Wednesday, October 31, 2018

PrinceWatercress plays Illusion of Gaia - Part 18 of 21


It's time to enter the Great Pyramid...and this one has six different chambers. You'll have to get through them all to get through this one.




Dao



The exit out of the village is to the west.

Great Pyramid




The orbs at the beginning shoot unblockable lasers, and if you destroy them, you will open up a path to a Dark Space portal. If you go north up the stairs, you will see a wall with some panels as well as a man in blue who will tell you that there is a trap in the room that responds to sound. You'll be coming back to this room again.

When you enter the Dark Space portal, you will have access to another statue to the right. Talk to Gaia first, and she will tell you about the ultimate warrior, Shadow. She will also give you the Aura Ball, which is used when you transform into Shadow.

Gaia will also tell you that most of the pyramid is below the surface, and that you will have to go down into the pyramid as Shadow. Go up to Shadow's statue, and you will turn into Shadow, a warrior made from the light of the comet. Since his body has no shape, he will be able to use the Aura Ball to slip into the cracks in the pyramid to go down.

Shadow punches things when you press A, and he has a lot of range.

If you see a lot of bricks underneath the floor, you can equip the Aura Ball and press B to turn Shadow's body into water in order to enter the rest of the pyramid. You will see another Dark Portal that will allow you to change into Will and Freedan when necessary. The dark blue portal will take you back to the upper level if you press A while standing on it.

The rest of the time, if you press B with the Aura Ball, you will sink into the floor.

The bird men will carry shields and spears, and they can run at you as well as lunge at you. If they step back with their spears out, they are about to do the lunge.

When you enter the first chamber, teleport to Will in order to use your Spin Dash to get around. You will be switching between Will, Freedan and Shadow often in order to get through all six areas of the pyramid.

When you reach the end of a section, you will find a Heiroglyph Stone. You will have to enter the room across from the stairs in the upper part of the pyramid entrance and consult Olman's journal in order to figure out where to place the tone. Thankfully, there will be a portal leading back to the pyramid entrance and the puzzle room near where you find the stone. You must place the symbols in the same order where they appear in Olman's journal.

If you see fireballs come out of what looks like nothing, strike at where the fireballs are coming from. There are invisible bird heads that will shoot at you, When you attack it once, it will stop being invisible but it will keep firing out fireballs that you can block.

There are switches and tiles that allow you to raise and lower certain pars of the pyramid in order to get around. Take advantage of them to get through the later parts of the pyramid.

PrinceWatercress plays Illusion of Gaia - Part 17 of 21


We trek to the desert town of Dao, where we meet some familiar friends...as well as a familiar foe...



Angkor Wat





One of the enemies near the exit out of the bush maze can only be hit with Dark Friar.

Once you go north of the bush maze, you'll learn a third attack for Freedan: the Earthquaker. Press A when falling off a ledge and Freedan will stick his sword in the ground, causing an earthquake that will stun any enemies on the screen.

Underneath a bush in an outside area will be the Black Crystal Glasses. In a later room in Angkor Wat, there will be crystals flying everywhere and a blinding white light as soon as you go in. You can still move around, but you will not be able to see anything due to the whole screen being white. Using the Black Crystal Glasses as an item will allow you to get rid of the white light surrounding the room. You'll need to be able to see so you can figure out which pit will lead to the floor below and to another Dark Space portal that will let you change back to Will.

By changing back to Will, you'll be able to slide under a hole in the wall with the Psycho Slider and explore more of the dungeon.

When you make it to the fifth floor, talk to the ball of light. Will will be shown an image of the world in the future and be told that he will usher in the modern age. You will be given the Gorgon flower, which will turn the people in the village who were turned to stone back to normal. Also, if your inventory is full and you have Red Jewels (which you probably will have), one of the Jewels will be taken to Gem and the Gorgon Flower will take its place in the inventory. With that out of the way, you can now leave Angkor Wat.

Natives' Village



Go to the hut on the right and use the Gorgon Flower to turn the girls who were turned to stone back to normal. If you talk to the girl in the middle after restoring her, she will give you a Red Jewel. Once you restore all three girls, Erik and Kara will show up, and Kara will tell you that the animals have returned to the forest, and that the animals (and the people, in the Japanese version) no longer prey on each other.

If you talk to Kara, she will tell you that a nearby village has taken advantage of the situation in the village to turn villagers into laborers. From here, you can head to Dao whenever you're ready.

Dao



When you leave the house, you can talk to a man nearby. He will tell you a letter and some luggage have arrived from Bill and Lola, and he will give you two things: the letter and Olman's journal.

If you read the letter, you will learn that Bill and Lola are aware of your incredible journey and that they will be seeing you in Dao. You'll also find out that they have sent the journal your way. After that, go ahead and discard the letter; you won't be needing it anymore.

The house next door to where you start is Neil's house. Neil will tell you he is here in Dao to replace the slave labor trade with pepper imports, and he will also tell you about the nearby pyramid.

To the east of Neil's house is Gem.

Near the pool of water in the northeast corner of town, if you face north towards one of the walls and press A, you can find a Red Jewel.

The house to the east of Jewel is a snake-whacking mini-game. Whack as many snakes that come out of the pots as you can in one minute. Stand near the center pot, and face left or right when attacking. If there is a snake in the center pot, you will be able to whack it as well. There are two Red Jewels to be had from this mini-game, and if you do what I've just mentioned, you can very easily get both of them and hit far more than enough snakes. Don't worry about the Red Jewels being in your inventory; they will be sent to Gem.

You'll get a clue that the living cannot enter the nearby pyramid, and that one has to transcend the body in order to enter. Hmmmm....

Behind the snake mini-game house is a woman. If you talk to her, she will hand you a sheet of paper with a picture of a jackal on it, signifying that The Jackal is here.

Tuesday, October 30, 2018

PrinceWatercress plays Illusion of Gaia - Part 16 of 21


Our adventure takes us into Angkor Wat...and it's pretty expansive.

Natives' Village



If you examine the skeletons in the area, you will find out they have only recently died.

If you talk to Kara, you will advance the plot. She, Hamlet and Erik will enter the hut on the left. Follow them inside, then talk to Kara to advance the plot again. Everyone will rest, and as they do, native will show up and attack everybody.

Everyone will be tied up, and the villagers are about to have the party for dinner. Suddenly, Hamlet will look at Kara before running right into the fire, sacrificing himself so that you can go free. Suddenly, a spirit pops out of Hamlet's body, and that spirit is Will's mother. She will explain that it was Hamlet's wish to sacrifice himself so that the villagers could eat, and that everyone must combine their strengths to find the Mystic Statues, head to the Tower of Babel and combat the darkness that is soon approaching the planet. Erik, Kara and Will will soon be untied, and you can move again.

By talking to the natives, you will learn that they had bugs to eat, but not much else. They also become friendlier (even though they are cannibals in the Japanese version). One of the boys will point to the northeast, and will draw a picture of Angkor Wat on the map as if to ask you to go there. Another one will want you to go to a nearby skeleton, as if to tell you that he knew that person.

From there, all you can do is head to Angkor Wat.

Angkor Wat





Use the Psycho Dash to attack the blue men with the extending heads to destroy the head, then keep striking when the eye on their chests open and they start running at a high speed.

The green flies will fly around in random directions. If you can get to them when they have come to a complete stop for a little bit, you can easily destroy them. The Psycho Slider will allow you to keep up with them and maybe even get some big hits in on them if they are mobile.

Some of the bushes will sprout legs and spring towards you if you get too close. You can tell the bush monsters from the real bushes if you look hard enough, and you can also take them out with the Psycho Slider.

Be sure to look around the entrance to Angkor Wat before you go inside to get a health bonus that can be easy to miss.

When you go inside, you'll meet even more enemies.

It should be mentioned that the beginning of the music for this dungeon was used earlier in the game for the Memory Melody.

The brown skulls will move around in a figure eight pattern, and if you do not take it out fast enough, it will split in two, chase after you and become invulnerable until they combine again. The Psycho Dash can do a lot of damage to them.

The Golems have a lot of health, and if you get to close to them, they will roate their torsos to do quite a bit of damage with their arms. The Psycho Dash and Psycho Slider both work best on them.

The ramps just northeast of the entrance lead to the first Red Jewel of Angkor Wat.

The purple skulls will follow the walls. Hitting them from the south with the Psycho Dash will take them out quickly, which is useful, as they go faster the more damage you do.

The large brown bugs on the walls will shoot blue fireballs that you can block, and they can also drop small green worms that you can thankfully destroy.

At one point, you will drop down and fall into a trap door. You will be walking on...something...when you get down there, but all that happens when you do so is that you hear a funny noise as you walk.

Some of the Golems will drop down from higher areas. When that happens, debris will drop from the ceiling. Look for shadows to see where not to stand so as not to get hit by it. Be sure not to be near the ledges or else they won't drop down to where you can hit them.

There is a chest with an herb at one point. Use the stairs on the other side to the get to the herb; the ramp will allow you to continue with the area and will force you to backtrack for the herb if you did not take the stairs.

In the maze of bushes, you will have to go clockwise in order to make it to the exit. You'll also find a skeleton carrying a journal that signifies that he was part of Friezer's expedition party, as well as a Dark Portal.

PrinceWatercress plays Illusion of Gaia - Part 15 of 21


In this episode, we enter the strange maze that is the Mountain Temple to find the Teapot.

Euro




The exit out of Euro is at the southeast corner of town.

Mt. Temple



Also known as Mt. Kress and/or Mountain Temple.

The vines act as bridges.

The grey skulls move around in sine wave patterns (much like the Medusa heads in Castlevania) and can easily be destroyed in multiple hits. They do move back and forth, but they can cover a lot of ground.

The spiders will jump from one bridge to another using their webbing, and they can also spit acid at you that can linger on the floor for a little while. The Psycho Slider can make quick work of them.

The gold skulls move back and forth and will shoot lasers out of their eyes. You can block the lasers, but it is just as easy to move out of the way when possible.

If there are any folds in the vine bridges, they are ramps. Use the Spin Dash to take them to a previously inaccessible location.

The sprites with the flutes fly around and summon fireballs that can encircle them before going in four different directions. They usually spawn in the areas made of mushrooms, and you will want to fight them with Freedan and his more powerful Dark Friar, which creates four smaller fireballs that spiral around the screen and cause massive damage when either A is pressed a second time or the fireball runs into an enemy. When possible, fight these guys as Freedan, since you will need the range.

There is only one Red Jewel in Mt. Kress/Mountain Temple, and it is west of the series of ramps to the left of one of the Dark Space portals. Just travel south and the west and follow the long path in order to get to it.

The Mushroom Drops can be used to fix some broken bridges to reach some areas that you could not get to before. You'll be finding them in three chests in the area in order to get to the end.

There is a Dark Space portal that allows you to learn the Aura Barrier for Freedan. The Aura Barrier acts as a shield, and to use it, hold A and quickly alternate between the L and R shoulder buttons. Mirror panels will move around you for a short time, but they make you invulnerable to enemies and destroy anything that gets in close.

When you get the Teapot, that's your cue to get out of the area. Hope you remember how to get out of here.

Euro



Meet with Neil again and use the Teapot near him. Neil's parents will turn into members of the Moon Tribe. You'll learn that both of Neil's parents are dead and that they used their bodies. Talk to Neil, and he will realize how important his parents are and that he wants to be alone.

You'll be back in the guest room. Neil will leave you to become president of Rolek and stop the slave labor trade, and tells Kara that an old friend is wanting to see her. That old friend is Hamlet, who has come all the way to Euro (by way of Rolek's delivery service in Watermia, thanks to Lilly). Talk to everyone, and talk to Kara to advance the plot and head towards Angkor Wat.

Natives' Village



Before going to Angkor Wat, everyone will stop over in a village. There are two huts, and if you enter the one on the right and look in the jar near the door, you can find a Red Jewel.

Monday, October 29, 2018

VGMusic Explorers covers the Itory Village theme


Here's another one I found just by typing in "Illusion of Gaia" in the search bar on YouTube and looking for whatever.

Nice.

PrinceWatercress plays Illusion of Gaia - Part 14 of 21


This one's a long one. That's why I've made sure I never went over 20 minutes on RPGs from this point on.



Great Wall of China




Now that you can perform the Spin Dash, head back to the ramps that you jumped over before. From there, power the Spin Dash up and use it to get over the ramps. Be ready to hold the opposite direction in case you don't want to go over more ramps than you want. Now that you're able to go over the ramps again, you'll be able to enter a previously inaccessible area. Some of the fireball enemies will shoot fireballs into the air that will drop in random spots.

You'll soon find another Dark Space portal which will allow you to transform into Freedan. You can use him to hit the switch controlling the two spears (hit the switch twice) and go even further into the Great Wall. Use the Dark Friar to take out the archer you could not reach as will so you can explore even more of the dungeon.

In the maze with the clay statues, you will have to use your telekinesis as well as your attack to move the statues around, as the statues do not transform into enemies right away until you hit the switch at the end.

You will have to transform back into Will at some point to reach the final parts of the dungeon. Until then, use Freedan to take out the enemies so you can get those stat boosts. Then, you can access the final Dark Space portal so you can transform back.

Once you Spin Dash across the final ramp, you'll take on the Sand Fanger. Unlike other bosses, you are forced to face the Sand Fanger as Will. Drop off the wall and land onto the sand below to star the fight.

The Sand Fanger has three attacks: the diving attacks from one side of the other, the eggs and the jump straight into the air followed by the dive back into the sand.

If you can follow the Sand Fanger while he is in the sand spitting out eggs, you'll be able to do some damage and take out the bugs that come out of the eggs. Some of the eggs will sprout an eye and legs and walk across the screen at an angle until they disappear. Just let those run around without them running into you. Be sure to keep the Sand Fanger nearby 

Once you beat the Sand Fanger, a ladder will materialize leading to the other side of the room. Go down the stairs and you will finally meet Lance. Lilly will reunite with Lance, who finally has some medicine to cure his father with (whether it comes from the Sand Fanger is never mentioned). Talk to Lance, and you will hand the necklace back to him. Lance will then ask you to give him some alone time with Lilly. Walk to the right - with the camera not following you - and the next cutscene will play. This time around, Lilly will reciprocate the same feelings for Lance, then you'll go back to Watermia.

Watermia



From here, talk to everyone. It will be nighttime. You will have to get some Kruks in order to trek across the desert to the west.

Head to the gambling house and take the lotus leaf to the isolated raft on the other side when it shows up. Talk to the man blocking your path and say yes on both questions when he asks you if you want to play Russian Glass. Talk to the man in the straw hat, and he will tell you the rules, which are pretty simple: don't drink the glass that kills you, and whoever is left with the last glass is the loser.

The game makes it pretty simple: always drink from a glass on the left-hand side. If you do not, the game gives you a prompt before drinking, and if you still take the drink, you will die and spend an entire Dark Point. If you don't get the prompt before drinking, you're doing it right.

When it comes down to one drink, your opponent, his pride gone and his luck run out, drinks the last glass in order to not to tarnish his reputation. He will die, then you will end up back at the house where he lived. She will give you his will as well as four Kruks, even though you have six people in your party. Go to the inventory, equip the will and read it with B. You will learn that he learned that he was dying within six months and that he wanted to get as much money for his wife and child, and that he has left part of his fortune to you as well as four Kruks. He also apologizes for the unhappiness that he has caused others.

Go back to Luke's house and talk to everyone. You will find out that Lance and Lilly are staying in Watermia with Lance's father, and Lance wishes you luck when you speak to him. You'll learn that everyone is heading to the town of Euro, where Neil's parents not only live, but also run a successful business known as Rolek. Talk to Neil to advance the plot.

Once you make it to Euro, feel free to discard the Will from your inventory. You won't need it after you ride the Kruks across the desert.

Euro



You will end up in the guest room of Neil's parent's home. Erik and Kara will be amazed by the size of the house.

If you go upstairs through the door to the left of the guest room entrance, you'll see Neil with his parents. 

In one bedroom, there will be a girl in blue named Ann who will tell you that The Jackal has shown up. When she asks if she should tell Kara, say no. She then asks you to get an apple from the marketplace.

When you leave the mansion, you will learn that there are plenty of back alleys through town and that The Jackal was indeed here. You will also learn that there are people trapped within the Rolek building, and that sometimes you can hear human groans from inside luggage.

One of the marketplace stalls to the south of the mansion will sell apples. It will be the southwest-most stall. Talk to the woman there to get an apple, then bring it back to Ann. You will have to do this three times in order to get the first of four Red Jewels in this area from her.

If you talk to the marketplace sellers from their side of the stalls, they will either tell you to get out of their side or give you alternate dialogue.

Another part of town to the left of the marketplace has a hidden passage leading to a woman who tells you that you can enter a place where some people can increase your strength. That place will not be too far, as they will be queuing in a line near a door. If you take the door to the right of the line, you will be forced out of the building and told to get in line. Wait in the line, and people will eventually go forward.

Inside the building, a woman will follow you around. Drink the two bottles. The first one is Life Medicine gives you an HP boost, while the Dark Medicine will give you a power-up for the Dark Friar that makes it far more useful in case you did not get the reward for 30 Red Jewels from Gem.

The house to the right of where the queue for the medicines are contains a Dark Space portal.

World-famous musicians Rofsky and Erasquez will be arguing over music in one building. Rofsky will tell you to head to Mt. Kress at the right time and take a look at the Teapot. You'll also be able to head to Mt. Kress on the world map. Erasquez will tell you that the Teapot contains enshrined tears from a spirit that have been rumored to have saved people in the past.

To the left of where Rofsky and Erasquez is a dead-end. If you face the west wall, you will get the second Red Jewel.

You will learn that Mt. Kress is a forest maze of sorts if you keep talking to people.

You'll also come across an expedition with three NPC's that look like they come from South Cape: Frezier, Max and Rudy. They are lead by a man named Frezier and that they too are planning to head to the Tower of Babel in order to make history.

There is another opening near the northeast corner of the town. If you find it, go west and you will find a ladder leading to the shrine that Neil's parents come to often. If you stand in front of the statue, wind will blow Will's hair and clothes around. Face the statue, press A and select "yes" when asked to look. You will find a hidden door. Go into the door and you will find laborers. Check out the barrel in the southeast corner for the third Red Jewels.

The fourth Red Jewel is in Watermia. Head back to Luke's house and talk to Lance. He will give you the final Red Jewel. 

Gem will be sticking his head out of a window in one of the houses on the east side of town. Walk up to the table and press A to talk to Gem and give him some Red Jewels if you need to. You should have 34 Red Jewels at this point.

Sunday, October 28, 2018

PrinceWatercress plays Illusion of Gaia - Part 13 of 21


In this entry, we take a break from our journey in Watermia, but almost as soon as we get there, someone from Will's - and one of our friends' - comes up...




Watermia



If you talk to your friends, Lilly will tell you that Lance saw someone he knows in town, and that Erik has found something behind the house. If you go down the ladder, walk around the house, get behind where the ladder is and press A, you'll find Kara's secret diary and read an entry.

To the left of Luke's house is where you will find Lance. The person near him is his father, who seems to have lost his memory after the expedition with Olman. Talk to Lance, then his father, then Lance again. When you leave, Lance will head out.

South of that house is Sabas and Nana, whose names were on the letter held by one of the skeletons in the Larai Cliff dungeon. They have no idea that their father is dead, unfortunately, and aside form talking to them, there is nothing else that you can do regarding them.

As you talk to people, you will learn that Lance's father came to Watermia two years ago with no memory of his past. You'll also learn about the Great Wall of China and the Sand Fanger (whose bodily fluids are a miracle cure of some sort), and that the brown saddled creatures here are called Kruks. These were mentioned in Sabas and Nana's letter. You'll also learn that if you get bitten by a snake, you can mash directions on the Control Pad to shake them off.

One of the kids will tell you to wait on the right side behind the gambling house, as a lotus leaf will come.

One of the pots in the southwest corner of town contains a Red Jewel. The nearby house contains a Dark Space portal.

East of that house is the gambling house. Here, people are playing a game of chance called Russian Glass where if one drinks the wrong glass, they will die. If you go in and check the right pot in the northeast corner, you can find another Red Jewel. You'll also find Gem in the crowd, so if you want to give your Red Jewels to him, you can.

If you take the kid's advice involving the lotus leaf next to the gambling house, you'll get on a raft where the man on it will tell you about Russian Glass.

After all this, head back to Luke's house. Everyone will have Lilly's fifteenth birthday party, then Lilly and Lance will have a private conversation outside of the house. Lance will give her a bouquet of roses, then he will admit his love to Lilly to her. Lilly turns into a dandelion and runs away, unbeknownst to everyone else in the party.

Afterwards, you will learn that Lance has disappeared as well. If you look in your inventory, you will find the letter from Lance. Equip it and press B, and you will learn that Lance has went to the Great Wall of China to look for a cure for his father's memory loss and that Lilly has left him. 

Going all the way south will take you to the overworld map. From here, you can go to the Great Wall of China.

Great Wall of China




The archers can only shoot horizontally, though they can move around vertically and horizontally. The Psycho Slider will make quick work of enemies here.

The fireballs will swoop down and shoot columns of fire at you. Stop when you get close and face north to attack. Some of them will also move around on the ground as well.

The snakes will lunge at you if you get close enough. If they bite and grab hold, mash directions on the Control Pad to break free.

You'll eventually find small glimmers on the floor. You'll find out that they are stones that are part of a necklace that Lance made for Lilly. Collecting one will give you the Necklace Stones as an item. As you find more shimmers, you will be able to get more stones for the necklace. The shimmers will also tell you where to go in case you get stuck. One of them takes you to a switch that will open up another area.

There are spears popping out of the walls at the top level. Watch for them so they don't damage you.

You will not be able to cross the small ramps until later.

When in an area with clay statues, pay attention to any statues that look slightly different compared to the others. These will turn into regular archers and attack.

There is only one Red Jewel in the Great Wall, and it is located in a chest in a lower level in the second section.

When you make it to the end of the second section, Lilly will show up in dandelion form and join you.

You will skip some doors as you leave the third section. Do not worry about them for now; you will get a skill that will allow you to cross over the nearby ramps and access them. In the fourth section, there is a Dark Space portal, and if you can drop down to it, you will be able to learn the Spin Dash for Will. To execute this move, hold A, then quickly press L and R alternately. When you start spinning, hold the direction on the Control Pad that you wish to go. This will allow you to get over the ramps.

PrinceWatercress plays Illusion of Gaia - Part 12 of 21


Here we are...Angel Village! I could never get past this part as a kid due to that one thing involving pressing A on a wall. I could never figure it out.




Angel Village



From here, go down the ladder across from the entrance and talk to everyone. If you talk to Lance, he will admit to you that he has fallen in love with Lilly and asks for advice on what to give her as a gift for her fifteenth birthday. The plot will advance the same regardless of how you answer his questions.

To the west of the entrance is the village proper. As you talk to the people, you will find a Red Jewel in the area where people are dancing. You'll also meet Gem, who will give you a more powerful Psycho Dash attack when you talk to them with 20 Red Jewels collected. You should have 24 at this point if you found the Red Jewel in the dance hall.

You'll also meet a person working on a statue who will tell you about a stone that is out of place. Remember that for later. You'll also be told to follow the wind, the torches and the sound where the waterfall is loudest to find the studio of the painter Ishtar, and that Kara has asked Ishtar to paint her.

The room to the fat left of the lowest floor before the dungeon contains a Dark Space portal where you can save your game. At the door, talk to the woman there, and say "yes" when asked if you know the painter Ishtar. From there, go up to the door and press A so you can go in.

There are brown bats that will swoop down, speedy skeletons with boomerang ribs that return to them, and lizard with extending mouths that also prove to be their weak points. Be sure to use your map when you pause so you can see if you need to defeat any more enemies for power-ups before leaving a section.

In the section after the darkened hallway, there is a wall where you have to press A in front of it to open up another door. It's not very intuitive, and not even the handbook hints at it very well. Once you go in, you will meet a new enemy: a horned skull turret that fires horizontally. If you go to the east and beat up the two mouthy lizards, you can slide down the narrow corridor with the Psycho Slider to get another Red Jewel.

In the room next to it, run to the right to fight the wind and use the Psycho Slider to beat up the two skull turrets. After a few more enemies, Psycho Slide throw the narrow opening.

You will then hear the waterfall. As you head to the right, the waterfall will get louder. Head to the wall where it is loudest, then go up to it and press A to open another hidden doorway. Head to the right and enter the first doorway you see to find the portrait of Kara. In the next room, you will want to look in the pots with the A button to find the third of four Red Jewels in Angel Village.

In the third room is Ishtar's studio. Talk to Ishtar, who will tell you to go into the next room and that he will give Kara back if you can solve all his riddles.

In the first room, memorize what is in the room. Be sure to press A to enter all the doors. In the next room, you will have to show what is different from the previous room. In this case, it is the jar to the far right; it is gray here, not orange. Move the cursor to the pot with the Control Pad and press A to confirm.

The difference between the third and fourth rooms is that the pots are gray; they were orange in the previous room.

The difference between the fifth and sixth rooms is the contents of the chest. In the fifth room, open the chest to get an herb; in the sixth room, it will be the fourth and final Red Jewel of Angel Village.

The difference between the seventh and eighth rooms is wind in Will's hair. It is not present in the seventh, but it blows his hair around in the eighth.

Head back to Ishtar's studio, and you will find out that Ishtar has made himself into a painting. Talk to the painting and you will get magical powder, which will be in the nearby chest. He will tell you to put the Magic Dust on Kara's painting and give it a kiss, and if Will cares about Kara enough, she will return.

When Will does as Ishtar asks, Kara appears from the door behind Will and regrets what she has done. You will then return to the party, and Neil will then propose heading to Watermia. If you need to, head back to Gem and give them the Red Jewels. You should have 27 by this point. After that, head back, talk to everyone, then talk to Neil and say "yes." You'll all head to Watermia.

Watermia



When you make it to Watermia, the townspeople will put you up in the house of a young fisherman named Luke who is going on a voyage...

Saturday, October 27, 2018

PrinceWatercress plays Illusion of Gaia - Part 11 of 21


We're almost at the end of Mu...but now we have to save Erik if we want to continue with our journey!

Mu




When you make it to the big opening in the lowest level, you will meet Rama, King of Mu. Just place the Rama Statues on the altars, then go forward tot he big statue to talk to Rama. From there, talk to all of the spirits that pop up from northern-most to southern-most so you can hear their story in the proper order. From there, talk to Rama again. You will receive the third Mystic Statue and reveal an opening leading to the man-made tunnel out of Mu.

From here, charge up Dark Friar (you should be in here as Freedan at this point) and go to the right before going north. Let go of the button when Erik is talking to you, and you can get a free hit on the male vampire who shows up. (You can go to the left and get a free hit on the female vampire, but the male one is more of a threat.) They will converse, and you can go through their conversation with the A button.

Turns out, not only have they kidnapped Erik and tied him to a bomb (which will explode in 150 seconds, resulting in an instant death), but they want the third Mystic Statue! You will have to beat them both in a very quick amount of time and defuse the bomb that Erik is tied to!

It's time to face the vampires, Jack and Silvana. Jack has a fire wave attack that travels in four directions, while Silvana has a fireball that goes only in one. When they both go to the bottom of the screen, they will be invulnerable as they create a massive fireball that will bounce off walls as they go to the north. You will want to run to the north to avoid it.

Jack may have some energy balls rotating around him. As a matter of fact, so will Silvana. If that happens, stay away and hit him with Dark Friar. As a matter of fact, you will want to hit the vampires with Dark Friar often. If you can get in close to them and hit them with your sword multiple times, that's great.

Once you beat both vampires, talk to Erik. From there, go to the bomb and cut either wire to defuse the bomb; it does not matter which one you choose. It should also be mentioned that if you wait for the timer to reach zero after you beat the vampires and talk to Erik, the bomb will suddenly decide to be a dud and not work. Video game logic! /slimkirby

Lilly will then express fear about not being able to do anything in a time of crisis and apologize. Afterwards, go south to the entrance to the room. Lilly will come out of your pocket, then everyone will come up with the idea of taking the man-made tunnel to the mainland.

Inside the tunnel, everyone will set-up a campfire. Once you are able to look around, talk to everybody. When you talk to Kara, head right and press A at the mushroom near the wall. Walk up to Kara, and then everyone will eat.

You'll then get another cutscene where Will and Lilly talk. Will will talk to Lilly about his powers, then Lilly will tell you that there is a reason for joining the adventure that she cannot reveal just yet.

You'll get another cutscene where Kara talks about hearing weird knocking sounds in the walls. You will find out that the knocking sounds are in Morse Code. You will hear from Seth, who was swallowed by Riverson on the Incan gold ship and has since turned into a fishman much like Riverson. He now lives in the ocean, and he has no idea if he is human. He will tell you that evolution is being affected by the light of a comet, and that he wanted to continue with you on your journey, but not as a fishman, and he tells you to figure out the riddle of the comet and the ruins.

After this cutscene, you will finally be in Angel Village. From here on out, if you missed another from Mu or before then, you won't be able to get it.

PrinceWatercress plays Illusion of Gaia - Part 10 of 21


We've just been to the Sky Palace, and now we've found the tunnel to Mu...and this is going to be even more complex than the Sky Garden was!

Mu




Once you go through the tunnel in the Seaside Palace, you'll be in the third main dungeon of the same soon after the second. Despite having six sections to it, you will be 

You'll meet some old enemies new enemies here, the first of which are golems that will throw rocks at you, either one at a time straight forward or five at a time at angles. They can also launch an eight-way attack when they get mad. Be ready to block when they turn red, and remember that you won't be able to attack them until they wake up when you get close..

The hooded spectres will teleport around the room and fire a fireball at you. If you cannot get to this enemy in time, be ready to face the enemy at block so their fireball doesn't hit you when it homes in.

The spikes in the holes pop in and out in regular intervals.

The chest near the two statues looking at a certain point is a clue. The chest is empty, but you will want to keep the placement of the statues in mind for later. If you see something like this, go to the place where the vision of the statues meet and press A to find something. You will find the two Statues of Hope in this way.

The bubbles will powerfully knock you into the opposite direction when you run into them. You'll need these to go up some ramps that are colored blue and black, which only take you one direction - straight down - unless you use the bubbles to gain immense speed.

There are three levels to the dungeon, and when you first come into Mu, only the first one will be available. You will have to head to a Room of Hope, equip a Statue of Hope and place the statue onto the altar to lower the water level so you can explore the next level down and find some things. You should also beware of new hooded specter enemies that will pop up in places where they were not at before.

When you open up the second level, you will want to watch out for the worms that flash brown and blue. They cannot be destroyed, and they will hurt you if they extend outwards and touch you.

There is only one Red Jewel in all of Mu, and it is located in the chest in the third level near the second Room of Hope. Don't miss it.

There are two Dark Space portals on the second level. One of them will allow you to transform into Freedan.

At one point in the second level, there is a point where you will have to hit a switch, run through a corner and make it past a pair of holes while the spikes are still down. Thankfully, you have just enough time to make it to the other side. 

The small openings in some of the walls let you go between areas. However, you will need a new skill for Will in order to use them: the Psycho Slider, which is in one of the Dark Space portals on the second level. To use it, double-tap and hold any direction on the Control Pad to run, then press A while running. The Psycho Slider can also be used to defeat enemies, and it can do quite a bit of damage.

The big opening in the wall in the third level will take you to Rama, King of Mu. This is where you want to go.

Friday, October 26, 2018

PrinceWatercress plays Illusion of Gaia - Part 9 of 21


We've almost got the second Mystic Statue in our grasp, but in order to get it, we must first face a worthy foe...

Sky Garden






When you cross the bridge you have just made to the boss, you will have to ross another bridge that will break down behind you. The next boss is Viper, a eagle with an Incan mask. He has four attacks: a cluster bomb that splits into a four, a divebomb, a close-range freeze breath and another cluster bomb that shoots out six feathers that home in on your current position. For this battle, you will want to be Freedan and you will want to keep your distance and hit Viper with Dark Friar, then run away when he does the divebomb attack. It should not take you long to get through this battle if you know what you are doing.

When you beat Viper, you will get the second Mystic Statue, then transform back into Will if you are playing as Freedan (which you should have been doing, anyway). You will hear Neil's voice teylling for you to drop down and grab the airplane. Head back to where the bridge was and drop down from there Neil will miss the first time around, but Neil's airplane will catch Will on the way back.

At this point, it will be smooth flying until it is realized that Mu is somewhere in the ocean and the plane suddenly goes down. At this point, you will crash...

Seaside Palace




Before you know it, you will be in a huge palace, separated from everyone else. There is a door near you, but it will not happen. To the east is a skeleton that will not even hurt you, a Dark Space portal to save at and a room with a chest in it where Kara is walking around, transparent. The chest near Kara contains one of the three Red Jewels in this area.

When you go down the nearby stairwell, a voice will tell you that this is the palace of vampires and that the fountain in the palace continuously spawns demons. As you explore, you will find your companions, but they are just as transparent and out of it as Kara, as if they are unconscious in some way and unaware of where they are.

Keep going down and not only will get it darker outside (you are underwater, after all), but the voice will tell you to keep going down to the fountain. Lower still, the voice will tell you that the Purification Stone is nearby.

You'll eventually run into Lilly, who is completely intact compared to everyone else. She will tell you that everyone else is unconscious, then turn into a dandelion and hop into your pocket for a while. 

When you reach the lowest floor, go to the left and enter the stairwell. There will be enemy slimes that show up, and you can kill them for the Dark Points, even if you don't get any power-ups from destroying them all. The blue ones can charge at you if left alone, but the bouncy silver ones that bounce diagonally are a new enemy. As you explore this second area, you will find another stairwell leading to a few coffins. One of them will contain nothing, but the other one will contain the Purification Stone. You'll also find a stairwell leading to the third final Red Jewel of this area.

You'll eventually find the fountain. Throw the Purification Stone into the fountain, and the water will become blue and clear. With this act, the enemies will all disappear, all the skeleton demons turn into people from Freejia, and all your friends will be gone (yet safe). Talk to the people and you will find out this palace leads to Mu, the site of the third Mystic Statue in the game, 

Also, if you go into the first area and enter what used to be a dead end, you will see a man. Talk to the man to get the Seaside Palace Key, which will open the door where you started. The doors open up to reveal a tunnel to Mu...

PrinceWatercress plays Illusion of Gaia - Part 8 of 21


We've been teleported to the second dungeon...and we'll have to go through a lot to get out of it!

Sky Garden






Talk to the Moon Tribe members. You'll learn that you will have to explore all four areas in clockwise order, and that you will have to go to the other side of the Sky Garden in order to get out of here. There is also a Dark Space portal at the start in case you need to save.

Do as the Moon Tribe says: go from the east-most area to the west-most area and get the Crystal Balls for each. When you find a Crystal Ball, equip it and place it into a tile with the hole in it in order to build a bridge leading to the boss.

The worms break up and explode when you kill them. The segments go in a V pattern in the front side, but on the back side, all the segments rise up before dropping in random spots in a rather tight area around where you killed the worm, and if those segments hit you, they will do damage.

The blue robots will try to fire lasers at you as well as hit you with their fists. You cannot block the lasers, but you can block the fists with the shoulder buttons. On the front side, they are blue and their arms go all the way to the end of the screen; on the back side, they are red, their arms have shorter range and their arms do come back.

If you drop off an edge, you will go to the other side of the Sky Garden. Here, the world looks a little different, as will the enemies. There is a front side and a back "mirrored" side, and you will have to explore both sides well in order to get through the Sky Garden.

The fireball worms are indestructible and should be avoided. They are blue on the front side and red on the back, but they don't act differently between sides.

The statues that carry swords will attack you telekinetically with their swords, and you will have to destroy the swords in order to neutralize the statues. The statues can then be moved with your telekinesis, and you will have to move the statues onto tiles in order to solve some puzzles. The swords are blue on the front side and red on the back, and they will re-spawn if you ever leave the area by either heading back to the central hub or entering a Dark Space portal as they are not counted as enemies by the game.

If you are on a narrow pathway that has your back against the wall, you can simply hold Left and Right on the Control Pad to move across it.

There is also a Dark Space portal in a room guarded by a statue in the southeast portion of the Sky Garden. Enter the portal, and you will be able to transform into Freedan.

There are two Red Jewels in the Sky Garden. One of them is at the beginning of the east-most section, while the other is on the back side of the southwest section. You should have 19 Red Jewels collected so far in the game by the time you are done with the Sky Garden.

In the southwest section, you will have to hit switches on the back side in order to move some pillars on both the front and back sides. This will definitely have to be done to get the Crystal Ball. You will have to hit a switch on the back side with Freedan's Dark Friar, transform to Will when you get back to the front, then run down the nearby ramps and break the statues with the Psycho Dash to get to another part of the back side. From there, you will have to destroy a statue's sword and then move the statue to a nearby title with your telekinesis. This will allow you to run up and down all the ramps to reach the third Crystal Ball.

In the west-most section, when you make it to the ramp, run down and jump at the first ramp, then immediately hold Left after you cross so you don't run across the second. By doing this, you can explore more of the section. You'll want to do this in case you need to go to the back end switch to Freedan.

When you find all four Crystal Balls and place them in the tiles with the holes in them, you will be able to build a bridge to the boss...

Thursday, October 25, 2018

The Ukes of Hazzard re-arrange the South Cape theme for ukelele


If anything probably ever needed a ukelele remix, it's this. Just ran across this; this is wonderful.

PrinceWatercress plays Illusion of Gaia - Part 7 of 21


We free the rest of the people imprisoned in the Diamond Mine, then head to Nazca in the hunt for the second Mystic Statue.




Diamond Mine




Now that the unreachable enemy has finally been defeated, we can use the ramps to reach a new area and free another laborer. The laborer will tell you that there are deeper levels in the mine, and he will give you a key to save them

The elevator is back at the beginning. Head to the door at the right, then equip the Elevator Key and use it at the door to open it.

The corridor takes you a lift. Get on the left, and it will take you to the other side, where there are two areas to the sides and another door - this one with two keyholes - in the center.

The west area is the morgue. Charge up Dark Friar, and if you see any worms pop out of the ground, hit them with Dark Friar. If you go to the corpse in the southeast corner, you'll see something flashing. Walk up to where the flash was and press A to get Mine Key A.

The east area is a maze full of monsters. The laborer at the end will give you Mine Key B when you cut the chain and talk to him.

When you have both Mine Keys, head to the door and use both keys. You'll meet Sam, Remus and Imus. Cut the chains and talk to them. They will tell you to help their countrymen regain strength, as well as the strange occurrences that are plaguing the villagers. Sam will also teach you a melody that you can play as Will to restore Lance's memory. In exchange, you will give Sam the Edward's Castle Prison Key and the Incan melody to order to remove them from the inventory, as you cannot get rid of them otherwise.

Also, don't worry about having to morph back into Will on the way out. You will automatically be transformed back into Will after you leave.

Freejia




Head back to the hotel and use the Memory Melody near Lance. Once you use it, it will disappear from your inventory. You'll restore Lance's memory, but you will also get some rather deep dialogue.

After Lance's memory is restored, talk to Erik. You'll head to the inventor Neil's cottage. Neil invented the airplane, and he also happens to be your lost cousin.

Neil's Cottage


At Neil's Cottage, Will and his friends will meet Neil. Talk to Neil, and he will ask you to check out his inventions. Press A at the camera, the telescope, the airplane wing and the oxygen tank. From there, talk to Neil again. The red star in the constellation of Cygnus as well as the disappearance of Will's father are all brought up, and you'll get the choice as to whether or not to go to Nazca. Say yes.

Nazca



At Nazca, Neil will tell you about the drawing of the bird on the ground, then everyone will look around. Talk to Kara, and she will walk to the "stomach" of the bird drawing. Then, talk to Lilly and Lance, then go to all the rocks. After that, go to to the southwest corner. A member of the Moon Tribe will show up. Approach him, and he will teleport. After you approach him a couple of times, talk to everybody, then talk to Neil.

Erik will notice that the drawing of the Condor looks like Cygnus, and that the rocks are positioned like the stars in the constellation of Cygnus. When asked where the red star is, pick "Condor's Left Foot." Everyone will head to the left foot, press A in the center of the foot joint where everyone is. You'll find a tile, and when Will's flute touches it, the sky goes dark and Will will suddenly vanish. You will then be in the Sky Garden, the second dungeon in the game...

Wednesday, October 24, 2018

PrinceWatercress plays Illusion of Gaia - Part 6 of 21


No sooner do we reach a safe, friendly town that we realize that something nasty is going on down here and that we have to get involved. It's time to head to the Diamond Mine and free some people who have been taken advantage of.




Freejia




There is a door to the east of the inn. You cannot enter it, and if you press A on the door, you will find out it is locked from the inside.

To the east is a dead as well as some road you cannot seem to access. There is a path in the grass, and if you walk south at the end of the road in front of the column of grass that has no flowers, you can jump over the road, land on the grass and follow the path to another road. You'll find a man in a purple robe. Talk to him and you will get a Red Jewel. There will be a path in the grass to the north that will allow you to leave and get back on the main road.

Two buildings west of the inn is a way to the rooftops. Gem will be there in case you are looking for him. If you drop down and talk to the guy looking through the window, he will slap you, but it will 

There is a path to the north leading to the back alleys of Freejia if you go north at the west side of town. The west-most house will slam the door on you if you try to approach the door, and the guy on the other side tells you to go home.

If you search the garbage can next to the two men in purple robes talking to each other, you'll find an Herb. Also, the one on the right will ask if you have seen a laborer who has escaped. Remember that for later. The house to the right of them is a Dark Space, in case you need to save your game.

If you check the open garbage can near the Dark Space house, you'll get an extra hit point.

The doorway near the guy blocking your path will allow you to get to the roof. It also happens to be living quarters for laborers. When you get to the other side by going upstairs, go south, and you wil find a path leading to a ladder leading to a roof. Drop down, talk to the woman at the window, and you will be told that a man working at the hotel was caught by a labor trader. Go down the stairs on the roof you drop down, and you will find the laborer and the guy who caught him. If you leave the house, you'll be locked back out as you will be near the inn and on the other side of that locked door.

Go back to the guy who is looking for the laborer, and choose "Yes" followed by "Tell location." You'll get a Red Jewel, and the two men in purple robes will walk off to the west.

At this point, you should have fourteen jewels. Eight will give you an extra Hit Point, while twelve will give you an extra point for your attack power.

If you go all the way east past the guy blocking your path, you will enter the labor market. If you talk to the man in the purple robe, you will be able to talk to the young boys who are being sold as slave labor. One of them is Sam, who sent the message in a pot that you saw earlier. The others, Imus and Remus, will tell you how the animals they hunted all disappeared and forced them to become slaves in order to survive. Sam, on the other hand, will tell you how Erik - who is also working at the hotel - rescued the three of them last night only for them to be caught by the labor traders. He will tell you that Erik is being held in a house on the corner of the back streets. No wonder that door was slammed on us.

Talk to the guy blocking the path to the labor market to get sent back to the other side, then head all the way to the west to the door that shuts on you. Press A at the door, and Erik will be crying for help. You'll be able to attack something for one time only in this area, and you won't be allowed to move very far past the door. Smash the door with the A button and go in. Apparently Will has the world's strongest flute.

When you go in, Erik will be the only one in the house. Talk to him, and he will tell you about the Diamond Mine where the laborers are forced to work before heading back to the hotel. From here, you can now leave town to head to the Diamond Mine.

Diamond Mine




The green lizard men carrying shields will attack with chain whips. Use your jump strikes, and be ready to step to the side to avoid the whip. 

If you see a skull on the ground, watch out! A worm will pop out of the ground in a certain part of the floor. Again, use your jumping strike, and be ready to block the fireballs they spit with the shoulder buttons.

If you attack the ball and chains that laborers are attached to, you will be able to free them. Some of them will be able to help you out after you talk to them. One of them will tell you to look for a secret doorway in the wall by watching for wind blowing in Will's hair.

The purple one-eyed creatures will line up with you to shoot an eye laser at you, and they will also turn to stone after closing their eyes.

The four switches surrounding the wooden tap door in the floor will open when you hit all the switches on all four sides near the door.

The secret door that one of the laborers told you about contains another laborer. When your hair blows around near it, attack it with Will's Psycho Dash. He will thank you and take three Red Jewels to Gem when he walks away. To the east of that spot is another Dark Space portal that will pop up when you defeat all the monsters in that section. Change into Freedan, then go down the stairs you passed. Enjoy the lifts in the foreground as you attack enemies with increased power and range.

At one point, you will see one of the worm enemies in a place where you sword cannot even come close to reaching. From here, enter the doorway to the east, fight off all the enemies as you see them, and open up a path to the north to another Dark Space portal and another wall containing a secret doorway. Go into the Dark Space portal and change back into Will, then break that wall with the Psycho Dash. You will find yet another Dark Space portal, and this one will contain a special power for Freedan: the Dark Friar. This is a fireball that shoots out of Freedan's sword when you charge up with the A button and let go after Freedan starts quickly flashing red. Use this to reach the worm enemy you could not reach earlier.

PrinceWatercress plays Illusion of Gaia - Part 5 of 21


In this entry, we face our first boss, find the lost Incan gold ship and end up shipwrecked.




Inca Ruins





The first boss is Castoth. Destroy the hands first without getting smacked by them, then keep hitting the head after Castoth's eyes grow wide and flash. As you do this, you want to stay at the south side of the room, avoid the flame jets that travel across the room and stay away from the crystal generated by Castoth's horns that bounces around. When Castoth's head shakes, run right to the corner so you can avoid the laser beam that Castoth shoots out of the gem on his face. Make sure your health does not go lower than 50%.

After you beat Castoth, you will recover all of your health. Move forward and fall down the pit to land on the Incan Gold Ship.

Incan Gold Ship




Talk to everyone as you explore the ship. Everyone will think that you are the King, albeit much shorter, and you will learn that the Queen is in the stateroom wanting to know if the King is okay.

The woman near the bunks will tell you to look around and talk to everybody before going to bed. You'll also find out that the Queen is still wearing the ring she got from the King when they were separated by the invaders. Talk to the Queen, and she will tell you that the Mystic Statue is in the treasure box downstairs. All you have to do is go down to the box and open it to get the first Mystic Statue.

The guy near the treasure box will tell you to go to the crow's nest if you want to watch the ship set sail. You will have to do this before going to bed to advance the plot. At least now, nobody will be in the way of the ladder, and you will be able to climb up, talk to the guy at the crow's nest, and see the ship set sail.

From there, go into the ship and climb up to the top bunk. Will will go to sleep, and you'll be in a dream sequence that takes place in a sepia tone version of your house. Go downstairs and talk to the woman there, who is Will's mother Shera. She will tell you about the comet that is coming so, and regardless of whether you think that it is a lucky or unlucky star, Shera will tell you that she is always watching over you and the dream ends.

When you wake up, the ship will be ruined and everyone who was on the ship will be dead. You'll also see Lilly as well as Lance. You'll find out that your friends have come looking for you, wondering what has happened to you. From here on out, your friends from South Cape will be here, too.

Kara will be near the Queen's mummy, and if you interact with the Queen's corpse, you will advance the plot. Don't do that yet. Go topside and talk to Seth. He will give you a Red Jewel that is very, very easy to miss, and if you miss it now, you'll never be able to get it again.

After you look at the Queen, Lilly will mention the ring on the Queen's finger. Kara is about to take it when the ship starts shaking. As you go topside again, Lance will talk to you, and you will hear Seth screaming. When you follow Lance topside, Erik will tell you that Seth got knocked off the ship and swallowed by a large fish that is attacking the ship. Suddenly, a violent force knocks everyone off the ship, and the screen fades to black. Before you know it, you will be adrift on some planks of wood with Kara.

Talk to Kara. Just go through the dialogue, then talk to her again. She will want the meat from the castle. Equip it and use it with B. Will and Kara will eat the meat, and it will disappear from your inventory. You'll go to Day 2.

On Day 2, fish will be swimming to the left, and if you attack them, Kara will scold you. Talk to Kara, then wait. You will then get some dialogue, then you'll be on Day 4.

Talk to Day 4. Kara will have a premonition that help is coming, then she walks to the left side of the raft. Stand on the upper-left corner, then press A when the jar reaches you. You will read a letter stating that a group of people is on a ship to be sold as slaves in an unknown land, and asks anyone who reads this to help them. The letter is signed by someone by Sam.

As you have been drifting, your health has dropped. Kara will be starving, and cannot drive herself to eat the fish that have been swimming to the left, and tells . Talk to Kara, and she gives you the silent treatment before you head to Day 7.

You will have only one hit point left at this rate. Stand to the left oft he flag on the raft and attack the fish as they come by. They will land right on you and by touching the fish on the raft, you will eat them. When you reach maximum health, talk to Kara again. She will apologize and try to eat the fish. Wait for Kara to walk to the flag, then attack a fish so Kara can eat it.

On Day 12, it will be nighttime and this whole part is nothing but dialogue. Kara will also notice the red star near the constellation of Cygnus that is not supposed to be there, and Kara and Will will make a wish on it.

You will move to Day 18. Talk to Kara. You will find out that Kara is no longer the spoiled girl she was at the beginning of the game, then sharks will surround the raft. All you can do here is wait, then Kara will realize that the sharks will not attack as they are not hungry. The sharks will then swim away.

You will then move to Day 21. Talk to Kara, who will appreciate the fact that you are with her. Suddenly, Will will collapse.

Oakton



When you come to, you will be on a bed in a house somewhere. A stranger will have saved you, and you will find out that Will fell victim to scurvy, but thankfully it is not too bad. He also tells you to thank his dog for finding you, and the city of Freejia is half a day to the north. Will will wake up, and if you walk south, you will jump off the bed.

Be sure to talk to Kara, who says she will thank the dog and asks you to talk to her when you are ready.

Before you talk to Kara again, walk to the jar to the right of the front door to get a Red Jewel that is easy to miss, and if you leave this area, you cannot come back. Talk to Kara, and you will find out the dog's name is Turbo (a Soul Blazer reference) and you will go to Freejia.

Freejia




When you make it to Freejia, one of the townspeople will welcome you before leading you to the door of a building. Talk to Kara, then follow her in. You will meet Lilly, who has been working and living in the hotel. You will find out that Lance is in the room to the right, but if you talk to him, you will find out that he is suffering from amnesia after hitting his head escaping from the Gold Ship.

If you go upstairs, enter the room on the far right and look in the green pot to the north, you will find a Red Jewel.