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.
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