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FAQ/Walkthrough by RyuuseiDate
Version: 1.1 | Updated: 03/21/06
Boktai 2: Solar Boy Django AKA: Zoku Bokura no Taiyou (Zoktai) Lame ASCII art goes here. I'm awful at the stuff. Maybe I'll put some here if somebody emails me something. Table of Contents To use the search keys, press CTRL+F and enter the word, including brackets. 1. Updates [zero] 2. Legal Crap That Nobody Reads [bored] 3. Foreword [rant] 4. The Solar Sensor [taiyo] 5. Leveling Up [level] 6. TEH WALKTHRU - Chapter 1: Prologue [easy] - Chapter 2: Like a moth to.. [bugs] - Chapter 3: Brotherly Love [saba] - Chapter 4: I vant to suck your.. tomato juice [dark] - Chapter 5: Let's make Takoyaki! [tako] - Chapter 6: Light and Darkness [tower] - Chapter 7: Energy Crisis [jormy] - Sidequests Part 1: Undead Dungeons - Ruins [ghoul] - Ruins Revisited [bearnut] - Forest [skel] - Catacombs [short] - House of Time [time] - Treasury [puzzle] - Dream Avenue [dream] - Battle Arena [boss] - Sidequests Part 2: Request Sheets [lady] - Sidequests Part 3: Shademan [rock] - Getting a Perfect Game [no life] 7. Weapons [sword] 8. Magic [enchant] 9. Characters [django] 10. FAQs [faq] 11. Credits [board] 12. Contact Me [dont] -------------------------------------------------------------------------------- 1. Updates [zero] 2/26/2006 - After four false starts at uploading this, version 1.0 is good to go. 3/21/2006 - Updated the legal section so neoseeker can post it. Added an actual FAQs section. Added a few people to the credits, for the hell of it mostly. And a few other tweaks that I forgot. I shall call it.. version 1.1. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 2. Legal Crap That Nobody Reads [bored] This FAQ is the property of ME. However, the Bokura no Taiyou/Boktai series belongs to Konami and Hideo Kojima. This FAQ has not been written for profit (though donations are happily accepted :D :D) This FAQ is to be found on http://www.gamefaqs.com and NOWHERE ELSE. If you want to repost it elsewhere, email me first and I will add your site address here. If you see this FAQ posted somewhere besides http://www.gamefaqs.com/, please email me so I can seek legal retribution. =3 Oh, and needless to say this FAQ is not to be sold or altered in any way blah blah blah. Update: www.neoseeker.com is now allowed to post this FAQ as well. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 3.Foreword [rant] Welcome! Assuming you're reading this, this is my second FAQ ever to be posted. The first one never got finished, but I only got two emails and one IM in the years since I posted it so I guess that's not that big a deal. ^^; Maybe I'll go back and finish it (and clean it up a lot.. god it's ugly) after I'm done with this. I doubt it, but miracles happen. Erm.. anyway, the game. This is the second game in Konami's Bokura no Taiyou series, or Boktai for short. These innovative solar-powered spaghetti western games aren't terribly popular in America, despite being made by Konami's acclaimed designer Hideo Kojima, better known for Metal Gear Solid and Zone of the Enders. Even connectivity with the much more popular Rockman EXE (Megaman Battle Network) series couldn't save this game from tanking in the US, mostly because of its innovative but troublesome Solar Sensor gimmick. But if you take the time to give it a chance, you'll find that it's a very solid Action RPG, and the Solar Sensor, while slightly gimmicky, adds to the gameplay rather than detracts from it. So, without further ado.. FAQy things! As a side note, I've been playing a crapload of Shinbok lately, and am used to the Japanese names of things. So, in case I forget to clarify below, Ghouls = Boks, Sumire=Violet, Kuro=Nero. (This FAQ is not spoiler-free, but it shouldn't have too many of them. I deliberately moved any section that may contain spoilers BELOW the walkthrough, so you know where to stop if you don't wanna read 'em.) -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 4. The Solar Sensor [taiyo] Before I begin the walkthrough, the Solar Sensor deserves some explanation. The Solar Sensor is a tiny little doohickey in your Zoktai cartridge that picks up UV radiation (such as from the sun) and reports what it's sensing to your game. This is measured on your screen on the Sun gauge, out of a possible 10 bars. When the sun is shining on your cartridge, the sun is shining in the game, which is important since, as the name implies, our Solar Boy protagonist needs sunlight to power his arsenal of magic. Django (as the Solar Boy is named by default) has the standard HP and MP (called ENE in this) bars. The most immediate and obvious effect of the Solar Sensor is that, as long as both you and Django are standing in sunlight, his ENE bar will slowly refill. By holding down the A button, Django can perform a 'Solar Charge' that accelerates this process at the expense of not being able to move. Although there are items that restore ENE, for the most part, sunlight is the only reliable way to keep slinging those spells. Energy also accumulates in the Solar Stations as long as you're getting sunlight. This acts as reserve energy that can be absorbed from Stations placed throughout the dungeons in a pinch, but perhaps more importantly, this energy can be transferred from the Station to the Solar Bank, where it becomes Soll, the currency of the Boktai world. Your Solar Bank account gains interest daily, even when you're not playing thanks to a battery-powered real-time clock also built into the cartridge. As the game goes on, shops will open where you can buy items, Protectors, and weapons using your hard-earned Soll, and of course sell unwanted items to earn more. And if needs be, you can transfer your Soll back into the Solar Station, turning it back into energy. More sunlight is not, however, always a good thing. For one thing, most items in Boktai 2 are perishable, and more sunlight makes them perish faster. A lot faster. Rotten items can still be eaten, but not without ill effect. The Solar Sensor has many more effects, some bad, most good, but to cover them all would require a FAQ unto itself, and might spoil some parts of the game. So that's all I'll say on the subject for now. An afterword: Although there are a few sources of artificial sunlight in the game, for the most part it is NOT possible to beat the game without it, and it's certainly not possible to get everything. However, there are a couple ways to fool the Solar Sensor. Most blacklights give off a fair bit of UV at close range, for example. I do NOT recommend playing the game this way, as it detracts from the feel quite a bit, not to mention holding the game too close may melt parts of your cartridge, GBA, or hands. >.> But it may be the only option for people who work for most of the day or have similar problems keeping them from soaking up those rays. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 5. Leveling Up [level] Unlike the previous Boktai, Zoktai includes an experience/leveling up system much like that seen in any other RPG in the world. As you kill enemies, you gain experience. When you collect enough experience, you level up. Each time you level up, you gain 3 points to distribute between Django's 4 stats, as follows. Vitality Increases Django's HP count, allowing him to take more damage without dying horribly. Spirit Increases Django's ENE, allowing him to use his magic more without needing a recharge. Strength Increases the base damage Django deals with his weapons. Agility Allows Django to run faster, and reduces damage taken. You'll need a high number in this stat to clear some timed missions. A sub-section of levelling up is weapon skill. Django has a seperate skill level in each of the five weapons in the game, measured from 0 to 99. Higher skill equals more damage with that weapon type, and particularly high skill might earn you special rewards.. Skill increases naturally as you kill enemies with said weapon. Experience value of the enemies has no bearing on weapon skill going up, it's a simple matter of the number of enemies killed. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 6. TEH WALKTHROUGH!! Chapter 1: Prologue [easy] - Valley The game picks up more or less where the last one left off. Django is on the road back to San Miguel, the City of the Sun and his hometown, armed with his trusty Gun Del Sol. If you happen to have a lot of time on your hands, you might try maxing out your Gun skill NOW. I'm dead serious, it starts at 80 and there will never be a time that it's this easy to get those last 19 points. You'll see why. In any case, press on ahead and put up with Otenko's interruption to point out the obvious hint panels. Read them if you're new to the series, either way, keep moving ahead and laughing at the INSANE damage your gun does to those poor spiders. When you get to a thin pathway, TURN BACK and go kill more spiders if you're planning on maxing out your Gun skill and haven't yet. Otherwise, flatten against the wall to slide through it. (if you fall, as the hint panels point out, you'll need to move a stone block to get back around.) In the next area, there will be a long-ish cut scene, and you'll LOSE Gun Del Sol! Nothing we can do about it now.. or for a long time, really. Once you have control again, push on and enter the passageway ahead of you. - City Gate Meet your first Ghoul, AKA Bok. Your fists won't even scratch the little bastard, so your options are to sneak past it, or if you just HAVE to kill it, make sure you're getting some sun, stand in the nearby skylight, and knock on the wall to lure it to a fiery death. Either way, the next room is your first.. ---TRAP!!--- Defeat the Skeleton! Well crud. We've got a monster to kill, and no weapons to do it with. But note that the path to the east didn't lock. This should be a hint. Go through there to find a chest with a Gradius, your first sword, and more tutorial babble. Go back and give the Skeleton a few quick swipes, aiming for his back if possible, and he should go down pretty fast, resulting in your first Level Up and MORE tutorial babble from Otenko. ---TRAP!!--- With the trap cleared, head out the west door before the skeleton can regenerate. There's another skeleton in the next room for you to smash. Do so, move on, and in the next room, head down the stairs for a chest with a Leather Armor, a better Protector. Equip it, stupid! Then head upstairs to the next room. One more Skeleton, followed by another.. ---TRAP!!--- Defeat the Zombie! Nothing you do can damage this guy just yet. Smack him a few times anyway, and Zazie will show up and subject you to her incredibly annoying english voice, unless you're lucky enough to be playing the import. Um. Anyway, you get the Sol de Vice and your first Luna spell, Enchant Sol. They make life nice and easy on you by automatically equipping and activating it, too, so once you have control again, a couple quick swipes will kill the Zombie easily. ---TRAP!!--- That's it for the tutorial areas. Kiss 'em goodbye, because you're never gonna see 'em again, and head out the gate to the north. -------------------------------------------------------------------------------- Chapter 2 - Like a Moth to.. [bugs] - San Miguel Welcome to the town that will serve as the hub for your travels through this game. You'll come out on 6th Avenue, which still has enemies on it, so be wary and head north to the Mall. As you can probably tell from the soothing town music, this place is safe. A bit to the north you'll run into Zazie and Sumire/Violet, and after a short conversation, you'll get the Dark Card and Enchant Flame. A warning: Do NOT use the Dark Card unless you absolutely have to. The interest rate is awful, and if you can't pay it back, you're forced to kill your fingers in the Punishment Room. Anyway, most of the shops are closed as of now. The Coffin Shop is open, but doesn't have anything worth buying yet. The Library is the place to go for missions, but there aren't any yet. The Clock Tower is the place to go if you set the clock wrong so STOP POSTING ABOUT IT ON THE BOARD! ..er, sorry about that. Oh, and if you need to refill your HP, swing by the inn and smack the green crystal there a few times. It dispenses Luna Bugs that you can absorb with A to heal up. Now, if you plan on doing all the sidequests as soon as possible, the first Undead dungeon, Ruins, is available right now. Check the 'Undead Dungeons' section for more information. After you clear that, you should be able to do a Mission in the library, too. Once you're ready to move on, head north and marvel at the GAPING HOLE IN THE GROUND. One more room north, one west, to 10th Avenue and OOPS! Music changed. We're out of the safe area. Work your way in a generally northwestern direction until you see the words 'Immortal' literally in big red letters. That's where we wanna go. - Cathedral Time for the first Immortal dungeon. For future reference, I'm not gonna tell you to grab every brown chest in your path, so do it yourself. I can't hold your hand forever you know! Anyway, you'll start off in a nice large open area. Nothing much to see here, just head straight north. This next room is a bit mazey, so bear with me. There'll be a stone block in your path. Just push it north twice into the water, then head east and push the crate there out of your way. You'll block the path east, but don't worry, we'll come back to that. Head west, pushing another stone block west into the water to clear the path north. From there, work your way to the northern exit. In this next room, you'll see a black cat going through a door that locks behind him. More noteably, head up there and grab that green chest for Map A, then head through the east path, where you'll see.. the first block puzzle! There's two crates here, and we need to use them to make a bridge so we can get to the upper platform and to that green chest. Piece of cake. Push the rightmost crate north one space, then push the other crate east 1, and south 1. Climb the stairs, walk across one crate, circle around, cross the other crate, and grab the chest for a Club, your first Hammer weapon. That's all we can do here, so backtrack west and south. See that crate? Smash it with your new club, and push the stone block south into the water. You can then push the other stone block east 1 and all the way south to create a central shortcut through this stupid maze. Remember the eastern path you blocked off with a crate? Go smash it and head through. There's nothing in this room but a hint panel, but one more room to the east is a large graveyard protected by the one and only Grave Keeper in the game (the dog). He's WAY too tough for you at this point in the game, so avoid him. What we have to do here, is push all the fake tombs out of the way without messing with the real ones. If you try to push a real tomb, a ghost will knock you away and get the Grave Keepers attention. How do you tell the fakes? Watch the Grave Keeper from a distance. He'll stop to check on the real tombs, but he'll walk right past the fakes. Here's a crappy diagram of the graves. O=Real grave, X=Fake. O X O O X O O O O X O O Once you've pushed all three fakes, a stairway will open in the previous room. Go back and head down the stairs. There's a Solar Station in this room, but you probably don't need it. More importantly is the first weight switch in the game. (I feel compelled to point out a lot of 'firsts') This really isn't that hard to deal with though. Just push the crate 2 south onto the switch to open the door and keep it open. Head south a couple rooms to the first (*ducks flying bricks*) dark room in the game. Nothing really here though, just continue east. Here, there's a candle you can light using an attack with Enchant Flame so you can see more than two feet in front of your face again and head north. The next few rooms are a frigging gauntlet of puzzles. There's a Zombie guarding the exit north, and if he sees you, it'll lock. First, light the candle. Then knock on the inside of the L-shaped wall in the middle of the room to get the Zombies attention, then circle around and through the door. Don't try to fight the Zombie, as you probably can't deal enough damage to kill him before he sees you even with Enchant Sol, yet. Next room, besides a Solar Station, there's two candles in front of you, and one out of reach that you can ignore for now. If you light one at a time, they'll go out immediately, so hit them both at once with a Flame enchanted sword, and the door will open. Now we get to deal with another block puzzle, coupled with the first (*gets hit by flying brick* OW!!) touch switch in the game. This is harder than the last one, but still mild compared to the brainbusters we'll face later. Push the rightmost crate south 1, then west until it's touching the wall to form a bridge to the north side, then push the other crate east 2 so you can get to the touch switch. Cross over, hit the switch to open the door, and proceed north. This next one requires some quick work. Get Enchant Flame ready and toggled on, hit once of the candles, turn around and hit the other candle, then QUICKLY before either candle goes out open the quick-select menu, switch to your hammer, and hit the rusted switch to open the door. If you feel daring, you can try to toggle Enchant Flame off before hitting the switch, but I wouldn't risk it. Guess what's in the next room? More candles! Light the first one, then immediately flatten yourself against the west wall to cross the narrow path to the northern side and light the second one before the first goes out. The door east will open. This last puzzly thing isn't too bad. Ready your hammer and hop onto the elevator. Hold down B and, as the elevator takes you up, swing that hammer to the left to hit the first rusted switch. Then when the elevator stops, smack the other rusted switch. If you missed the first one, you can get it on the way down and you'll still be fine. Once both switches are hit, the elevator will take you all the way to the top, so you can go up the stairs and put all this behind you. We're finally inside the damn Cathedral. Grab the green chest for Map B, then head west to another.. ---TRAP!!--- Defeat the Skeletons! When you enter the room, you'll see a pattern of light on the floor, and that black cat from earlier, who goes down some stairs that promptly disappear. As does the pattern. Then the Skeletons notice you and the doors lock. The bad news is, these Skeletons are a LOT tougher than the ones in the City Gate. The good news is, we have Enchantments now, so we can kill them permanently! There are 3 Skeletons here, and they'll take quite a few hits to beat unless you've levelled up a lot. To save ENE, you may want to smack them around with regular attacks and turn on Enchant Sol to finish them off. You might have to use some items here.. fortunately you should have a pretty good collection by now. ---TRAP!!--- For future reference, I will refer to this room as the main hall. The Skeletons should have left behind a green chest. Open it for a Yellow Crystal. There are two exits we can use here, both leading west. To pick up some items, go through the northernmost door first. In here, there are three weight switches, three lattice doors, and only one crate. Push the crate onto the northern switch to open the northern door, and the southern switch to open the southern door, and collect the items behind each. The middle door won't open unless all three switches are pressed at once, and we're short one object to do that just yet. Head back out and through the southern west door. In here, there's a weight switch, but nothing to put on it.. or is there? Don't kill that Ghoul just yet. Knock on the wall over the weight switch to lure the Ghoul onto it, and slip through the lattice door before it moves. Upstairs, you'll see a Hint Panel, next to a hollow in the wall and a candle. Check the hollow and put the Yellow Crystal in it when prompted, then light the candle. You should see a cutscene of part of the pattern you saw earlier reappearing. To move on, push the crate blocking your path south 2, then use your hammer to break the crates so you can push it west into the hole. Break the long pathway of crates, but leave the last one so you can push it north into the hole, allowing you to reach the blue chest. Open it for a Triangle Key. That's all we have to do here. Backtrack downstairs to the main hall. We can now open the upper east door. The Red Crystal is in this room, but the chest its in is invisible. Don't worry though, the solution, as with so many other things in this game, lies in that big ball of plasma in the sky. Get some sun and you'll notice something sparkling in the sunlight coming through the windows. That's what we're after, so go press A on it and the chest will appear. With that out of the way, head up the stairs. Uh oh.. open lattice door. That usually means.. ---TRAP!!--- Defeat all enemy monsters! Sure enough, as soon as we go through it, it closes. You've got three Ghouls and a Zombie to deal with here. Enchant Sol works wonderfully on all of them. They shouldn't give you much trouble, really. ---TRAP!!--- Head through the western door that's now open. We're back in the main hall, but on a higher ledge now. You could cross over to the west, but not just yet. Drop off the thin path to the green chest below for now.. it contains a Short Spear! You now have one of each of the three major weapon types. Do a little dance~ We've got a couple errands to do now. Drop back down to the main hall and go back through the lower eastern door. There's a switch in this room you couldn't reach before. Hit it with the spear to open the lattice door! Go upstairs. Good LORD that's a lot of crates. OK, one thing at a time, there's another hollow in the wall with a candle next to it. Put the Red Crystal in the hollow and light the candle to reveal another part of the pattern. Now, try to memorize the layout of the crates, then break one of them so you can get upstairs. This floor is loaded with trapdoors. The trick is, each trapdoor corresponds to a crate below it.. so if you remember the pattern, you can safely work your way around to the hint panel to the south. It may take you a few tries, but no worries. Falling through a trap door doesn't hurt you in any way, you just have to go back up the stairs. You MUST read this hint panel to proceed!! Once you've read it, go back downstairs (or just fall through a trap door) for now. Now, you need to backtrack aaall the way to the ledge you dropped from to get your spear. This time, slide across the wall to get to the next room, a large library. Kill ALL the enemies in this room so you can concentrate on the puzzle (watch out for the poison spiders!) Now, you need to search the books for ones who's titles begin with the letters W, O, R, and D, as the hint panel implied. Crappy description of where to look follows. Bottom Floor, middle shelf off in the western corner: Walking In The Wilderness, Words of the Last Dragon. On the first staircase: Nightmare Of The Abyss, Overheating: The Risk Of Too Much Sun Bottom Floor, near the entrance: Rules of a Gunslinger, Spiral Folklore Top Floor: Curses & Purification, Doomsday Reincarnation When you find each, choose to press the switch hidden amongst the books, but make sure you do them in order. If you can't seem to figure it out from my description, I recommend Devis0rs FAQ. He's got some nifty ASCII art of the library. Note that if you're playing the Japanese version, the books you have to check are COMPLETELY different.. in this case, again I must recommend Devis0rs FAQ. I can only cover the english version right now. Once you've pressed the four switches in order, the lattice door to the south will open. In the hallway outside, circle around until you reach an elevator, and take it. Hoo boy. Time for another block puzzle. We have to hit both touch switches, and make a bridge to the other side. The key to this puzzle is remembering that you don't have to do both at once. I'm going to label the crates this time. The one sitting on top of the others is A, the others are B-D, from the left, capiche? OK. Push Crate A south 1, then east 1 off of the other crates, and press the touch switch. Go down the stairs and break Crate C with your hammer, then push Crate D north 1 so you can reach the second switch. Break Crate B, then push A east 1 and north 3, allowing access to the other side from the second switch. Cross your newly formed bridge, hitting the second switch on the way! Before you go through the door, head south and grab the Blue Chest for another Triangle Key. NOW go through the door. Here, equip your spear and Enchant Flame before stepping onto the platform. It will begin floating slooowly forward. Your job is to use the spear to light the candles on either side of the platform as you float ahead. Light them al successfully and you'll hear a tone, and the platform will carry you the rest of the way. Now, push the crate in front of you west 1 and north 1 into the hole, cross the bridge you just made, then push the other crate west 4 times until you can circle around the other side, then east until its touching the wall, then south over the bridge and onto the weight switch. The touch switch above will lower to where you can reach it, so go hit it, and a Green Chest will appear containing the Green Crystal! That's it. We're done here. Backtrack to the main hall. We have one more errand to do before we finish this up. Go into the uppermost east door where you found the Red Crystal. See the candle hidden behind a fence? Give it a stab with a Flame-enchanted spear, and a staircase will appear. This is a shortcut back outside. Go down the stairs and cross the thin pathway to the stairs on the other side. Above, push the stone block into the gap and you'll find you're back where you found your hammer. Work your way to the west exit, back to the large area outside the Cathedral. See those two lion statues on either side of the door? Stab them with your spear until they break. A Green Chest will appear, containing the Blue Crystal. Now backtrack through the shortcut you just created back to the main hall. From here, we want to go back to the room where we found the hint to the Green Crystal's location. In case you forgot, it's the southern east door, and up two flights of stairs. Put the Green Crystal in the hollow right in front of you, then light the candle. Only one piece of the pattern left! Unlock the door to the west, and the last hollow will be right in front of your face. If you can't figure out what to do with it, I'ma gonna smack you. With the pattern complete, the staircase that black cat disappeared down will reappear. Once again, and say it with me! Backtrack to the main hall, and go down those stairs. Otenko will warn you there's an Immortal ahead. Thanks Otenko, we completely missed the GLOWING RED LETTERS OVER THE DOOR. Heal up using that green crystal thingy, and refill your energy from the Solar Station if necessary, then head through to face our first boss. ---IMMORTAL--- White Duneyrr, the Sky Ruling Immortal Duneyrr is a pretty gentle introduction to the bosses of this game. She'll fly around, throwing phosphorus powder on the ground that does 1 whole damage per second if you walk on it. Not really any more dangerous, but certainly more annoying, are the larvae she summons, which can be smacked away with a few well placed weapon strikes. The tricky thing is she's flying too high for you to hit her. Now class, Duneyrr is a big fricking moth. There's a candle in the middle of the battlefield. Give you any ideas? The easy way to light the candle is to give it a couple well-placed pokes with a Flame-enchanted spear. The harder, but more economical way, is to run around the room hitting the rusted switches in each corner with your hammer. I'd go with the spear, personally, unless you're totally out of energy. Once all four candles on the stand are lit, Duneyrr will drop to the ground. A spear enchanted with Sol works nicely for damaging her. Flame works equally well, but is more expensive, so I recommend taking the time to switch. (Her actual weakness is Earth, which we won't have for awhile.) Use items if you get low on HP or ENE. There's some crystal bamboo scattered around that will yield Luna and Sol Bugs too. ---IMMORTAL--- Congratulations on winning your first boss fight! ..god that Oak Coffin is ugly. Maybe we should've traded it in after all. Ah, well, all in good time. Once Otenko-sama shuts up, head through the north door for a nice lengthy cutscene. Grab that Green Chest after it's over.. it contains a High Priestess card, which you should use immediately for a bonus to your Spirit stat. Now head back, grab that coffin (with A), and start dragging it back to (this is the last time I'll say it!) the main hall! For those of you who haven't played the first Boktai, Duneyrr isn't gonna just stay sealed in that coffin quietly and wait for oblivion. She'll rattle now and again, and knock you away if you're trying to drag it at the time. Smack the coffin with a Sol-enchanted weapon to make her chill the hell out. She'll also try to crawl away if you leave her alone long enough. Grab the coffin again to nip that in the bud. Anyway, remember the uppermost west door? The one with three weight switches, and only one crate? Well, looks like we've got something else to put on it now. Go there! Leave the coffin on one switch, push the crate onto another, and step on the last yourself to open that middle door. Head through it.. there's a Blue Chest, and three Greens! Jackpot! The Blue Chest contains a Circle Key that'll help you get out of here a lot faster and easier. The others contain a Dull Blade, a Pounder, and a Quarterstaff.. all of which suck, but they'll make good fodder for Solarforging in a little while. From here, it's a straight shot out of the dungeon, now that we can FINALLY open the front door with that Circle Key. Just head straight south until you're back on 10th Avenue. From there, drag the coffin east to the Plaza, where Otenko will summon the Piledriver! Yosha! Drag the coffin to the middle, wait for Otenko to shut up, then hit the four generators on each side with a Sol-enchanted sword. Make sure you're getting some sun before you start this! If it's night, or you otherwise can't get your daily dose of skin cancer, you'll have to save and do this later. Once you're ready, stand on the glowing button labeled A and press.. derrr.. B? ---BATTLE DRIVE!--- White Duneyrr, the Sky Ruling Immortal Duneyrr isn't any harder to Purify than she was to seal. She'll still toss phosphorus dust at you, but it isn't any more damaging now than it was before.. you can pretty much just ignore it. Your job is to keep her Ectoplasm (the purple mess floating from the coffin) from shutting down the Generators by hitting it with Sol-enchanted weaponry to knock it away. The more sunlight you're getting, the faster she'll take damage, but you can speed things up a LOT by knocking the ectoplasm back into the coffin. ---BATTLE DRIVE!--- -------------------------------------------------------------------------------- Chapter 3 - Brotherly Love [saba] -San Miguel One Immortal Dungeon down, five to go! with that over with, we'll see some more cutsceny goodness, and get re-introduced to Lita from the previous game. Head back to the Mall once you have control.. the Fruit Store is now open! Go chat with Smith to open up the Solarsmith as well. Unfortunately, since you can't Smith using equipped weapons, and need at least one weapon of each type equipped at all times, you won't be able to smith with just what you found in Green Chests in the Cathedral. But if you're lucky, some of the enemies will have dropped some spare weapons you can forge together, in which case I highly recommend you do so. Just make sure you don't end up with something you can't use yet! Also, swing by the Inn and talk to the sleeping Zazie twice. After an amusing cutscene you'll get your first Sol Magic, Freeze. You might also consider swinging by the coffin shop and picking up a new one. I like Silver, personally. Once all that's done, you can swing by the second Undead dungeon, the Forest, as well as the third, the Catacombs. The second Ruins request and first Forest request are available too. Or you can have a woefully non-short attention span and head for the Remains instead. But I heartily recommend doing the optional stuff first, to get those levels up. - Remains Here we are at the second Immortal dungeon. It's one of my favorites too, for reasons that will be stated below. Wait for Otenko to shaddup, then head up the stairs. Your first non-TRAP!! encounter with Clay Golems is here. They can be a pain, since you don't have their weakness yet, but Sol works alright. A well-placed wall tap is great for tricking them into crashing into each other too. *evil laughter* North is a dead end, and east is locked, so we go west for now. There's a Solar Station in here, if you need one at any point. West is another dead end for the moment, so head upstairs. And look, already we have a.. ---TRAP!!--- Defeat the Vampire Bats Oh for crying out loud, this is sad. A trap of nothing but Vampire Bats? Sad. Just sad. Swat them out of the sky and lets get on with our life. ---TRAP!!--- Move on ahead. Now we reach another fork in the road. Downstairs is a fireball we can't get past for the moment. Off to the west is a stone block we can drop to the floor below. Do so, it'll come in handy later. Then go back and go north. This next room has a strong wind blowing, and flamethrower traps. All two of you who actually read my overly long explanation of the Solar Sensor know what to do here. For the rest of you, cover the sensor, and the wind will die, and the flamethrower traps will fire less frequently, allowing you to slip by. Stand on the platform past the flame traps and light the candle with an Enchant Flame attack, and the platform will start moving. Get your spear ready, because as you move, another platform with a second candle on it will move past you. Light it with a well-placed stab, so the platform you're on will take you all the way across. There are a couple more flamethrower traps before the exit, so be careful. We'll see a brief cutscene now, introducing one of the most odd characters in the game. But he gives you Enchant Frost, so it's all good. After you have control, there's another fork. But we can't get through the west path without Cloud, and east is a dead end, though there's a skylight there if you need it. North isn't an exit at all, though it leads to some crystal bamboo. Backtrack through the windy room (remember to cover the sensor again! Unless you LIKE falling off the edge and selling yourself into debt to continue) and go down the stairs we skipped earlier. That fireball that was blocking our path is no problem with our new Enchant Frost spell. A single Frost attack will put it out in a hurry. Go through the door it was blocking, and we'll reach the room where we dropped that stone block earlier. Push it west into the hole. Now we've got a handy shortcut to the exit to the south, if you feel the need to go back to town for whatever reason, like checking out the item/protector shop that's open now that you've rescued Kid. His stock isn't that impressive yet, but he DOES sell a Chain Mail Protector that's stronger than anything else you've got so far, defensively, while still nowhere near as heavy as the Poison Guard and Thiefs Clothes you (might have) picked up from requests. When you're ready to continue, head west. Slowdown ahoy! On my game, at least. There's a bunch of ice blocks here, which will be your worst enemy later. For now though, we just need to melt them with a few Flame powered attacks. The ones off to the right reveal some chests, and you can melt them all at once if you use a sword. The one on the left blocks the next door. Next up is a Property Cube. These things react differently to different enchantments. For now, we need to hit this one with Frost so it drops to the ground and presses the weight switch. Now, we have another.. --TRAP!!-- Defeat the Sword! Boktai vets will remember this guy. He'll float around, teleport, periodically try to stab you, and summon smaller swords to fly at you. He's null-element, so all enchantments work equally well, or you could just use none at all. The best way to do damage to him, however, is to wait until he summons the mini-swords, then back up a little, wait for them to fly at you, and knock them back into him with your own sword. That hurts him a lot. Beat him for an Emperor card. --TRAP!!-- Of course, in the very next room is another.. --TRAP!!-- Defeat the Yellow Slimes! Two Yellow Slimes. ..sad. If you want to make this even easier than it already is, you can make use of the two stone blocks in this room. Pinning a slime between them, or between one block and the wall, will kill it instantly. They don't really move much either, so it's very easy to do. --TRAP!!-- Followed by yet another.. --TRAP!!-- Defeat the Clay Golems! Four Clay Golems. This is more like a real trap. Use wall taps to crash them into each other, then kill them with Sol-powered attacks while they're stunned, as usual. --TRAP!!-- And then we have yet another.. just kidding. Next room has the Triangle Key, and a stone block for you to push into a gap and make another shortcut, this time to the room just west of the entrance. Aside from another opportunity to leave if you're so inclined, this takes us right back to where we need to use the key.. the locked door going east from the first room. Go and open it, and you'll see why this is one of my favorite Immortal Dungeons. Come on, Sabata's awesome and you know it. Needless to say when he prompts you to turn back, don't. After the conversation is over, you'll get Enchant Cloud! Sweet. After that, go east and up the stairs. Watch out, the first chest you see here is actually a Mimic. You can tell by giving it a good smack with your sword.. Mimics take damage, real chests obviously don't. In the next room, we have our first emblem block puzzle. We have to push the Fire block onto the Fire panel, and the Frost block onto the Frost panel. Push one block, we'll say Fire for the sake of argument, one square south. Then push Frost west onto the Frost panel. Push Fire east, then south until you can get around it, and back north until its lined up with the panel. Then push it right onto it. Easy. Now to mess around with Property cubes some more. Firstly, push the nearby stone cube into the gap to create another shortcut and reveal a Hint Panel that practically gives away what you have to do here. But I'll tell you anyway. Using a Cloud-enchanted Sword, hit the Property Cube one space east. Then, using a Cloud-enchanted SPEAR, hit it over the hole and over the weight switch. Then hit it with Frost so it presses the switch down. Go through the north door, where you'll see an item on top of a stone block. Two Cloud-enchanted slashes will break the block so you can get the item.. a Triangle Key! Go back to the last room. There's two chests in the room to the east, but the one on the left is a mimic. Now cross over the stone block we pushed earlier to reach the room where we rescued Kid. Go through the west door here, and use Enchant Cloud to break the block. In the next room, there are two chests that you can only reach via a Solar Bridge that appears if you're getting sun. Grab them if you want/can, and unlock the door going west. We're outside again! To the south, there's a staircase going down, and a path heading east. The latter has another stone block for us to push down and use later, so do that, then go back and down the stairs. There's a chest in here we can't reach yet, until we come from a different direction. Bummer. Go east, and there's that block we dropped already. Push it east into the hole. Look, we can get back to the entrance now! Again! Do that if you feel like it, go east from this spot when you're ready. This room has a number of alarm panels, which you've encountered before if you've been doing requests. If not, when you step on them they make a loud noise which gets the attention of nearby monsters. There are three 'sleeping' skeletons in here, but they'll wake up and reassemble the moment you step on those panels. The placement of them makes stealth tactics very hard here. The room to the east has a pair of chests that, once again, can only be reached via Solar Bridge. Go get 'em if you want. To the north, we have another emblem block puzzle. To solve this one, we'll take the blocks one at a time. First, push the Flame block one north, three west, then one north. Circle around, and push the Frost block south, then push the Flame block onto its emblem. Now you can push the Frost block three east, circle around, and push it one south and one east onto its emblem. Push the Earth block one south, three west, and one south. Push the Cloud block one north out of the way, then push the Earth block one west onto its emblem. Finally, push the Cloud block three east, one north, and one east onto its emblem, and the door will open. Oh god. Mummies. I hate these things so bad. They can't see, but will react to the slightest noise you make, footsteps included, which makes them a royal pain to use stealth tactics on. Try tapping on a wall and staying flattened against it, then ambushing them as they walk away. Sol does the most damage against them, or you can set their bandages on fire with Flame. Be careful about this though because they'll run around like crazy. and maybe set YOU on fire in the process. Go upstairs. The next room has a number of Zombies waiting in alcoves, but you can kill them ridiculously easily if you're getting sun. Just tap on a wall and they'll walk out of their safe little alcoves into the sun coming through the windows. The next room has more Zombies, and more windows. You know what to do. The next room has a single mummy, and a candle you can't reach because of a constantly firing flame trap. The Hint Panel, once again, gives away the solution, but I'll tell you anyway. Smack the Mummy with a Flame-powered attack and watch it run straight into the flames and light the candles before dying. This opens the door to the south, allowing us to push another stone block we saw earlier into a gap and get that brown chest we couldn't reach before. Too bad it's only an Earthly Nut, but at least we have another shortcut now. Now head up the stairs, back outside. There are some stone blocks to mess with here, but head up the stairs to the right first. At the top there's a blue chest containing another Triangle Key. Now, rather than pushing the block into the nearby gap like you'd think, push it 3 East, 1 North, 1 West, and 2 North to create a bridge from the upper level over to two more stone blocks. Push the first one 3 west into the gap, allowing access to one chest. Then, push the other block 2 North, circle around it, push it 3 South, then 3 East, circle around again, push it 4 west, go around one last time, and push it 1 East and 1 North. This gives you access to a Green Chest containing a Glaive, which given the dearth of spears to Solarforge with up until now, is a very nice thing. With that out of the way, head back down the stairs, south, east, and north to unlock the door, which leads to a.. --TRAP!!-- Defeat the Axe! Before, we had to fight a Sword. Now, an Axe. Like the sword, he hasn't changed much since the first Boktai. He'll teleport around, take swings at you, create a double.. he's not that tough, really. Like the sword, he's null element, but you can probably beat him with no enchantment at all. The Axe will leave THREE chests behind.. one Blue and two Green. The Blue contains a Circle Key (finally!). One of the greens contains a Devil card, arguably the most useless tarot there is. The other contains your second Sol magic, Dynamite. --TRAP!!-- With all that out of the way, leave the room and head straight south until you're back at the entrance, then keep heading east, past the room where you previously met Sabata, and unlock the door. This leads outside.. to the desert! You'll take constant damage here unless you have water. Fortunately, straight down the stairs and to the right, there's a spring where you can fill up. It'll last you for 99 seconds. After some trial and error, I've found that the fastest way to get where you're going is to go north two screens, then east three screens. You'll reach another spring where you can refill your water, and an odd looking monolith. Read it for the clues as to where to find the three parts of the Stone Tablet you need to proceed. These clues are different for everyone, so I can't help you much here as of right now. I can tell you that the three stone tablets will always be in one of the 9 screens immediately surrounding the one with the monolith, and are in invisible Green Chests. If you're stuck hardcore, try Devis0rs FAQ, or failing that, the boards. Once you collect all three, return to the monolith and place all three tablet pieces, and a building will rise from the ground. Go inside. There's a Warp right in front of us that'll let us come and go as we please. This is pretty much your last chance to return to San Miguel before the boss, so if you have, say, some Solarforging to do, now's your chance. Go downstairs when you're ready. There are four candles here named, according to their signs, the Kings of Water, Wind, Earth, and Fire. You have to light them in order from eldest to youngest using the hints they give you, but one of them is lying. This is a real brainbuster. I COULD just tell you the order, but I'd rather explain the puzzle. That way you know WHY it goes in that order, not just that they do. Education in FAQs! :D First, we have to figure out the liar, by process of elimination. We know there's only one. The King of Fire says he's the eldest. He can't be the liar, because the King of Earth says he's younger than the King of Fire, the King of Wind says he's not the eldest, and the King of Water says he's the youngest. Therefore if the King of Fire was lying, they ALL would be. The King of Wind says he's older than the King of Water, but not the eldest. He can't be the liar, because if he's the eldest, the King of Fire can't be. The King of Earth says he's younger than the King of Fire. By the same token as before, if he was older than the King of Fire, the King of Fire wouldn't be eldest. They can't all be liars, so it can't be the King of Earth. That leaves Water. Given that, we now know Fire is the oldest, Water is NOT the youngest, Earth is younger than Fire, and Wind is older than Water. Therefore.. Fire (lower-right) is the eldest and goes first. Wind is older than Water, and Water can't be last, so Wind (upper-left) goes second. Again, Water (lower-left) can't be last, so goes third. That leaves Earth (upper-right) to go last. Follow all that? Well meh. Even if you didn't, just light 'em in that order and you'll be fine. A staircase'll appear, so go down it. Fight your way through the next room (stupid narrow pathways.. stupid mummies.. x.x) Now we've got a four way branch, with a puzzle in each room. In the northwestern room, we have to use a property block to light a candle. Hit the property block with a Flame attack to charge it with fire, then hit it west with a Cloud-powered sword (or hammer), and then south with a Cloud-powered SPEAR. It'll settle next to the candle, and the Flame effect will light it. In the northeastern room, we have to use two property blocks to weigh down two switches. Hit the first block east using a Cloud-powered spear to get it out of the way for the moment. Hit the other block east with a spear onto the switch, then use a Frost-powered spear so it drops onto the switch. Now hit the second block west, then north, then west, all with your Cloud spear, and poke it using Frost so it drops onto the other switch. In the southwestern room, we have a number of weight switches that change between blue and red when you step on them. You need to turn them ALL red. From the entrance, step exactly as follows. S, S, N, S, S, N, S, E, W, S, N, W, W, S, N, W, E, S, N, N, N, S, W, E, E, W, S, S, W, E, W. Phew. Hit the switch. I make no guarantees that the aforementioned method was the fastest way through the puzzle, but it works. Lastly, in the southeastern room, there's a VERY strong wind blowing. We have to use switches to change the direction and get to a weight switch. Don't worry, you can't get blown off the edge. Hit the switch right in front of you and the wind will start blowing east. Push your way south onto one of the pathways until you get as far south as you can go. Hit the first switch as you go past and the wind will blow north. You should be able to get to the weight switch without a problem then. If you overshoot after hitting either of the first two switches, you can reach a third that'll shift the wind west so you can try again. Note that after you hit the weight switch, the wind will die, letting you get back easily. Once you've cleared all four puzzles, you can get through the south door. Otenko will warn you that the Vampire you're looking for is here! Once again, I guess he figured we would miss the big red letters reading 'Immortal'. There's one of those giant crystal bamboos here for you to heal with before you move ahead. --IMMORTAL-- Vampire Time for the first team battle in this game! Your job is to protect Sabata until he finishes charging up his Black Hole. The Vampire will dash around, summon weird needle.. cane.. sword.. thingies that you can knock away or dodge, and periodically fire Gun Del Sol, either several shots in a straight line, or a three-way shot. If he summons the needles, your first priority is to make sure they won't hit Sabata. Change position to ensure he isn't behind you. Then you can dodge them freely. He'll also summon needles around Sabata occasionally, but this goes veeery slowly, so you can knock them away pretty easily. If he shoots Gun Del Sol, just dodge it. If it's going towards Sabata, your only options are to let him get hit, or take it for him. I'd go with the latter personally.. the damage isn't that much, and he's your brother, right? Right? He also might try lunging at you.. he telegraphs this a bit by backing up before he dashes. Once again, make sure Sabata's out of the line of fire when you see this coming. If you get hit, he'll either slice you, or grab you and bite you. The latter restores some of his health! And yes, he gets healed if he bites Sabata, too. If Sabata DOES get hit, he'll lose some of the charge he's built up. Once the black hole is finished charging, Sabata will yell 'Now!' and the Vampire will be stunned. This is your cue to smack him into the black hole. Try to do this quickly, or he'll resist by summoning more swords. Once he's in it, his defense is nullified. This is your cue to give him a few Sol-powered smacks! After about five hits, he'll break out of the Black Hole, knocking Sabata over, and you get to do it all over again. If his health is particularly low, he'll transform into a swarm of bats and start sucking health from both you and Sabata. Stick near Sabata and smack them away with your sword. Sabata may or may not opt to help with a spinning attack of his own. This can be a tricky boss, but keep up the assault and he'll go down. --IMMORTAL-- Now for the cool part! For spoilerific reasons, you are now in control of Sabata. His weapon is Gun Del Hell, which works more or less like Gun Del Sol did in the intro, except you can charge up to perform a spinning Spread attack (the same one Sabata used in the previous battle to knock bats away). And it's Dark element, of course. He has two spells, Zero Shift, which teleports him a short distance forward at the cost of 10 ENE(stylish!) and Black Sun, which lowers the sun gauge to 0 for 30 seconds at the expense of all of Sabata's energy, with a minimum of 100. In case you're wondering what the use of this is, Sabata takes damage constantly when standing in sunlight. Furthermore, where Django's energy recharges while he's in the sun, Sabata's charges when he's NOT in the sun. Black Sun still isn't that useful though, since you can just cover the sensor or go inside. He has fairly high stats, and his Protector is the Mail of Luna, which increases his resistance to all properties. He has access to the same items as Django, but some work a little differently for him. All Solar Fruit works normally except Solar Nuts, which actually take AWAY energy. Magic Potions work as normal. If I remember correctly, Solar Bugs and Darkness Bugs work in reverse for him too. Got all that? Unfortunately, we can't sit around admiring Sabata's abilities. We have to get this coffin to the Piledriver, and we have a time limit to do it in. Before you start backtracking, check the room to the north for an Empress card. Keep that around until you're back in control of Django. NOW start your backtracking. When you get to the desert, don't forget to refill on water before setting off. Remember, the easiest way back is 3 screens west, two screens south. From there it's a straight shot west back to the entrance. Hopefully you remember the way back to San Miguel from there? Once you get there, you'll be met by Lita and Zazie, who'll take you to the Piledriver. The time limit is cut now. You're free to go exploring, but those meanies at Konami put a bunch of well-placed boxes around so Sabata, who lacks a hammer, can't really go anywhere, except to the Remains, and oddly the Catacombs. So go play around more with Sabata if you want, it'll be awhile before you can play him again. Talk to Zazie and Lita twice apiece, too. Zazie has some interesting stuff to say, and Lita gives you an all-important Sunscreen. You can buy more of them from Kid if you want, but you shouldn't need to unless the sun is really weak. Ready to go? OK. Make sure you've got some good sun, fire up all four generators (don't ask me how Gun Del Hell can activate them.) Step outside, use that Sunscreen, and GO! Oh, and for you naughty boys reading ahead, don't go below here, as the name of this boss is a SPOILER! --BATTLE DRIVE-- Vampire Boy, Black Django This is the easiest 'boss' ever, as long as you're wearing that sunscreen. Unlike every other Piledriver battle in the game, Black Django doesn't have any real attacks. He'll still try to shut down the Generators, but a single shot from Gun Del Hell knocks him so far back it's easy as hell to get him back into the coffin. If you have any decent sun at all, he'll die long before the sunscreen wears off, and even if it does, his health will drain faster than yours. --BATTLE DRIVE-- -------------------------------------------------------------------------------- Chapter 4 - I vant to suck your.. tomato juice [dark] You're now Black Django. Whee. Like Sabata, standing in the sun damages you now. Unlike Sabata, you still can't charge in darkness, so buying some sunscreen from Kid might be a good plan. You'll also take damage from rain, or trying to step in a puddle. Owie. As if all these things trying to sap your health away weren't bad enough as it is, every once in awhile when you get hit, Black Django will lose control of the darkness within him and fly around screaming like a lunatic. Bad news for the enemies, as they'll take a lot of damage. Bad news for you too, as you'll lose half your health in the process. ALL Solar Fruit does nothing but make you ill now, though there are a few new items to replace them (Like.. *snerk* Tomato Juice. And no, that's not even censored. It's Tomato Juice in Japanese too.) More bad news, all of your Sol magic and most of your Luna magic is unusable now. The good news is, you have new magic. One new Luna spell, Enchant Dark, and four Dark spells, Sleeping, Change Bat, Change Mouse, and Change Wolf. For more detailed description of these, see the Magic section. Also, you can swing weapons faster than you could before, and the sword and spear have slightly longer reach owing to a small shockwave they project. Plus your attacks knock enemies back a bit. Got all that? Good. Moving right along. Using Enchant Dark, you can now sever those annoying Roots of Darkness that are all over the damn place. Our next destination is Dark City, but a few sidequests abound before that. There's a new enemy layout to run through in the Catacombs, as well as two more requests in the Library. We can technically get to the last two Undead Dungeons, the House of Time and the Treasury, but don't expect to get past the entrance as Black Django. Don't forget to do a few rounds of Solarforging! Oh, and if you talk to Lita, she'll give you one whole Tomato Juice for free. You may want to stock up. It's the most effective healing item you can use right now. Sunblock and Magical Potions from Kid help too. The Coffin Shop has some new stock.. the Solar Coffin and Coffin Monster Elefan. Elefan's pretty handy. If it starts raining during your preparations, swing by the warehouse and talk to Violet to get the Raincoat Protector that'll keep you safe from that particular hazard. Its defense blows though. Once you're ready to go, head to the northeast corner of San Miguel.. - Dark City This entire area basically serves as a tutorial to get you used to Black Django's abilities. Handily, pretty much all the chests and item drops are things you can actually use here, too. Since playing in the sun is more than a bit impractical here, learn what Enchant Dark is useful on, and use it sparingly to conserve ENE. The first couple rooms have nothing, other than another brief appearance by Kuro/Nero. Eventually you'll come to a fork, as well as your first encounter with a Bandit (Enchant Dark works quite nicely on it). The door off to the right is a dead end for now, so head left instead. Here, head up the stairs to your left, past the nest of poison bees. This looks like a dead end, but if you look closely, you can flatten yourself against the wall and slip through a crack to the east Nothing in the next room other than the usual enemies. Head south. There are two doors here, and a path further down. The right door doesn't contain anything you can use, except a whispering voice that explains what Sleeping does. The door to the left has a crate you can push down to create a shortcut back to the room with the Bandit. Go push that down if you want (its a little early for a shortcut back to the entrance, isn't it? O.o) then go down the path. Nothing noteworthy in the next room either, besides more enemies. Kill 'em or skip 'em, either way, take the exit in the northeast. Go down this path and go through the door. You're on the other side of the room with the Ominous Voice(TM) that explained Sleeping. Push the stone block into the hole to form another shortcut. Then back up and take the path north. As a complete non sequitur, lucked out in this room and a Ghoul+ appeared. I put on some sunblock and my Thiefs Clothes, took the game outside, and it died instantly leaving behind a Bastard Sword I couldn't even use yet. Learn from my example. That aside, go west from here. Ignore the northern passage.. it's another dead end. Go west instead. Kuro will show you the way again. Actually, ignore him for now and slide through the narrow path. Ignore the door, but use your hammer to smash the crate and push the steel block south twice into the hole, forming yet another easy shortcut back to the entrance. NOW go follow Kuro. Two doors along the side here. The first one has the OminousVoice(TM) that will explain Change Bat. Take the hint and use it to reveal three invisible chests! North is a dead end (though there's a Solar Station there) but the second door has a tiny hole. Approach it and the OminousVoice(TM) will explain Change Mouse. Take the hint and use it to slip through the hole. On the other side, use your hammer to hit the rusted switch and open the human-sized door, then head up the stairs. Dark room ahoy! Well, unless you're playing in the sun for some reason, in which case a skylight will brighten things up. It's right over the stairs though, so it's probably more trouble than it's worth to go outside. It's a tiny room besides. Ignore the locked door for now and go south. Hey, it's the OminousVoice(TM) again, this time explaining Change wolf, also known as Free Health. Try it out on the nearby Ghast if you feel like it. The southern door just leads to a chest. Grab it if you want, then go upstairs. There's another southern door leading to a chest here, but it's across a Solar Bridge. It contains a Tonniar Rm, which we'll have no use for whatsoever for quite awhile. The only other exit is a hole in the wall. Use Change Bat to get through it. You'll go through a small tunnel with only one exit. When you come out, you'll be in a room full of Ghasts. It's worth noting that, since you don't make footsteps when you're a bat, you're effectively undetectable to them until you transform back. Can you say ambush? The next room contains a Weight Elevator, an elevator which you can control where it takes you using Black Django's transformations. Django goes to the bottom floor, Mouse goes to the middle, and Bat goes to the top. Going to the bottom is another shortcut, but to move on, we want the middle floor, so use Change Mouse and get on. There's a Green Chest containing Map A here! (FINALLY!) After that slip through the mousehole going north. Whoa! Room full of enemies! You might wanna change back to Django pronto. Once that's dealt with head out the east door. You'll end up out on a balcony with a crate. Push it off the south edge to fill a hole below. Backtrack to the weight elevator and get on as Django. We can get across that hole to the north now. Do so, and go through the first door. Yargh. Emblem block puzzle. It's not too bad though. First push the Earth block 2 West onto the Earth emblem. Next push the Frost block 2 East onto the Frost Emblem. Now, Push the Cloud Block 1 East and 1 South. Push the Fire Block 1 West, 1 North, and 2 West. Go around and push the Fire block 1 back to the East. Now push the Cloud block 2 East and 1 South onto the Cloud Emblem. Finally push the Fire Block 1 West and 1 North onto the Fire Emblem. Your reward for this little side-puzzle is a Weapon Guard Protector! Head back outside. Ignore the path to the west and head toward the puddle, only to be interrupted again by Ote.. er, the OminousVoice(TM) explaining that the puddle is dangerous and how to get over it. Use Change Bat to fly over and through the door. This room is full of Ghasts, so make good use of that bat form to ambush them before grabbing the blue chest for a Circle Key. Now that we've got that, Change Bat back over the puddle and backtrack east, through the left door, through the gate, up the stairs, and to the locked door. Open it and head through. Go through the eastern door out onto the balcony here, and push another crate down. Now go back in and up the stairs to kill a couple more Ghasts and grab a chest. Then head downstairs. There are metal gratings here that make noise when you step on them and attract the attention of monsters.. like the Zombies here. You can fly over them with Change Bat, but that leaves you helpless to actually attack the Zombies until you change back, so be careful. Head out the east door to the outside. The crate you pushed down earlier allows you to backtrack, if needs be. Press on and head into the alley off to the west. Ignore the first door for the time being and Change Bat to get over the puddle. Go through the second door. There's a Solar Station here, and more importantly, a weight elevator. Hop on as a mouse first. There are two steel blocks ahead. Transform back and push the left one 1 West out of the way. Then push the other one 1 East into the gap. Push the second one 2 East, one North, and 2 East over the first one and into the gap below. Now use Change Bat (there's an invisible chest you can grab while you're at it) and go back to the weight elevator to go to the top floor. There's a hole in the wall for you to slip through. Ignore it for now and go right. Grab the invisible chest, then transform back and push the steel block 2 South to the floor below. Use Change Mouse and the weight elevator to get back to that floor. Push the block 2 East, 1 North, and 2 East to the floor below on top of the first one you dropped. Finally, get on the weight elevator as Django and push the block 1 North to complete a bridge to the other side. Go through the door into a.. --TRAP!!-- Defeat all enemy monsters! I don't know why it says 'all enemy monsters' when it's just four Ghasts. Ah well. Use Change Bat to sneak up on 'em if you want. The same old 'let them run blindly into your spear' tactic works as well as ever. Your reward for beating them is.. a flail. A lousy flail. Ah well, at least we can say we did it. --TRAP!!-- ..is it just me, or was that a huge pain in the ass for something we'll probably just use as Solarforging fodder? Ah well. Go back to the weight elevator and go to the top floor with Change Bat. Fly through the hole in the wall and go through the tunnel to the only exit. You'll reach a room full of Zombies with more metal grates on the floor. Rar. Hate. Want Enchant Sol back. Go down the stairs, then out the door to the east to another balcony. Another crate for us to push down, too. Do it and go back in. For a handy shortcut down to the hole we just filled, go back inside, deliberately drop off the first thin path, then slide across the second and follow the path from there. Use Change Bat to fly over both the puddle and the weight switch (it triggers a flame trap) to grab the Blue Chest for another Circle Key. Now head through the east path and push the crate there into the hole. Remember this place? Fly over the puddle and go through the right door I told you to ignore before. Unlock the door in here. Another dark room. There's a candle right in front of our faces, and we can't light it for lack of Enchant Flame. God this sucks. Ah well. Go up the stairs, cross two thin paths, and up another flight of stairs. There are Ghosts in this room. Be careful of them, energy is hard enough to come by right now as it is (if, like me, you lack the patience to replenish it with Sleeping) Happily enough, they leave behind Solar Bugs when you kill them though. Finish them off and use Change Bat to fly through the hole in the wall. For a change of pace, this tunnel has multiple exits. The one on the far left going east, and the one that's on its own branch that goes north, lead to the same group of rooms. Go through the former. You'll reach a room full of Ghasts, which contains a Blue Chest with another Circle Key, as well as an invisible chest with some tomato juice. The other rooms connected to this one have nothing of interest other than enemies for you to kill. Do that if you wanna. Return to the tunnel and go through the other exit (the one off to the left that goes west) to another room with ghosts. Go down the stairs from here, then out the door to yet another balcony with a crate on it. I shouldn't have to tell you what to do with this by now. Once its dropped safely to the hole in the floor below, go back inside and use the elevator to return to the ground floor. Go out the door and east to where the crate fell, and cross it. Use Change Bat to avoid the weight switch, as it triggers another flame trap. The alley off to the right has an invisible chest with some sunblock, but that's it. Fly over the puddle and unlock the door. There's a Warp here, which, as we learned in the Remains, usually means 'last chance to go back to San Miguel!'. Go do any last-minute Solarforging or shopping you need to do. When you're ready to proceed, up the elevator with you. --MINI-BOSS!!-- Cheyenne, the Wind Warrior You know, I believe this is the first boss that is neither a TRAP!! nor an Immortal. Well, he's not the boss of the dungeon, and in the arena he shows up with all the TRAP!! minibosses, so that's what we'll call him. His attacks aren't terribly complicated, but he can be annoying, especially if you're underlevelled or using underpowered weapons. He'll throw his tomahawks at you, after which he'll have to pause to pull out new ones, run around, take swings at you, and do a spinning slash that leaves him stunned afterwards.. the most annoying thing is that as long as he has tomahawks in his hands, he has a tendency to block attacks from the front. Also, occasionally he'll reach into his pockets to pull out an item. Smack him and he'll drop it for you to pick up, but most of them are just Solar Fruits that are useless to you right now. His weakness is Earth, which we don't have at the moment, so Dark will have to do. Using a spear keeps you out of reach of most of his attacks. For the record, items I've seen him try to use include Speed Nuts (increases his running speed), Tasty Meats (recovers his life), and Blueshrooms (very dangerous.. makes him invisible. You can still see his shadow, but you'll lose any ability to read his moves). --MINI-BOSS!!-- After that little misunderstanding is cleared up, Cheyenne will give you a Circle Key, and go back to town to open a weapon shop. Go back down the elevator. Feel free to use the Warp again.. Cheyenne's weapon shop makes getting Solarforging parts SO much easier. His stock SUCKS right now though.. nothing higher than level 9. You could forge them together to get better ones, but that gets expensive, so if you're not having huge amounts of trouble with the weapons you have you might wanna wait. When you're ready to continue unlock the door. Go up the stairs and grab the chest for Map B. Fight your way through the Ghasts and Ghosts to get up the next set of stairs. The chest on the left here is a mimic, so be careful. Go out the east door once you've dealt with that. Up the stairs in the next room. Looks like a dead end here.. but it's not. Despite the absence of the telltale red arrow, you can use Change Bat to fly through the window here. Then use Change Mouse to crawl through the mousehole ahead, and end up on a roof. Staying in mouse form, climb up the roof and through another hole at the top. On this roof, crawl across the tiny plank connecting to another roof, and go through the open window. Now we have both a window to go through with Change Bat, and another mousehole. The mousehole is a dead end though, so switch to Change Bat and go through the window. We'll end up.. on the other end of the hole where we started this. Push the crate into the hole so we never have to run through that little maze again. Then go through the door. Down the stairs here after dealing with the enemies. Go through the east door here after being thoroughly annoyed by more stupid Ghasts. There's a giant crystal bamboo and a Solar Station here, which means the Immortal is probably ahead, so refill your HP and ENE. (If you have the patience and a good coffin, Sleeping is probably a better alternative than draining your storage) then go down the elevator. Sure enough, there's that telltale giant red sign reading 'Immortal' Since Otenko isn't around to interrupt our forward momentum by pointing out the obvious right now, approaching the door triggers a different cutscene. Anyway, eventually we'll move on to.. --IMMORTAL!-- Red Durathror, the Earth Ruling Immortal This little girl can be quite annoying. Curiously, her element is Sol, rather than Earth like you'd expect, so Enchant Dark works quite well. She'll begin her attack by popping up in a bulb along with several Roots of Darkness. The bulb will toss out thorns constantly. They're hard to avoid, but don't do much damage, so just take a few swings with whatever weapon you prefer using Enchant Dark. It won't take long at all for her to give up that tactic and start exposing several bulbs at once, which will simultaneously open and release some weird pink fog that damages you. Before they open, use Change Bat, and you should see her silhouette in one of the bulbs. Change back, re-equip and activate Enchant Dark, and attack that bulb with the weapon of your choice a few times to make it open prematurely, then beat the crap out of her. Once you do enough damage, her bulb will be destroyed. She'll start burrowing into the ground, then emerging, jumping around, and summoning either spiked vines from below to stab you or spiked balls from above to flatten you. It's pretty much a cakewalk from here, just avoid her attacks and counter and she'll be sealed in no time. --IMMORTAL!-- Well, that wasn't so bad. Before we bring Durathror back, slash the vines to the north to reveal a room with a Green Chest containing a Chariot card. After getting that, start dragging your coffin south. The room is totaled, so we'll have to take a different route out. Go south again. Here, leave the coffin on the weight switch so the moving platform stays put where you need it. Use it to circle around the stone block and push it north out of your way. The next room is basically the same concept. Leave the coffin on the weight switch so the moving platforms form a bridge, then go push the stone block into the gap, and drag the coffin across that. Next up, let go of the coffin so you can slide across the thin path and push the stone block east into the gap. Drag the coffin over to the weight switch and leave it there. Cross the moving platform bridge and push the nearer wooden block west into the hole. Then circle around, push the crate south, circle around AGAIN, push it west 2 to make a bridge to the stairs. Grab your coffin and head up the stairs. From here, out the south door. The first door you see here leads to a property block puzzle, but until we get the rest of our Luna magic back we can't possibly solve it. Drag the coffin through the next door. There's a Solar Barrier in this room that you can leave the coffin on so it doesn't try to get away. If you have Elefan this is pointless, since it crawls TOWARDS the exit when left alone. Otherwise, you can take advantage of this to scout ahead a bit, or take a break from the game without the coffin getting away from you. It's not really needed though. What you DO want to do however, is use Change Bat to reveal a Green Chest, containing the Blood-Soaked Cape Protector! Go south from here. One more room south is a chest you couldn't reach before, with a jerky. Get it if you want, then back up and go downstairs. Two entire rooms full of zombies and metal gratings are ahead. How annoying. Go upstairs. Here, put the coffin on the moving platform and sit on it yourself before hitting the rusted switch with your hammer. After an annoyingly long delay the platform will carry you across. Go out the east door. Back outside! And right by the exit to boot. Drag the coffin straight south, and you should be able to get out pretty easily from here. Off to the Piledriver we go! Zazie will meet us there. And accuse us of being just as insane as Sabata. She's probably right. In case you can't figure it out, Enchant Dark activates the Solar Generators just as well as Enchant Sol. Again I have no idea why. Don't bother using sunblock before you start, by the way.. it won't change the effect.. Long story short, after some kickass dialogue, a counter will start ticking down. If you played the first Boktai, you can probably figure out what to do here. Solar Charge! This scene sounded so much cooler in Japanese. ;_; Bokura no.. TAIYOOOOOOOH! Erm. Anyway. Long story short, we change back to Red Django and learn the Transform and Rising Sun spells! --BATTLE DRIVE!-- Red Durathror, the Earth Ruling Immortal Alright! Um.. first of all, unequip all that Dark Magic and get out Enchant Sol! Durathror's main attack is that stupid ring of thorns she used in her first phase. Annoying to be sure, but not that damaging. Do the usual thing.. avoid her attacks as best you can, keep her off the generators, and smack her into the coffin for bonus damage. Certainly harder than Duneyrr was, but not by a lot. --BATTLE DRIVE!-- Two Immortals down, and you're back to being a Solar Boy. Bathe in the congratulations of the townspeople. BATHE I SAY! Oh, and you get another Sol Magic, Healing. -------------------------------------------------------------------------------- Chapter 5 - Let's Make Takoyaki [tako] Well, we can now change back and forth between Red Django and Black Django at will. This opens up a whole new realm of possibilities to us. First, let's get a couple things out of the way. Swing by Cheyenne's weapon shop, and he'll give you your last Sol spell, Dash. Now, go to the Warehouse and talk to Sumire/Violet. Kuro will hop down and wander off. Go follow him! He'll eventually lead you to the next Immortal Dungeon, the Aqueduct. Don't worry, we won't go through it yet. When we go in, we'll see a small cutscene, and Ringo will give us our last Enchant spell, Enchant Earth! Yes!! Now leave for now. With the joint powers of both forms, you can now actually get INSIDE the last two Undead dungeons.. the House of Time, and the Treasury. We can also get into that room that was blocked by stone blocks way back in the Ruins, and assorted other locations in the Immortal Dungeons that I'll get to in a bit. The Catacombs have a new enemy layout, and there's two new requests at the library for you to do, too. The Coffin Shop now has the last two coffins, the Vampire Coffin and Iron Maiden, in stock. Once you're ready to move on, we have some errands to do.. - Cathedral Revisited. We'll need 2 bars of sun here. Head north two rooms to the front of the Cathedral, and check out the western side. Notice the lilly pad floating there? Use Healing on it and it'll grow to a size you can walk on. Cross it and you'll reach an entirely new room. Healing a couple more lilly pads in here and you'll be able to reach a green chest containing The Magician. While we're at it, backtrack to the front of the Cathedral and go east. The northernmost part of this room has three lilly pads leading to another Green Chest. This one contains the Fairy Robe Protector. - Remains Revisited You'll need at least 3 bars of sun. From the entrance, head west, then up the stairs. Work your way through what used to be a TRAP! and go through the north door. Make sure you cover the sensor as you go through this windy room, and exit north. Here, go through the west door. Use Enchant Cloud to break the stone block in the way. Now, in this room, tap on the east wall until you hear a hollow noise and the little ring signifying the noise turns red. Plant a Dynamite spell next to the wall and ruuuuun! It'll blow a hole in the wall. Go through for your reward.. the Ninja Gi Protector! Now go through the west (formerly locked) door, and downstairs from here. Head north two rooms to a room with several zombies and sunlight coming through the windows. Tap on the west wall, find the hollow spot, lay Dynamite. Careful! The brown chest on the right here is a mimic. Change to Black Django and use Enchant Dark to get past the Root of Darkness. Up the stairs is a Green Chest with the Hierophant card, one of the three we need to get into the Aqueduct. You can leave now. -Dark City Revisited Remember that room with the Property Cubes that we couldn't do anything with? You need to backtrack there. If you can't remember the way.. well, look at the previous chapter and pretend you're dragging the coffin backwards. OK, let's deal with this puzzle nice and quick. Some of us are fresh back from the Treasury and have no patience for more of this crap thankyew. >.> Push the Steel Block North 1. Hit the frozen Property Cube next to it with Enchant Earth to get rid of it. Push the Steel Block East 1 into the gap. Now hit the other frozen Property Cube with Flame so it un-freezes and we can move it. Equip Cloud. Smack the upper Property Cube east. Now smack the lower one west, then north 2 spaces (use a spear for ENE efficiency!). Smack it West 3 more spaces. Now smack the other Property Cube East 1, North 1, and West 2. Finally, use your spear to smack both Cubes North over the gap, switch to Enchant Frost, and freeze both Cubes to press down the weight switches. Whew. Cross over the steel block and go up the stairs. Dark room. Candle nearby. We actually HAVE Enchant Flame back now, so feel free to light it. Go out the south door. You can see the Green Chest from here, but you can't reach it. Go out through the south and you'll end up on a balcony. Follow the path.. watch out for the hive of Poison Bees, and the thin path shortly afterwards. Go inside. Another dark room, another candle, and the only exit is a mousehole, so switch to Black Django and use Change Mouse to get through. There's that chest! Grab it! It's the last Tarot Card, the Hermit. There'll be a cutscene that introduces the librarian, Lady, who oddly recognizes you even if you're Black Django at the moment. *shrug* Ah well. Push the crate into the gap to make a shortcut back and we'll make our return trip. With all three tarot cards in our hands, we can now enter the Aqueduct.. here goes nothing. - Aqueduct This is probably the shortest Immortal dungeon in the game. Go check the door for a nice cutscene. Once you have control go inside and meet an immediate.. ---TRAP!!--- Defeat the Purple Slimes! Ooh. Purple Slimes. I'm scared. For maximum easiness, use Black Django and a spear. ---TRAP!!--- Go through the next door, then upstairs, and grab the Green Chest for Map A. Then enter the door and walk right into another.. ---TRAP!!--- Defeat the Octopuses! Is this actually multiple octopi? I mean, generally, an octopus has more than one tentacle, doesn't it? Well, whatever. Dodge the rocks that are thrown out of the water at you. When the tentacles show themselves, hack off as many as you can with a flame-enchanted spear. This isn't very hard either. ---TRAP!!--- Next room, watch short cutscene, go upstairs, enter door, OH LOOK! ---TRAP!!--- Defeat the Fencers! Sensing a pattern yet? Well, Skeleton Fencers are more of a challenge than Octopi or Purple Slimes, by quite a bit really. Use the Enchantment of your choice and sneak up on them where possible, but that's not easy with all the metal floors around, and even if you manage it, they're null property with beefy HP and defense, so you won't be able to kill them before they turn around unless you're very high level. ---TRAP!!--- Next room. Immortal ahoy! Yes, already! Get ready for it and go inside, for more cutsceny goodness. After its over.. ---IMMORTAL!--- Blue Dvallin, the Sea-ruling Immortal She's.. not.. hard. Especially if you use Red Django with Enchant Flame. She'll expose two tentacles at a time and try to smack you with them. Hit 'em with the weapon of your choice. Her head will pop up in preparation to smash your entire platform. You can avoid this attack with Black Django's Change Bat, or you can stop it entirely with Red Django and a flame-enchanted spear right in her ugly face. Her only really annoying attack is to surface a fair distance from the platform (out of spear reach) and spit ink globs at you. Those globs stick to the ground for a fair bit of time, and your room to maneuver is limited enough as it is. Keep up the jabs to the face and tentacles and she'll be sealed nice and fast. ---IMMORTAL!--- Well. That was fast. Start dragging that coffin over the stone bridge out of nowhere. On the way out, grab the Green Chest for Map B. Go out the west door, and pull it up the hill. This room has a centipede, possibly one of the most annoying monsters there is, in it. Enchant Cloud will help you kill it a LOT LOT LOOOOOT faster. Through the west door, and up another hill with you. Argh. Skeleton Archers. Beat them. Up another hill. We're now back where Dvallin ambushed us. Go through the north door and grab both Green Chests for a Strength card and a Star Piece. Unless you're playing the import. Then no Star Piece for you. You have to get it from a Konami rep at gaming shows. In Japan. The price we pay to not have to hear the dubbed voices ;_; Erm, anyway. You can take that thing back to Smith and have him forge it into ONE Astro Weapon, either Sword, Hammer, or Spear, whichever you like best. But first things first, we have a coffin to drag. And.. well, from here on, it's all territory you've been through. So I'll see you at the Piledriver. Here already? OK, get some sun, and let's kill us some Immortal! ---BATTLE DRIVE!--- Blue Dvallin, the Sea-ruling Immortal Same as every other Piledriver battle. She'll try to stop you by spraying bubbles from the coffin which.. I never saw her do during the previous battle. But she probably does, and just never got a chance cause she died too fast. Ah well. Anyway they're a pain in my ass to avoid, but still don't hurt much, so don't worry about them overmuch. She can also shut down Solar Generators FAST, so be alert and ready to smack her away whenever possible. As always, aim to get her back in the coffin for maximum damage. ---BATTLE DRIVE!--- -------------------------------------------------------------------------------- Chapter 6 - Light and Darkness [tower] Sounds like bad stuff is going down at Spiral Tower. Of course, we know what to do about that.. PROCRASTINATE! :D While we don't have the wealth of options we've had in the previous chapters, there are a few. The Catacombs have a new enemy layout, and there's two more requests at the Library. Cheyenne's weapon shop has a lot better stock now, too. Once you're ready to go, head straight north from the Piledriver. - Spiral Tower Huzzah! THIS is my favorite dungeon in the game. Grab your hat, because we need to go out under the scary scary sun yet again. After the dialogue is over, talk to Sabata and tell him you're ready. You'll briefly take control of Sabata. Cover the sensor and do a Dark Charge to open his door, and you'll switch back to Django. Uncover the sensor and Solar Charge to open his door. Head inside! As Sabata explained, it's impossible to clear this area without conquering both towers at the same time. There are 'change magic squares' placed all around the tower, and by standing on one and pressing A, you'll switch to Sabata in the Dark Tower! (and vice versa, of course) Don't do this just yet though. Also, take note, the enemies in here are TOUGH compared to what you're used to, and there are quite a few new ones. The Black Slimes are particularly deadly, as the bits of themselves they splatter all over when you hit them still hurt. Try Black Django and a spear. OK! First things first, go forward and head up the stairs. Go out to the east (watch out for trap doors! If you fall down one, go back upstairs) and you'll end up outside. Slide across the thin pathway and you'll eventually reach a high platform in the Dark Tower with a stone block. Push it down, then backtrack to the Solar Tower. Go as far west as you can and find a trapdoor to drop down. You should land near a switch you couldn't reach before. Press it to open a door in the Dark Tower. Now push the nearby stone block into the gap and switch to Sabata. Head through the gate Django just opened and up the stairs. Cross the stone block Django pushed down and step on the weight switch to open a door in the Solar Tower. Go up another flight of stairs. If you need it, there's a giant Crystal Bamboo out the west door (cover the sensor or use Black Sun! It's outdoors!) but it's set up so that only Django OR Sabata can get to it.. you have to push a steel block that'll deny the other brother access. Django'll probably need it more. ^^; Head up another flight of stairs. There are three Ghouls blocking the hall here, but you can off them easily by shooting them from a distance and watching them walk forward and fall down a trapdoor. Insert evil laughter here. Use Zero Shift to cross the trapdoor yourself and go upstairs. Nothing of note on the next floor except some crows. Go out the west door (cover the sensor!) and step on the weight switch to bring an elevator down on the Solar Tower side. Switch to Django now. Head back upstairs and through the door Sabata opened. Grab the chest for Map A, then go up another flight of stairs. Careful of the Stone Golems in here, unlike their Clay cousins, they're null property. Wall tapping to trick them into colliding still works wonderfully though. That gigantic crystal bamboo is available east from here if you didn't push the block with Sabata, as is a Solar Station. Go upstairs. AH! COCKATRICES! If you've played the first Boktai, you remember how annoying these are. Actually, they're not that bad now. Heads up, their weakness is EARTH now though! Go up to the next floor after dealing with them. There's a frigging gauntlet of Cockatrices on this floor, but if you're getting sun still, you can use a Solar Bridge to bypass most of them. Go out the east door and step on the weight switch to bring an elevator down on the Dark Tower side. Sabata can proceed now, but he won't get very far yet, so let's keep using Django for awhile. Go up the elevator to a.. ---TRAP!!--- Defeat the Sword +! It's.. the previous sword boss, only with higher stats. A lot higher. It's a lot more challenging, really, but its pattern hasn't changed any that I noticed. Enchant Sol/Dark helps a bit. Beating it yields a Warp and a Devil card that might actually come in handy.. for Sabata. ---TRAP!!--- Well that was.. fun. Go west to the next room. Ooh, look at all that treasure! The first can be bagged with Change Bat. It's a Sunny Clog. The second and third can be reached using Dynamite. They yield a Fool card and a Blueshroom. The last can be reached with Change Mouse. That one is a Bearnut. But wait! We're not done yet! In the alcove where the Fool card was, there's another thin wall we can blow up with Dynamite, and behind it is the Skull Suit protector! Score! Head outside. Grab the Green Chest for Map B. Head up the stairs into a room with more Stone Golems and a pair of Leys.. those are nasty if they hit you, so swat them away with a Sol-charged sword. Go out the east door. See that lever across from us? Poke it with a spear to open a door on the Dark Tower side. Switch to Sabata now (remember to cover the sensor! We left him outside!) Go up the elevator, and head east back into the tower. Some enemies here, and a gate we can't get through. Go up another flight of stairs. More enemies. Go out the west door. Thanks to the door Django opened, we can shoot the Clay Golem weighing down the weight switch across the way. This'll bring down an elevator on the Solar Tower side, and open the gate below on the Dark Tower side. We'll keep using Sabata for now. Go back inside and backtrack down a floor. Go through the gate and up two flights of stairs. There's a Ghoul on this floor. It has an item ON ITS HEAD. Kill it dead and grab the item.. it's a Triangle Key. Use it on the nearby door. Cover the sensor and go outside. Shoot the nearby switch to change the layout of the area.. and that's all we can do until Django gets here. Switch. Go back a room and use the elevator. Head out the door and.. well whaddya know, there's Sabata. Say hi! :D For the sake of not driving yourself crazy covering and uncovering the sensor you may want to go inside for this part. Whack the nearby switch. Cross over the red portions that are now raised to another Change Magic Square and switch. Shoot the nearby switch again, cross over the now lowered red parts to a different Change Magic Square and switch back to Django. Cross the raised blue part and whack another switch, then cross the raised red part to another CMS and switch. Cross the lowered blue parts to a switch and shoot it, cross over the lowered red part and switch. Whack the rusted switch to lower platforms in both towers, then push the nearby steel block south into the gap to give yourself an easy path back. Backtrack to the previous room, cross the newly lowered platform, and whack the switch to lower all the red/blue walls in the maze area so Sabata can get out. Now go west into another room. There are three switches in this room, each of which drops a bomb parallel to it on the other side of the wall. There's also a Mummy on that side of the wall. Use the switches to drop bombs and blow up the mummy. Don't use a sword to do this or you'll hit more switches than you meant to. ^^; Each switch can only be pressed once, and it'll take all three bombs to kill it. (leave and come back to reset the room if you mess up) Succeed and a chest will appear with a Triangle Key! Open the door, go through, and up the stairs. Here, go through the east door. This part is kinda tricky. You have to cross on a moving platform, but the catch is there are long-firing flame traps in the way. Use your spear to jab switches along the way to make the platform stop and start. Stop each switch you reach, then start again the moment the trap ahead stops. At the end is a weight switch that lowers an elevator on the Dark Tower side. Cross back over the same way, and go up the stairs. There's a Hint Panel here, but the sentence seems incomplete.. because the other half is on the other side. That's as far as Django can go. Switch! Head back inside. That Ghoul somehow got replaced by a Cockatrice. Oi. Kill it and get on the elevator. Now we have an interesting challenge.. a hole full of floors, and only a few stone blocks to fill them with. Push the first one you can reach east. Push the next one north. Then push the next one west. Of the two you can reach now, push the one on the right east. Push the one that gives you access to west. Finally, push the last one South 3 and West 2. Go outside, and step on the elevator Django lowered earlier. Go inside. Shoot the switch here to open the gate on the Solar Tower side. The other half of that fragmented hint panel is here. I'll save you some pain and put them together for you. Place the block X square(s) to the <direction>, X square(s) to the <direction> of the statue The numbers and directions vary depending on playthrough, so take note of what your hint panels say. Wanna know what the crap it's talking about? Switch to Django and go through the gate Sabata just opened. There's a steel block. And a statue. Position it as instructed to open a gate on the Dark Tower side and trigger a.. ---TRAP!!--- Defeat the Axe +! This guy hasn't changed much since the Remains either, except in stats. I found him easier than the Sword +. Use Enchant Sol or Dark as you like and beat him the same way you did before. He's worth a Death card, and opens a door on the Solar Tower side. ---TRAP!!--- Go back inside, and up the stairs. Oh look. More block puzzles. OK, the southern stone block is A, the northern one is B. Push A East 2. Then push B South 2 and East 1. Use a Cloud-enchanted spear to hit the Property Block North. Now break B, and push A East 2, North 2, and West 2. Cross the block and hit the Property Cube West with your Cloud spear. Now poke it with Frost so it weighs down the switch. This'll open the door outside, but there's another gate we have to open first. Go upstairs. Here, take the elevator up. There's Solar Wind blowing here. The fast, but dangerous way, is to cross the solar bridge going north. This'll take you straight to the other elevator, but you have to keep the sensor uncovered so if you're getting lots of sun, the wind could easily blow you off. The safer way is to cover the sensor and take the long way around.. there are some chests you can grab on the way too. Take the elevator down and you can now reach a switch that opens the second gate. Push the stone block into the gap to create a shortcut and backtrack down a floor. Go outside through the east. Django's at the top! You'll automatically switch to Sabata. Go through the gate Django opened. Ignore the chests nearby.. they're behind a Property Cube, so only Django can get them. Go up the stairs instead. Drop down. Ignore the weight switch for now. Fight your way to the next flight of stairs. Cover the sensor before crossing this room, since there's sunlight coming through the windows. Shoot the switch to open the door a floor below. Backtrack down there and go out the west. With both brothers at the top, they'll use the weight switches to make the bridge appear. You'll switch back to Django automatically. ;_; There's an Immortal ahead, so refill your health from the nearby Crystal Bamboo and recharge with sunlight. Go cross the bridge with Sabata when you're ready to settle the score with Dainn once and for all! Oh, and when Dainn asks you a question, REFUSE!! ---IMMORTAL!--- Black Dainn, the Dark Child The first part of this battle is just like the earlier fight against the Vampire, except instead of Gun Del Sol, he has a couple different attacks. When he summons spheres of Dark Matter, smack them with a Sol weapon so they can't hit Sabata. Oh, he does craploads more damage, too. Knock off half his health and he'll knock Sabata out and seperate from the Vampires body. You can damage him directly without the need for the Black Hole now, but the tradeoff is he gets new attacks. He'll spray lots of tiny balls of Dark Matter at you, and occasionally he'll sink into the ground. When he does this, keep moving, or you'll get caught in a globe of darkness that bursts out from below you and take a lot of damage. The good news is he'll stop summoning those damn needle things. Remember his weakness is still Sol. Black Django probably isn't a good idea. :P ---IMMORTAL!--- Dainn will leave behind a Wheel of Fortune card. Start dragging that coffin south. We want to go down the DARK Tower, so take it east from the peak. Leave the coffin on the weight switch to bring a candle down within reach, and light it with a Flame spear to open the gate east. Before we go further, a quick side trip. Slide across the thin path and go downstairs. Use Enchant Earth to remove the property cube and we can reach three more Green Chests. The middle one is a mimic, but the one on the right contains a Scale Mail Protector, and the one on the left contains a Magic Sword. Not bad. Go back upstairs, and drag the coffin through the east door. This is essentially a giant elevator. Smack the switch to be carried down to 4F. Bring the coffin inside. Feel free to backstab the Ghouls. There's no way to get the coffin over the trapdoors, except MAYBE a Power Nut, but that's OK, as long as you're holding onto it it'll fall with you. You know the way from here. See you at the Piledriver! ---BATTLE DRIVE!--- Black Dainn, the Dark Child Surprisingly easy, compared to Dvallin. He takes a LONG time to die, even with lots of sunlight, and he can shut down generators fast. But his attack is just pathetic. It's the three homing spheres of dark matter. Although they home in, you can bat them away with any Sol-powered weapon easily, and it just doesn't compare to the spammy annoyingness of Durathror and Dvallin's attacks. This is the last Piledriver fight of the main game! ---BATTLE DRIVE!--- -------------------------------------------------------------------------------- Chapter 7 - Energy Crisis [jormy] This is it.. the home stretch of the game. Before heading to the last Dungeon, the Undead Zone, we have some procrastinating to do. First and foremost, grab the chest Dainn left behind in the middle of the Piledriver for the Broken Gun Del Sol. Take it back to Smith and he'll happily fix it for you. Except he utterly breaks the energy efficiency. But he tries to make up for it by installing a charge shot, so its OK I guess. Cheyenne's stock has gotten MUCH better, we have two more requests to do, and the very last enemy layout in the Catacombs is open. We can also get to Dream Avenue now, but that's one thing I heartily recommend leaving until AFTER the game. The title of this chapter comes from the fact that there isn't a bit of sunlight in the Undead Zone, so make sure you've got some Solar Nuts. We don't have to Purify anything until the Shademan sidequest after the game is over, so consider investing in the Vampire Coffin too. Once you're all set, return to Spiral Tower. - Undead Zone This is it! Time to finish this! I actually recommend playing this dungeon OUT of the sun.. there aren't any skylights anyway, and it'll keep your precious items from spoiling. Do play during the day though, as you'll need sunlight on occasion for solar bridges and Healing and Dynamite magic. Grab the Green Chest for the map, and get on the elevator. There's a Solar Station here if you need it later. Head west for now. There are two Skeleton Fencers in this room, and if either of them spots you, the door will lock until all enemies are dead, or you avoid being seen for 10 full seconds. The same can be said for nearly every room with intelligent enemies ahead. Think of it as a MGS-like twist on this floor. It's up to you whether to fight them, or use a wall tap to avoid them. Head through the next room and to the east. Hack your way through the cacti (and storm crows) in this room and continue east. More Skeleton Fencers and Archers here. In the next room, there's a candle and a Ghast you can't reach, as well as a suspicious looking weight switch. Wait quietly next to the switch until the Ghast is lined up in front of the slit in the wall, then step on it to activate a flamethrower trap. The flaming Ghast will light the candle and the door will open. More Skeleton Archers and Fencers in this room. Sneak past or fight. Next up is a mild block puzzle. Push the rightmost stone block off the edge, then push the other over it and into the gap. Jab the Property Block with a Cloud Spear, then go down, stand on the block you pushed into the gap, and Cloud-smack it onto the switch. Finish by freezing it so it presses the switch down and the door opens. The next room has more Skeleton Archers, as well as a sizeable pit that both they and you can fall down. They're klutzes, so they probably WILL fall into it. Make sure not to follow them. Next room, another Fencer and Archer. Nothing we haven't seen before, and nothing special other than that the Fencer is guarding the hall. Oh, and this was where I ran out of energy for the first time. Literally on the hit I killed the last skeleton with. *laugh* Next room has an item ringed by weight switches. As you might guess, they're booby trapped. Use Change Bat to fly over them and get it.. it's a Triangle Key. Nothing unusual in the next couple of rooms, just more skellies. You'll eventually reach a stone block in one of the previous rooms. Push it down, and you'll see a Blue Chest that was hidden behind it. Grab it. Triangle Key GET! Before we leave, if the sun is shining outside, you might want to head out so you can plant some dynamite against the west wall. It contains a 'The Star' card. Backtrack to the room where you took the elevator down and unlock the North door. It leads to another elevator. Replenish your energy with the Solar Station or Sleeping, before you take it down to a.. ---TRAP!!--- Defeat the Sand Worm! This guy is Earth property, so use Red Django with Enchant Cloud. Only his head is vulnerable, all other parts take a veeery tiny bit of damage. He'll burrow underground and toss rocks up at you, then he'll stick his head out and try to spear you with his tail. Wait for him to try and burrow again, then SMACK him! He'll be knocked goofy and you can take several more swings at his head for big damage. When he's at low health, he'll start swinging his tail, which makes it a lot harder to avoid. Every once in awhile he'll try to crush you with his upper body, which.. just gives you a bigger window to hit his head, really. Your reward for beating him is a Lovers card (nice!) and a Circle Key. ---TRAP!!--- OK, that was.. fun. Go back to the elevator room and open the south door. Take the elevator down to the next floor. There's another Solar Station here. Every direction but east is a dead end, so ignore them for now. Go east. Dark room. First things first, kill the two Skeleton Fencers in here so you won't be interrupted. You might consider checking out the window to the north, too. Use Change Bat to fly through it. It leads to a small hallway with three invisible chests containing a Warp Leaf, a Tasty Meat, and a Solar Nut. Once the fencers are dealt with and the chests are collected, equip Enchant Flame and quickly light all four candle stands in the room. They go out quickly, and you have to light ALL of them to open the door, so move fast. Next room, there's a mousehole you can slip through. On the other side is a Hellhound, or as the Japanese version calls it (no, I'm not making this up) a Hot Dog. *cough* Beating it yields.. nothing, but at least it adds it to the monster list. Go back and head south after that. Oy. Cockatrices. Remember, Earth kills them nice and fast. The next two rooms are loaded with them too. You'll eventually reach a locked door. To open it, use a flame-powered spear to light the two candles off to the north. Trick is they're on moving platforms, so it takes good timing. In the next room, if you get some sun, you can use some solar bridges as shortcuts, but you'll end up stepping on an alarm panel, so you'll probably end up fighting cockatrices either way. :/ In the next room.. WHOA that's a lot of crates. Before we start smashing, get some sun and plant some dynamite against the west wall to open a hole. It's the Garb of Darkness Protector! Now then, if we number the crates like so.. 1 2 3 4 5 6 7 8 9 Break 8, push 9 to the east so you can get at the chest (it's just Tomato Juice) break 5, 2, and 3 (watch out for the Ley that comes out!) and push 6 into the other gap, allowing you to get back to the elevator room if you want. Finally, break 1 and move on. Next room, there's a chest you can only reach with some sun. But it's only a Jerky, so don't bother if you're not outside already. The next room is just an Archer and Fencer that are a little tricky to sneak past, but I've been killing everything in my path anyway *laugh*. Next room has a Solar Station and an elevator-type platform, which means we're probably due for another boss. Refill your energy with Sleeping (or the Station if you're impatient and can spare it) and go down. Or across. Or whichever way the silly thing goes. ---TRAP!!--- Defeat the Lich! Oh great. Miniboss fight in the dark. Fortunately, even though this guy looks like a skeleton, he's not null property. Actually, he's Cloud. So use Enchant Earth. He'll attack by firing purple balls of lightning from his staff that home in on you, and periodically throwing skulls that grow into Skeleton Archers or Fencers. When his HP drop by half or so, he'll summon a bunch of lightning clouds that follow you around trying to fry you from above. One nice side effect is that the lightning lights up the room though. Keep trying to hit him in the back whenever possible. It's probably best to ignore his minions as best you can unless they happen to wander into your sword swing while you're hitting him. They die when he does anyway. Your reward for beating him is a Justice card and a Circle Key. ---TRAP!!--- Phew. That's another miniboss down. Unlock the south door. Push the crate into the gap to form another shortcut to the other elevator room, and get on the elevator here to go down another floor. Oh goody. Ice level. Head West first to a large central room, and flip the switch in this room to open a gate elsewhere. Then back up and go south. There's a centipede in this room, as well as an annoying icy floor that you can't stop on rar. Work your way up the the door going west. You'll reach another part of the central room. Work your way across (watch out for the Leys.) and go through the west door. Flip the switch in here to open another gate and create an ice block elsewhere. Go north if you want to grab a Healer potion, but don't drop down, it's a waste of time as of right now. Backtrack to the room with the centipede instead. Slide your way across the floor and use the ice block near the south exit to stop yourself so you can go through. Here's the room where we opened that next gate, and that ice block is placed just right for us to use it to get to solid ground. For the love of god, stay off the ice in this room. There's nothing there but some Leys and a Skeleton Fencer, and I'm sure you're as thrilled as me at the concept of fighting them on ice. Go out the west door instead. This room has lots more ice, and a switch with no apparent way of reaching it. The solution is amazingly obvious and yet so many people (myself included, my first time through here) take forever to think of it. The answer is to shoot it with Gun Del Sol as you slide past. The gate going north will open. Go through and flip the switch here to form an ice block in the central room. Go north again. We're back in the room where I told you NOT to drop down before. Now that that ice block is in place, go ahead and drop down, after grabbing the chest (Speed Nut) if you want it. Climb up the ramp and go through the east door. Wanna know a good way to deal with those annoying Stone Golems? If you trick them into going near an Octopus tentacle, the tentacle will grab them and do your dirty work for you. Just don't get grabbed yourself. Go out the south door. Here, go down the stairs and slide into the ice block. Slide east from there and you'll be able to reach another switch. Hit it. It'll open one last gate. Now go back up and out through the east. You're back in the elevator room. Slide across to grab the chest (another Speed Nut) if you want it, then drop off the ledge. Head straight south two rooms and go back through the gate to the central room. The newly opened gate is in the absolute south here. Go down the ramp there. If you can get some sun, you can use Healing to grow out the two plants here and get a pair of Tasty Meats. Either way, climb up the existing plant and go out through the south. There's a Solar Station in here. And another moving platform. Oh god, here we go again. ---TRAP!!--- Defeat the Serpent! My least favorite miniboss in the game. One slip-up in this fight is instant death, because you're on a tiny platform, and unlike the fight against Duneyrr, you can fall off it. In addition, like the Sand Worm, his main body is immune to damage. However, both his head AND tail are vulnerable (the latter a bit moreso) His weakness is, unsurprisingly, Flame. He'll swim around and surface periodically to spit bubbles like Duneyrr did while Purifying her. These are equally annoying, and they have a tendency to come BACK from the opposite direction at the most inconvenient times. When he dives again, you have a split second to hit his head. He'll also jump over the platform repeatedly. If you can catch him on the way down you can nail his tail for big damage. The problem is he just LOVES to use that bubble attack, and you can't hurt his head for that much. The trick to it is, you have to POP the bubbles (I recommend using your sword and turning Enchant Flame off to do this). This will trigger him doing the jumping around attack so you can hit his tail. Beating him yields a Judgement card (Very nice!) and another Circle Key. ---TRAP!!--- After you leave, you'll end up next to an elevator that takes you back to the second room with a Centipede. Slide your way in a generally northern direction to get back to the elevator room, and unlock the southeast door to get to the next elevator. Last floor folks! And it looks like a fire-themed area this time. Go north.. oh look, more Hellhounds. Guess killing that one back on the second floor really was a waste of time. Ah well. Go east from here.. and look, a block puzzle. First, push the stone block down. Then, Cloud Spear the property cube north onto the stone block. Charge it with Enchant Fire, before Cloud-spearing it east so it melts the ice block. Now use Enchant Cloud to break the stone block. Push the steel block east 2, then use Enchant Earth to clear away the Property Cube. Step on the weight switch to open the door in the previous room. Backtrack and go through it. Fight your way through the Stone Golems in the next two rooms. You'll eventually reach a room with a platform moving over lava, and fireballs blocking a switch across from it. Use a Frost-enchanted spear to clear out the fireballs then shoot the switch with Gun Del Sol. Backtrack to the previous room and go through the gate you just opened. This room is FULL of Crystal Bamboo, as well as a Solar Station, so take the opportunity to refill before you move on to the east. If you're getting some sun, you can grow out the plant in this next room to get at chests with a Warp Leaf and Tasty Meat. Next room has diddly over squat, other than another Hellhound.. or does it? Tap on the north wall to find its weak spot, then get some sun and place a Dynamite for the Parade Armor Protector! Now go up the stairs and back out, and from there, go south. A lone Stone Golem will greet you. Keep moving. We're in the home stretch now. Go down the stairs here, and wait for a moving platform to come. Ride it across the lava. You'll have to transfer in the middle. The chests on either side contain a Solar Nut and a Tasty Meat, if you need them. Finally, we reach a Solar Station and another elevator platform. We know what that means.. ---TRAP!!--- Defeat the Lich+! Don't worry, this guy isn't that much harder than the Lich. Just different. His weakness is Frost, and he can't multitask quite as heavily as the original Lich, so he's not too bad really. He can do a bit more damage though. He'll summon fireballs from his staff that explode on impact with the ground, but they don't home as well as the Lich's ball lightning. He'll summon geysers of flame from the ground, which can catch you off guard if you're not careful. And he'll summon two lines of fireballs to spin around him. The last is by far one of the most pathetic 'attacks' in the game, as you can just dance around him in a circle smacking him repeatedly with your Frost-enchant sword while staying ahead of the fireballs. When his HP get low, his repertoire gets a bit more advanced. He'll summon a flaming dragon that dives in and out of the ground, leaving flaming geysers in its wake, and his lines of fireballs will become far more unpredictable pseudo-rings. By this point he's almost dead anyway though, so it won't take long to finish him off. Your reward for beating him is a Justice card. ---TRAP!!--- Phew. Cross the moving platform on this guys other side. Get some sun and use Healing on the nearby plant to create a shortcut back to the other elevator, and take this one down. Save! This is your last chance to do so! And make sure you can get some sun before you proceed, you'll need it! Take a deep breath, and head south. Brief cutscene. Start heading down the stairs. There's one enemy to each platform, and with the exception of a single Stone Golem, none of them are terribly formidable. Move on to the next room and laugh at the cut scene. LAUGH DAMNIT! Other than a single Centipede, nothing obstructs you in this room. Keep going, watch more cutsceny goodness, and so on. The opposition finally gets a little serious with Skeleton Fencers and Archers, Cockatrices, and Hellhounds, but you faced way worse getting down here. Blaze through 'em and you'll reach the final door. Here goes nothing! ---FINAL BOSS!--- Jormungandr, the Ancestor Piece Finally, some SUN! And a good thing too, because Jormungandr has a Dark Barrier. Which means you can't hurt him at all without sunlight. If the sun goes behind a cloud or something in this fight, you're essentially screwed, other than Rising Sun. Jormy has a lot of attacks that he'll gradually add to his repertoire as you damage him. He'll lunge at you to try and bite you. If you're caught by this, wiggle like crazy to get free. He'll pull swords and axes out of nowhere and throw them at you. The swords go straight, the axes curve in midair. Some weird tentacle thingy will emerge from his body and whip across the battlefield.. if you see this coming, back the hell away, as he'll hit you if you're anywhere near his body. He'll slowly blow dark mist across the battlefield. This is more or less unavoidable, but it won't hurt Black Django. That means covering the sensor, using Sunblock, or just taking damage from the sun though. He'll shoot some weird multicolored balls at you that home slightly. Much like the similar projectiles Hel used in the previous game, these will overshoot you if you're close to him. Watch out though, cause he may well combo it with the tentacle attack. One of the last attacks he'll use is a giant hammer that he slams to the ground. Unless you happen to be using Change Bat at the moment, this'll stun you for a good long while After all this, you're probably wondering how to HURT the bastard. Well, technically anywhere on his body is vulnerable, but he has so much life you'll definitely want to go for his weak spot. Hit the eyes on either side of his head whenever you can get to them. They'll eventually close and he'll be stunned. That's your cue to hit the other side. With both sides out of commission, his head will lay down and his tongue will stick out. That's your cue to hit it with everything you've got! I suggest either a Sol-enchanted sword, or charged shots from Gun Del Sol if you've got LOTS of energy to burn. It might take a few healing items (hopefully you came prepared!) but he'll eventually succumb to your onslaught. After the short cutscene, a 10 second timer will appear. Start Solar Charging to deplete Jormy's life again, and you win! ---FINAL BOSS!--- Watch the ending. You've earned it. But we're not done just yet. Load up your save after the game is done. We have one last sidequest to complete. The last Request should be open now too, as is the Battle Arena. I'll see you in Sidequests Part 3! -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Sidequests Part 1 - Undead Dungeons -Ruins [ghoul] The Ruins are available from the very beginning of the game. You can find them in the southwest corner of 6th Avenue (south from the Mall) We've got a Green Chest to pick up in the very first room. Just head south and west around the building and you'll see it.. it contains the map. How 'bout that. Go through the one and only door, into the ruins themselves. Nothing of interest in the first room besides enemies for you to kill. The next one has a weight switch. Don't worry, you don't have to keep this one held down. However, some Klorofolun will pop out to try and chew on your face or whatever it is they do when you step on it to open the door. The next room is, once again, boring. Head outside. There's two doors here, but the further one is a dead end, so head through the closer door, and from here, upstairs, then back outside. Unless you're coming here late in the game, you won't be able to get through the room blocked by stone blocks yet.. you need Enchant Cloud. So drop off the thin passageway instead to reach a lower room. Hmm. Two thin pathways. The hint panel says to go left to proceed and right to go back. So drop off the left pathway. We're now on the other side of that dead end I mentioned earlier. Go out the door and head west. The first door has nothing but a Solar Station, so don't bother unless you need it. As you go upstairs, you'll notice three doors on the northern wall, and one other. The latter contains a closed lattice door and a Hint Panel that says to hit switches 5, 7, and 3 in that order. The former doors all contain bats and switches. The key here is the number of bats. The top room contains 5 bats, so hit that switch first. The bottom room contains 7 bats, so hit that one next. (This room is a great place to train weapon skill, by the way.) The middle, of course, has 3 bats, so hit that one last, and the aforementioned lattice door will open. Go there, pass through it, and down the stairs. Out the door, and down another flight of stairs. This next room is a bit.. odd. There's a trio of Ghouls going around a block in circles. If they see you, or you kill any of them, the doors will all close. But there's a gap in their lineup that allows you to slip through and move around in circles with them so you can get to the three exits to this room. We'll visit them in the order we can get to them. The first one, to the south, just has a couple brown chests. The second, however, leads to a hallway with a couple Ghouls playing guard duty.. followed by a.. ---TRAP!!--- Defeat the Skeletons! Ho-hum. More Skeletons. The good news is, you can kill them permanently now by using Enchant Sol. They're a bit tougher than the ones in the City Gate though. Hit 'em in the back where possible. ---TRAP!!--- With the Skeletons toast, head through the west door for a small dialogue scene. Congratulations, you just saved a fairly useless townsperson. Grab the green chest for the first Warehouse Key, and go through the Warp back to the entrance. Don't worry about the third door the Merry-Go-Round Ghouls are guarding, it's a dead-end unless you're on a specific request sheet mission. When you get back to town, give the Warehouse Key to Sumire/Violet to unlock the Warehouse, allowing you to store your items and gear! -------------------------------------------------------------------------------- -Ruins Revisited [bearnut] Come back to the Ruins after beating Dark City. We can now get into that room blocked by stone blocks by using Enchant Cloud! Behind that door is a weight switch puzzle. We have to press them down so that each column and row meets the ratio of blue to red described by the hint panel on that line. I explained that really badly. Um, anyway. From lower-left to upper-right, X=Blue, O=Red. X O O X X O O O O Once the grid looks like that the door will open. Head downstairs. We've got another, identical puzzle, but this time, one of the hint panels doesn't tell us how much red vs blue we need. The solution is.. X O X O O O X O X Downstairs with you again. Time for puzzle number 3. This time we've got TWO unmarked panels throwing a wrench in the works. The answer is.. X X X X O X O O O Go through the door to reach a brown chest with a BEARNUT! These things are unbuyable, and make Django invincible for 30 seconds. Go store it before it rots and save it for a rainy day. And since its a brown chest, you can come back and do this again for more whenever you want. -------------------------------------------------------------------------------- -Forest [skel] The Forest is available after finishing the Cathedral. In fact, it's right next to the Cathedral! There's a wooden box blocking the pathway. The hammer you picked up in the Cathedral will smash it good. Be forewarned, you WILL need natural sunlight to get through here! Sunny Clogs, and even Rising Sun magic won't cut it! OK, apparently it is possible to get through with Rising Sun, just very very difficult. I still don't recommend it. (credit: beegman) I had a really easy time in this place after beating both the Cathedral and the ruins, but your mileage may vary. It should be noted that even when you're outside here, the large trees provide a lot of shade, so you won't always be in the sun. Keep an eye on Django himself.. he brightens a little if you're out of the shade. Anyway, from the first room, head east first. This room is a dead end, but it contains a green chest with the map in it. Then backtrack to the previous room and head north. Head east through the next room. From here, north is a one way path.. going the other way. So go east instead. Watch out, poison spiders have a tendency to drop out of one of the trees here. Head north. Now, this moving panel moves depending on sunlight. So, if you're playing in real sun like I told you to, cover the sensor so it moves over to you, get on, then uncover the sensor to move across. Ignore the stone block behind a pit for now and head west. We don't have a key to the door here yet, so we'll come back. Don't step on the platform to the south.. that's the one-way path I told you about earlier. Head north instead. From here, in the western part of this room, there's a ramp heading down. Go there. The first room has nothing interesting other than some Ghouls. The next room, however, has a lattice door. To open it you have to kill all three poison spiders. If you have sunlight, a solar bridge will appear allowing you easy access to them. Otherwise, you'll have to kill them with well-timed pokes with a spear. There's 6 Klorofulun in this room. The Hint Panel says 'head 4 in the direction the Klorofolun show' 6 o' clock is south, so head south. 6 Klorofolun again. Head south again. 3 Klorofolun this time, so head east. 3 again, so head east one last time. Jeez that's a lot of Skylights.. and Solar Bridges. This part is ANNOYING. There's a weight switch, and nothing to hold it down except a zombie. You have to cover and uncover the sensor carefully so the Zombie passes safely while luring it onto the weight switch. Knock on the south side of the wall in the middle of the room to get the Zombie's attention. He SHOULD pass safely between the two skylights on the platform he's standing on and across the Solar Bridge. While he's doing that, run to the weight switch and knock on the wall there. Quickly dash across the third Solar Bridge, then wait for the Zombie to cross the second one before covering the Solar Sensor so the brainless thing doesn't walk right into the skylight. Once it steps on the weight switch, head through the door. This room contains a Square Key! Score! Go upstairs, then south. We're now on the other side of that stone block behind a pit we saw earlier. Push the block into the pit to make a shortcut, then head west. Open that locked door we passed earlier. Here, we have to, according to the Hint Panel, 'follow the suns guidance'. There's a trail of skylights leading to one of the doors, so go through that door. I don't normally give much advice for dealing with normal enemies, but the Ghoul and Zombie in this room can be easily dealt with by luring them into the Skylight. Any remaining HP they have after that will be knocked off with a couple Sol-powered slashes from behind easily. In the next room, we have a door that won't open unless we kill the two Boks behind the wall somehow. Knock on the wall to get their attention, then stick a Sol-powered spear through the tiny gap. Next room, three Skeletons will try to ambush you, but you can turn the tables on them by hiding in one of the alcoves off to the side before they pop up. This next room is rather annoying. Of the four Ghouls on the other side of the wall, only one is real. You have to flip the switch behind the real Ghoul. Flipping the wrong switch results in pain.. a lot of it. Holding down two weight switches at once will open a skylight on the other side. This means you have to hide from the Ghoul on your side of the wall until it steps on a switch, then dash over and step on one yourself. The REAL Ghoul will start shaking if a skylight opens adjacent to it, so when you see that, flip the appropriate switch. For me, it was the third from the left, but it might be random. Two Zombies, two Klorofolun, and a Skeleton in this room. You have to kill them all to open the door. Piece of cake. In the next room, a sign tells us to 'initiate at zero light'. This is deceptive. What you have to do is note the pattern of skylights on the floor. Kill spiders until the skylights spell out a large 0, then flip the switch. Lots of Solar Bridges in this room, but not much of interest otherwise. In the next room, we have another moving platform that responds to light. This time though, there are moving touch switches in its path. You'll have to quickly cover and uncover the sensor to get the platform to move back and forth until you hit both switches. There are also some brown chests in it for you if you get off the platform on the two spots in the middle. Your call if it's worth the risk of falling. One last room. Head east, into a.. ---TRAP!!--- Defeat the Clay Golems! If you did this as soon as it was available, this is probably your first encounter with Golems. There's only two of them, but you've got slightly cramped quarters to deal with them in. Their weakness is Cloud, so unless you came here late you'll probably have to settle for a Sol enchantment. For an easy kill, trick them into crashing into each other and beat them up while they're stunned. ---TRAP!!--- Head through the east door to the last room of the dungeon. Congratulations, you've rescued another fairly useless townsperson. More importantly, grab the green chest for another Warehouse Key! Give it to Sumire/Violet for more storage space. Now go ahead and use the Warp to go back. -------------------------------------------------------------------------------- -Catacombs [short] This special Undead dungeon is located right next to the Remains, and is very short and simple, but for maximum rewards, you have to go through it several times. Check the Hint Panel at the beginning, and it'll ask 'who do you want to visit?' At first, the only option will be 'Dead', but as you clear the Catacomb multiple times and progress the plot, more options will become available. The Catacombs themselves are always the same simple layout, with a TRAP!! at the end, but the enemies and the nature of the TRAP!! are different depending on the option you chose to start with. Because the Catacombs are so small, I won't do a room-by-room walkthrough, but I will give you an idea of what to expect with each layout. -Dead Available as soon as you can get to the Catacombs, in other words, after beating the Cathedral. Mostly Ghouls and Zombies, with the occasional Klorofolun here and there. In the late parts, you'll run into some spiders and bats as well, and right before the trap, there are crows. The Trap itself consists of four Zombies. Piece of cake. Your reward is a photo of Otenko-sama! -Clay Available after beating the Remains. Mostly Clay Golems and Mummies, with a few yellow slimes showing up near the end. The Trap consists of four Clay Golems, but the catch is, you can't take any damage, or a trap will kill you instantly! Needless to say, the best way to do this is to be cautious. Sneak around, avoiding being seen wherever possible, and jab 'em in the back with your spear. Enchant Cloud makes this easy, but if you didn't wait for Transform to be available (like me), Enchant Dark works just as well, especially with the knockback effect. Just make sure to refill on ENE before coming in. Your reward is a photo of Sabata. -Dog Available after beating Dark City. This one is great for driving yourself nuts.. its mostly Bandits and Ghasts. Near the end, Green Slimes and Poison Bees enter the mix. The trap consists of four Bandits, with a time limit of 30 seconds! Black Django with a Dark-enchanted Spear worked well for me. Your reward is a photo of Black Django. -Bone Available after beating the Aqueduct. Lots of Skeleton Archers and Skeleton Fencers. High level weapons are recommended, with a dose of Enchant Sol or Dark, depending on your preference. Near the end, you'll run into some Purple Slimes and.. weird purple bees that I'll fill in the name of later if I remember. The trap is nasty, though. Three Skeleton Fencers and a Skeleton Archer, and you have to kill them all WITHOUT BEING SEEN. My recommendation is to use Black Django, Enchant Dark, and poke them with a spear from around corners. It's pretty much either that, or bring some Blueshrooms. Your reward is a photo of Ringo. -Bird Available after beating Spiral Tower. Yuck. Stone Golems and Cockatrices, with some Black Slimes and Storm Crows near the end. The final Trap! pits you against four Cockatrices with 10 times normal life. Enchant Earth is a VERY good idea. If you run out of ENE (I did) you might consider using your Astro weapon. Your reward is Photo A of Dainn. -------------------------------------------------------------------------------- - House of Time [time] - Present This Undead Dungeon is technically available after the Remains, but you'll need Healing magic to actually get past the first room, so more accurately, it's available after Dark City. This also means you need sun to get through it. At least three bars. Unless you want to abuse the hell out of Rising Sun.. Anyway, this dungeon requires you to use both Red Django and Black Django's powers to their fullest. Which means.. lots of time spent on the subscreen changing spells. Oy. Anyway. Use Healing on the wilted plants at the entrance, and after a few applications they'll grow to a size that you can climb and get through the front door. Inside, you'll hear a voice warning you not to get lost in time.. fight your way through the enemies and go north. Crap. Dead end. Or is it? Look, tiny hole with telltale red arrow! Switch to Black Django and use Change Mouse to get through it. On the other side is.. a cracked wall. Jesus crap Konami. Change BACK to Red Django and knock it down with Dynamite. The chest is a mimic. Go west. We have to kill everything in this room to open the door, but there's a skeleton that stubbornly refuses to wake up. But there's a candle. What do we do with candles, class? Light it with Enchant Flame and the Skeleton will wake up so you can kill it. Go north. Here, there's a Solar Station. The only door that's open is east, so go through there. Aside from some annoying Ghasts, there's a switch in here. Flip it to open one of the doors in the previous room. Backtrack and go through said door. Go north through this room to.. a time portal, as the hint panel explains. Stand on it and press A. - Past Wow, everything looks a lot less run down now, huh? In the past, the enemy layout is different, and the rubble that blocked some of the paths is gone. Some of the dark rooms are light, too. But walls that are cracked in the present are impenetrable here. So without further ado, let's explore some of the paths that are now open to us. Backtrack to the room with the Solar Station and head west. There's another switch in this room. Flip it to open the other door. Now go back a room and head south, then west. The green chest in here contains the map! That's.. actually all we can do here for now. Backtrack to the portal and return to the present. - Present Go back south until the room with the Solar Station, then go through the LEFT northern door (the one we opened in the past) There's a cracked wall here. Make it go boom. Oh look, cameo. Once the dialogue is overwith, switch to Black Django and use Change Mouse to get through the hole. Go upstairs. Lots of Ghosts in this room, but if you're getting sun, they'll probably kill themselves on the skylights. Mwahahaha. Free Solar Bugs. Go south to a crossroads with some annoying Ghasts. Then go east for now, then south again. You have to kill all three Bandits in this room to open the door. Do it and head south. The Blue Chest contains a Square Key. Cool! Now backtrack to the crossroads. Go south, and open the locked door to the west. Head south from this room. Circle around and head through the rightmost north door. Oh look, another @#$%ing mouse hole. u.u;;;; If you don't know what to do with these yet I'ma gonna smack you. After slipping through the mousehole continue east. You'll eventually reach a room with another time portal. Use it. - Past Go through the door going north right next to you. Django will notice something as you enter this room. Go press A on the boards to form a bridge to the other side. It's thin though, so use Change Mouse to cross it. Check the machine here and it'll ask you to register a code number. Pick something easy to remember.. like, say, 0000. Now backtrack aaaall the way to the earlier crossroads. The west path is clear now, containing three brown chests with some decent loot. Get it if you want, then go east. Check the hint panel next to the door and enter your code number to open it. You'll end up outside. Slide across the thin path to get the chest, then go step on the weight elevator as Django and you'll be carried to the bottom. Head east (don't worry, those birds are garden-variety.) Healing the plant and climb up it, and take the west path. Healing this plant too and grab the chests. Now go back to the previous room, before the plant, and go east to use the time portal - Present Use Healing on the plant and climb up it. Go through the west path first and Healing the next plant to get the chests. Their contents are different in this time. Then go back and head north. Push any one of the three gravestones and you'll drop a floor below. Agree to the ghosts favor and grab the blue chest for a Square Key. Now go up the stairs and drop off the thin path. Backtrack all the way to the weight elevator. Switch to Black Django (cover the sensor!) and use Change Bat so it'll take you to the top floor. Fly through the window and open the locked door. Kill both ghosts in this room to open the leftmost lattice door. Go through it. Kill the ghosts in here too (other enemies, like the Ghast, are extra). Keep doing the same in the next two rooms and the second door in the first room will open. Backtrack to it and go through. This room is annoying. You have to press down the four weight switches to move a skylight around on the other side of the gap, and try to kill the ghost on that side using the skylight. Of course, for the skylight to be effective, you need sun, and you can't see ghosts clearly in sunlight. Ergh. Just push switches at random until it dies and the next door opens. Backtrack and go through the last door. Stand on the sun-sensitive platform and cover the sensor so it moves. Wait for it to stop, then uncover the sensor and quickly cross the solar bridge to solid ground. Continue south for two rooms and you'll reach a... ---TRAP!!--- Defeat all enemy monsters! Yuck. Two Skeleton Archers and a Skeleton Fencer. These guys are a lot tougher than garden variety skeletons, and you still have to use Enchantments to kill them permanently. As usual, use Sol (or Dark) for the sake of economy. There's really nothing to hide behind here, so just fight them as best you can. ---TRAP!!--- A happy(?) ending for the ghost boy and his father, and we get the last Warehouse Key. Yaaaay. Use the Warp to head back. -------------------------------------------------------------------------------- - Treasury [puzzle] The final Undead dungeon in the main game. This one is a little different from the others. It has no request sheet, and it consists entirely of puzzles, divided into four rooms. You can get your foot in the door here after the Remains, but can't actually get inside until after Dark City because of a Property Cube blocking the entrance. Use Cloud to move it or Earth to remove it entirely. - Panel Room These are 'lights out' style puzzles. Stand on a weight switch and press A to invert its color and that of all the panels around it. Your goal is to turn all the panels red within a certain number of moves. Remember, X = Blue, O = Red! Room 1 Turn all panels red within 2 moves. Starts looking like this. North = Up, and so on. O X O X X O O O X First, flip the center panel. O O O O O X O X X Now stand in the southeast corner and flip that panel. Success! O O O O O O O O O Room 2 Turn all panels red within 5 moves. Starts looking like this. X X X X X X X X X Hit each of the four corners, one at a time. X X X O O X O X O O X O O X X X X X X X O X X X O O X O O X O O X O X O Now hit the middle! Success again! O O O O O O O O O Room 3 Turn all panels red within 4 moves. Starts looking like this. O X O X O X O X O First hit the top and bottom middle panels. X O X X O X X X X X O X O X O X O X Now hit the left and right middle panels. O O X O O O O X X O O O O O X O O O Room 4 Turn all panels red within 5 moves. Starts looking like this. O O O O X O O O O Piece of cake. Just hit the middle panel.. O X O X O X O X O Now it's just like the last room. Solve it the same way. X O X X O X O O X O O O X X X X O X O X X O O O O X O X O X O O X O O O Room 5 Turn all panels red within 8 moves. Starts looking like this. X X X X O X X X X Hit all four corners. X X X O O X O X O O X O O O X X O X X O O X O X O O X O O X O O X O X O Now, once again, it's just like room 3. Solve it the same way. X O X X O X O O X O O O X X X X O X O X X O O O O X O X O X O O X O O O Your reward for clearing the Panel Room is a Zweihander and a photo of Red Django. - Emblem Room Emblem block puzzles, as you might expect. Here goes.. Room 1 Push the Frost block North 1. Push the Flame block West 1. Push the Frost block East 1 and South 2. Push the Flame block North 2 and West one onto the Flame Emblem. Push the Frost Block North 1, West 1, and North 2 onto the Frost Emblem. Room 2 Push the Frost block East 1 into the gap. Push the Flame block West 3 over the Frost block. Push the Frost block North 1 and West 2. Push the Flame block North 2 over the Frost block and onto the Flame emblem. Push the Frost block East 2 and North 1 onto the Frost emblem. Room 3 Push the Earth block West 1 onto the Flame Emblem. Push the Frost block East 1 and North 2 onto the Cloud emblem. Push the Earth block East 1. Push the Frost block West 1. Push the Flame block South 1 onto the Frost emblem. Push the Earth block West 2 onto the Earth emblem. Push the Flame block South 1 onto the Flame emblem. Push the Frost block East 2 onto the Frost emblem. Push the Cloud block South 1 and East 1 onto the Cloud emblem. Room 4 Push the Earth block East 1. Push the Cloud block South 1, East 2, and North 1. Push the Earth block West 2. Cross the Earth block and push the Frost block North 1 off the edge. Push the Earth block East 2. Push the Frost block West 2 and North 1 onto the Frost emblem. Push the Earth block West 2. Cross the Earth and Cloud blocks and push the Flame block East 1 off the edge. Push the Earth block East 2. Push the Flame block North 1 and East 1 onto the Flame emblem. Push the Cloud block North 1 and West 3 onto the Cloud emblem. Push the Earth block West 1, North 2, and West 2 onto the Earth emblem. Room 5 Push the Cloud block South 1 and East 3. Push the Flame block North 1. Push the Cloud block North 1 onto the Cloud emblem. Push the Flame block West 3 and South 1. Push the Frost block North 2. Push the Earth block South 2. Push the Frost block North 1 and East 2 onto the Frost emblem. Push the Earth block North 1, West 2, North 1, and South 2. Push the Flame block 2 North onto the Flame Emblem. Push the Earth block South 1 onto the Earth emblem. PHEW! Your reward for clearing the Emblem room is the Magic Robe Protector and a photo of Kid. - Ice Room ARGH. ICE BLOCK PUZZLES. HATE. The idea here is to push the ice blocks, which don't stop until they hit something, to make a bridge so you can get to the next room. Remember, two attacks with a Flame-enchanted weapon melts an ice block. Room 1 Upper block is Block 1. Lower block is Block 2. Capiche? Push Block 1 West. Push Block 2 North, then West, then North. Melt Block 1. Push Block 2 East, then North. Room 2 Again, upper block is Block 1, lower block is Block 2. Push Block 1 East, then South, then East, then North. Push Block 2 North. Push Block 1 West. Room 3 ARRRRRGH. I pulled my hair out trying to solve this puzzle. Seriously I did. I'm bald now. ;_; OK, the top block is 1. The left block is 2. The right block is 3. The bottom block is 4. Your hair is 5. Money is 6. Push 1 and 4 West. Push 4 north. Push 2 West, then 3. Push 3 North off the edge. Now MELT 4 (that's the corner of the L shape of blocks we have now, if you lost track) Push 1 North. Push 2 East, then North, then West, then North again. Push 3 West. Push 2 East, then North. Check for presence of 5. Send 6 to me. Room 4 Blocks are numbered 1 through 3 from top to bottom. Push 1 South. Push 2 North, then East. Push 3 East, then North, then East, then North. Push 1 West. Push 2 South, then West, then North. Push 1 North into the hole. Push 2 West, then North. Push 3 West. Room 5 This one is EASY!! Especially compared to the last two! Did Konami put these in out of order or something?! Ah well. Blocks are numbered 1 through 4 from left to right. Push 1 North, then East. Push ANY OF THE OTHER THREE North, then East, then North, then West, then North, then East. Repeat the exact same motions with another one of the remaining two blocks. Finish by pushing the last block north. Your reward is a Corsesca and a photo of the Coffin Shopkeeper! @#$%ing Konami, I've already forged a Bardiche SP!! >.< - Rock Room Last one. Same concept as the Ice Room, except Stone Blocks instead of Ice Blocks. Room 1 Blocks are labeled A through C from left to right, Push Block C North 1 into the hole. Push Block A East 1 off the edge. Go aaall the way around then push it South 2, North 1, then East until it hits the wall, then South 1 more. Push B North 1 off the edge, then East 2, then South 1. Room 2 Blocks are A through C from top to bottom. Push C North 2. Push B East 1 into the hole. Push C South 3. Cross B to get to the other side and push C East 4, then North until its in the hole. Push A South 1, West 1, South 2, East 4, North to the wall, and East 1. Room 3 Again, A through C from top to bottom. Push C East 2, West 1, and North 3. Push A East 1. Push B East 1, North 3. Push C West 1. Push B East 3. Room 4 Top block is A. The other blocks are B through D from left to right. Push Block B North 2. Push Block D North 2, then West 3. Push Block A West 1. Push Block C West 1, and North 2 across the blocks. Push A East 3, North 1, and West 2. Push C west into the hole. Room 5 Last puzzle here! YES! OK, of the lower two, the left is A and the right is B. Of the others, the lower is C and the upper is D. Send me money if you want a diagram. Or go to Devis0rs FAQ, you ingrates. OK! Push block B North 2. Now push C West 2. Push A North 2, over C. Now you can get across and push D West into the hole. After that push B South 2. Push C West 1 then South 1, then push A North 1 and West 2. Finally, push B North 1 and West 2! Our final reward is.. an Axe and a photo of Ennio! Just the thing to SHOVE DOWN KONAMIS THROAT!! -------------------------------------------------------------------------------- Dream Avenue [dream] Dream Avenue is an optional dungeon you can access near the end of the game, once you have Gun Del Sol. However, I recommend leaving it until after the game is over, as it's quite difficult. It could be compared to the Azure Sky Tower from the original Boktai. Dream Avenues layout is completely different every time you go in, but there are a few consistencies. For one thing, the monsters are always very strong. Each room has a weight switch in it, and the switches do various things. Some are positive, like healing Django. Others are negative, like dropping a spiked ball on your head, exploding you (generally instant death..) or locking the room for a period of time. How do you tell the difference? Before stepping on the switch yourself, lure an enemy onto it. The two best ways I've found to do this are setting off dynamite on the switch, or standing on the other side with Change Mouse and squeaking. Every floor has one switch that yields a key. This is important, because the stairs to the next floor are always locked. There are 13 floors each time you go through, and at the top is always a TRAP! The contents of the trap vary depending on how many times you've gone up so far. At the top is a reward, that also varies depending on how many times you've been through. It's worth noting that the brown chests in Dream Avenue tend to contain very rare items, such as tarot cards, Bearnuts, and Sunny Clogs. A list of possible rewards may follow in a later release. -------------------------------------------------------------------------------- Battle Arena [boss] Not a true Undead Dungeon per say, but the game lists it as one, so what the hell. The Battle Arena is available after beating the game. Here, you can challenge four ranks. Bronze, Silver, Gold, and Platinum. Bronze throws you up against every miniboss in the game, one by one. Silver does likewise, but it throws you up against the bosses, Jormungandr included. Gold and Platinum are like Bronze and Silver respectively, but with VASTLY more powerful versions of the bosses. Each rank yields a different reward. A list of rewards may follow in a later release. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Sidequests Part 2 - Request Sheets [lady] You may have noticed that in the library, on the side of several bookcases, request sheets are posted. It's here that you can accept Missions that, while challenging, yield some very nice rewards. I recommend checking back frequently. I do NOT know exactly when each of the request sheet missions becomes available, however I can tell you with confidence how to unlock more of them. Beat the Undead Dungeons to unlock the sheets in the first place, then beat all available missions. If nothing else appears, you cannot unlock any more requests until you progress the plot! Do NOT email me asking 'how do I unlock X Request?!' or I will Piledriver you. Ruins Requests -Infiltration: Mission 1 Find the treasure said to be behind the sealed door beneath the Ruins. But beware, if an enemy monster spots you, you've failed your mission. Requested by: ??? Alright, time for some stealth action! If your level is high enough, you may be able to kill enemies from behind before they can react to you, especially using the right enchantment, but don't count on it. I'll write this assuming you're NOT strong enough to kill them that fast. The key to Infiltration missions is patience and thinking ahead. Incidentally, the enemy layout for this mission does NOT change during the daytime, so you can make this a lot easier by playing in the sun, as several of the Ghouls you have to deal with will fry instantly. I will write this assuming you are not playing in the sun (even though I recommend it!) When we first come in, there are two Ghouls right in front of us, fortunately facing the other way. Wait until you have a clear opening to slip through the door. Two more Ghouls in this room, and the way they're positioned makes it hard to avoid. Try knocking on a wall to get both their attention and slipping past while they're confused. This hallway has a single Ghoul, who must be drunk or something, because he keeps turning around and around and around @_@.. anyway, watch him carefully using R Look, and QUICKLY run past when he's facing the wall. Another room with two Ghouls that'll be hard to slip past. What worked best for me was running behind both of them to the west wall, waiting for the nearer Ghoul to turn his back, then running out the door. Back outside, and two more Ghouls. Stay close behind the first one until he turns and starts walking south. You should be able to slip past him and the other one to get through the door then. Oh, Konami, this is MEAN. We've got two Ghouls heading straight towards us from the start in this room. QUICKLY run towards the hollow in the west wall. Both Ghouls will probably glimpse you on the way there, but fortunately they'll just walk towards where they think they saw you, allowing you to run past their backs and up the stairs. Don't move! There's another drunken spinning Ghoul, but he can't see you as long as you're standing on the stairs. Wait for him to face away from you and bolt for the door. Whew, for once, a room with no enemies to spot you. Go drop down the thin pathway. In the room below, drop off the left side. Head out the door and to the west. Aw crap, that's a LOT of Ghouls right in our path. Now, don't panic. Knock on the wall to the right of the door leading to the Solar Station, then quickly run to the hollow off to your right. Wait for all three Ghouls to be out of your way then haul ass up the stairs and through the only open door. More drunken spinning Ghouls. This one is actually really easy, just run past when neither of them is facing the hall and go down the stairs. The next room is even easier. Although there's two Ghouls there, unless you run out in front of them on purpose there's no way you should be seen, as they're nowhere near the door. Go down a whole lotta stairs. Eventually you'll reach the room with the Ghouls walking around in a circle, and there's one more of them now. Don't worry though, these particular Ghouls are extremely shortsighted. Slip between them and walk in a circle with them, and they shouldn't notice you as long as you don't bump into them. The southern doors are a waste of time. Wait until you can get to the northeast door. Remember that dead end I told you about when we first did the Ruins? One of the sealed doors is opened now. Head through it to a.. ---TRAP!!--- Defeat the Skeletons! Don't worry, the 'can't be discovered' requirement is lifted for this fight. There are three Skeletons, and this is only made challenging by the close quarters. They're not any tougher than the Skeletons we fought the first time we came through here. Beat 'em up with Enchant Sol. ---TRAP!!--- With that out of the way, head into the next room and down an elevator, straight into another.. ---TRAP!!--- Defeat the Skeletons! Exactly like the last trap, only without the close quarters, therefor even easier. Beat them for a Green Chest with the treasure you're after! ---TRAP!!-- Your reward for clearing this request is a Poison Guard protector. As the name implies, you're immune to poison as long as you wear it. -Bare Hands The only way to perfect attacking with your bare hands is practice. Defeat all the enemy monsters using only your bare hands. Requested by: Lita Lita scares me to death. Seriously. Anyway, this isn't that hard, you just have to equip your fists from the start and, well, punch everything to death. High strength helps here. A room-by-room walkthrough isn't really necessary, since the layout of the Ruins hasn't changed any. Just make sure you kill every single enemy. Attacking from behind helps a lot. Note that any Skeletons you encounter here don't seem to regenerate like they usually do, which is a good thing since you can't use Enchant spells with your fists. The only thing really worth noting here is that the enemy layout is different, and there are quite a few Zombies, which can be somewhat tough cookies. If you can't beat this mission, come back with more strength, and maybe more Fist skill. Your reward for beating this mission is a Strength card, which you should of course use right away. - Watch your step I also happen to be a master of traps, you know. I wonder if you can survive my death trap? Requested by: Lady Creepy. The Ruins are covered in pitfalls, and falling down even one is Mission Failed. Bring lots of See-All Nuts along here. As soon as you start, use one, and start moving. You can use Dash magic to cross trap doors before they can open. As soon as your See-All Nut wears off, use another. When you get to the room with the Boks going in a circle, go through the upper-right door. One of the sealed doors is open, and it leads to a.. ---TRAP!!--- Defeat all enemy monsters! We start with two Skeleton Fencers, and after you beat them, two Skeleton Archers awaken. There are still trapdoors in this room too.. actually, given the high HP count of the Fencers and Archers, you might try tricking them into the trapdoors themselves. ---TRAP!!--- Our reward is a photo of Lady. -------------------------------------------------------------------------------- Forest -Infiltration: Mission 2 Find the treasure people say is hidden deep inside the castle in the forest. But beware, if an enemy monster spots you, you've failed your mission. Requested by: ??? We've got a tougher ride ahead of us this time. A lot of the outdoor monsters are skeletons, so you won't be able to pass through the outdoor areas unscathed by playing in the sun. Which is too bad, because this time, playing in the sun isn't optional. Otherwise, this is more of the same. First room has two Skeletons, but this room is nice and open, so it shouldn't be hard to sneak past them. Don't forget about R Look. The next room has two Drunken Spinning Ghouls (TM) but they're placed right in front of the exit. Use a series of wall taps to lure them out from under the trees so they fry in the sun. Next up, we've got three Skeletons. Run behind the first one, and follow the second, staying close behind him until he turns to walk north. Then slip behind him through the east exit. Two more Skeletons. You should be able to slip behind these two pretty easily. In the next room, we have to deal with that damn sun-sensitive platform again. Cover the sensor to move it over, uncover to move across. There's two Ghouls on the other side. Knock on the very edge of the west wall, run to the east, and giggle maniacally as they fry. The two Skeletons walking in a circle here are going to make your life miserable. Run behind the first one, grab the Blue Chest for a Square Key, then QUICKLY run back to the passageway where you came in and flatten yourself against the southern wall. Otherwise, when one of the Skeletons rounds the corner towards you, you'll be spotted. Wait until that one turns south again, then dash past him and open the door. The other Skeleton might glimpse you, but you should be able to get through the door without actually being seen. Remember, in this room, you have to follow the trail of skylights. This time though, there are Ghouls guarding each door. Stupid Konami. The best way I found to do this is to leave and come back until the trail is leading to the leftmost door. Hug the south wall until you're near the door, tap on the wall, then hurry over to the other corner and watch the Ghouls fry in the skylights. This next one is easy. Just one Ghoul, and a conveniently placed skylight. Stand in the latter, tap on the wall, and watch ghoul fry, again. Meet your new best friends.. alarm panels. Stepping on these bastards will make a loud noise that gets the attention of every monster in the area. The Ghoul here won't look away from the wall until the alarm panels go off, so if you move veeeery carefully, you can avoid stepping on the first one by actually standing directly behind him. Just don't bump into him. Then run across the second panel and out the door before he can react. Three Skeletons waiting to ambush you in this room, just like before. If you're still in this room when they're fully assembled, you'll get caught. Period. Run straight through before that happens. This next room is full of Ghouls, and you have to hit all four switches to open the door. I couldn't find a better way to do this then backstabbing the Ghouls with a Sol-enchanted weapon. They'll stay motionless until they see or hear something, so it shouldn't be too hard. Two Zombies patrolling this room, but the next door is right next to where you come in, so you can dash through before they even come around the corner. From there, go upstairs and through the next door. This room is a joke. When I came in, three of the four Ghouls died instantly of skylights. The last one kept staring forward stupidly, so I just walked around him, poked the switch, and went through. Three Skeletons right in front of the door in this room. Trick is, they're standing on Solar Bridges. Cover the sensor and they'll fall to a quick demise. In the next room, we have that damn sun sensitive platform again.. and this time, there are weight switches guarded by Ghouls on the two platforms in between. We have to hit them both to open the door. Cover the sensor, step on the platform, and take a deep breath. Wait until the nearer Ghoul turns his back, then uncover the sensor. As the platform moves, step off it just enough to trigger the weight switch, then quickly step back on. Do the same for the second one.. you should pass by right as the Ghoul is turning away. Two Skeletons, a Zombie, and very close quarters. The best way to do this one is to quickly run to the exit hugging the wall and passing behind the Zombie before that first skeleton can turn the corner. The Skeletons will probably notice you, but you'll be out the door before they can actually catch you. All that's left now is the obligatory.. ---TRAP!!--- Defeat the Clay Golems! Exactly the same as your first run through here, except Yellow Slimes will drop into the battlefield constantly until the Golems are dead. Annoying, but not terribly threatening. ---TRAP!!--- With that out of the way, move on to the next room and grab the treasure. Your reward for this mission is the Thiefs Clothes protector. - Battle Skills: Lesson 1 By using traps in the Dungeons, or inducing fighting among enemies, you can defeat enemy monsters without having to attack them yourself. Defeat all the enemy monsters without attacking them. Requested by: Smith Fair warning for this one. You'll need sunlight. And since it becomes available while you're stuck as Black Django, you may want to bring some sunscreen, or wait until you get Transform. Keep those twitchy fingers off the B button here! Even trying to swing a weapon is an instant Mission Failed! The first room has a single Ghoul. Use wall taps to lure him out of the shade to his demise, then head east. There's a Mummy here. You can either wall tap to lure him out, or let him throw a bomb at you and kick it back at him so he catches fire and runs panicked into the sun. Wahahaha. Backtrack to the previous room and head north. Two more Zombies. Wall taps are, once again, the answer. To the east, we've got three more Ghouls all under the same damn tree. Do I really have to repeat how to kill them? Go north after they're dead. Nothing here but a box with a Square Key. Back up and go east. There'll be a skeleton right in front of you, who will promptly fall down a trapdoor. Remember where it is and watch that you don't follow him down. Go lure the other skeleton in the room into stepping on the same trapdoor. Head north and cross the sun-sensitive platform the same way as always. Unlock the front door with the Square Key. Two mummies are in the first room. Lure them into the skylights before going through the door the trail leads to. One Ghoul, and another conveniently placed skylight for you to wall tap and lure him into. The next room has three Ghouls on the other side of the wall and three weight switches. Each weight switch will drop one of the Ghouls down a trapdoor, so step on them all. Next on our menu is three yellow slimes in a room with lots of crates. Smash the little bastards between the crates and the walls. Two more Ghouls, again on the other side of the wall. And again we have weight switches that'll trigger trap doors. This time, they're not right under the Ghouls though, and they won't cooperate by walking back and forth. They'll edge forward for brief moments. And there's a significant delay between the time when you step on the weight switch and when the trap door opens. You'll need good timing. Or you can just step on the switch over and over until they cooperate by falling. This next one is a bit troublesome. We have one Clay Golem and two Ghouls, and the skylights that are usually in this room are absent. You have to trick the Golem into rolling over the Ghouls. You'll probably get hit by one or the other, or both, in the process of doing this, but it can't be helped. Once the Ghouls are dead, a spiked ball will fall on the Golem and kill it instantly. Yay. No more enemies for the next few rooms. Eventually you'll get to a room with some skeletons and solar bridges. You have to lure the skeletons onto the bridges, and then cover the sensor so they fall. The second sun-sensitive platform is ahead. Don't worry, there's nothing behind the two middle doors this time. The next room has three zombies, and only one skylight. It's hard not to get damaged in the melee while luring them into it. The final room has three mummies, and no skylights. Kick their bombs back at them and watch the mayhem when they ignite. If somehow, one gets left alive (this happened to me x.x) it'll take a while to finish him off.. about three bombs, plus waiting for him to stop running around and throw another one. So try not to let that happen. Your reward for clearing this mission is a Chariot card. - Challenge: Part 1 I wanna see just how skilled you are, okay man?! See if you can get through the Dungeon faster than me. I did it in 3 mins 00 secs. Requested by: Kid Urgh. I hate these. OK, a few tips. First, wear light armor. As light as possible. High agility helps a lot too. Play in the sun (which is necessary to get through this dungeon anyway), and use Dash magic whenever you can. Other than needing to rush, and a few enemy layout differences (Skeletons placed directly in front of the paths..) this is more or less just like your first run through, though the way through the Klorofolun maze is a little different.. It's NOT easy though. If at first you don't succeed.. One tip. The puzzle with the Ghoul 'statues' is a real time waster. Try QUICKLY stepping on both of the other weight switches while the Ghoul on your side is still on the first, if you can. If nothing shakes, well, the only Ghoul that hasn't been checked is the one on the far right. The TRAP! consists of two ordinary Clay Golems. I doubt you need my help with that. As a side note, if you're REALLY stuck on this one, you might try storing your entire inventory and buying a whole lot of Speed Nuts from Lita. -------------------------------------------------------------------------------- Catacombs - Grave Keeper The monsters revived by the Undeadening are trying to bust out of the Catacomb. Destroy them before the contamination spreads too far. Requested by: Cheyenne. Ah, 'kill all monsters' missions. Always loads of fun. Especially when you miss one stupid bat and go nuts trying to figure out where it is. This really isn't hard, just annoying when the latter situation occurs, so I'll just give general tips and a list of what all needs killing. This mission becomes available while you're stuck as Black Django, so my tips will be relevant for that. In the first room, we've got two Clay Golems. The good 'ol wall tap trick works as well as ever here, and Enchant Dark gives you at least a small boost. Next room has two mummies. Enchant Dark does LESS damage to them, but getting their attention and then repeatedly poking them back with a spear works well. Next room, four Clay Golems. Next, one Mummy and one Clay Golem. The side room with a Solar Station has a Yellow Slime. Room after that has FOUR Clay Golems. The room off to the side has two bats, and a sneaky yellow slime hiding behind a stack of stone blocks. Next room, three Clay Golems. Next, one Clay Golem, and two Mummies. Side room has a yellow slime, and some sunlight coming through a window if you need energy. (Don't forget that sunscreen!) The next room has EXACTLY four bats. Make sure you get them all, including one in the corner. This is the most common place to miss an enemy. Of the three paths leading outside from here, the middle and the one on the right have three Clay Golems apiece, and the one on the left has three Mummies. Finally, the last room, the one with the Warp, has a single yellow slime. Your reward for this is an Empress card. - Challenge: Part 2 Not bad, boy! When you get fightin', you're a tough one to beat. But I don't get scared off that easy! See if you can get through the Dungeon faster than me. I did it in 1 mins 39 secs. This is just like the previous Challenge, except a lot easier, because the Catacombs are tiny. As before, wear a light Protector (I used the Fairy Robe), use Dash where possible, and don't stop to fight if you don't have to. At the end is a.. ---TRAP!!--- Defeat all enemy monsters! Two Skeleton Fencers and a Skeleton Archer. Obviously, you need to beat them quickly, but otherwise they're no different than previous Trap battles versus these things. ---TRAP!!--- Your reward is a photo of Lita. - Infiltration: Part 3 Find the treasure said to be hidden deep inside the Catacomb. But beware, if an enemy monster spots you, you've failed your mission. Requested by: ??? OK, this is the last one of these we have to do. The bad news is, they're using the hardest enemy layout for this one. Plus the Catacombs have some very large rooms, and they're packed with enemies here. At least we won't need sunlight. Pull up your pants, let's get this over with. If you're REALLY stuck on this one, consider coming back with some Blueshrooms. I wore the Skull Suit Protector from Spiral Tower while writing this. First room has two Stone Golems patrolling in a very tight pattern. Wall tap so they crash into each other, and run past while they're stunned. The next room has a pair of Cockatrices, one of which is blocking the door. Your only real options here are to wall tap (risky, since they move FAST!) or backstab it with Enchant Earth. Next room is full of Stone Golems. As before, wall tapping so they roll up (and hopefully crash into each other) leaves them all but blind. Go out through the lower exit. The next room has Skeleton Fencers, but theres only one on the lower level and it shouldn't be hard to run behind him. Lots of Stone Golems again in the next room, and its a large room at that. Clever use of wall taps will continue to serve you well here. More Stone Golems in the next room. Wait for the first one to turn to the north and start patrolling, and shadow him. Once you get close to the two guarding the exit, another well-placed wall tap will cause a nice traffic jam. There's a Stone Golem guarding the stairs in this room, but wall tapping will attract the attention of a Cockatrice as well. Instead, stand between the two walls and stab the stone golem in the back with a spear a couple of times. Quickly duck into a different corner when he starts coming over, and run past him while he's facing the wall. As for the Cockatrice itself, a couple Earth-powered backstabs are probably wise. The next room is empty, with three possible ways to proceed. The middle one is easiest by far. There's three Stone Golems in this room. As long as you wait for the one off to the west to turn away from the door, you should be able to run through without problems. After that, you can run unchallenged until you reach the.. ---TRAP!!--- Defeat all enemy monsters! It's just two Cockatrices. If you got this far, you can beat them easy. Hint: USE EARTH. ---TRAP!!--- Our reward is the Hunter's Clothes Protector. -------------------------------------------------------------------------------- House of Time - Battle Skills: Lesson 2 If you use items wisely, you can defeat enemy monsters without having to attack them yourself. Defeat all the enemy monsters without attacking them. Requested by: Smith STORE YOUR ITEMS BEFORE TAKING THIS REQUEST!! In order to clear it, you have to let Bandits steal from you! And if they steal the items you actually WANT, you can't attack them to get it back! So STORE YOUR CRAP! *ahem* Anyway, every enemy here is a Bandit. There are also loads of chests containing assorted spoiled items. The idea is to let the Bandits steal the spoiled items from you and eat them. Two spoiled items kills the doggie. All the chests respawn if you leave the room, so with that in mind, you can load up from any one chest and just go through letting all the Bandits steal from you. You shouldn't need much help with this after that. Do note that a few of the chests here contain genuine Tasty Meat (these won't respawn :/) You should use these right away so the Bandits don't steal them, and to heal the damage you take when they steal from you. Your reward for this is a High Priestess card. - Challenge: Part 3 Not bad at all, boy! Looks like I'm no match for you, huh?! But your opponent this time 'round is a bit different. See if you can beat his 3 mins 30 secs time! Requested by: Kid Yargh. Hate. Challenge. Requests. There's not much I can tell you here that'll help, that I didn't say for the last 2, but this time, it's different enough from previous runs that I'll give a step-by-step walkthrough. Remember, wear light armor and use Dash!! You'll need at least 3 bars of sunlight to clear this, too. Also, bring Speed Nuts, they help IMMEASURABLY. The first few rooms, you can just blaze right through. You might be spotted by a Ghast or two, but you'll be gone before they know what's happening. However, early on, there's a room with four Stone Golems, and you have to kill them all before the door will open. This is a royal pain in the ass and a massive time waster. Use Enchant Sol, and try to crash them into each other so you do more damage. After that, in the next room, quickly hang east. The Ghasts in this room are placed in a way that makes it bloody hard to get by without stopping to kill them, so you'll just have to do that. Smack the switch once you're past them and hurry back to the previous room. Go through the door that just opened. Run past the Ghasts, and use the time portal to go to the past. Backtrack through the previous room, killing the Yellow Slime (the Green has more HP) and go west when you reach it. Kill the Golems blocking the path with Enchant Cloud, and hit the switch. Now backtrack to the previous room, go one more room south, then west, and grab the blue chest for a Square Key. Run back to the time portal and return to the present, then backtrack past the Ghasts, and go through the door that just opened. Plant some Dynamite next to the cracked wall. Switch to Black Django while waiting for the dynamite to go off and use Change Mouse to slip through the mousehole. Cancel Change Mouse IMMEDIATELY when you get to the other side, as the mouse moves slower than Django. If you still have Speed Nuts left, you should probably switch back to Red Django so you can use them. Otherwise stay as Black to save time. Run up the stairs (if you're getting sun, the Ghosts in this room will die almost instantly. Consider sparing a second to absorb the Solar Bugs) and go south two rooms. Running past Ghasts, vampire bats, etc, unlock the door to the west and go through. Go south from there. Try to move fast enough in this room that the Ley doesn't catch you, as getting confused now could screw everything up. There's a Ghast blocking the door though, so you'll have to stop for a moment to kill it, or just take a hit and run past. I did the latter. In any case, switch to Black if you aren't already and use Change Mouse to get through the mousehole. Change back, but stay as Black even if you have Speed Nuts left. We'll need Change Mouse again soon. Keep following the path until you reach a timewarp, and go to the Past again. Go through the nearby door, press A on the boards, then use Change Mouse to cross them. Register a number on the machine (remember to use something you can remember, like 0000) and run back. Cancel Change Mouse, but don't return to the present yet. Backtrack ALL the way to the room with a skylight and two Ghasts, and go east from there. Check the Hint Panel next to the door and input your code number. Either use a Sunblock, or cover the sensor, cause we're gonna need Blackie outside. Drop to the bottom and grab the Blue Chest for another Square Key. Run two rooms east to a timewarp and use it to return to the present. Now haul ass back to the weight elevator and use Change Bat to be taken to the top. Fly through the window, cancel Change Bat, and open the locked door. Thankfully, we don't have to go Ghost-hunting here, the door on the right is open already. We don't need Blackie anymore, so go ahead and switch back to Red Django and use any Speed Nuts you have left. Get on the solar-sensitive panel and cover the sensor to be taken across, then uncover it and quickly run across the solar bridge. For the love of god, don't fall, it would blow royally to get here in a decent time and have to start over now. Run south through the next room and you'll find.. ---TRAP!!--- Defeat Cheyenne! The clock is still running!! Cheyenne's weakness is Enchant EARTH (Not Dark!) so use that. I also recommend a sword.. it's a bit reckless, but we need to beat him FAST. His pattern hasn't changed any, but he's a lot stronger, and we don't have time to worry about fighting defensively. You might consider switching to a stronger Protector. I got here with 15 seconds on the clock (and that was after messing and going back to the present too soon the second time), and beat him with 3 left, so it IS possible. ---TRAP!!--- Our reward is the Training Gear Protector. - Sunflower Wait in the past. (Alex's note: I think this is supposed to be 'I'll be waiting in the past') What a vague request. Well, we'll actually start off in the past this time, and the usual time portals are missing, so we should be able to figure out if we just move ahead. By the way, we'll need at least two bars of sun for this. Go through the first few rooms and take note of the fact that the enemies have been replaced with MUCH stronger ones. By this time we've already beaten the game, so they shouldn't be a huge threat. When you get to the room with the locked gates, go west. Kill the Stone Golems (with some difficulty in such a tight area..) and hit the switch. Backtrack, go through the left gate. Whaddya know, the code-locks are gone too. Go through the next door. Up the stairs, then south. Well, the south gate is all blocked up. Go west for some items if you want 'em, then go east. Go through the formerly code-locked door. Slide across the thin path carefully to grab the chest for some Tasty Meat. Take the weight elevator down for now. Use Healing on the plant and climb up it. Take the west exit and Healing another plant for more items, then go back and go north. Lots of Stone Golems here. There's a Blue Chest with the Square Key in the northeast corner. Grabby. Backtrack to the weight elevator. Cover the sensor, change to Black Django, use Change Bat, hop on. Next stop, top floor. In the window with ya. Open the locked door. Like the previous challenge, the rightmost gate is the only one open. Go in, get on the sun-sensitive platform, cover the sensor to move across, then uncover it and quickly cross the Solar Bridge. Two rooms south to a.. ---TRAP!!--- Defeat all enemy monsters! Two Stone Golems and a Ghost. Stone Golems are always annoying, to me at least, but they're not any different at least. The Ghost is even less of a threat, especially since when I was playing, it got rolled over by one of the Golems five seconds into the fight. ---TRAP!!--- Read the dialogue after its over, and see if you can guess who you're talking to from the outrageous accent. Hint: It's not Zazie. Our reward is a photo of Zazie. After completing every single request, talk to Lady and she'll give you the Mail of Darkness Protector. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Sidequests Part 3 - Shademan [rock] This sidequest is only available after beating the game. You'll know its accessible because you have an item called 'PET' in your key items. This is short for Personal Terminal, and it's from the Rockman.EXE (Megaman Battle Network) series. After clearing the game, return to the Piledriver and Rockman will pop up and have a conversation with you. In case you're wondering, he and Django met previously in Rockman EXE 4, where Django helped Rockman get rid of Shademan once and for all with the Piledriver. Apparently he's come back for more though. Again. x.x After you're done talking to him, head back to Spiral Tower and try to go inside either the Solar or Dark Tower. The door is sealed, and we have to find four Shadebats. One of them is hiding in each of the four Immortal Dungeons. Here goes nothing. - Cathedral Revisited Whoa, the enemies here got a LOT stronger when we weren't looking. Head straight north through the first few rooms. Skeleton Fencers, Black Slimes, Hellhounds.. scary to see all this in the first dungeon. Go inside the Cathedral and into the lower east door. Cockatrices too?! Yeesh. Go upstairs twice. The boxes that used to tell us where the trapdoors were in this room are gone, but fortunately we have Change Bat now. Fly over the trapdoors to the southeast corner of the room and you'll see a fishy-looking green bat. That's the first Shadebat. Kill it and you'll get Key Data 1. Now leave. - Remains Revisited Once again, the enemies here have powered up. Head inside, and go north one room to the central 'shortcut' area where we pushed the stone blocks down before. Take the upper west door. Cross the stone block and go north here. Kill the mummy and up the stairs with you. Yargh. The stone blocks in here reset somehow. Here's a copy and paste solution to the puzzle here, if you forgot. Now, rather than pushing the block into the nearby gap like you'd think, push it 3 East, 1 North, 1 West, and 2 North to create a bridge from the upper level over to two more stone blocks. Push the first one 3 west into the gap, allowing access to one chest... And that's actually all we need to do. Go up to the chest and you'll see a suspicious looking red bat. Another Shadebat! Kill it for Key Data 2. - Dark City Revisited First things first, go ahead and use the Warp, it'll take us closer to where we need to be. When you pop out, go through the south door and make your way down. Doesn't it feel good to splash through that puddle without being knocked back and taking damage? While I'm on the subject, go ahead and tromp over the weight switch too, the flame trap won't light in time to hit you. Duck into the west alley and go through the first door. Take the elevator up. From there, go up the staircase. Watch out for the Leys in this room. Switch to Black Django and use Change Bat to go through the window. Go out the nearest exit and change back to deal with the Cockatrices before going east. Look, suspicious yellow bat! Kill it for Key Data 3. - Aqueduct Revisited The Aqueduct is the most linear of the undead dungeons, which makes this the easiest Shadebat. The enemies haven't really changed either. Use the Warp at the beginning for a shortcut halfway there. Then just follow the path. The Shadebat is pretty much as deep in the Aqueduct as possible, right outside the room where you fought Dvallin. It's very conspicuous in blue. Kill it for Key Data 4. Now lets get back to Spiral Tower! A note, if you got the Vampire Coffin for the Undead Zone, trade it in for something else, because we've got one more thing to purify. - Spiral Tower Revisited You know what? This place hasn't changed at all. And even if it had, for maximum easiness you can just go in the Dark Tower side and use the Warp (or, if you neglected to activate the Warp like me, just go up to 4F and take the elevator the rest of the way) From there, go straight to where you fought Dainn before. ---IMMORTAL!--- Shademan Poor Shademan. His name looks so small there without a title. I should make one up for him, but I'm too tired right now to think of a good one. OK, so he's not really an Immortal. But what else am I gonna call him? "PSYCHO VAMPIRE NAVI THAT WON'T DIE!"? Erm. Anyway. As Rockman will explain, he's shielded by Dark power. To break that power down, we have to use the same power. So switch to Black Django and get Enchant Dark ready. He fights rather a lot like the Count in the previous game, kind of. He'll fly around in circles and release craploads of bats at you. Watch out, if he glows red before releasing the bats, they'll fly at you in waves instead of all at once. He'll rush at you and take a swipe with his claws. He'll summon a pair of.. weird thingies that'll fire Noise Crush rings at you (you'll be stunned if hit with these) Once you hit him enough times with Enchant Dark, he'll lose his barrier and turn purple. Rockman will prompt you to hit him with the sun's power now, so switch back to Red Django and equip Enchant Sol. As his life gets lower, he'll start doing what every vampire boss in the history of Boktai does and grabbing you and biting to restore his health if you're caught by his rush. He'll also occasionally glow red and do several rushing attacks in a row. ---IMMORTAL!--- With Shademan sealed, take him out of the dungeon the same way you took Dainn out (me, I brought the Solar Coffin so I could just take the warp) and bring him to the Piledriver. Get some sun, as usual, and fire it up. ---BATTLE DRIVE!--- Shademan Anyone else think Shademan got gipped? Every other Immortal gets a voice to yell 'atsui!' when they're being Purified, he gets a lame generic sound effect. They could've gotten his seiyuu from the Rockman EXE anime. But then again, the dubbing.. ah well. Shademan is actually slightly tricky to purify, compared to previous Immortals. His attack is, of course, Noise Crush, but he'll fire a whole bunch of them in a row, and they still stun you if they hit. The time you spend stunned is more than enough for him to shut down a generator. He's takes a long time to die, too, but other than that it's just like every Piledriver battle. ---BATTLE DRIVE!--- After you beat Shademan, Rockman will return to his world, leaving behind two Green Chests.. his photo, and the Rock Buster! It's pretty much just like Gun Del Sol, but null property, and it doesn't eat QUITE as much energy. Its power is based on your current HP, but sadly, it can't charge unless you have the Rock Power Protector only available through Crossover Battle. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Getting a Perfect Game [no life] So, you've beaten Jormy. You've beaten Shademan. You've cleared every Undead Dungeon, and every Request is done. What's left to do? Collect Titles, of course. Titles are names that are awarded to you for certain accomplishments. Each title you earn unlocks a wallpaper on Konami's website when you enter your password. (you have to beat Jormy again to get a new password first, of course.) Once you have collected every title, you can truly consider yourself to have mastered Zoktai. There's literally nothing left to do. You can check your titles in the Library after beating the game. As follows.. Sword Master, Spear Master, Hammer Master, Fist Master, Gun Master These five titles are each awarded for maxing out your skill in a particular weapon. The best way to do this is to go in and out of a room with lots of weak enemies, such as the room in the Ruins with 7 bats, or the room in the Forest with 9 Klorofun. For the Gun Master title, consider using the Rock Buster instead of Gun Del Sol, for the sake of your poor ENE bar. Adept This title is awarded for reaching level 99. Wear the Training Gear and kill lots of stuff in the high-level stomping grounds of your choice. The lower levels of the Undead Zone always work. Day Walker If you've gotten this far, you already have this title. It's awarded the first time you beat Jormy. Adventurer Clear every dungeon, including Dream Avenue and the Battle Arena. Not much to say about this one. Agent Complete every library request. See above for tips if you haven't already done this. Collector Get library information on every weapon and Protector, and collect all the photos. This is one of the harder ones. You can collect all the weapons through obsessive Solarforging with items bought from Cheyenne's shop or dropped by Crimson Monsters, but it takes awhile with the R-Rank weapons appearing more or less at random. Protectors, if you've been following my guide, you're most of the way there, but you'll still need to finish all four ranks in the Battle Arena and clear Dream Avenue at least 10 times. Photos, again, if you've been following my guide you're most of the way there. In addition to clearing Dream Avenue several times and finishing all four ranks in the Battle Arena, you'll need to beat Jormy a second time to unlock Kuro/Nero's minigame. Then, go talk to him in the warehouse and choose the first option to play it again. Earn at least 800 points in one playthrough, then 2000 in another. Dark Hunter Get bestiary information on every enemy in the game. That means killing at least one of each. Common enemies that are missed include the Grave Keeper (the unique monster guarding the graves in the Cathedral) and assorted Monster+s, also known as Crimson Monsters. Crimson Monsters appear randomly where the normal version of that monster would appear after you've defeated at least 100 of that monster, and are quite strong. The Parade Armor Protector increases the chances of them showing up. They include: Ghoul+, Mummy+, Golem+, Cockatrice+, Skeleton+, and Bandit+. You can check how many of a given monster you've beaten in the Book of Memories in the Library, under Purification. Grand Master Get every other title and talk to ???, and he'll award you this final title and start selling Level 2 Blindboxes. That's it! Once you've done all this, you've officially done everything there is to do in Zoktai. Now go bug Konami to translate Shinbok. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 7. Weapons [sword] Whereas in the previous game, Django was armed 'only' with his highly customizeable Solar Gun, the Gun Del Sol, in this game Django must master an arsenal of weapons and magic to combat his undead opponents. There are five types of weapon in the game, if you include Django's bare hands, but most people will only be making extensive use of three. You'll get some basic weapons of each type early on, and can improve what you get through use of the Solar Forging system which.. you guessed it.. requires sunlight. I will not be listing every weapon in the game.. there are better FAQs that do that already. Django can have, at any given time, one of each type of weapon equipped except Fists/Guns. If you have a gun equipped, it replaces Django's fists on the quick-select bar. Fists Bare hands with nothing in 'em. You'd expect these to suck, and at first, you'd be right. But once Django's strength goes up, while they can't match the damage or reach of the other weapons, you can hit more rapidly with these than anything else. You cannot use Enchant attacks with Fists. Swords The most basic, and probably most frequently used weapon. Of the three basic weapon types, swords don't hit as hard, but they hit FAST (though not as fast as fists) and cover a fairly wide area in front of Django with their swing. Combined with the appropriate Enchant spell, these are lethal. Hammers I hate these. ^^; But you might disagree. Hammers have the highest attack power of the basic weapons, but a slow attack rate and very small area coverage. The only compelling reason to keep one around, other than that you have to, is because the powerful strike of a hammer can break wooden blocks and activate rusted switches. Spears The other fan favorite weapon, or so I'm compelled to claim lest Inarabitta kill me in my sleep. Spears are a little slow to strike for my taste (even slower than a hammer!), but their real use is their reach. Using a spear you can poke switches.. or enemies.. that you wouldn't be able to reach with another weapon. You'll need these for puzzles a lot. Guns There are only three of these weapons in the game, and Django can only get two, and only in the late/post game. They cannot be Solar Forged, and you can't use Enchant attacks with them.. they have fixed elements. Furthermore they burn ENE with every shot. That's about all they have in common with each other.. other properties are unique to each of them. -------------------------------------------------------------------------------- 8. Magic [enchant] There are three types of magic in Zoktai. Luna, Sol, and Dark. Luna magic can be used by anyone, but specific spells go to specific people. It consists mostly of Enchantments, with a few exceptions, and uses ENE with each use. Sol Magic can also only be used by Red Django, and doesn't use ENE, tapping directly into existing sunlight instead. This means it can only be used in the presence of sunlight, and the more sun there is, the stronger the spell. Finally, Dark Magic can only be used by Black Django, and consists mostly of stereotypical vampire stuff. It also uses ENE, with the exception of Sleeping. Luna Magic Enchant Sol Used by: Red Django Cost: 5 ENE Empowers Django's weapons with the Sol property. Particularly effective against Dark monsters. Can activate Solar Generators and deflect ectoplasm in Battle Drive mode. Toggles on and off with L, and uses ENE with each attack. Acquired: Given by Zazie in City Gate Enchant Dark Used by: Black Django Cost: 5 ENE Empowers Django's weapons with the Dark property. Particularly effective against Sol monsters. Can activate Solar Generators and deflect ectoplasm in Battle Drive mode. Toggles on and off with L, and uses ENE with each attack. Acquired: After Purifying Black Django. Enchant Flame Used by: Red Django Cost: 10 ENE Empowers Django's weapons with the Flame property. Particularly effective against Frost monsters. Can light candles, melt Ice Blocks, and empower Property Cubes to do likewise. Toggles on and off with L, and uses ENE with each attack. Acquired: Given by Sumire when first in San Miguel Enchant Frost Used by: Red Django Cost: 10 ENE Empowers Django's weapons with the Frost property. Particularly effective against Flame monsters. Can put out candles and extinguish fireballs, and cause Property Cubes to sink to the ground. Toggles on and off with L, and uses ENE with each attack. Acquired: Given by Kid in Remains Enchant Cloud Used by: Red Django Cost: 10 ENE Empowers Django's weapons with the Cloud property. Particularly effective against Earth monsters. Can destroy Stone Blocks and move Property Cubes. Toggles on and off with L, and uses ENE with each attack. Acquired: Given by Sabata in Remains Enchant Earth Used by: Red Django Cost: 10 ENE Empowers Django's weapons with the Earth property. Particularly effective against Cloud monsters. Can destroy Property Cubes. Toggles on and off with L, and uses ENE with each attack. Acquired: Given by Ringo in Aqueduct Transform Used by: Red Django/Black Django Cost: 0 ENE Transforms Red Django into Black Django, and vice versa. Acquired: Before Purifying Durathror. Rising Sun Used by: Red Django Cost: All ENE, no less than 100 Adds four bars to the sun gauge for 30 seconds. Acquired: Before Purifying Durathror. Zero Shift Used by: Sabata Cost: 10 ENE Teleports Sabata a short distance forward. Will take double damage if hit in the process. Kinda like Dash, but much cooler. Acquired: N/A Black Sun Used by: Sabata Cost: All ENE, no less than 100 Zeroes the sun gauge for 30 seconds. Utterly worthless, just cover the damn sensor. Acquired: N/A Sol Magic Freeze Level: 0 If used to hit an enemy in the back at close range, will freeze them solid, making them immobile and unaware. Will be cancelled if you hit them. Lasts longer with more sunlight. Acquired: Talk to Zazie twice after Purifying Duneyrr Dash Level: 1 Django's speed increases for a very short distance. Will take double damage if you're hit while dashing. More sun=faster movement. Acquired: Talk to Cheyenne after Purifying Durathror. Healing Level: 2 Use this on wilted plants and lilly pads to grow them to a size Django can walk on. The more sun you have, the fewer applications required. Acquired: After Purifying Durathror. Dynamite Level: 3 Creates a stick of dynamite that will explode after a few seconds, making a loud noise and dealing flame damage to anything nearby. Will also blast open thin or cracked walls that make a different noise when tapped on. Acquired: From chest after beating Sword in Remains Dark Magic (Note: All Dark Magic is acquired after Purifying Black Django) Sleeping Cost: 0 ENE Django sleeps in his coffin, becoming immobile to recharge his ENE. The rate of recharge depends on the coffin but is generally comparable to standing in sunlight (NOT Solar Charging) Some coffins may add effects. Silver Coffin makes Django invisible. Coffin Monster Elefan can move around and shoot weak projectiles, but Django's ENE will not recover unless he holds still. Sleeping also protects from the harmful effects of sunlight or rain. Change Bat Cost: 10 ENE Django transforms into a bat. Although he cannot fight in this form, he can use sonar to see invisible chests and booby traps as if you had used a See-All Nut. He can fly over obstacles on the floor such as weight switches and puddles. He doesn't make footsteps, so he's undetectable to Mummies and Ghasts. He can squeeze through small windows. Upon testing, I apparently got confused. Change Bat CANNOT squeak to attract attention like Change Mouse can. Thanks to Remix312 for correcting my mistake. Costs no ENE to change back. Change Mouse Cost: 10 ENE Django transforms into a mouse. Although he cannot fight in this form, he can slip across thin pathways without the need to flatten against a wall, and slip through tiny holes without using a Redshroom. He can also squeak to attract enemies with A without needing a wall to tap on. Costs no ENE to change back. Change Wolf Cost: 10 ENE With that name, you'd expect Django to transform into a wolf. But all he does is howl like one and, if there's an enemy in front of him, pounce towards it. If you get them in the back, he'll bite down for heavy damage, and heal himself for the same amount. Continue pressing L to bite repeatedly and deal more damage. However, only humanoid enemies such as Ghouls, Skeletons, Mummies, Golems, etc are vulnerable to Change Wolf. -------------------------------------------------------------------------------- 9. Characters [django] Here is a list of the important (and not so important) characters in Zoktai. MAJOR spoilers abound below, beware. Playable Characters Solar Boy Django AKA: Red Django The main character of the story, the Solar Boy we came to love in the previous game. He wears a Crimson Scarf handed down from his father Ringo, and wields the Solar Gun, Gun Del Sol.. or did, before a vampire took it from him. Now he wields the Solar Machine, Sol de Vice instead. Black Django Django's dark side. After being bitten by a vampire, Django himself became half-vampire. He failed to succumb completely thanks to the quick actions of his brother, but the damage was done, giving Django this form. Black Django uses the power of Darkness, rather than the power of the Sun. Sunlight burns him, and water scalds him. But his physical strength is increased significantly.. Dark Boy Sabata Django's older twin brother. They were seperated at a young age, and Sabata was raised by the Queen of Immortals, Hel, and his body corrupted by Dark Matter, the substance that makes up an Immortal. Because of this, the power of the Sun is beyond his reach. He wears a Moonlight Scarf handed down from his mother Mani, and wields the Dark Gun, Gun Del Hell. Sabata is only playable during a small portion of the game. He also becomes selectable in Link Battle after beating the game once. Non-Playable Good Guys Messenger of the Sun, Otenko-sama Django's mentor and travelling companion. Wherever Django goes, this odd floating sunflower will be there to give him sage advice and invoke powerful Solar devices such as the Piledriver. Sunflower Girl Zazie Actually, she hates being called Sunflower Girl. But meh. She's actually the apprentice of the previous Sunflower Girl, who was a famous and powerful witch known for her star-reading abilities. Zazie has a very distinctive dialect inherited from her teacher, and protects Sun Avenue from the Undead with a magical barrier. Possibly has a thing for Sabata? Earthly Maiden Lita Caretaker of the Solar Tree in the previous game. She came to San Miguel to assist in the purifying of the land by planting a new Solar Tree. After that, she runs a shop selling Solar Fruit. Although her manner is gentle, she's incredibly well-versed in barehanded combat. Has a blindingly obvious crush on Django. Crying Banshee Carmilla She only appears in this game if you use the Lovers card as Black Django, but Sabata mentions her a couple times so I thought I'd list her. An Immortal who fell in love with Sabata. She was Purified by Django, sacrificing herself for Sabata's plan to take down Hel, and Sabata sealed her soul into his body. Now he searches the world for a way to revive her, if possible as a human being. Ringo Django and Sabata's father, and formerly a Solar Boy and wielder of Gun Del Sol himself. Was supposedly defeated by the Count before Boktai began, but in truth, the Count turned him into a Vampire. He roamed around for a time, his soul sinking into darkness, trying to remember who he was, until he encountered his son once again.. Moon Beauty Mani Django and Sabata's mother. Does not appear in this game, but is briefly mentioned. Known as 'Moon Beauty' which seems to be the Luna equivalent of Solar Boy. Was captured by her sister, the Queen of Immortals Hel, while she and her son escaped from San Miguel, and died in the final conflict of Boktai 1. Smith Former gunsmith and the one who taught Ringo to use a gun. Now he's retired to simple blacksmithing. He'll be able to help Django improve his weapons. He lost an eye during the escape from San Miguel. Sumire's grandfather. Sumire Called 'Violet' in the english version, which seems to be a literal translation of Sumire. Smith's 8-year old granddaughter. She'll help Django store his stuff in the town warehouse. She has a pet cat named Kuro. Kuro Kuro means 'black' and is a common name for cats in Japan. Called 'Nero' in the english version, which is apparently the Italian equivalent. (Credit: Varial Zraok) Oh, and according to my wife, it's pronounced 'neh-ro' not 'nee-ro' like I thought, if you want to pronounce it the proper Italian way. :D In any case, this is a perfectly ordinary cat that just happens to go through a ridiculous amount of mischief at the hands of Dainn. Poor thing. ;_; Kid An odd man with a gigantic blonde afro. In the Japanese version, he has a tendency to use english words at random in his sentences. He's a very fast runner who enjoys challenges. He runs the item shop. Cheyenne The only surviving City Guard of San Miguel. A large native american man who wields a pair of tomahawks. He'll be an opponent a couple of times, the rest of the time he runs the weapon shop. He had two brothers, also City Guards, but they were killed during the escape from San Miguel. Lady San Miguels librarian. Well-versed in all sorts of knowledge, including arcane rituals with which to banish Undead. She's also in charge of all guild work in San Miguel. Marcello, Luis Just a couple random townspeople you rescue. Nothing special about them at all. Ennio The crotchety keeper of the town clock. He's the one to talk to if the in-game clock is set wrong. ??? An odd man found trapped behind a wall in the House of Time. He has no memory of who he is, not even his name. After you rescue him, he'll sell Blindboxes, chests with random items in them, in town. In truth, he's actually a cameo from another well-known Hideo Kojima game.. Rockman EXE Called Megaman in the english version. A Net Navi, or artificial intelligence, from the 'Cyber World' of the games of the same name. He and his Operator Hikari Netto (Lan in the english version) met Django previously in Rockman EXE 4. Now it's his turn to cameo in a Boktai game. Bad Guys White Duneyrr, the Sky Ruling Immortal One of the four Immortals trying to break the Four Quarter Seal in San Miguel. She transforms into a giant moth to fight. Nothing is really revealed about her before she is Purified. Red Durathror, the Earth Ruling Immortal One of the four Immortals trying to break the Four Quarter Seal in San Miguel. Her true form is the Dark Tree corrupting San Miguel's soil. It's implied that she was an occupant of the Dark City, and a very lonely girl, before becoming an Immortal, and she refers to the other three as her brother and sisters.. Blue Dvallin, the Sea Ruling Immortal One of the four Immortals trying to break the Four Quarter Seal in San Miguel. She transforms into a giant octopus to fight you. Nothing else is really revealed about her before she's Purified. Black Dainn, the Dark Child The mastermind of the plan to break the Four Quarter Seal and awaken Jormungandr. He has no true form, but instead occupies whatever physical body suits him at the time. Over the course of the game he will occupy the bodies of first Kuro, then Ringo. Jormungandr, the Ancestor Piece A gigantic serpent said to be the origin of all living things. Sealed below Spiral Tower, it is an intrinsic part of the cycle of destruction and rebirth, and if it awakens, it will consume the entire world. It knows no reason, only the mindless desire to consume everything. Even Immortals fear it, for it is eternal and cannot be destroyed. -------------------------------------------------------------------------------- 10. FAQs [faq] Q: OMG WHERE R SHADEBATZ?! (credit: Various idiots around the board) A: If you ask this, obviously you didn't read the FAQ. Try Ctrl+F and searching for [rock] u.u; Q: What is the maximum level? (credit: firstname.lastname@example.org) A: You can't go any higher than 99. Q: Is it possible to max out all stats? A: Nope! To do that, you would need a total of 396 points. You begin the game with 44 if you use a password from Boktai 1, and gain a total of 294 from gaining levels up to 99. Thats only 338. Add in a few bonuses from red tarot cards and you still come up quite a bit short. Q: Can I fool the solar sensor? (credit: email@example.com) A: Yes. Anything that gives off UV radiation will fool the sensor into thinking you're in the sun. That means sun lamps, most blacklights, and plasma balls. I do not recommend playing the game this way, as it detracts from the overall experience and could be hazardous to your health. Q: What about in-game artificial sun? A: There are three sources. One is Sunny Clogs. When you use one of these, you will randomly summon either clouds or sun. If you summon clouds, your sunlight will be limited for the remainder of the day. Not good. However, summoning sun adds two bars to your sun meter for the entire day! Just save before you use one. The best source is an INVISIBLE brown chest in the Ruins. Second is Mr Rainnot. These aren't so good because you can't get any until the Solar Tree is already fully grown. What you have to do is get a Tonniar RM (the best source is a brown chest in Dark City) and then stand under the Solar Tree at sunrise to purify it. This is just like a Sunny Clog, only not random. Lastly, there's the Rising Sun spell. This adds FOUR bars of Sun to the meter, but only lasts 30 seconds and uses ALL of Django's energy. Q: What is the curse of KAAMOS? (credit: Miluda) A: KAAMOS is a special status affliction that occurs if Django stands in the rain for awhile. While under the effect of KAAMOS, you will not be able to absorb sunlight to recharge your energy. It can be easily removed with a Drop of Sun item purchased from Lita. It MIGHT go away on its own after three days, (it did in Boktai 1) but don't quote me on that. Q: How do I grow the Solar Tree? A: Its called a Solar Tree for a reason. Play in the sun a lot to add to a 'soll' total recorded in the library (you can't read it until you beat the game) This is NOT THE SAME as the Soll in your bank account! As you accumulate Soll, the tree will grow. Once its fully grown, talk to Lita for a new Protector! Then, when it blossoms (turns pink) do it again! This WILL take a long time. Soll does not accumulate if you're not moving, so you can't just leave your GBA in the sun. However, it does accumulate from artificial sunlight. Your best bet is to use a Sunny Clog to get a free two bars, then tape down one of the direction buttons somehow and leave it. After the Solar Tree is fully grown, if you stand under it at sunrise, a drop of dew will fall on you. This restores life and energy to full, cures all status changes, including KAAMOS, and turns any Tonniar RMs you're carrying into Mr Rainnots. The exact amount you need for the Solar Tree to blossom is 216,000 Soll. You also must have finished the game. (credit: originalcracker) Q: Your FAQ sucks! I want diagrams of the puzzles! A: HEY! That's not a question! Anyway, patience. I suck at diagramming. Fortunately, someone else on the board has volunteered to help with this. We'll see how that turns out next update, I guess. Q: I just lost half my health for no reason! A: That's not a question either! This is Black Django's infamous 'berserk' attack. When you hit enemies enough times, Django will shake a little and make a brief noise. If you're hit soon after this, he'll go berserk and damage everything on the screen quite a bit. The downside is you lose half your health in addition to whatever damage the hit did. Q: What gives? I just ran into a weird red monster and it killed me! A: That was a Crimson Monster. They appear randomly after you've killed 100 of the same type of normal enemy. So, after you kill 100 Ghouls, a Ghoul+, AKA Crimson Ghoul may randomly appear anywhere Ghouls normally do. They are freakishly strong and should probably be avoided at lower levels. However, they're worth tons of experience, and commonly drop high-level weapons. Rarely, they'll drop tarot cards instead. -------------------------------------------------------------------------------- 11. Credits [board] I would like to thank the following people. Hideo Kojima and Konami, for making this game. Hideo Kojima's son, for liking Rockman EXE and making one of the first cross-company crossovers in existence possible. Inafune Keiji, the creator of Rockman EXE, for agreeing to the crossover. CJayC, for running the best site there is for getting help with video games. My loving wife, for inspiring me to get this done, and helping me figure out block puzzles. Chibi Soma, for inspiring me with his very unique style of FAQ writing. Nurr.. And the Boktai board regulars. Malik for being.. the very unique person that she is. And scaring away the n00bs. lordhuffnpuff and originalcracker for being neverending fountains of Boktai knowledge that ISN'T written in the FAQs, and dispensing swift justice to people who ask for knowledge that is. Tomahawkmanexe and IjuuinEnzan for being nice guys and having memorable nicks. Inarabitta for being such a lovable little evil Repliroid. And everyone else, for hanging around and talking about Boktai. It may not be popular in english speaking countries, but damnit, those of us who love it are obsessed! :D -------------------------------------------------------------------------------- 12. Contact Me [dont] I can be reached at RyuuseiDate@hotmail.com, through AIM as Shdwmldr, and through Yahoo Messenger as kamiyuv. Those are your best bets for contacting me. Bear in mind that I don't check my email daily, so it may take me awhile to get back to you. PLEASE email only if you have information to contribute to the FAQ, or you need to know something that ISN'T written in the FAQ. I will ignore you if you ask for readily available information.