Eternal Ring - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Eternal Ring - Strategy Guide (Page 02).
"There was someone else who could have been vice-
director...he just disappeared the other day..."
"I just want go back to being a plain old member...
you be careful now, you hear?"
There's nothing to pick up in the building, so go ahead and leave.
Wander down to the man sitting by the bridge (Leo Randall) and talk
to him. He replies, "Whaddya want?"
He continues, "If you've got business talk to me later because I'm
sleepy." If you continue trying to talk to him, he doesn't respond.
Go across the bridge and northwest down some steps toward the mill.
You can enter the front door or the door on the side next to the
waterwheel. I chose the door by the waterwheel. When you enter the
side-building, you will see a bed, a door across from the bed, and
what looks like a door to the east. It's not a door, so don't bother
with it.
Go to the door across from the bed and go through it into the back area
of the main building. You will see a woman fiddling around with some
pots and generally ignoring the rude person who is wandering through
her building. ^_^
Go talk to her.
"Oh! Oh, you're..."
"You're wounded, aren't you? Please wait a moment."
She turns around and takes something out of one of the pots, then turns
back to you and pats it onto you. At this point, your HP and MP gauges
should be fully restored.
"There, now you're all better!"
"I heard from the Deputy Captain that you're from
the mainland, aren't you"
"I'm Marie Fowler. I'm in charge of the medicines
here. It's very nice to meet you."
"If you get wounded again, please come see me right
away. Within limits, I have medicines prepared."
If you talk to her again, she says:
"If you go into that little room over there, please
be quiet. Mr. Marks is sleeping in there."
"Ever since the Captain was attacked by a monster in
his quarters, he's been asleep."
"He's always sleeping, and sometimes he raves in his
sleep...it looks like he's having some kind of
nightmare."
"This has happened before, but those soldiers suddenly
died..."
"After their wounds should have been healed, they were
still in terrible pain...I hope it's not some bad
sickness, but..."
If you talk to her again, she asks:
"Umm, have you met the Captain yet?"
"He's in the small detached room over there."
"I don't know if it's okay to tell you this, but...
...isn't it strange?"
"Everyone grumbles because they say the investigation
isn't moving forward, but..."
"Even when I talk to them they don't answer me. I'm
...kind of scared..."
"I'm really a civilian employee of the military."
If you talk to her again, she says:
"I'd heard about this island before, but I wanted to
come no matter what..."
"There's a pretty old temple somewhere around here,
you know."
"Considering that temple, it would seem that those
stories about an ancient civilization here on this
island are really true."
"It's a monster's den now, but I wonder what
happened to the people who used to be there."
If you talk to her again, she says:
"Please take good care of yourself, okay?"
She'll just repeat herself now, so there's no need to talk to anymore
right now. Go ahead and leave the building by either door. There's
nothing else here. You can wander south under the bridge if you want,
but there's nothing there, either. Go back up and east across the bridge
and ahead to the southeast to the storehouse. The doors are really big
(since it's a storehouse), and inside you'll find a ponderous man
(Wallace Frasier) near the back end. Talk to him.
"Hey, you're the guy from the mainland right?"
"Welcome to this god-forsaken island,
heh-heh-heh-heh..."
He then folds his arms and turns back to his thinking box. Talk to him
again.
"I've heard you've joined our corps, but what
did you _really_ come to do?"
"So you're the King's servant looking for
'Eternal Power'? Really?"
"Heh-heh-heh...You had me worried there for a
sec. So, you're wondering if I know anything, eh?
The Captain told me to keep my mouth shut."
"Why don't you go over to the temple? They might
have something for you there."
"It'd also be good if we could open the sluice
gate a little more."
If you talk to him anymore, he says, "Hey, how're ya doin'?"
If you want to get your new weapon now, make sure you are standing
right next to Wallace and press Select to enter the menu, press Circle
twice to take you to your Item List, and select the first item--the
note from Evans--by pressing Circle again. Confirm you want to use it
by pressing Circle one more time, and Wallace will turn around and take
the note from you.
Wallace clears his throat, "You want a sword, eh?"
He turns around, reaches into the grey box and hands you a dagger.
"Okay, okay, umm...this one oughtta do."
"By the way, people have been finding these
crystals lately here on this island..."
"If you take them back to the mainland, they
look like they'd be valuable."
"Considering the number of people left here,
we have more than enough resources."
"You're going to need lots of different
things now, aren't you?"
The Storehouse inventory screen pops up and you can buy things from
Wallace. On this screen there are three boxes.In the top right corner
is a box listing how many Magic Stones you have and how many you've
spent on buying items.
The other two boxes are actually one box split into two parts. The top
part lists the name of the item, the type of item (in yellow below the
item name), and a short description of the item. The bottom part lists
what items are available from Wallace. There are five columns in this
box: Icon, Item Name, Item Cost, # You're Buying, and # You Have.
I suggest you buy back the short sword. It will be far more useful than
the dagger in the Water Temple because of it's longer range of attack.
It might be possible to beat the Water Temple with just the dagger, but
I kept dying. It's up to you.
There's nothing else in the storehouse, so go ahead and leave once
you've bought what you want.
Go to the east when you exit and talk to Ernest Reilly. He's the guy in
blue holding the polearm who is standing by the temple gate.
"That crest...I heard that somebody from the
mainland came--would that be you?"
"Hmph, can't say much for the king's tastes..."
Talk to him again and he says:
"There's a temple in here. The purpose of our
corps here is to research inside the temple."
"Most people who go into there sink into the
water and we can't find them."
"Some mechanism that would let us move the
sluice gate sure would be nice."
"Well, if you're a Royal Guard, how about a
match before breakfast?"
"Did you see the graves over there?"
"We used to have more people around here, but
now they're all buried."
"We can't get messages from the other side of
the island..."
"They say something's here..."
If you talk to him any more, he says:
"Whaddya want?"
Turn around and go west across the bridge and up the stairs. On
the north are three large rocks half-buried in the ground. Investigate
them. You are told they are "gravestones".
If you wait around long enough, Ernest changes watches (guarding the
Water Temple gate) with Leo. Ernest then enters the building where
your sword was taken. You can then talk to Leo.
If you talk to him, he tells you:
"Don't get in the way."
If you have him open the gate (by trying to open it), he will open it
for you and say, "For the sake of your own well-being, don't go too far
in." Then he goes back to his "Don't get in the way" speech.
At this point, I suggest you go back to the Dragon Cave and go through
it a couple more times in order to collect more Magic Stones (especially
if you bought the short sword) and to raise your level a little more.
Before going into the Water Temple, be sure to visit Marie for free
healing and chit-chat.
================================================================================
================================================================================
-=|| Chapter 5: Water Temple ||=-
Monsters: Crown Hut, Sahagin-2, Shell Hut, Trap Weed, Water Devil (BOSS)
Items: Fireball ring, Magic Crystal, Magic Ore, Ring of Magic
Save Points: 3 (1st Floor, B1 Floor, and B2 Floor)
Warp Points: none
People You Meet: none
Once the gate is open, follow the canyon to the cave entrance and
enter the cave. Follow the cave until you get to a door, and enter the
door. You will find a room containing a Save Point, so use it and
proceed through the south door.
NOTE: When you open doors it is a good idea to back
away from them in case there are any monsters
immediately on the other side. That way you will
have a little space to defend yourself.
The first thing you'll notice when fighting monsters here is that
the knife doesn't do as much damage (you bought and equipped the short
sword as I recommended, right?). It will take about twice as many hits
with the knife to dispatch a monster as it did with the short sword.
You also have to get a lot closer, so you'll probably get damaged more
often, and you may even die. Be sure to use the Save Point! :-)
There are three Shell Huts in the next room, so dispatch them and
you'll get a Golden Herb (sometimes two). Exit the room through the
door in the southeast corner, and go east. You'll find a door on the
north side of hallway labeled "Red Door" (it has a red rune on it). You
can't open it right now. You also can't go any further since your path
is blocked by rubble. Turn around and go back toward the door through
which you entered this room. Turn south when you get to the door and
continue south until you reach more rubble. You'll be next to a wooden
door. Turn east and go across the bridge until you reach another wooden
door.
This door is sealed by some weird purplish ice seeping through the
crack, and you can't open it. The paths to the north and south are both
blocked by rubble, so go back across the bridge to the other wooden
door and go through it.
You'll see a hallway stretching off into the darkness and a door on
your north side of the hallway. There is a Sahagin-2 lurking in this
hallway, so be careful. Go through the door on the north into the next
room. There are two Shell Huts and one Crown Hut in this room, so
dispatch them. Once you've gotten all of them you will get a Magic Ore.
Go back out the door through which you entered and turn west.
If you haven't already dispatched the Sahagin-2, go ahead and do so.
Then follow the hallway to the end and go through the door. There are
two Shell Huts and a Sahagin-2 in this room, so dispatch them quickly
and exit through the door on the southeast side of the room. This will
take you to a short hallway leading to another door. Go through the next
door. There is nothing in this room except a pile of rubble keeping
you from the other half of the room and a stairway leading down to
Basement Level 1. Go down the stairs slowly.
As you are walking down the stairs, scan the room you are entering and
watch for the Sahagin-2 and the three Shell Huts. There is a door to the
west of the bottom of the stairs as well as another Blue Door in the
northeast corner. Go through the door at the bottom of the stairs. This
leads to a fairly long hallway with another door at the end of it.
Here you'll find the first Trap Weed you can exterminate. Apply your
trusty weed whacker liberally to the Trap Weed while avoiding the
tendrils on the ground. No matter which side you attack from, the Trap
Weed will turn and follow your moves. The best defense against its
poisonous spore attack is to keep attacking it until it dies (four hits).
It's safe to enter the light blue water to pick up any items it leaves
behind.
Once you are finished pulling the weed, exit through the north door.
You will be in a hallway that opens to a cavern on the west side. The
hallway will lead you north to another Red Door and then turn east. Just
before you reach the Red Door, turn and look northwest into the cavern
and you'll see someone playing with a switch on the wall. There's
nothing you can do right now, so follow the passageway as it continues
toward another wooden door. It also opens into another room on the north
a little before the wooden door. There are two Shell Huts and one
Sahagin-2 in this room.
This room has an open doorway into another room containing a bronze
chest in the southwest corner. Open the chest to receive a Magic Ore.
Then go back through the other room and to the wooden door just
outside. There is a Save Point on the other side, and I suggest you
use it.
Once you are done saving, exit through the door north of the Save
Point. When you enter this room, go immediately to one of the north
corners opposite the door and turn around. There are two Sahagin-2 here,
one on either side of the door you entered, so you want to get as far
from them as possible so you have time to turn around and defend
yourself. Once you have dispatched them, exit through the north door and
you will be in an underground tunnel similar to the one through which
you entered the Water Temple.
Follow the tunnel until you exit into a small room. There will be a
bronze chest to the southwest and a terrace to the east (which you
should recognize as having walked through a few minutes ago). To the
west of tunnel you just exited will be a switch set into the wall.
Activate it. The two sluice gates next to the switch will open and
you'll see a cut-scene of the water level going down elsewhere in the
temple. Next, open the bronze chest to obtain a Fireball Ring. I suggest
you equip it, but don't use it just yet. If you equip it you'll notice
your Magic Gauge fill up.
Be careful to not fall into the water. :-)
Go back to the Save Point and use it again if you want to. Once you're
done saving, exit through the door to the east of the Save Point.
You'll be in another hallway. You can either continue east or turn north.
If you turn north you will come to a door with the weird purple
ice sealing it. In order to get through the door, press Square to use
your Fireball Ring (if it's equipped). This will melt the ice sealing
the door and you'll be able to go through.
As soon as you open the door one to five Shell Huts will attack you.
There are five total in the room. In the back of the room is another
bronze chest. Open it for a Ring of Magic. Exit the room the same way
you came in and go to the intersection in the hallway, turn east and
follow the hallway to the Red Door. Since you can't open the Red Door
yet, turn south and go open the wooden door.
There's another Trap Weed in this room. Go ahead and dispatch it,
collect any treasure, and exit through the south door. Follow the
hallway until you come to another ice-sealed door. Use your Fireball
Ring to open it. Go through the door into the next room with a balcony
opening into the darkness on one side and room on the other. If you act
quickly, you can dispatch the Trap Weed before the Shell Hut awakens it.
Once you have taken care both monsters, follow the balcony north until
you come to another room with a Trap Weed. This room also contains a
Sahagin-2, so dispatch both and exit through the wooden door on the
northwest. You will be in another balcony-hallway that leads to a wooden
door to the west and a set of stairs descending to the south into the
darkness below. You should be able to see into the room on the other
side of the wooden door, and you may notice a Sahagin-2 stalking you.
Go through the wooden door and take care of the Sahagin-2 and the Trap
Weed. Follow the balcony south into the next room and dispatch the Shell
Hut and the Trap Weed. Go back to the stairs and head down to Basement
Level 2, being careful not to fall off the side into the water.
There is a pool of water directly south of the base of the stairs, so
watch out for that. There is a staircase going back upstairs to the
southeast, and a walkway leading south between two pools of water,
like this:
(You need to view this in a fixed-width font, such as Courier, in
order for it to look right.)
-----------|DOOR|------------.
|SAVE | | |
'-----. .----' | |
Blue Door | | | \|
.---------. | w | | North
|---------| | a | |
|---------| | l | |
|---------| | k | |
|---------| water | w | water |
|-stairs--| | a | |
|---------| | y | |
|---------|---------' '----------|
| |
| |
| you came |
| down here|
|----------------------------|---------|
| |---------|
| |---------|
| |---------|
| water |--stairs-|
| |---------|
| |---------|
'----------------------------|---------|
Go across the walkway, heal yourself up, and use the Save Point. You
may also want to equip the Golden Herbs by highlighting them in the
Item list and pressing Start once. Then, if you need to heal during the
coming battle, just press Start once and you will be completely healed.
Once you've done that, open the door.
The screen will go black and a new scene will load. You will be at the
end of a long hallway, and there will be a door at the south end of it.
As you get closer to the door, you will notice there are hallways to
the east and west of the door. Take the west hallway first. After
curving around to the southwest for a while you will find a Magic
Crystal at the end of the hallway. Head back to the door and take the
east hallway. At the end you will find two Golden Herb Flowers. Collect
them and head back to the door.
Open the door, and the screen will go black. The computer will take
over, and you'll see Cain walk toward the middle of an arena covered
with a shallow pool of water. The camera will cut to an alcove up on
the wall where you'll see an overgrown Sahagin with an attitude. It
will jump down into the arena and charge you.
BOSS: Water Devil
HP: 390
MPr: 80
Weakness: Fire
Items: Power of Move (Ring)
The most effective weapon against this guy is the Fireball ring you
found earlier. At first it will be hard to hit the Water Devil as
it will keep jumping out of the way. You have to time it so it either
jumps into your attacks or you just get lucky. After it's been hit a
few times you can pretty much just blast away at it. It's really not
hard to beat.
Once you beat it, it will drop a ring: Power of Move. This ring allows
you to Dash when moving and holding down the Circle Button--a very
useful ring to have.
Exit the arena through the ornamental doors to the south. You will be
in a short hallway with another set of ornamental doors to the south. Go
through that set, too, and you will see a small pedestal with a glowing
purple key on top of it.
If you try to take the key it will start steadily glowing and
levitating above the pedestal. The camera will cut to under the water,
and you will see a very large, very awesome and cool-looking Water
Dragon swim up through the water toward the pedestal.
As Cain stands there staring at the dragon, it speaks.
"....wh...o......what person...art...thou..."
"...the key....magical......sunlight....person..."
"...Sorci...a...?"
"........."
"....tho...u...also......eter...nal...desir..ing...?"
"........."
"....alread..y......the...foretold........ring...."
"...Ly..la...already...is...searching..."
"....my.......bro...thers..."
The Water Dragon then turns and swims back into the depths of the water
and the computer returns control to you. Go ahead and work your way
back to the Save Point and use it. You now have the Water Key which will
unlock any Blue Door for you.
Once you've saved, go up the stairs to the Blue Door. Go to your item
list and use the Water Key (it should be the first item on the list).
There will be three Shell Huts and a Sahagin-2 waiting on the other side
(regenerated from when you were here before). Go up the stairs and
through the wooden door in the room at the top of the stairs. Go through
the short hallway and into the next room, and take care of the two Shell
Huts.
Go through the wooden door into the long hallway and take care of the
Sahagin-2. You can also take out the two Shell Huts in the side room if
you want the experience and possible treasure. Continue out the door at
the end of the hallway and go east across the bridge to the door
sealed by the ice. Use your Fireball ring to melt it and open the door.
There are two Sahagin-2 in the room, so take care of them. There is
also a bronze chest in the room, so open it to obtain the Ring of Magic
inside.
Since you don't have the Fire Key yet, you can't access anything else
in the Water Temple, so go ahead make your way back out (if you can't
remember how: exit the room you're in right now, cross the bridge,
turn north, go straight through the door you come to, take care of the
two Shell Huts in the next room, exit to the Save Point Room, save, and
then exit the Water Temple).
================================================================================
================================================================================
-=|| Chapter 6: Investigation Corps Camp, part 2 ||=-
Monsters: Werewolf-1 (BOSS)
Items: none
Save Points: 1 (after the boss fight)
Warp Points: 1 (after the boss fight)
People You Meet: Marie Fowler, Leo Randall, Darrell Stone
As soon as you exit the Water Temple, you will see a cut sequence. All
the buildings in the camp seem to be burning or burned; everyone in the
camp seems to be dead or dying, except Leo and Darrell. Leo is backing
up from behind the storehouse, and Darrell is walking slowly toward him.
Leo is wounded on his shoulder. After looking down at his bloody hand,
Leo stands up and looks back at Darrell.
Darrell isn't there anymore. When the camera goes back to Leo, Darrell
is now standing behind him. Darrell has changed...a lot: He now has
large black "angel" wings, and the left side of his face has a horrible
purplish scar. His arm is greyish-black and is deformed into a large,
terrible claw.
Darrell smacks Leo from behind, slamming him into the side of the
storehouse. As Leo slumps into a bent sitting position, Darrell says:
"Is this the best those untrustworthy Elders
can do...?"
"The Eternal Rings belong to the dragons."
He then takes to the air and flies toward his cabin in the back canyon
by the Blue Gate and the scene cuts back to you outside the entrance
to the Water Temple.
Walk back to the Water Temple Gate (the one that Ernest and Leo took
turns guarding) and open it. A horrible scene of destruction fills
your view as you look out over the camp. Smoke fills the air, and you
can see the body of Ernest prostrate on the ground near the gate. If
you investigate his body (by looking down at it and pressing Circle),
you will be told he is dead. I also tried to pick up the polearm but
that didn't work.
Wallace, inside the burning storehouse, is also dead. If you talk to
Leo, who is leaning against the outside of the storehouse, he says:
"It was magic...everyone...murdered"
"That was the Captain's....the power of
the ring...?"
"Hurry up already...if you don't go after
the Eternal Ring...."
He then slumps down again. If you talk to him again, he says:
"Damnit...I failed to stop..."
He'll just keep repeating the same thing over and over if you keep
talking to him. The north building up on the hill (the one that
had the sleeping guy in it) no longer has anyone in it. The south
building (with Evans in it) still has Evans in it, though he's dead now.
There's nothing to be had in any of the buildings on this side of the
river, so go west across the burning bridge to the mill.
Marie is on the floor, barely alive. When you talk to her, she says:
"Mo...monster..."
She then collapses and dies. [She was my favorite character so far,
too! (;_;)/~ ]
Go back outside, up the stairs, and west and then south toward Darrell's
house in the back canyon. Make sure you still have your Fireball Ring,
the Power of Move Ring, and the Golden Herbs equipped. Then go all the
way back toward Darrell's house.
As you approach, you'll notice that Darrell's house is engulfed in
flames, as are the trees. If you look toward the far left side of the
screen you'll notice something that looks like a large wolf resting
alertly on the ground next to a pile of burning logs. Head toward it.
As you go past the tree near the entrance to the small valley, a
large burning tree will fall behind you, blocking the escape route.
You'll also notice that the wolf-like shape on the left isn't anything
but rubble.
Suddenly, a wolf-like creature leaps out from behind the southeast side
of Darrell's burning house.
BOSS: Werewolf-1
HP: 350
MPr: 80
Weakness: Fire
Items: none
The most effective weapon against the Werewolf is the Fireball Ring. Be
very careful of the Werewolf's jumping attacks. It's like a very
fast-moving Sahagin that only jumps at you. The best way to defeat it
is to shoot fireballs at it from a distance, and then thrust upward at
it with your short sword when it jumps at you. If you get below 50 HP,
be sure to use a Golden Herb. The Werewolf's attacks can do 20-40
damage, so you want to make sure you don't get too low.
If you can do it, try to get the wolf to go behind the torch stand on
the northwest side of the clearing (near Darrell's house). If you can
get it to stay behind there, you can just shoot fireballs at it until
it dies.
After you defeat the Werewolf (a pretty easy task, actually, once you
get the hang of the way it attacks), you will see a short scene where
Cain has just finished burying everyone in the camp. Then you will be
facing Darrell's canyon, so follow the canyon back to the clearing.
Since there is nothing left to do here (you can't even get into
Darrell's burned-out house), head to the Blue Gate in the southeast
corner opposite Darrell's former residence. Use your Water Key to
unlock the door, open it, and enter.
The screen will fade to black, and then you'll be inside a long tunnel.
Follow the tunnel until you come to a room with a Save Point in it.
Use the Save Point. You'll also notice a small rounded platform to the
south of the Save Point. This is a Warp Point.
When you walk onto the Warp Point, you are Warped to a very peaceful
room. There is a person on a floating pedestal in the middle of a
raised platform at the end of a short walkway. When you approach and
talk to the person, the floating platform moves away from you and the
person speaks:
"I will impart of my ancient wisdom"
"Now, O Seeker of the Great Forgotten Magic
Power,"
"Here is the vessel of my wisdom and power!"
"Now, O Seeker, receive the ring that holds
the consecrated power of the Magic Stones."
The room will undergo a slight transformation as six pillars rise from
the center of the platform on which you stand. A menu will then pop up:
Making Magic Rings
Making Attribute Rings
Collection
End
*Making Magic Rings*
Choosing this option will take you to a list of
available rings you can use to make new rings. This
may include rings you've already created or found
(such as Fireball).
The controls for this section are:
Circle: Select
Triangle: Reset
Square: Create
X: Cancel
If you choose an "empty" ring (Ring of Magic) then
you are taken to a screen with six place holders,
with three light blue holders on one side and
three light green holders on the other. You can
place different Magic Stones in the place holders.
When you select a place holder, press Circle and a
list of your available Magic Stones will appear.
Select the stone you want from the list and press
Circle to place that stone in the place holder.
Press X to cancel.
You need to have at least one stone on each
side in order to create the ring. Once you have
the stones placed, press Square to create the ring.
You will be presented with two options: Create, and
Go Back. If you have the ring the way you want it,
then Create it.
There will be a small animation sequence where the
stones are melded with the ring, creating whichever
ring you chose. The first one I created was Heal
Water. I suggest you create at least a Heal Water
and a Wind Cutter. Then create anything else you
choose.
See Appendix E for a list of Magic Rings.
*Making Attribute Rings*
Basically the same procedure as above. These rings
will affect your stats (Speed, etc.). These rings
do not require a Magic Ring to make. Just choose
which stones you want to use and they are melded into
a ring. I suggest Water Breeze and any of the other
rings that raise your elemental attributes.
See Appendix K for a list of Attribute Rings.
*Collection*
Shows your collection of rings, sorted by element (Fire,
Water, etc.)
*End*
This one is pretty obvious... ;-)
Once you are done creating your magic rings, choose Exit from the menu,
walk back along the walkway to the Warp Point, and go through the
south tunnel once you are back in the room with the
Save Point.
================================================================================
================================================================================
-=|| Chapter 7: Place of Ritual ||=-
Monsters: Giant Moth, Ogre (club), Twin Tail
Items: Golden Herb, Magic Crystal, Rat's Tail, Ring of Magic
Ring of Magic (True Eye)
Save Points: none
Warp Points: none
People You Meet: Turban Man
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