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Alundra - Strategy Guide (Page 01)

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                              Alundra


                  A walkthrough by Henry LaPierre
                        freeza@ix.netcom.com
                    Version 2 December 3rd 1997
               Updated for the North American release
                   Copyright 1997 Henry LaPierre


Table of contents:

    Chapter 1:  The long journey begins
                Covers the journey by ship to Inoa
    Chapter 2:  The village of Inoa 
                Covers arriving in Inoa, and meeting the first of the 
                townsfolk
    Chapter 3:  The House of Tarn
                Covers getting the book of Elna from Tarn manor
    Chapter 4:  An old man's terror
                Covers Wendell's dream dungeon
    Chapter 5:  What happened to Olen
                Covers the explosion at the Inoa mine
    Chapter 6:  The Inoa mine
                Covers the Inoa mine dungeon
    Chapter 7:  Where the wild things are
                Covers your first look at the Great tree
    Chapter 8:  A demon werewolf in Inoa
                Covers your finding out about Kline's curse, and your
                first trip to the cemetery
    Chapter 9:  Six feet under
                Covers the Catacombs under the cemetery dungeon
    Chapter 10: Dream weaver
                Covers Bonaire's dream dungeon
    Chapter 11: Remember...  Walking in the sand
                Covers the Ancient shrine dungeon
    Chapter 12: A new resident, an old acquaintance
                Covers the return of Captain Merrick
    Chapter 13: The coastal cave
                Covers the Seashore dungeon
    Chapter 14: Who's the new girl?
                Covers Meia's arrival to Inoa
    Chapter 15: Will somebody shut that werewolf up, I'm trying to sleep
                Covers your attempt at capturing Kline
    Chapter 16: Kline, the Wolfman, and me
                Covers Kline's dream dungeon
    Chapter 17: Enter the hall of the lizard king
                Covers the Lizard dungeon
    Chapter 18: Haven't I seen you someplace before?
                Covers Giles' dream dungeon
    Chapter 19: Helter skelter
                Covers the Magyscar dungeon
    Chapter 20: The plot thickens
                Covers your vision of Melzas and his palace
    Chapter 21: Where everybody knows your name
                Covers the Riverside pub
    Chapter 22: Breaking into the house of god
                Covers the sanctuary dungeon
    Chapter 23: Why?
                Covers Sybill's death
    Chapter 24: Sugar and spice, and things not so nice
                Covers Meia's dream dungeon
    Chapter 25: A gift from Nava
                Covers getting the Spring bean
    Chapter 26: Things heat up
                Covers getting the Fire wand
    Chapter 27: Cool
                Covers getting the Ice wand
    Chapter 28: Nava's charm
                Covers getting Nava's charm
    Chapter 29: The purpose of the stone arches
                Covers opening the teleport arches
    Chapter 30: The sword in the stone
                Covers getting the Broad sword
    Chapter 31: The watery passage
                Covers traveling through the passage that leads to
                Nirude Castle
    Chapter 32: The followers of Nirude
                Covers the Nirude Castle dungeon
    Chapter 33: Swimming with the fishes
                Covers the Fairy pond dungeon
    Chapter 34: Farewell to someone close
                Covers the death of Jess
    Chapter 35: It takes two
                Covers Elene's dream dungeon
    Chapter 36: The awful truth about Giles
                Covers the death of Giles
    Chapter 37: A new piece of armor
                Covers the making of a new piece of armor
    Chapter 38: More fun than a barrel full of monkeys
                Covers making your way through the Murgg woods
    Chapter 39: Take your stinking paws off me you damn dirty apes!!!
                Covers the Great tree dungeon
    Chapter 40: Wild fire
                Covers the Torla mountain dungeon
    Chapter 41: Gemini dreams
                Covers the twin children's dream dungeon, and the rescue
                of Bergus from the murgg
    Chapter 42: Burning down the house
                Covers the destruction of Inoa by the murgg
    Chapter 43: God damn!
                Covers the death of Ronan
    Chapter 44: The Island of Nava
                Covers Nava's island and the seventh jewel crest
    Chapter 45: We're off to see the wizard
                Covers getting inside Melzas' palace
    Chapter 46: Armageddon
                Covers Melzas' palace
    Random findings
    Map of Inoa
    Map of the overworld
    How to play the game
    Spell list
    Life vessel location list
    Gilded falcon location list
    Item descriptions
    Weapons/Items inventory list
    Save file chapter names list
    Thanks section
    The Idiot list
    Copyright
    



	                        Alundra



                            Chapter One
                      The long journey begins

    You begin your journey at the stern of a ship at sea. You are the 
adventurer Alundra. Walk from the stern up the stairs nearest you, and go
to the first blue door you reach as you are walking from stern(bottom end
of ship) to bow(top end of ship).  Talk to Captain Merrick, who is 
standing over a map, plotting the ship's course. Leave the room after 
speaking with the captain and head towards the ships bow.  Enter the 
left-hand side blue door that is next to another blue door furthest 
towards the ship's bow. Inside there are two men seated at a table, talk 
to them then leave the room. The blue door next to the one you just came 
from leads to your quarters, but you don't need to go to them just yet. 
After leaving the room with the two men, proceed to the blue door directly
under the ship's main mast and enter it. Inside you will find Captain 
Merrick steering the ship towards the village of Inoa. Speak with the 
captain. After speaking with the captain proceed to your quarters(the door
next to the room with the two men) and enter them. As soon as you enter 
your quarters, you will have a vision of an entity named Lars. Lars will 
begin to tell you of the terrible happenings in the village of Inoa, but 
he is interrupted by another entity's appearance. This new entity is 
Melzas, and he is the evil that is causing the problems in the village 
of Inoa. Melzas threatens you and then vanishes. Shortly thereafter you
awake to the ship rocking violently. You try to leave your quarters by the
door but it is jammed. Luckily, you notice that during the violent rocking,
a section of the left-hand wall of your quarters has collapsed and you can
exit the room through the hole it has created. Go to the hole and move the
crates that are blocking your escape, then proceed to exit that room as the
ship begins to rock more violently. As soon as you make your way out of the
room and onto the deck of the ship you  will see the captain and crew look
towards the bow of the ship is absolute horror just before the final 
destruction of the ship... This was no ordinary storm. 

                            Chapter Two
                        The village of Inoa

    Your unconscious body is washed up on the shores of Inoa and you are
found by a man on the beach and brought to rest at his home.  After 
stirring from your slumber, the man introduces himself as Jess, the 
village swordsmith, and informs you that you are in Inoa. You tell him 
that you are Alundra and thank him for his kindness. He leaves you to get
some rest. At this point, get out of bed and go to the blue book just to 
the left of the bed. This book is the game's save point(there are others 
throughout the game, but they all look like this) and you may as well 
learn to use it now :). After saving your game, go down the stairs and 
talk to Jess then head out of the house, a final word from Jess is 
given as you leave. As soon as you get outside a young girl named Sybill
stops and greets you, you tell her your name. After talking with Sybill,
head to the left, past the fountain to the second house(to the left of
the doghouse). Upon entering you will see a man in a bed, he is Wendell.
Twin children and an adult are beside him acting very concerned. Talk to
the twins and adult, they will tell you to go and talk to Septimus in the
house behind this one. Exit the house and proceed up the stairs  to your
left and into the house at the top of them. Talk to Septimus inside, and
he will tell you that to save Wendell, you will need to go to Tarn manor
and retrieve the "Book of Elna". Leave Septimus' and head out of town to
Tarn manor. 

                            Chapter Three
                          The House of Tarn

    Tarn manor is directly to the East of the village of Inoa, and is 
surrounded by a stone wall with an entry point in the front. As soon as
you try entering the House's grounds, you will be attacked by the Murgg,
a group of clawed monkey creatures(they do no harm at this point), who
run into the house afterwards. Upon entering the house itself, a vision
of Melzas appears, causes the doors to lock and calls the murgg to attack
you again before vanishing. Killing the murgg unlocks the door to the
center of the room. Proceed into the center door, where you will again be
attacked by four more murgg. Kill them and a chest containing a
strength tonic will fall onto the table in the center of the room. Get 
the strength tonic and leave the room, heading upstairs. There are two
stairways that lead upstairs, one to the rear left, and one to the rear
right. The one to the right leads to a blocked hallway, but there is a
chest that contains an herb there so it's worth checking out. The left
stairway however leads to a passage guarded by more murgg, at the end of
which is a locked door. Your task now is to find the key that unlocks this
door. Head back downstairs to the main room of the house and enter the
small open doorway between the center room and the left-hand lower
staircase. This doorway brings you into a small room with a bookcase and
a lever on the floor. Flip the lever in this room to reveal a hidden
passage in the bookcase. Enter the hidden passage and proceed down the
stairs to the room below. There is now a lowered gate blocking your way.
Kill the two slimes in this room to raise the gate. Proceed past the gate
and stop at the top of the passage beyond. Hold the run button(Triangle)
and press the directional pad so that you run down the passage. This will
allow you to dash past the rocks that fall from above without getting
hurt. At the end of this passage is a small moat, with two levers, one on
either side of it. What you need to do is make both levers face to the
right, in order to extend a bridge that will allow you to cross the moat.
Don't trap yourself :) After crossing the bridge, proceed into the room
below. There are dark squares on the floor here, notice the spiked balls
hanging above them. The spiked balls will fall onto the dark squares if
you get too close. Trigger them by slowly approaching the dark squares,
then as the spiked ball starts to drop, back off quickly. After
triggering the spikes, open the chest to reveal an herb. Now walk down
the stairs to the lower section of this room where you will see a lowered
gate to the left, a switch plate embedded in the floor, and two barrels
to the right. Pick up a barrel and drop it on the switch plate in the
floor(it will turn from orange to green to signify that it has been
triggered) to raise the gate to the left. Proceed past the raised gate
and enter the room at the end of the passage. Trigger the spiked balls
as before and place the four barrels on the switch plates to raise the
gate to the right. Go through the gate and open the two chests in the
next room(be careful to notice that both chests are sitting on dark
squares, you know what that means :). One chest contains an herb, while
the other contains a gilded falcon. After getting the items from the
chests proceed up the stairs to your right. Flip the lever in this room
and go through the door at the end of the passage. You will now be in a
room with a multi-positional lever and three lowered gates. To open
any(or none) of the three gates, flip the lever to any one of these
positions:
    Up: All shut
    Right: Center gate open
    Down: Left gate open
    Left: Right gate open
Position the lever so you open the center gate, then enter it. You will
notice small outlets in the walls of this passage you've entered. They
are so that you can take cover from the rolling spike that periodically
comes down the passage. Make your way to the chest at the end of this
passage and open it to receive an herb. Go back out of this passage into
the room with the three gates and open the gate to the right and enter
the room beyond. The object to this room is to walk over each of the
rooms four switch plates, while avoiding the moving spikes. Doing this
will allow a platform to drop from above, allowing you access to the
platform the chest in the center of the room is sitting upon, and also
move the object blocking the ladder in the upper left-hand side of the
room. Hop up onto the platform in the center and open the chest to
receive a key, then exit by the ladder to the upper left. Open the chest
in this next small room to find a life vessel. Leave this room by the
door below and you will find yourself back in the main area of the house,
where you originally came in. Proceed back upstairs and use the key you
found in the locked door at the end of the hall(to use a key, you just
need to walk up to the locked door). Enter the room. There will be two
chests in the rear of the room, one contains an herb, while the other
contains a gold bar worth 30 gold. After opening the chests, hop up onto
the table and take the blue book. This is the "Book of Elna", and with it
you will be able to enter people's terrors(nightmares or dreams). As you
try to exit this room with the book, a vision of Melzas appears and
introduces himself to you, and gives you a warning, after which it
vanishes. Exit Tarn manor and return with the book to Inoa.

                            Chapter Four 
                         An old man's terror

    After returning to Inoa, go back to Wendell's house, where you will
see that worried townsfolk have gathered to wish him well. Septimus calls
you forward and you tell him that you have retrieved the Book of Elna.
Septimus takes the book from you and together you look through it. After
a moment Septimus instructs you to go to Wendell's side and he will recant
the spell that will allow you to enter his dreams. Before the final words
are spoken, Septimus asks if you are truly ready, Yes/No. After answering
yes, you are then transported into the dreams of Wendell.

    You are inside Wendell's dreams now. Proceed up the stairs and 
straight to the end of the wooden bridge where you will see Wendell
surrounded by five slimes. Flip the lever here and you will notice a
large stone slab to the right that was previously blocking your way, move
aside. Proceed in this new direction until you come to a second lever.
Flip this lever and then proceed to the next lever that you can reach,
due to the stone slabs that are blocking all other ways. Flip the lever
and go down past where the stone slab was to open the chest and receive
an herb. Return the way you came to find that a previously blocked bridge
is now open towards the bottom. Follow this now open path until you reach
another lever. Flip this lever and proceed to the right after the stone
slab moves. Follow this path to yet another lever and flip it also.
Continue down the newly opened path(careful not to miss that you can walk
under the overhangs) until you come to the lever towards the top(you can
walk under the overhang just before where the lever is, but skip that for
now). Flip the lever, then walk down and around the bridges and overhangs
until you reach the chest that is just across from the lever you just
flipped. Open the chest to receive a gilded falcon. Return towards the
last lever you flipped, but instead walk up under the overhang that is
just past it. This will bring you into a large open area towards the top.
As soon as you enter the open area, a gate slams shut behind you, barring
your retreat. Many slimes will then rise and attack you. After killing all
the slimes, the gate will rise and a switch plate will fall to the left,
next to the two wooden bridges that have now come into view. Proceed
across the bridges, but be careful, you must cross them in a certain way
or stone slabs will fall and block your passage. If this happens, walk
back and step on the switch plate to reset the stone slabs. The correct
way to cross the wooden bridges is to take the top bridge, cross onto the
bottom bridge at the first cross platform, then cross back onto the top
at the second cross platform. This will bring you to a ledge with two
more wooden bridges. To cross this properly, just take the bottom bridge
all the way across. Once across the second set of bridges, you will come
to the area where you saw Wendell surrounded by slimes. Stone slabs will
fall, preventing you from retreating back over the bridges, thereby
locking you in with Wendell and the slimes. Just as this happens, all the
slimes merge together into one extremely large slime, which then attacks
you.

Slime boss strategy:

    Hit the giant slime once then retreat. This is due to the fact that 
once you hit the slime, it will blink for a few seconds(this is telling
you that the slime took damage), in which, the slime cannot be hit.
However the slime can still advance towards you and damage you, so it's
best to strike then back off. After a certain amount of hits, the giant
slime will split into four mid-sized slimes. The mid-sized slimes also
follow the same blinking theory, so hit them and back off a bit(you can
hit more than one at a time). These mid-sized slimes will be knocked back
when hit so that makes it a bit easier to avoid being surrounded by them.
After hitting the mid-sized slimes a certain amount of times, they too
will split into four smaller slimes each. These smaller slimes do not
blink when struck, so you can clean them up pretty quickly. Don't forget
to have a healing item equipped during all of this, just in case.

    After defeating the slimes, Wendell disappears. You then call out to 
Septimus and are brought back to the real world.

    Back in Inoa, Wendell regains consciousness and asks how long he was 
out of it for. The townsfolk tell him that he has been like this for three
days, and that Alundra has saved him. Upon leaving Wendell's, with 
Septimus, a man named Giles stops you and tells you that Ronan, the 
village priest would like to see you. So you follow Giles to the sanctuary
where the priest Ronan asks you if he may have a word with you, Yes/No. 
After speaking with the priest return to Septimus' house. Once there, 
Septimus will explain the Book of Elna to you, and tell you that you have
been chosen to be the Dreamwalker. After you are finished talking with 
Septimus, and are leaving his house, a loud ground shaking explosion is 
heard. Septimus rushes outside to see what has happened. Follow him. Upon
talking to the townspeople gathered outside, you learn that there has been
an explosion at the Inoa mine to the Northwest, and that an injured man 
named Olen has been brought back to the village, and is resting in the 
house directly above the fountain. Go to see Olen. When you enter the 
house there are a number of townsfolk gathered at Olen's bedside, 
including Ronan the priest. Speak with Olen and the townsfolk then start
to leave. Septimus arrives and tells everyone that since Alundra helped
Wendell, maybe he can do the same for Olen, or at least find out what has
happened. So it's into Olen's mind you go.

                            Chapter Five
                        What happened to Olen

    Once in Olen's subconscious, you notice that you are in the Inoa 
mine's entryway. Talk to Olen and the others here, then go through the
door into the room above and speak with Zane(bald man with headband).
Zane will show you how to start the engine in the next room by flipping
the levers at the engine's base in a certain sequence, left, left, right,
left. After learning this, return to the mine's entryway and talk to Olen.
Olen will then attempt to blow open a section of fallen rocks so that you
can ride a mine cart into the mine. However, as soon as the explosives
Olen set detonates, a hoard of murgg leap forth from the now open mining
tunnel. Kill the murgg to receive a chest containing a gilded falcon, but
open the chest quickly, because in the battle with the murgg, it seems as
though Olen has taken a fatal wound. As Olen is dying, you are sent out
of his subconscious, back into the room where he is in bed surrounded by
townsfolk. Just after you return to the room, Olen dies. After learning
of what happened in the mine, Beaumont(balding man with brown clothes)
tells you to go see Jess. The other townsfolk all curse the murgg. Leave
the house and speak to Kisha and Giles just outside the door. The woman
will run away in tears. Return to Jess' house and speak to him. He will
make something for you to use. After he is finished he will put the item
on the counter, walk up to the item to receive it. Jess has made a
Mining bomb. The bomb is now part of your permanent inventory. After
you take the bomb, Jess leaves to pay his respects to Olen. After Jess
leaves, return to the house where Olen died. Leave the house and make
your way out of town to the Inoa mine.

                            Chapter Six
                           The Inoa mine

    When you arrive at the Inoa mine, speak with Jess, Kline, and Meade,
they will fill you in a bit better on what has happened here. It seems
that Zane and the others may still be trapped in the mine. Walk over to
the pile of rocks that are blocking the entrance to the mine and place a
bomb beside them. After the bomb explodes and clears away the entrance to
the mine, proceed inside. Once you get inside the mine, there will be
another rockfall that will block the doorway in front of the mine cart.
Use another bomb to clear the rocks away. Next, go through the other
door(not the one you just cleared away the rocks from) into the room where
Zane showed you how to start the engine in Olen's subconscious. You will
notice that the gate that leads to the engine is lowered and locked. Your
task is now to find a key that will open the gate, so that you can start
the engine. Exit the room to go back into the mine's entryway and proceed
through the door that you recently unblocked. Follow the mine tracks and
you will come to a rock blocking them in one direction, and a gate who's
lever is stuck in the up position in the other. The tracks branch off to
the left here. A little further down the branched off section of track
there is another rock blocking the tracks from proceeding in this
direction as well. In the upper left section of this area there is a pile
of rocks blocking a stairway, along with four rock turtles. Use a bomb to
clear away the rocks and proceed down the stairs. Make your way this area
to the section beyond that is covered with water. Here you will find a
man named Lyman being attacked by four murgg. You rush to help him, but
you are too late. He has been mortally wounded. Speak to him and he will
tell you of Zane, then, before he dies, he gives you the key to the engine
room's gate. Open the four chests here to receive two herbs and two gold
bars worth thirty gold each. After opening the chests, go back up through
the mine to the engine room and use the key on the gate. Enter the engine
room itself and start the engine as per Zane's instructions. Starting the
engine will allow you to ride in the mine carts, so go back out into the
mine's entryway and hop into the empty mine cart. The mine cart will start
rolling down the track, and when it comes to the rock blocking the track
near the stuck lever, it crashes through it. As the mine cart crashes
through the rock, the lever comes unstuck and falls into the down
position, which causes the gate next to it to raise. Upon reaching the
end of your mine cart ride, walk down the tracks and look towards the end
of the section of tracks that branches off from the one you traveled on.
There you will find a lowered gate with a room that contains a lever
beyond it. Walk back up the tracks and enter the door above you to the
left(next to the sign). Make your way through the room with the rock
turtles and proceed up the stairs, where you will witness a rockfall that
will block your path to a second engine. Go back to the area the mine cart
dropped you off in, and enter the door to the right. Drop a bomb into the
water next to the fallen rocks and blast open the doorway to proceed.
After going through the doorway you will be in a room whose floor is
covered with water. Wooden poles rise from the water thoughout the room
in a maze-like fashion. There are rocks crashing down all over the room
from the ceiling. Make your way through the wooden poles and across the
platforms on the other side to the exit at the top left corner of the
room. After exiting the room you will then be in the room with the second
engine, but on the other side of the rockfall. Flip the lever that is
there to start the engine, then make your way back to the area with the
mine cart. Walk back down the branched off section of tracks and you will
find that starting the second engine has raised the gate there. Enter the
room through the now open gate and flip the lever. This will trigger the
mine track turnoff to change, allowing the mine cart to continue deeper
into the mine. Go back to the mine cart and climb in and enjoy another
mine cart ride. After your ride comes to a stop next to a closed gate,
jump down to the lower section of this new area and flip the lever that
is there. This opens the gate, allowing you to continue through it into
the next room. As soon as you enter the room, the gate crashes shut
behind you and you are attacked by four murgg. Kill the murgg and the
gate will re-open, allowing you to exit. Before you exit the room, check
the lower left corner and you will find Jaylen dead. He has a key on him.
Take the key and exit the room. Get back into the mine cart and ride it
back to the previous area. Go back into the room with the track turnoff
lever and flip it so that you can ride the mine cart back to the mine's
entryway. Get back into the mine cart and ride back to the entryway. From
the entryway, walk down the tracks to the lever that was previously stuck
in the up position, before you first rode the mine cart. You will find
that that first mine cart ride has jarred the lever loose, opening the
gate to another track turnoff lever. Flip this track turnoff lever, then
go back to the mine cart and ride it to a new area. Once your ride comes
to an end, get out of the mine cart and walk to the closed wooden gates
around the bend in the tracks. Use the key you got from the dead man and
enter the gates. Beyond the gates you will find an empty mine cart on a
section of tracks to the rear that are in the shape of a U-turn. There is
a locked gate that leads to another track turnoff lever just slightly
down these tracks. You need to find a key that will open that gate. There
are also numerous platforms containing chests, a lever to the rear, some
short sections of track with sand filled mine carts, a large purple
glowing warp plate, and a ledge to the left rear that leads to another
room. Use the sand filled mine carts to reach the higher platforms so
that you can open the chests. Go to the large purple glowing floor plate,
this is a warp plate(teleporter). The warp plate leads to a save and
regeneration point. You can use save and regeneration points at any 
time. After checking out the save and regeneration point, walk to the 
stairs to the bottom right that lead to the water. From the stairs,
jump across the tops of the wooden poles rising from the water until you
reach the wooden platform in the rear with the lever on it. Flip the lever
and you will lower a stone slab onto one of the smaller wooden platforms 
in the water. Now go to the mine cart to the lower right that is filled 
with sand. Use the lower right mine cart to jump onto the platform with 
the large rock on it(push the mine cart, then quickly jump onto it as it
begins to move). Push the large rock to the left and it will fall onto the
second large rock below, causing them both to crumble. Doing this will 
allow you to use the previously stuck mine cart that was next to the lower
of the two rocks. Use this mine cart to access the smaller wooden platform
that is just below the end of this small section of track. From this 
platform, jump to the platform to the left, then to the one below, then 
onto the stone slab that you lowered earlier, finally to the ledge to the
left. Once on the ledge, pass through the doorway into the next room. In
this next room, use a bomb to blast the rocks that have sealed the hole to
the left. Enter the hole. After dropping down the hole, you will land on
wooden platforms in a water filled room. There are numerous wooden poles
rising from the water throughout the room. A man is lying face down in the
water, next to a chest in the top right corner of the room. Jump from pole
to pole until you reach the man. The man is Zane, and it's too late to 
save him, as he is dead. Open the chest next to him to receive a key. 
Return to the area with the U-turn shaped tracks and use the key on the
locked gate. Flip the track turnoff lever inside, then climb into the 
nearby empty mine cart and it's off to another new area you go. Once the
mine cart comes to a stop and you are able to get out, walk back down the
tracks a short way and try to go to the left. As soon as you attempt to go
this way, a rockfall will occur and your passage to the left will be 
blocked. Walk towards the right, towards where the mine cart entered this 
area from. You will see a pile of yellow crates blocking a stairway that
leads onto a wooden platform. Move the crates and walk onto the platform, 
proceeding to the end closest to the rock ledge towards the bottom of the
area. Jump from the platform to the ledge, then from the ledge to the 
floor on the other side of the rockfall that had previously blocked your
passage to this section. Use the second wooden platform as a starting 
point to jump to the left hand ledge, so that you can get the gilded 
falcon from the chest there. After getting the gilded falcon, follow the
next set of mine tracks to the top left side of this area and exit through
the doorway that is there. The object of this next room is simple, after
opening the chest containing an herb, climb the wooden platform to the 
left and jump across to the mine cart to the right. Once you get into the
mine cart, you will be taken to an area with a flight of stairs that lead
upwards. Go up the stairs and around the bend in the passage into the next
area. To the rear of this next area you will see a third engine just down 
a small flight of stairs. This engine controls the elevator platform that
is just in front of it. To start the engine, flip the bottom lever three 
times, then the top lever once. After flipping the levers, walk up the
stairs and onto the engine itself. Now jump up and down on the engine
three times and it will start. Jump from the engine down onto the elevator
platform and ride it to the area down below. After the platform stops, you
will be in a small passage with a pool of water. There is a bridge leading
across the pool of water. The water in this pool is healing water, just 
walk into the sparkling section and your health will be restored to 
maximum. After you are finished healing(if necessary), walk across the 
bridge and exit the passage into the boss' chamber. In the boss' chamber,
 while hiding behind the wooden platforms, you will see a giant monkey 
creature, named Zazan. Zazan is in league with Melzas. After giving orders
to his troops, Zazan spins around, knocking rocks down from above that
block the doorway you entered the room from, and then leaves. You are now
trapped inside the room with Zazan's troops. Walk around the platform you
were hiding behind and Zazan's troops will spot you and attack. Kill the
murgg and the doorway at the bottom of the room that Zazan left by will
open, giving you a way to exit the mine. A chest will also fall onto the
wooden platform, open it to reveal a life vessel. After receiving the
life vessel, exit the room. 

                            Chapter Seven
                       Where the wild things are 

    You will now be outside the Inoa mine on the opposite side of the river
from the mine's entrance. Another rockfall occurs, sealing the mine the way
you just came out. Further inspection of the area around your current 
location reveals large gray rocks preventing you from traveling South. The
only path that is open is to the West, so head West into the next area.
Following the only path you could leads you to the Great tree, where
Zazan resides. After a brief look around the village, go into the one open
door in the area of the village that you have access to. Inside you will
find a jammed lever. After attempting to flip the lever and finding out
that it is stuck, proceed back towards where you exited the Inoa mine.
When you reach the blocked exit of the mine, Kline, Jess and Meade
are there to greet you. While you were at the Great tree they cleared
the large gray rocks from the path to the South. Return to the village of
Inoa by traveling South, then taking the bridge that leads to the East at
the crossroads. 

                            Chapter eight
                       A demon werewolf in Inoa

    Once back in Inoa, a woman named Sierra blocks you from entering
Jess' house. She tells you to go and talk to a woman named Sybill, who
lives in the house in the top right corner of Inoa. Go to the house and
speak to Sybill, who is inside. Sybill is concerned about Kline, and asks
if you could help by taking her hand so that you can share the visions
she has been experiencing, Yes/No. After answering yes, you will see
Kline turn into a demon werewolf. Melzas and Zazan have a hand in this,
as you then see a vision/flashback of them ordering several murgg to
possess a small boy. After finding this information out, you are brought
back to the present world, where Sybill tells you that all her dreams 
eventually become reality. Return to Jess' house after talking to Sybill,
and Sierra will let you pass. As soon as you enter Jess', he greets you
at the door and asks you if you will bring a bouquet of flowers to the
cemetery and place them beside Olen's grave for him. Take the flowers from
Jess and proceed to the cemetery. The cemetery is located directly North
of Inoa, behind the sanctuary that you visited earlier. Place the flowers
at Olen's grave(Olen's is the only grave in the cemetery that has a
tombstone with no flowers next to it). 

                            Chapter Nine
                           Six feet under

    As soon as you place the flowers at Olen's graveside it becomes dark. 
A short walk to the Northeast from Olen's grave reveals a large rock with
a glowing emblem carved in it, blocking an entryway. Approach the rock and
it will lower, allowing you access to the catacombs beneath the cemetery. 

    After the rock lowers and you enter the catacombs, the door shuts 
behind you, locking you in. Walk down the stairs, and climb down the 
ladder below to the room's lower balcony. Enter the room to the right and
walk up to the plaque on the wall towards the top. Reading the plaque 
triggers a spirit to rise from the tomb behind the plaque. The spirit will
tell you of the five spirits in the room outside(where you entered the
catacombs). The spirit will tell you that you need to speak to the five
spirits with respect(in a particular order) to enlist their help in 
opening the door at the bottom of the room, sealed  by a stone slab. You
need to speak to them in order of class(importance), only then will they
move the stone slab. Proceed back into the outer room and approach the
plaques on the wall of the lower section of the room. Reading the plaques
triggers the spirits to rise from their tombs and speak to you. Each of
the five spirits give you a clue to the order in which to speak to them.
From left to right the spirits are:
    Saint Green
    Saint Blue
    Saint White
    Saint Red
    Saint Brown
Speaking to them reveals these clues:
    Saint Green says, Brown respects my teaching more than is required
    Saint Blue says, I never listen to the teachings of Saint Green
    Saint White says, My teaching surpasses all other teachings
    Saint Red says, My teaching is not as great as brother Blue's
    Saint Brown says, Reds teaching is the foundation of Green's
From these clues you can figure the order in which to speak to the five 
spirits is:
    Saint White(tomb #3)
    Saint Blue(tomb #2)
    Saint Red(tomb #4)
    Saint Green(tomb #1)
    Saint Brown(tomb #5)
After speaking to the five spirits in the correct order, a chime will 
sound, letting you know that you were successful. Once successful, return
to the lone spirit in the room above to the right. Speak to the lone 
spirit and he will ask if you've performed the task of speaking to the
five spirits, and if you are prepared to enter the catacombs beyond them?
Yes/No. After answering yes to the spirit, return to the room below and
the five spirits will materialize in front of the stone slab and move it
aside for you. Enter the now open doorway and proceed to the lower area
of the next room. Read both wall plaques to trigger a group of enemies to
appear. After killing the enemies, you will notice a sparkling on the
ledge above. Go to the sparkling and you will trigger a bridge to extend
across to the two chests. After opening the two chests and receiving the
two herbs they contain, proceed through the doorway below. In this new
area, walk to the right and go down the stairs. Read the plaque to the
left(closest to the statue) of where you are and you are told, Left is
left, Right is right. This information will come in handy a little later.
After reading the plaque, walk slightly south and fall down the hole that
is there. You will fall into an area with two levers, an elevator
platform, a water filled section with four enemies, some barrels, a chest
and a flight of stairs. Lots to do :). First, walk up to the barrel that
is on land and throw it into the water where the enemies are, being careful
not to hit any enemies with it. After tossing the barrel, jump down into
the water and kill the enemies. After all the enemies have been killed,
use the barrel you threw, and the other barrel in the lower left corner to
reach the chest. To do this, you must start by jumping from one of the two
dry patches of land in order to jump high enough to land on top of a 
barrel. Opening the chest reveals an herb. Now proceed up the stairs to
find another chest containing an herb, and a warp plate leading to a save
and regeneration point. By going to the South from the warp plate, you will
come to a doorway that leads to a passage blocked by a locked gate. Your
task is now to find a way to unlock the gate. Go back to the warp plate and
travel West. Towards the bend in the passage, you will witness a large 
spiked ball drop from above and knock a hole in the floor in front of you.
Walk around the hole to the North, and jump up the step to the section
above. Reading the plaques here, tells you the same information that the 
other plaques did, Left lever to the left, Right lever to the right. This
information pertains to the two levers in the watery room below. Drop down
the hole just below these plaques and flip the two levers according to the
plaques directions. After flipping the levers appropriately, jump onto the
platform between them and ride it back into the area above. Jump from the
platform towards the statue as soon as it stops, as it falls back down
after a few seconds. Inspect the statue and your health will be 
replenished, a rock will also fall to the right side of the ledge that the
statue is on, allowing access back to the statue without the use of the
platform from below. There will also be two platforms that appear, 
covering the holes that are below the plaques on either side of the 
statue. These platforms are only there for a brief period of time, so jump
across the one to the right and trigger the switch plate that you can 
reach after jumping across. Triggering the switch plate causes a passage
to the rear of this area to be blown open. After triggering the switch
plate, jump across the platform to the left before they disappear, and
read the plaque to the right after crossing it. It says, "The sun is born
in the East, and gives it's life in the West, yet the shadows born below,
glares up at the heavens in defiance of it's end". Now make your way to
the newly opened passage. This passage leads to an altar room with four
purple orbs sitting atop pedestals. Striking the orbs causes them to glow.
If you strike the orbs in the order that the plaque read, you will cause
a spirit to appear at the altar:
    East
    West
    South
    North
Once called forth, the spirit raises the locked gate in the passage that
you inspected earlier. Go through the passage, past the now opened gate,
into an area with a large stone slab blocking a stairway. There are 
enemies in this area. Kill the enemies to cause the stone slab to 
disappear, then proceed down the stairs. Going down the stairs leads to
another area with a set of stairs leading downwards, a locked door at the
top, a section with tombstones near a locked gate, and conveyor belts
leading to the exit in the rear. After attempting to enter the main 
section of this area, two large spiked balls fall from above knocking
holes in the floor. Go around the holes to where the locked gate is. You
will see that there is a chest on the other side of the gate. There are
also tombstones with small depressions in front of them just before the
gate. Jump into both depressions(any order) to trigger the gate to open,
allowing you to access the chest beyond which contains a key. Use the key
on the locked door at the top of the area. Enter the now unlocked door and
flip the first and third lever in the room beyond. This will cause the
large stone slabs to slide into the holes in front of the two levers. This
will trigger the door to the left of this room to open. Go through the now
open left doorway and push the pile of rocks that is just inside the door
into the hole to the left. Pushing these rocks will trigger the platform
floating above the open area, to begin to move. Use the platform to reach
the barrel on the small island to the top left. If you fall off the 
platform you will fall into a room below where slimes are lurking about.
There is also a chest in the top left corner of the room below that you
can use the rocks to reach, that contains a gilded falcon. To unlock the
gate, so that you can take the stairs back to the room with the floating
platform just kill all the slimes. After getting the barrel, bring it to
the upper section of the room, either by throwing it from the island, or
using the floating platform again. Once there, use it to climb up to the
statue on the ledge above. Inspect the statue to trigger a branch off of
the conveyor belts in the room a few prior. Your health will also be 
replenished by the statue. Return to the room with the conveyor belts and
walk onto the belt to the left. You will automatically be taken down the
belt, and across the new branch off to a platform. The platform begins to
move as soon as you step onto it. Ride the platform upwards to the doorway
above on your right, and enter the room it leads to. A sign in the room
will tell you, "One step forward, two steps back is the rule of a world
turned black. Once with success, advance again, with persistence you
shall win". From this room, if you need a strength tonic, drop down the
open area at the doorway(where the conveyors are) to the room below. Kill
the enemies running around in the water in this area to start the three
platforms moving back and forth. To get the strength tonic, you need to
jump from platform, to platform, to platform, in order to reach the ledge
at the rear of this room and open the chest. You can step in front of the 
platforms in order to change their pattern of movement. After getting the
strength tonic, return up the stairs to the room above with the conveyors.
Walk onto the left conveyor belt again, across to the platform, and ride
the platform back to the room with the sign. Reread the sign(one step
forward, two steps back), then go back out onto the platform and ride it
to the ledge in the rear. Once on the ledge at the rear, exit through the
door that is here. You will now be in a room with three purple orbs atop
pedestals. As in the altar room before, striking them will cause them to
glow. Causing all three orbs to be glowing at the same time will open the
locked gates at either side of the room. To do this you need to strike the
center orb last, as it only stays lit for a few seconds. After lighting
the orbs and opening the gates, exit the room by the gate to the right.
Here you will find three slimes. You need to approach the slimes for them
to show themselves. Kill all three slimes to open the gates on either side
of this room. After opening the gates, exit this room by the gate to the
left(the one you came in from). You should now be back in the room with
the three orbs, re-light them to open the gates here once again. Once
open, exit this room by the gate to the left. Instead of the conveyor belt
area, you will be in the room with the three slimes again. Kill the three
slimes to open the gates once again, and exit through the gate to the
right. Now, instead of the room with the three orbs, you will be in a long
hallway with a flight of stairs leading upwards. Walk up the stairs and
enter the room at the top. A stone slab will drop behind you, locking you
in the room. This is the boss' chamber. After a verbal warning from 
Lars(the vision who appeared for you on the ship), a large stone 
golem(looks like a mummy) drops from above to the center of the room and
proceeds to attack you. Every so often the stone golem causes rocks to
fall from above. Just keep moving away from the stone golem to avoid being
struck by them. After a certain amount of hits, the stone golem is
destroyed. When this happens, the wall to the right of the stone golem's
chamber opens, revealing another room. Enter this new room and a vision
of Lars will appear and tell you of the guardians of the seven jewel
crests needed to destroy Melzas. Lars then drops three chests, open them
to receive, a magic seed, a level one Earth scroll and a life vessel.
Lars then warns you of Melzas, before dropping a fourth chest. Open the
final chest to receive the first of the seven jewel crests needed to
raise the Palace of Melzas. After receiving the jewel crest, Lars causes
a warp plate to appear, then the vision vanishes. Step onto the warp plate
to be teleported back to the room with the five spirits, where you first
entered the catacombs beneath the cemetery. Walk up the stairs and go out
the now unlocked door, back out into the cemetery. As soon as you are
outside, the rock with the previously glowing emblem rises, sealing the
entrance to the catacombs forever. Return to the village of Inoa.

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