, make your way around
the outer ledges, until you reach the area at the top right side of the
temple. Here you will find a drop spot above a blue glass skylight. Jump
down the drop spot, and your characters will crash through the glass
skylight and land in the generator room for the teleporter. Have Momo
inspect the terminal with the lever on it, and you will be asked if you
would like to place the key you found on the teleport pad in the
terminal. After Momo places the key into the terminal, she will find out
that you now need to align the laser reflectors that direct power to the
conductors properly(note, you need to do this before throwing the
lever). Once the switch is thrown, a beam will be projected from the
machine at the right. You want to align the reflectors(inspect them and
they will rotate slightly) so that the beam can reach the conductors at
the rear of the room. To align the reflectors properly, turn the
reflector closest to the beam projector once, then turn the reflector to
the left of the lever three times. After aligning the reflectors
properly, throw the lever, and the beam will travel to the conductors,
thereby powering the teleporter in the room at the top of the
temple(beneath the antenna dish). After starting the conductors, use the
teleporter to get to Relay Point A.
Chapter Eighty One
Familiar Ground
Once you arrive at Relay Point A, check the control panel for the
teleporter. By doing so, you will find out that the antenna that
controls
the outgoing transports from this relay point is currently down(note,
from
this point on, you can reach Relay Point A from the teleporter in the
basement of the Wyndia Castle if you set the controls for that
destination). Leave the teleporter room, and you will see Honey appear
and
run off down a hallway. Follow Honey(she went down the hall to the
right,
not straight ahead) and you will find that you are actually back in the
Urkan Region, inside the freighter at Steel Beach. It seems the Relay
Point was what was on the opposite side of the previously locked
door(note, the door was locked if you approached it from the Steel Beach
side when you were searching for the parts to repair the boat. Also, Zig
is at the boat dock below Junk Town with your smaller boat if you want
to
see him/it. After finding out that you are at Steel Beach, you will be
asked to choose which party members you would like to take with you into
the Relay Point, so that you can attempt to repair the antenna.
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