In this episode, we find Sea Town, then make our way to Arcadia Town.
All maps by zagato blackfist.
Fairy Town
Head back to Julia's house. He will tell you that the enemy wants his green Auraball, and that it contains some kind of superpower. Julia will donate a purple Auraball to the cause as well, Romel will also tell you that you will need a boat to get to Mysteryland. You will have to go back to Kingland and get a boat from Dr. Justice.
Kingland
Talk to Dr. Justice. You'll get the Shark Cruiser. He will also tell you about a former sailor living on the east end of town who you can talk to for advice.
Remember that tent in the center of that island to the east of Kingland that was connected by two bridges? Go over there again and talk to the old man. He will tell you how to go to Mystery Land. All you have to do is take a boat from a landing in front of a cave and go south along the land. Then, go east in the direction of Edo City. Mysteryland will be on the island of Tamari where Edo is located.
If you see rocks in the shape of arrows, you will be pointed in the right direction.
Along the way, you will face a mantra ray-like enemy. These enemies are much like the witches in the way that they get stuck in the floors and walls. They will move back and forth and toss its body segments down at you like bombs (and can also unintentionally hurt itself with). You can use the Reflexstar, but you're better off using the sword. These enemies will also give you more experience than any other enemies you've met so far.
You'll eventually make your way to a staircase that leads to Sea Town.
Sea Town
Here, you'll learn that there is a river to the east, and if you go along the riverside, you'll see Arcadia Town, which is the biggest town in Mystery Land.
Thankfully, getting to Arcadia Town isn't all that hard. All you have to do is go east.
You'll meet more enemies here, such as green guys with black, demonic masks with horns on the side. They somersault a lot, but at least they don't throw their heads at you and give quite a bit of experience.
You'll eventually see a river to the south. When you do, follow it. When you see a bridge to the west, take it. To the south is Arcadia Town.
Arcadia Town
If you need the Ingot Armor, Technoglove or Mystical Sword for whatever reason, you can get them here. Also available is the Boomerstar, which makes for bigger projectiles than the T-Star.
You'll find out that there are strong enemies nearby and that the town is having a tough time with them, as they have occupied the nearby Temple Bayon and now have four powerful fighters.
You'll also learn that a man named Mr. Slowpo lives somewhere in Mysteryland. He may be a flake, but he knows many things. If you head north to the mountains, you will find him.
Mt. Kyojin is accessible from the cape south of Sea Town, but it is supposedly haunted.
You'll eventually meet Prince Lama of Anca at the castle. He will tell you that Anca is at war with the Pitts Gang, who are holding hostage Temple Bayon. He asks you to recapture it. The Pitts Gang are really the Galands, so naturally Jack and Ryu lend a hand. You'll find out that Temple Bayon is located down south by the river.
Lama will tell you that the front door is closed, and that you will have to see Mr. Slowpo to get it open.
On the way to the mountain, you'll meet a gold version of the robot enemy. Same strategies for these guys apply as much as they do their weaker counterparts, even if they are still stronger.
Northern Mountains
If you head north to the mountains, you'll enter an action scene. You'll start by taking a Charon boat over a bottomless pit, fighting purple versions of the blob-like enemies you've come to expect from these action sequences. Once again, keep the ferryman on the screen at all times, and watch out for breakaway bridges and spikes. At the end, there is a game of Concentration, but you'll eventually meet Mr. Slowpo.
Mr. Slowpo will tell you that being slow is virtuous, and not to be hasty or else you will lose yourself. He will tell you to talk to Nostruedamus in Yokan for answers, and hands you the Serenitech. The Serenitech reduces your encounter rate, which means less monster fights for you. A rushing sound plays when it wears off. Unfortunately, it costs 20 MP and doesn't last for long.
Yokan
Talk to Nostruedamus. He sees you drilling a hole in the temple with the help of a man who is now excavating something at Mt. Kyojin, and tells you to find that man there. He then hands you Micro Ninja, which you will need to get through it.
More backtracking! Way to break the flow of the game.
South of Sea Town is a cave. This is not Mt. Kyojin, but rather an action scene where you will have to go from right to left, trying not to drown in the water. Be ready to make some long running jumps as you avoid puffer fish going up and down on the river. You'll then reach another island where you will have to enter another cave and enter another action scene. Here, avoid the spikes that drop down from the ceiling, and climb the ceiling to get to the end.
Also, the pigs on the bees are back when you reach the other side. Yay.
You'll eventually find another cave to the south. You can meet another new enemy inside that look like over-sized statue heads. They are tough and can knock you down with their fists. They will take several hits to kill if you are not powerful enough.
The cave leads to a jungle, where you will have to avoid bats whenever possible and climb on and jump from vines. The music here is some of the best in the game so far.
You will find a stationary platform that you will have to step on to advance. Keep it on the screen at all the time, as it works much like the ferryman and will allow you to avoid some of the floor spikes.
You'll eventually enter a cavern area, where your ceiling climbing skills will be put to the test. There will be big spiked balls that will move up and down. You will have to use the Micro Ninja spell - which is exactly what the name implies and turns you into a tiny ninja - at a certain point yo get past the low overheads with the spikes.
You'll get another section of cavern. There is another Charon boat/ferryman/whatever at the beginning here, which, once again, you will have to keep on the screen at all times. Apparently the game really loves doing this kind of thing, and this time you'll most likely need the ferryman more than ever to avoid the Concentration and do all this platforming you just did all over again.
At the end, you will meet Dr. Archeo, who looks like an Eastern Island head. He says that he can break any kind of stone. He says there is a giant statue here, but he just can't find it. He hands you a watch that he found while digging, saying it is of no use to him.
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