Sunday, May 13, 2018

HCBailly plays Secret of Evermore - Part 29 of 31


In this entry, we finally find Professor Ruffleburg! But our journey is not over yet...


All maps by Grizzly.


Boss: Face Man


The two faces will cast powerful forms of Flash on both The Boy and The Dog. It's easier to take one face down before taking the other one on. Keep both characters healed and give one face all you have as quickly as you can. Spells, Level 3 Dog Attacks, Level 3 spear strikes, everything. Use. It. All.

When you win, you'll get 30 Particle Shot bullets. That's it, really. Powerful boss, wimpy prize. But it is optional.

Storage Room



If you don't turn on the lights here, you'll trip an alarm and you'll have to face more enemies. What's up with the red and green Thraxx heads, anyway?

You can find the Protector Ring here, along with a few alchemy ingredients, healing items and some Bazooka ammo. For some reason, the alchemy ingredient and healing item chests are glitched. You can open the chests, but the game takes forever to tell you you got something and give it to you.

Alarm Room



There is a switch that turns the alarm in the Alarm Room off somewhere in Omnitopia.

If you don't turn off the alarm in the security access chamber, you'll have to fight off eight Guardbots before you can continue on. Hope you got the more powerful Bazooka Ammo before you got here.

The little bubble here gives you the Titanium Vest when you get to the transporter beam on the other side. Sweet!

Greenhouse



>checks map to see which flowers are alive
>finds out there's absolutely no way to tell on the map at all

FFFFFFUUUUUUUUUUUU

If you come in here while the lights are on, you'll get the Prehistoria jungle music and some of the flowers will try to attack you as soon as you come near them. These flowers are called Flowering Death, and if one lands a successful attack on you, it instantly causes a 999 HP which puts The Boy out for the count via an insta-kill. Unless you use Pixie Dust and you have six of those things, I wouldn't even recommend going in here while the greenhouse lights are on. Instead, you'll have to turn them off, and to do that, you'll have to go to the Security Access Chamber and turn the greenhouse lighting off.

When it's dark, you can actually do some stuff. Head to the transporter beam on the other side of the maze. Open the treasure bubble to get some Cryo-Blast ammo, which is even more powerful than the Particle Bomb.

All you'll have to worry about in the maze now are the grey mosquitos that show up near the north end of the maze. They're just like the ones in Prehistoria, so trust me when I say that they aren't that powerful.

You'll come out through A-3. Go right to A-4...and you'll finally meet Professor Ruffleberg!

Professor Ruffleberg's Laboratory



When you meet Professor Ruffleberg, he'll tell you how all this started:

It was all a scheme by his household robot servant, Carltron (the guy who sent you into the room with the two Guardbots at the very beginning of the game). The AI that he had from being programmed into a very good chess player also gave him free will. Carltron got tired of being the Professor's household servant and sabotaged the Evermore experiment. He then schemed throughout the years, which led to the creation of the robot body doubles and all the problems going on in Evermore. Now the Professor needs your help to stop him.

TL;DR: The butler did it.

He'll then tell you about the Energy Core that's located at the base of the Chessboard in Gothica. He will then open the door to it so you can get. You'll be able to use the spaceship (which actually works this time) in order to head down there and get it. He'll also give you Call Up, which uses the super-rare Meteorite ingredient (there's only about 13 of them in the entire game). It lets you create Call Beads. He'll also give you his Call Bead spells as well.

Call Up
1 Meteorite, 1 Dry Ice

The switch that the Professor was standing at will give you the most powerful armor in the game. Go buy it. You'll need it for the final battle.

Go through the door that led to the Guardbot chamber. The treasure bubble that used to hold the Bazooka now carries the Laser Lance, which is the fourth and last spear weapon in the game. The porthole you went down to Prehistoria from now takes you to a working spaceship, which controls exactly like the Windwalker.

Tinker's Lab


When you head back to Tinker's Lab, you'll find the treasure box closed again and another spell on the table. The chest now contains the Atom Smasher, the last axe in the game. There is also the spell for Nitro.

The formula on the table next to the chest is the one for Nitro.

Nitro
1 Gunpowder, 2 Grease

Chessboard



Make your way to the staircase on the right of the chessboard that the Professor just opened. Go down the stairs and you'll find the Energy Core. Go up to it, press B, and you'll pick it up.

If you go down further, you'll find another alchemist. He'll give you Force Field, which protects the hero from one enemy attack.

Force Field
1 Grease, 1 Iron

If you have the Oracle Bone, talk to him again. He'll give you Stop, which halts enemy attacks.

Stop
2 Wax, 1 Crystal

If you need alchemy ingredients for both of these formulas, you'll be able to buy them from him...but nothing else.

Head back to Tinker's Lab and get back on the Spaceship. When it asks if you want to go to Omnitopia, select "Yes" and you'll automatically fly up into the atmosphere and head back to the Professor's laboratory.

Professor Ruffleberg's Laboratory


Go back to Professor Ruffleberg and talk to him. He'll give you the Energize formula, which lets you do nothing but max power attacks for as long as it's in effect. Equip this, since you're going to need it for the final battle.

Energize
1 Crystal, 1 Iron

You now have all the spells in the game.

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