hide results

    FAQ/Walkthrough by Atom Edge

    Version: 1.0 | Updated: 04/19/03 | Search Guide | Bookmark Guide

          #%%%%%%%%%###     ##%%%%%%%#
        ##%%%%%%%%##          #%%%%%#     I  L  L  U  S  I  O  N     O  F
       #%%%%%%%%##             #%%%%#
      #%%%%%%%%##               #%%%#    ########   ###########  #########
      #%%%%%%%%#                #%%%#    #%%%%%%#   #%%%%%%%%%#  #%%%%%%%#
     #%%%%%%%%#                 #%%%#     #%%%%%#    #%%%%%%%#    #%%%%%%#
     #%%%%%%%#                   ###      #%%%%%#     #%%%%%#     #%%%%%%#
    ##%%%%%%%#                           #%%%%%%#     #%%%%%#     #%%%%%%#
    #%%%%%%%%#                           #%%%%%%%#    #%%%%%#    #%%%%%%%%#
    #%%%%%%%%#                          #%%%%%%%%#    #%%%%%#    #%%%%%%%%#
    #%%%%%%%%#                          #%%%##%%%%#   #%%%%%#   #%%%%##%%%%#
    #%%%%%%%%#                         #%%%#  #%%%#   #%%%%%#   #%%%#  #%%%#
    ##%%%%%%%#                         #%%%#  #%%%#   #%%%%%#   #%%%#  #%%%#
    ##%%%%%%%#           ############  #%%%####%%%##  #%%%%%#   #%%%####%%%#
     #%%%%%%%#            #%%%%%%%%#  #%%%%%%%%%%%%# #%%%%%%%# #%%%%%%%%%%%%#
     ##%%%%%%#             #%%%%%%#   #%%%%####%%%%##%%%%%%%%%#%%%%%####%%%%#
      ##%%%%%%#            #%%%%%%#   #%%%#    #%%%%###########%%%%#    #%%%#
      ##%%%%%%%#           #%%%%%%#  #%%%%#    #%%%%#         #%%%%#    #%%%%#
       ##%%%%%%%#          #%%%%%%#  #%%%%#    #%%%%#        #%%%%%#    #%%%%#
        ##%%%%%%%##        #%%%%%%# #%%%%%#    #%%%%%#      #%%%%%%#    #%%%%%#
         ##%%%%%%%%##      #%%%%%%##%%%%%%%#  #%%%%%%%#    #%%%%%%%%#  #%%%%%%%#
          ##%%%%%%%%%#######%%%%%%##########  ##########  ###########  ##########
                         ILLUSION OF GAIA -- FAQ/WALKTHROUGH
                       Super Nintendo - North American Version
                             Last Updated: 19 April 2003
                                     Version 1.0
                    Written and compiled by Jeff Chan [Atom Edge]
     Copyright 2003 Jeff Chan [Atom Edge]  All rights reserved
     This document is the sole property of its author, Jeff Chan, who reserves
     all rights.  It is protected by "United States Code: Title 17 - Copyrights"
     and the "Berne Convention for the Protection of Literacy and Artistic
     Works," as well as any and all other International Treaties and copyright
     laws applicable.
     This document is exclusive to GameFAQs <http://www.gamefaqs.com/>.  Under
     no circumstances is this guide to appear anywhere else.
     This document may not be reproduced or retransmitted in any way, shape,
     form, or medium.  You may not alter, edit, format, remove or add materials
     to any part of this document.  It must always remain in the English
     Language.  It will not be translated to any other language for any reason
     whatsoever.  It will not appear in any publication.  This document was in
     absolutely no way intended for commerical, promotional and/or profitable
     uses.  This guide is limited to personal and private use only.  Any other
     uses MUST be priorly approved by the author, Jeff Chan.
     Illusion of Gaia and related articles belong to Enix Corporation and
     Quintet.  No breach of copyright intended.  Any and all trademarks and
     copyrights not directly acknowledged in this document are respected.
                           T A B L E   O F   C O N T E N T S
         I.  Forward
               - Revision History
               - Author's Note
        II.  Game Basics
       III.  Characters
               - Playable
               - NPCs
        IV.  Walkthrough
         V.  Gem's Mansion Side Quest
        VI.  Appendix
               - Items
               - Red Jewels
               - Monsters
       VII.  Frequently Asked Questions
      VIII.  Footer
               - Credits and Special Thanks
               - Final Notes
          *       *       *       *       *       *       *       *       *
         I.  Forward
    - Revision History -
    *** Work began on this guide on 21 March 2003 ***
    Version 1.0  - Conception of guide
    19 Apr 2003  - First Draft and Initial Release
    235 kb       - All sections 100% complete
    - Author's Note -
    Part of Enix's Soul Blazer saga, Illusion of Gaia is a hybrid with elements
    of RPG and action-adventure mixed together, in a style similar to that of the
    well-known Zelda series.  Probably considered the least popular of the
    trilogy, Illusion of Gaia just always seems to go unnoticed.  That's just
    This is an exhaustive walkthrough, covering every part of the game, right
    down to listing the positions of each and every enemy to be encountered.  A
    few notes on using the walkthrough:
    * By saying left, right, down and up, I am referring to the actual screen,
      not the character.  Left means the the left-hand side of the screen as you
      see it.  Additionally, the cardinal directions are often used and are
      synonymous with the respective direction (e.g. left is the same as west).
    * Do kill every enemy you encounter, with the exception of those found in the
      Seaside Palace and the Gem's Mansion bonus dungeon.  If you miss one enemy
      in any section, you will not gain the powerup for that section.  Use your
      radar to find out how many enemies are left per section.
    * Use Herbs sparingly.  There are only a total of twelve in the game.  Those
      should be effectively used as to not waste them.  The only boss that should
      warrant them are the two Vampires, who you face twice.  And then, you
      should only use one per battle.  A handful of dungeons may pose a slight
      problem, but you should rely on Dark Spaces to heal for the most part.
    Please note that this is a walkthrough and guide to the game.  As such,
    spoilers are abundant and littered throughout the file.
        II.  Game Basics
    -- Stats --
    Will starts the game fairly weak.  He has a meager 8 HP, 1 strength and no
    defense.  Not much of a warrior.  You will not level up like you would in a
    regular RPG.  Instead, dungeons are laid out in sections.  Each section
    contains a static, set amount of enemies.  If you defeat _all_ the enemies
    per section, you will gain a boost in either HP, strength or defense.
    Your life bar can be seen in the top left corner of the screen, under the
    word "Player."  Each large red dot denotes 2 HP.  A half dot will denote 1
    HP.  The enemies' HP will be displayed similarly in the top right corner of
    the screen.
    Dark Power, or DP, refers to the amount of Renews and Dark Gems you have.
    Dark Gems are dropped by most all enemies upon defeat in sizes 1, 2 and 5.
    You can collect them by moving over them, or by hauling them in with the
    telekinesis.  For every 100 Dark Gems you collect, you gain one Renew.  Each
    Renew works like a life.  If you are drained of all HP, you die.  However, if
    you happen to have a Renew, your character will be revived and taken to the
    beginning of the area, or the most recent Dark Space, and you get to restart
    the area with half of your max life.  Max Renews are nine.  DP is listed at
    the top center of the screen.
    -- Items --
    Your inventory can hold up to 16 items, no more, no less.  A full list of
    items can be found in the appendix.  To use an item, enter the menu screen,
    and select a specific item.  Then go back to the main screen and press the
    "B" button.  This applies to most all items, be it eating an Herb, reading a
    journal, or equipping an item.
    Using this method on Red Jewels will cause the precious stones to be send
    directly to Gem.  There is no difference between sending them to him in this
    manner than by deliverying them by hand.  So, if your inventory is being
    cluttered, and you need room because of Herb hording, than feel free to send
    them over to him.
    You can use the Remove method to throw away an event item that no longer
    serves any purpose in the game.  This is useful if your inventory is filled
    with Herbs, and you need to pick up a new event item.  Any important items
    (i.e. those you will still have use for) cannot be thrown away, as the game
    will not allow it, so do not worry about that.  NEVER throw away a Red Jewel
    in this manner.  Use the previous method to clear those out of the inventory.
    -- Dark Space --
    These gateways serve as the all-purpose gas stations of Illusion of Gaia.
    Here, you can speak with Gaia to restore health, free of charge, or save your
    data.  Also, at certain points in the game, they will allow you to change
    into characters and/or acquire new abilities.
    -- Telekinesis --
    This is the only skill shared by all three playable entities.  By pressing
    and holding either the "L" or "R" button, a character will perform this
    ability.  It serves two purposes: to move objects and block projectiles.
    The former is used primarily to bring out-of-reach Dark Gems to you.  Less
    often, but more importantly, it can be used to move statues.  This serves to
    either free passages or solve puzzles.
    The latter makes it act as a shield.  Most projectiles (not all) will be
    negated if they run into the telekinesis ability.  This is a technique that
    is invaluable.  Note that Will and Freedan can only block in one direction
    at a time: the one they are facing obviously.  Also, if you are blocking in
    the right direction, but the projectile does not run into the telekinesis
    object, it can still hit you.  The projectile must run into either Will's
    Flute or Freedan's sword guard for the attack to be negated.  Shadow,
    however, has no such problems.  When he uses the technique, a fiery aura
    surrounds him completely, so the projectile cannot go around it.  As an added
    bonus, his version blocks all directions, so he can have his back turned and
    still cancel an attack out.
       III.  Characters
    - Playable -
    -- Background --
    He is the main protagonist of the game.  Will grew up in the quiet town of
    South Cape.  A young child, he went to school and spent his afternoons with
    his friends in the Seaside Cave.  He currently lives with his essentric
    His father was Olman, the explorer, who took Will and an expedition to the
    legendary Tower of Babel a year ago.  The expedition ended badly, as Olman
    and the good majority of the entourage went missing, with only Will returning
    to South Cape, completely devoid of any memories that could help in finding
    the fate of his father.
    To further set him apart from the rest, young Will seemingly possess psychic
    powers, among them, the ability to move objects with his mind.  Of course,
    the nature of these abilities are far more complicated than he could have
    ever imagined.
    -- Skills --
      Technique:  Jump Attack
      Performed:  Attack, then forward
       Acquired:  Initially has this ability.
    Description:  Will performs a standard attack, then lunges forward with a
                  second attack.  This attack deals slightly more damage than the
                  first, standard hit.  If you connect with the first, this will
                  usually cause a two-hit attack.  The great thing about this
                  technique, though, lies in its invincibility.  While Will is
                  performing the "jump" part of the attack, no techniques can
                  harm him.  Aside from the obvious applications of avoiding
                  damage while attacking, you can quickly pull this off to avoid
                  any other attacks while advancing on an enemy.
      Technique:  Psycho Dash
      Performed:  Hold attack until Will rapidly glows.  Then release.
       Acquired:  Itory Village Dark Space.
        Powerup:  From Gem after getting 20 Red Jewels.  Earliest chance is at
                  Angel Village.
    Description:  Will dashes forward at a high rate of speed.  When he covers
                  about one-fifth of the screen, he will move back to his starting
                  spot.  This is a fairly powerful attack.  Additionally, you can
                  gain a powerup for this attack to further boost damage.  The
                  technique can also hit twice, if Will manages to tag the enemy
                  again when he recoils back.  Additionally, this technique is
                  used often to destory certain obstacles.
      Technique:  Psycho Slider
      Performed:  Press Attack during a standard dash.
       Acquired:  Mu Dark Space.
    Description:  Will cuts short his run, pauses momentarily, then slides the
                  equivalent of half a screen.  It is a rather powerful attack,
                  and can also be used to hit twice if timed right (generally,
                  begin the slide as close to the enemy as possible).  Much like
                  the Jump Attack, this comes with invunerability.  Just be
                  careful, and take into consideration what your ending point
                  will be.  Because the attack may make you invunerable, but you
                  will not be once it ends.  Also, this is used to pass into
                  further areas in a few dungeons.
      Technique:  Psycho Spin
      Performed:  Hold attack until Will rapidly glows.  Then press L and R
                  alternatively.  Hold a direction to go into a high-speed run.
                  Otherwise, allow the arrows to disappear, then control freely.
                  Take note on the execution to be completely still when pressing
                  L and R.  If you are running and press either, even with the
                  full charged rapid glow, Will performs the standard telekinesis
                  instead of the Psycho Spin.  You will not have this problem if
                  you come to a complete standstill first, though.
       Acquired:  China's Great Wall Dark Space.
    Description:  Will spins around in cyclone fashion.  If you hold a direction,
                  he will go into a high speed run.  This run is capable of going
                  up most hills, and forcing Will to jump many ramps.  As an
                  attack, it causes Will to be invunerable, and damage any that
                  come in contact with him.  Generally useful if you are mindful
                  of your situation.  It falls short though, because you can be
                  attacked out of it during the beginning, and if you are hurting
                  an enemy with it, and it wears off, you are standing in the
                  proverbial No Man's Land.
    -- Evaluation --
    Compared to the other characters, Will is obviously the most lacking in the
    fighting department.  Not to say he is bad, but he isn't as good as either
    Freedan or Shadow.  The range and coverage of his attacks just don't compare,
    and he won't deal as much per hit.  Still, with his plethora of invincible
    attacks, he makes an effective enough fighter against the peons in dungeons.
    Of course, his main purpose is to get you from point A to point B.  Will's
    Psycho attacks are made to move you around.  But if you're going to fight,
    it is often better to use Freedan or Shadow whenever you can.
    -- Skills --
      Technique:  Dark Friar
      Performed:  Hold attack until Freedan rapidly glows.  Then release.
       Acquired:  Diamond Mines Dark Space.
        Powerup:  Either from Gem after acquiring 30 Red Jewels (earliest chance
                  is Watermia) or from the Dark potion in Euro.
    Description:  This fires off a rather large energy blast from Freedan's sword
                  that projects straight out.  On occassion, it will hit twice.
                  The blast moves at the same speed that Freedan runs.  In this
                  form, it isn't anything to scream about.  The attack is nice,
                  but it is more hassle than it is worth to charge up for it.
                  After you get the powerup, though, different story.  With it,
                  when the blast hits and enemy or you manually detonate it by
                  pressing attack again, the blast will split into four parts and
                  spiral out.  This is easily the all around best attack in the
                  game.  It is powerful, covers a huge area, and can hit multiple
                  times to boot.
      Technique:  Aura Barrier
      Performed:  Hold attack until Freedan rapidly glows.  Then press L or R.
                  Take note on the execution to be completely still when pressing
                  L and R.  If you are running and press either, even with the
                  full charged rapid glow, Freedan performs the standard
                  telekinesis instead of the Aura Barrier.  You will not have
                  this problem if you come to a complete standstill first though.
       Acquired:  Mountain Temple Dark Space.
    Description:  Freedan will raise his sword, then summon two glass mirror like
                  objects to orbit him.  These objects deal heavy damage.  Also,
                  while summoning the objects Freedan is invunerable.  So you can
                  effectively run into a group of enemies, stop, then perform
                  this have it take out many opponents.  Otherwise, this is a
                  rather bad attack.  It is cancelled rather easily, either by
                  striking an opponent once, performing another action (such as
                  telekinesis or attack) or by running out of time (the life span
                  is incredibly short).  All in all, probably the worse ability
                  in the entire game along with Earthquaker.  Also note, this is
                  the only Dark Space acquired ability that is not necessary at
                  one point or another.
      Technique:  Earthquaker
      Performed:  Press Attack as you are jumping down a level.
       Acquired:  Ankor Wat Dark Space.
    Description:  As Freedan is jumping down, he will use his momentum to plunge
                  his sword into the ground.  The resulting effect causes tremors
                  to ripple across the area, freezing any enemies temporarily.
                  From here, you can go and attack them for a short period of
                  time without retaliation.  Generally, you'll only use this
                  skill once the entire game.  Don't expect to get much use out
                  of it.  On par with Aura Barrier for uselessness.
    -- Evaluation --
    Freedan is the strongest character in the game up until the last boss battle.
    Early on, he is superior to Will in every which way, with longer reach and
    more power per hit.  Once he acquires the Dark Friar powerup, Freedan becomes
    far too powerful.  The attack takes out basically anything because of its
    -- Skills --
      Technique:  Aura
      Performed:  Equip the item, then use it.
       Acquired:  Pyramid Dark Space.
    Description:  Shadow becomes a liquid, then seeps through the floor.  You can
                  only do this in certain areas of the Pyramid dungeon, but it is
                  absolutely necessary in many cases.  Aside from that, it can be
                  used to temporarily place Shadow out of harms' way, such as
                  during the final battle of the game.
      Technique:  Firebird
      Performed:  Attack.
       Acquired:  Directly before the two final boss fights.
    Description:  Instead of his normal attack, Shadow will fire a large Firebird
                  as a projectile.  As you can imagine, this is and incredibly
                  good move.  Only problem is that you only get to use it against
                  two fights.
    -- Evaluation --
    His attacks are much more powerful than any other characters' and his reach
    also complements his strength.  Aside from that, there's not much else to say
    about Shadow.  He has no real abilities that make him too useful.  Freedan
    is still the strongest for the most part because of Dark Friar.  Firebird is
    great, but it is restricted to two boss battles (one of which, it makes no
    difference at all).
    - NPCs -
    KARA:  She serves as the one truly dynamic character of the game.  Kara is
    the princess at Edward's Castle, and as you'd expect, starts out as a fairly
    stubborn girl.  Through the course of the game, her personality evolves from
    not-at-all-tolerable to barely-tolerable.  Will, of course, grows to like
    her.  There is more than meets the eye with Kara...
    HAMLET:  Without a shadow of a doubt, Hamlet is the greatest character in the
    entire game.  He also happens to be Kara's pet pig.  Undeniably smart, Hamlet
    saves Will very early in the game, then manages to track the rest of the
    LILLY:  Lilly is a denizen of Itory Village, where Lola is from.  Will's
    grandparents send her to help Will throughout his journey.  Lilly has an
    special ability to transform into a small flower at will and possesses
    quite a bit of knowledge of the world around them.
    LANCE:  One of Will's friends, his father went on the expedition with Olman.
    Lance is both the most responisble and brave of all Will's buddies (though
    this isn't saying much when one of the group happens to be Erik).  He will
    eventually fall for Lilly.
    SETH:  Another of Will's friends, Seth is apparently very bright.  Of course,
    his story doesn't get developed much because fate is apparently very cruel
    to him.
    ERIK:  Erik is the last of Will's buddies, and the youngest as well.  Naive,
    and seemingly not very bright, Erik serves no role to the story aside from
    just being there.  He is the son of the richest person in South Cape, and
    really likes bathrooms.
    NEIL:  Neil is Will's long lost cousin.  He is also a capable inventor.  The
    odd thing about him is that he lives like a hermit while his parents happen
    to incredibly wealthy.  Aside from helping Will tremendously through the
    course of his journey, Neil also finally takes on his own responsibilities.
    BILL and LOLA:  They are Will's grandparents and are raising him after Olman
    apparently disappeared following the Tower of Babel expedition.  Bill is a
    nonchalant retired engineer.  Lola hails from Itory Village, and the queen of
    unusually dishes.  She is also fond of humming a certain tune.
    JACKAL:  Jackal serves as the game's resident vampire-wannabe.  You'll hear
    mention of him early in game, and completely forget about him until the very
    end when he finally makes his appearance.  All for nought, though, as he is
    very easily defeated.
    GEM:  The Jeweler Gem supposed controls the seven seas (according to himself,
    anyway).  He is also a master of disguises, so he appears different in every
    single town.  You can deliver the various Red Jewels you come across in your
    journey to him and exchange them for various worthwhile prizes.  Aside from
    that, he has some dark and unusual secrets that you can discover if you
    manage to recover all fifty Red Jewels...
    GAIA:  The essense of the earth.  She serves as the advise-giver, healer,
    and save point of the game.  You'll see her often since Dark Space gateways
    are everywhere.
        IV.  Walkthrough
    [ South Cape ] --------------------------------------------------------------
       ITEMS:  Red Jewel (x3), Lola's Melody
    MONSTERS:  none
       EXTRA:  Herb from Gem
    The game begins in school (every gamer's dream, eh?).  Will starts off by
    giving you a bit of background information on himself.  Class then ends, and
    Will's buddies tell him to meet them at a certain place.  Talk to Lance (the
    only classmate left) and he will tell you to go to the cave by the seashore.
    Exit through the door at the left-hand side of the classroom and you will
    emerge on the rooftop.  There is a shining orb here, and as you approach it,
    it transforms into a doorway.  This leads to the Dark Space, where you can
    meet Gaia.  She will foreshadow things to come.  You can save now if you
    wish; aside from that, you can't do anything in Dark Space for now.
    On the left side of the tower bell, you can walk into a small, unseen alcove.
    Examine the area and you acquire your very first Red Jewel.  Now, next to the
    bell is a break in the guard rail for the roof.  Walk down it, and you will
    jump down to the grass below.  There is another break, this time on the rock
    railing.  Jump down again and you can encounter Gem, the jewel dealer.  You
    can give him the Red Jewel, but it is simpler to just ignore him for now.
    Jump down once more to street level.  The first door leads to Seth's house.
    There isn't any point to enter, but if you do, you find out that Seth's
    parents are having a fight.  The house to the right is Lance's.  Enter it and
    head down into the basement.  Examine the top-right blue jar and pillage the
    second Red Jewel (what are friends for?).
    From here, you can either explore town or head to the sea cave.  Exploring
    town really doesn't do much, go down the bridge and all the way to the right.
    Enter the boarded up door to find your friends.  Continue to enter and exit
    the cave until you see the fisherman sitting on along the right side of the
    bridge area with a pot.  Depending on your luck, it can occur really soon, or
    you may have to do it several dozen times.  Once he appears, check the pot to
    find the third Red Jewel.
    Now enter the cave.  Talk to both of your friends, and then Erik will run in
    with news.  No one cares.  Go and stand next to Erik to proceed.  The trio
    coerces Will to demonstrate his special skills.  Walk down to the south end
    of the table of face the statue to the right.  Hold either L or R, which
    prompts Will to twirl his flute.  His Psycho power pulls the statue towards
    him.  Now, talk to Lance and he will ask you to pick out the Ace of Diamonds
    from four cards.  Choose any and you get it correct.  After showing off, you
    can leave the cave, and you will find it is getting late.  Time to head home.
    Follow the bridge back to Lance's house, and go right, up the staircase.  Go
    north and up another staircase.  To your left is the school.  The first house
    on the right is Will's home.  For now, walk along the front of school and
    jump down the break in the railing again.  This time, speak with Gem and he
    gives you three choices.  If you choose the first, he tells you who he is and
    that if you see him in another area, he will look different.  The second
    option will prompt Will to hand over all his current Red Jewels.  The third
    will give you a list of all the items Gem will give you along the course of
    your journey.  Choose the second option; Will hands over the Red Jewels, and
    Gem gives you an Herb.
    Jump back down to street level and head all the way around back to your house
    and enter.  Apparently, a pig is destroying your home.  Try to go upstairs,
    and Sir Oinksalot will shove you aside and make room for Kara.  After a bit
    of dialogue, head upstairs.  Speaking to Lola only prompts useless dialogue.
    Instead speaking to Grandpa Bill will trigger the next sequence, in which
    everyone heads downstairs after hearing Kara scream.
    Two soldiers take Kara away, but not before she says Will seems familiar to
    her.  Apparently, your good grandparents are none-too-shaken-up after being
    witness to an abduction and proceed to have dinner.  After speaking with them
    and being told about the underground area of the castle, head upstairs.
    After eating snail, of all things, you will wake up to the morning.  Head
    downstairs and speak with Lola.  You get a letter from King Edward asking you
    to bring the Crystal Ring to the castle.  You also get Lola's Melody.  Exit
    the house and head to the north of town.  Talk to the guard and leave South
    Cape.  Next destination: Edward's Castle.
    [ Edward's Castle ]----------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
    Enter and head to the right.  You'll come to the end of the hall with one
    large pillar and two staircases.  There is someone hiding behind the pillar
    and if you talk to him/her, you will get a Red Jewel.  Head up the stairs
    until you get to the third floor.  From here, run across the bridge and enter
    Kara's room.
    A few words are exchanged, and the guard will kick you out.  Head back down
    to the first floor and head to the left.  Enter the first door you can, with
    the guard standing next to it.  Talk to the fat-ass King Edward and he'll ask
    if you brought the Crystal Ring.  If you say yes, Will won't be able to
    produce it.  If you say no, the king will be none-too-pleased.  Either way
    you are thrown in prison, and the even-more-of-a-fat-ass queen isn't any help
    [ Edward's Prison ]----------------------------------------------------------
       ITEMS:  Red Jewel (x3), Prison Key, Herb
    MONSTERS:  Bat (32), Brown Bat (1), Tentacle Eye (16), Skeleton (14), Brown
               Skeleton (2)
    This is the first dungeon of the game, and according to ye ol' RPG law, it
    has to be simple.  Indeed, none of the enemies are difficult, there is no
    boss (though a special enemy at the end) and none of them truly poses a
    threat.  Any melee range enemies can be killed by repeatedly hitting them
    with your flute, or performing the Jump Attack.  Any projectiles thrown your
    way can be blocked by the telekinesis.
    This place has close to no puzzles and is very linear.  No backtracking to
    speak of.  Use this as a training ground to get used to the fighting style of
    the game if you are not already accustomed.  Get used to killing all the
    enemies to load up on power-ups.
    You must examine three things in the prison cell: the ball and chain, the
    moss in either the northeast or southwest corner, and the cell door.  Now
    wait for about half a minute and a loaf of bread is tossed to Will.  Eat it
    and wait some more.  Eventually Will's father will speak to him through the
    flute.  An gem then falls into the left wall enclosure.  Use the flute (L or
    R) to bring the gem to Will.
    After doing that, wait near the cell door.  Eventually Hamlet (Kara's pet
    pig) will come to see you.  Tied to Hamlet is a letter from Kara, and the key
    to your cell.  Open your menu screen and equip the key.  Exit the menu screen
    and use the item on the cell door.  The left side cell is still locked, and
    you can open it with your key as well.  But all you will find is a prisoner
    in armor who is under the delusion of being able to escape on his own.  In
    the right side cell is an entrance to Dark Space.
    Head all the way south and prepare to fight for the first time.  This first
    room has three Bats.  Kill each one (it will take three strikes a piece).
    Now exit through the only other door.  Kill this one Bat and head south.
    Take out three more Bats and head across the bridge.  On the other side of
    the bridge are two more Bats that need to be dispatched.  There is a Skeleton
    trapped in an enclosure, and a small break in the railing facing the river.
    Step in front of the break in the railing and wait for a Tentacle Eye monster
    to appear.  Strike it three times, then hold down L or R to twirl Will's
    flute.  This will block the projectile attack by the Tentacle Eye.  Then
    strike it two more times to defeat it.  Use the Telekinesis to pick up the
    Dark Power gem and watch as a blue energy destroys part of the enclosure,
    freeing the skeleton.  It takes six strikes to kill it.
    There is a second break in the railing to the southwest of the Skeleton
    enclosure.  Kill this Tentacle Eye as well.  Be sure to stand a bit away, or
    the Telekinesis won't be able to block the projectile.  Now head south and
    dispatch two more Bats.  Head across the bridge and kill the Skeleton along
    the way.  There are two more Bats to kill and another Tentacle Eye.  Upon
    doing so, a blue energy will open up a new passage and, because you just
    killed all enemies in the area, your strength will be augmented.  Head into
    the next area.
    Head up the stairs and find two more Bats.  As you approach the two statues
    blocking the south passage, a lily flower will appear.  Ignore it for now.
    Use the telekinesis to move one of the blocks, thus creating a new passage.
    Dispatch two more Bats and a Skeleton.  As you head down the steps, the lily
    will leave you.  Avoid the two things circling around.  If you touch them,
    you will be damaged.  Kill the Bat, then the Tentacle Eye.  Head up the
    steps, and finish off one more Bat.  You are now at a fork in the road.
    Go to the northwest and take care of the Skeleton.  Then head back and down
    the stairs.  Kill the Skeleton here and the Tentacle Eye.  Strike the switch
    and head up the stairs to retrieve an Herb.  Now head back down and hit the
    switch again.  Take out the Bat and the Tentacle Eye.  Move ahead and defeat
    another Skeleton and Tentacle Eye.  Upon defeat, your defense will be
    increased and the obstacle will be taken away by another blue energy.
    Enter the next area.  There will be two Tentacle Eyes flanking you.  Kill
    one then turn around and use the telekinesis to block the projectile attack
    of the other.  Kill it as well.  Head around the area dodging the falling
    spears (not at all difficult).  Then kill the Skeleton and head up the stairs
    and through the maze.  Take the right route when you can to avoid being
    trapped by a spear.  The Bat will likely wander into the trap and get stuck
    by the spears.  Wait for it to make its way out and kill it off.
    The switch is rusted, so head upstairs.  Kill three Bats and a Skeleton.
    Fall off the ledge into the switch to reveal a hidden room.  Enter it to grab
    a Red Jewel.  There is also an apparition that will give you a hint.  Exit
    out and head back along the path.  And you will come up across a group of
    bats.  You will battle them in an area that looks like this:
      +----------------------------+    The "xx" denotes an obstacle.  B1, B2, B3
      |                            |    and B4 are each a regular Bat (that has
      |  xx B1  B2  MB  B3  B4 xx  |    slightly better defense then the ones
      |  xx    xxxx    xxxx    xx  |    before, though they still have only 3
      |  xx    xx        xx    xx  |    HP.  The "MB" denotes the main Bat, the
      |  xx    xx        xx    xx  |    brown colored one.  Stand at "P1" and
      |  xx                    xx  |    attack to safely kill B1 and B4.  Stand
      |  xx    xx   P2   xx    xx  |    at "P2" to safely kill B2 and B3.
      |  xx    xx        xx    xx  |    Either position is sufficient to kill
      |  xx    xxxx    xxxx    xx  |    the MB.  This one takes ten strikes.
      |  xx                    xx  |    Upon defeating them, you will open up
      |             P1             |    a passage way via a blue energy.  Your
      |                            |    HP will also be raised.
      +---------------------+      +
    Go through the new passage and you will emerge in a hallway.  To either side
    is a switch.  Each does nothing when you strike it.  In the left side of the
    hall is a rose.  It gives you a hint to play the melody.  Enter the menu
    screen and equip Lola's Melody.  Play it, and wait a day short of forever for
    Will to finish.  At that point, a Strange Voice will tell you to go to the
    right side.  It then tells you to strike the switch on the count of three.
    A counter will appear over Will's head and count to three.  When you see "3,"
    strike the switch and a door appears.
    There's a switch you cannot access to the right.  Head left and take out the
    Tentacle Eye.  Then kill off the two more Bats, a Skeleton, and another
    Tentacle Eye.  Head up and you will find a dead-end with four Tentacle Eyes.
    Go to the right and stand in between where both Tentacle Eyes will appear.
    This way you can attack two at a time.  Three hits and they should both be
    dead.  Turn around and use telekinesis to block the projectiles.  Then head
    around and kill both of these Tentacle Eyes as well.  This will cause a blue
    energy to appear and destroy the blocks in the middle, revealing a Dark Space
    gateway.  With no where else to go, enter.
    The first thing you notice is that there is now a statue of a knight to the
    left.  Speak with Gaia and she tells you that you are able to morph into a
    different form.  Stand infront of the statue and you will be transformed into
    Freedan.  Now leave Dark Space, head across the area, and using Freedan's
    superior range, strike the switch to form a bridge.
    Head across and kill the first Bat.  Head up further to face another Skeleton
    that needs its ass kicked.  You'll come across an area to the left with those
    moving spike-like things.  Take the high road (literally) and make your way
    across.  On the other side is a Brown Skeleton.  Kill it, then its head.
    Upon doing so, a blue energy will open up the path.  Defeat the two Skeletons
    as you continue along.  Four more Bats, a Tentacle Eye and a Skeleton are
    blocking the way.  Head up the stairs, following the spike-like things and
    back down.  You're now at a fork.  Head left, kill a Skeleton and grab the
    Red Jewel from the chest.
    Run all the way to the right and up.  Dispatch the Brown Skeleton.  This will
    prompt a defense boost and a blue energy will shatter the next obstacle.
    Follow the path and you will enter into the next area.  Here, Freedan will
    immediately revert back to Will.  Go up to the barrel, around to the other
    side, and search the bottom barrel.  Surprise, surprise, it is another Red
    Head north and you encounter a "Itory" girl named Lilly who saw Will change
    form.  The conversation reveals that Lilly was sent by Lola to rescue Will.
    Apparently the Elder calls and she runs off by changing into the lily flower
    from earlier before.  Head up the steps, across the dark room and through
    some more stairs.  You'll be back to the first floor of the Edward's Castle.
    (Hah!  Inescapable prison, my ass.)
    [ Edward's Castle ]----------------------------------------------------------
       ITEMS:  Meat
    MONSTERS:  none
    Go all the way up to Kara's room.  The maids, it should be noted, do not seem
    to give a rat's ass that a prisoner has escapded.  Go around the soldier
    standing guard (sleeping, of course).  Speak with Kara, and she will follow
    you as you make your great escape.  On the first floor, if you try to leave
    via the front door Kara will tell you to go pick up some food in the cellar.
    The guard to the throne room is sleeping (tight security, as usual), and the
    guard at the far left end will actually encourage Will.  It would seem that
    an escaped prisoner who happens to be kidnapping the princess isn't something
    to be worried about.
    Anyway, go downstairs to the basement.  Go a bit left and examine the first
    barrel without a lid.  You will obtain a Meat item.  Now head back up to the
    first floor and leave via the front door.  The two will head back to Will's
    House in South Cape.
    [ South Cape ] --------------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
       EXTRA:  Defense Force boost from Gem
    Will and Kara will appear in a dishevelled home.  Go upstairs and Kara will
    reveal that this was the work of "Jackal," the hunter the fat-ass queen hired
    for whatever reason.  Lilly will come and explain that Will's grandparents
    are safe in Itory village.  Before you leave, take Lilly's advice and see the
    townspeople, or rather one person, Gem.  Give him the four Red Jewels you
    acquired since last seeing him, and in return, he will boost your defense.
    There's nothing else of interest around town, so head home.  Apparently, Kara
    and Lilly took it upon themselves to clean Will's home for no reason.  Talk
    to Lilly and choose to leave town.  Kara will ask Will a question, but it is
    inconsequential what answer he chooses.
    [ Itory Village ] -----------------------------------------------------------
       ITEMS:  Red Jewel, Inca Statue A
    MONSTERS:  none
       EXTRA:  Life Force boost from Gem
    You appear on a seemingly empty grass range.  Lilly asks you to play Lola's
    Melody, so do so.  Of course, this prompts a bunch of houses to magically
    appear.  Lilly and Kara run off, so you can have the always obligatory
    RPG-style-explore-the-town time.
    The middle stack of wood contains the eighth Red Jewel.  If you feel like
    making the hike all the way back to South Cape, you can get the Life Force
    boost from Gem.  There's no point to head into Lilly's house as no one has
    anything useful to say.  Likewise, there's nothing of interest in any of the
    houses, less you want to learn the background of the Itory.
    Walk up to the stone area and enter into a Dark Space Gateway.  You will now
    be granted the Psycho Dash ability.  After you get this, head out of Dark
    Space, and run (not walk) down the stone ramp to enter into a new area.
    As you try to head away from the tombstones, a voice will call out to Will.
    Approach the flowers behind the tombstones.  Speak with him and the Elder
    asks if you were summoned by your father.  If you say No, then you will just
    have to be asked again and say Yes, so save yourself the trouble.  On the
    second question, again you must answer Yes, less you be asked again.
    Ignore the grass ramp (it will just take you back to the town area) and head
    down the ladder, and into the cave.  Walk up to the last row of statue heads,
    the third, and stand on the left side of the right statue.  From here, head
    straight up until you hit the wall.  If you use the flute to strike it, you
    should hear a different sound then striking other portions of the wall.  Use
    the Psycho Dash on this spot to reveal a hidden passage.  Inside, you acquire
    the Inca Statue A.  If you go speak with the Elder again, he will give you
    some clues to your quest.  Speak with Lilly, and she will take you to your
    next destination.
    [ Home of Moon Tribe ]-------------------------------------------------------
       ITEMS:  Inca Statue B
    MONSTERS:  Caterpillar (6)
    If you head up to the raised area, you can speak with "shadows."  After doing
    so head into the cave.  You are given 20 seconds to kill six Caterpillars,
    each with 6 HP.  At this point in the game, Will should be attacking for 2 HP
    a strike.  The Jump Attack will deal 2, then 3 HP.  The Psycho Dash will kill
    an opponent instantly, but it takes too long to really use.
    Just walk around toward the top left, going wide (hug the statues) as to not
    prompt the Caterpillars.  They should all be heading to the right if you do
    this correctly.  Go up behind the left-most one and strike with the Jump
    Attack.  This should cause it to harm the others as well.  If you attack them
    in this manner, it avoids having the Caterpillars split up, forcing you to
    chase them.  You should finish them off with time to spare.
    If you fail, just exit the cave, reenter, and start over.  Once you have
    finished, you will have access to Inca Statue B.  Exit the cave and speak to
    Lilly to go to the Inca Ruins.
    [ Entrance to Ruins ] -------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
    Try to get into the cave, and you will find Kara has be staking this place
    out.  She and Lilly will wait by the entrance while Will does his thing.
    Enter the cave.
    [ Larai Cliff ] -------------------------------------------------------------
       ITEMS:  Blue Block, Herb (x2), Wind Melody, Red Jewel
    MONSTERS:  Mudman (23), Four-Head (27), Caterpillar (10), Slime (29),
               Floating Head (11), Blue Caterpillar (11), Guardian (16), Castoth
    Head across the bridge and into the next gateway.  You will encounter three
    Mudman enemies right off the bat.  Then you will find a Four-Head enemy that
    shoots projectiles either in the cardinal directions, or the diagonals.
    Remember, you can block projectiles with the telekinesis.  After taking care
    of the Four-Head, defeat two more Mudman enemies and continue along.  Now,
    charge a Psycho Dash then head down the steps.
    You will face three Mudmen and three Four-Heads.  Use the telekinesis to
    block if need be.  Upon defeating all six of these goons, you will gain a
    boost in defense.  Go through the exit on the left.
    Clear out the five Caterpillar on floor level.  Then go up the stairs.  Take
    out the Mudman, and before heading further, charge a Psycho Dash.  Approach
    the left and find a Mudman and Four-Head.  Use the Psycho Dash to quickly
    dispatch the Four-Head, then strike the Mudman to death.  Further is another
    Four-Head.  Ahead is a ramp, but it leads nowhere so ignore it.
    Further are three more Four-Heads and a pair of Mudmen.  The next stretch
    has three more Four-Heads.  Upon defeating the last one, you will gain a bit
    of HP and a blue energy will create a shortcut.  Go through the entranceway.
    You will emerge at a ledge with a treasure chest.  You now have the Blue
    Head back into the room, down the new shortcut and all the way to the right
    to enter the previous room.  Go around the spike pit and use the Blue Block
    on the hole in the floor.  Blocks will fall from nowhere and create a new
    Head down the stairs and take out the Four-Head.  Notice that there is a
    break along the stone railing?  You can jump down that area.  Don't bother
    just yet.  Head across the little bridge and kill off two Mudmen and another
    Four-Head.  Once this is done, a blue energy will further open another way.
    This new way is just a shortcut back to the beginning.  With that exception,
    there are three places you haven't gone yet: the earlier break in the stone
    railing (we'll call this Break #1), then a second break in the next section
    with a latter going down.  The second break and the latter lead to the same
    Go down the second break and take out the Mudman.  Enter the new area and
    dispatch two more Mudmen.  Now use Psycho Dash to break through the statues
    and retrieve an Herb from the chest.  Backtrack until you are back outside.
    Jump down Break #1 and enter the cave.  Charge up a Psycho Dash.  Now go
    ahead and defeat two Four-Heads flanking a cooridor.  Charge up another
    Psycho Dash and walk further ahead.  Take out two more Four-Heads and a
    Mudman.  Go down the stairs and use a Psycho Dash to crush the statue which
    is impeding your path.  Defeat three Caterpillars and receive a boost in
    strength.  Go through the door to the north.
    In this new area, destroy three Slimes.  You now have a ramp and a staircase.
    The former leads nowhere just yet, so go down the steps and encounter a
    Floating Head and two more Slimes.  Climb up the stairs, dispatch three more
    Slimes.  Then go down the steps and enter the door.
    You appear on the outside with two Blue Caterpillars.  Dispatch them.  If you
    examine the skeleton, you get an all too obvious clue.  Head to the right and
    up the ladder.  Kill of the Four-Head, which causes a blue energy to create
    a new ladder.  This only serves as a way back up to the earlier area you
    jumped down from.  Instead, go left and into the entrance.
    You come into a room with four gold statues and four gold plates.  The
    objective is to use the telekinesis to move each statue onto a gold plate.
    However, if you get too close to a statue, it will become a Guardian monster,
    and attack you.  Should this happen, you can leave and come back, and the
    statues will be back.  This also happens to be a cheap way of getting tons of
    Dark Gems, by fighting them, leaving and coming back.  For some reason, the
    upper-right statue will not drop any Dark Gems.  It doesn't seem to matter
    which statue goes on which plate, so just move them so each one covers a
    plate, and a doorway should appear.  Obviously, enter it.
    You will have to pass through an intermittent hallway.  When you emerge, you
    will be in an area with quite a few monsters and more gold plates.  Head down
    past the first two plates and a skeleton that will give you hints, and down
    the steps.  Down on the bottom level, kill two Blue Caterpillars and step on
    the leftmost plate.  This causes blocks to create a new passage way.  Step on
    another switch to further the passage.  Here, kill off a Four-Head and one
    more Blue Caterpillar.  Once those two are taken care of, step on one final
    plate to finish the path and destroy the Four-Head in the way.
    Make sure you enter into Dark Space, and change into the Dark Knight Freedan.
    Head up the stairs and kill the gauntlet of three Four-Heads.  Upon killing
    the final one, a blue energy will create a shortcut, and you will receive
    your defense is augmented.  Head out through the door and you will learn the
    Wind Melody.
    Now head down the new stairs, and backtrack to the outside.  You'll have to
    pass the connecting cooridor and the Guardian room.  Once outside, head down
    the ladder and into a previous cave.  Head up the stairs, across the raised
    area, and back downstairs.  Circle around, and using Freedan's superior
    reach, smack the Floating Head until it dies.  A blue energy will open the
    path further, so you can now use the ramp.
    In this new area, take out the two Slimes that are accessible.  Go up the
    stairs and you will encounter two more Slimes and a Floating Head.  Defeat
    these monsters, and you receive a boost to your HP.  Go to the southern exit.
    Here, activate each one of the Guardians and kill it.  There are three.
    Ignore the ramp for right now.  Next up is a Floating Head.  Go downstairs
    and kill another Floating Head.  This will prompt a blue energy to open up a
    passage way via the ramp.  With no where else to go, hop down the ramp and
    jump across the water.
    Go to the southeast and up the staircase.  Defeat three Slimes along you way.
    Go on further and you will encounter two more Slimes and a Floating Head.
    Obviously, ignore the ramp as it leads back to the earlier area.  You are now
    at a fork in the road.  Take the northern pass (the western passage leads to
    a dead end) and keep going.  Ignore the steps for now.  You will reach a dead
    end with a treasure chest and a Guardian enemy.  Activate it, then kill him
    off.  The chest contains an Herb.
    Now take the stairs that you passed a second ago.  Destroy the Floating Head.
    Further down is a hall with a Guardian flanking each side.  Activate them one
    at a time and kill them off.  Continue down and remove two more Slimes.  Turn
    and go to the right.  You will find a door.  Go past it for now.  As you head
    further down, you will see several Guardian that are still in statue form.
    These are unique in that they are not activated by proximity.  Instead, if
    you hit the switch on the far side, all of them come to life.  If you want,
    you can use the telekinesis to position the statues however you want before
    starting the fight.  I find it simpler to leave them as is, though.  Once you
    are ready, strike the switch, then dispatch your enemies.  Upon killing the
    last you should receive a defense boost.
    Now go through the door to the outside.  There are immediately two Four-Heads
    that deserve to have their asses kicked.  Further ahead lies a pair of Blue
    Caterpillars and a pair of Mudmen.  Keep going ahead to find another doorway
    and another Four-Head.  Kill it and receive a boost in strength.  Furthermore
    a blue energy will lead back to an earlier area.  Go through the door.
    Head up the steps and eliminate the three Slimes.  Head to the right and up
    to find two more soon-to-be-dead Slimes.  You will pass a pair of Guardians,
    as you make your way to the steps.  On the floor level, you will come across
    another set of switch-activated Guardians.  Now, before heading up the steps,
    take the little piece of land near the water and head into the long runway.
    There are four Slimes here.  After you have thoroughly kicked their asses,
    go back, up the steps, and run down the ramp, you'll access a new section.
    There is a doorway here.  Ignore it for right now.  If you head down, you
    will encounter four Floating Heads and a single Slime.  To avoid getting
    swarmed by the Floating Heads, activate only one at a time, then retreat back
    up the stairs.  This way, the Floating Head will chase you, and you get to
    fight each one at a time.  When you kill all four Floating Heads and the
    Slime, you will receive a boost in HP.  There is a exit in the south as well.
    Choose to go to the north door first.  Here, you will first encounter two
    Mudmen to the left.  Go all the way to the left and down to find a pair of
    Caterpillar.  Kill them off then circle back to the door.  From here, head
    down, past the Dark Space, and up the steps.  Kill of the four Blue
    Caterpillar.  The last will grant you a strength increase.  Head all the way
    down to grab a Red Jewel.  Now go back toward the Dark Space (the skeleton
    will give you a clue if you want) and transform back to Will.  Now head back
    through the door.
    Here, go all the way to the south and through the exit.  You will emerge in a
    room with _many_ gold plates.  Play the Wind Melody and a single plate will
    begin to glow.  Stand on this plate for about 10 seconds, and a passage way
    will open up.  If you want, you do not even need to play the song.  So long
    as you stand on the plate for the right amount of time, the doorway will open
    up.  The correct plate is marked with an X:
      _ _ _ _ _ _ _ _ _ _ _ _
     |_|_|_|_|_|_|_|_|_|_|_|_|  In this new area, head down the first ladder.
     |_|_|_|_|_|_|_|_|_|_|_|_|  Use the Inca Statue A on the quite obvious slot.
     |_|_|_|_|_|_|_|_|_|_|_|_|  Head back up the ladder and go to the left.  Go
     |_|_|_|_|_|_|_|_|_|_|_|_|  Down this next ladder and insert Inca Statue B
     |_|_|_|_|_|_|_|_|_|_|_|_|  into its slot.  Now go back up the ladder and
     |_|_|_|_|_|_|_|_|X|_|_|_|  enter the Dark Space.  Save your game, and
     |_|_|_|_|_|_|_|_|_|_|_|_|  change back into Freedan.
    You are about to face your first boss.  When you are ready, step on the gray
    square in the middle of the three poles.  You will be swept to a new section.
    The ladder is useless, as it just takes you back to where you came from.
    Enter the door and face...
     BOSS FIGHT:  Castoth [40 HP]
     The room is quite confined, making mobility somewhat limited.  Castoth has
     four different attacks.  The most common has a line of fire going down each
     lane of walking space.  If you stay on the lane nearest the entrance wall,
     then you won't ever get hit.
     The second attack has a lightning and fire hybrid attack bouncing off every
     wall in the room.  This is easy enough to avoid as you can see it coming a
     mile away.  The good thing is that Castoth cannot have more than one of
     these at any given time.
     The third attack is simply a claw swipe from either of the hands.  Again,
     if you stay along the wall, you are golden.
     The final attack is a series of laser blasts coming from Castoth's head.
     If you stand in one of the bottom corners, this attack cannot reach you.
     You'll know when he will use this attack, because it is telegraphed by him
     suddenly shaking violently.
     The first order of business is to eliminate the hands.  Each takes five
     swings of Freedan's sword (10 shots if you are using Will for some reason).
     At the start of battle, position Freedan to the left side, and just keep
     swinging.  Before Castoth can even do anything, you should elimiate that
     hand.  Now move over to the other hand and take it out.
     At this point, dodge around for awhile, as you still can't hurt Castoth
     just yet.  Once he widens his eyes, though, it is fair game.  Continue to
     smack him with your sword.  You can reach him from the wall with Freedan's
     sword, so do not worry about the fire-lines.  The only reason to pause is
     when you are forced to dodge the pong-wannabe attack.
     Cut your offense short when you see him shaking and getting ready to use
     the lasers.  Once he starts firing, you can no longer attack him.  At the
     end of the laser barrage, the hands come back.  Rinse and repeat to win.
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Once you put him out of his misery, Freedan will revert back to Will and a
    door will appear along the northern wall.  Go through the door and enter a
    cooridor.  At the end is a hole in which you are to jump down into.  Once you
    land, you are on top of the Incan Gold Ship.
    [ Incan Gold Ship ] ---------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
    Head to the right.  If you wish to speak to the people, they inform you you
    are their (slightly shortened) King.  Of course, this is of little use to you
    so instead, go down the stairs on the right.  If you want, you can head all
    the way to the right, and have your Queen mistake you for her husband
    (and although she thinks you're the King, she will still follow the RPG
    mandate of explaining things to you that you _should_ already know, if you
    were the King.  No big loss.  Head downstairs via the door on the left side
    (near the entrance).  At the far end of this room is a treasure chest.  Open
    it for the Mystic Statue.
    Head back out to the deck.  The child has now stepped aside and you can climb
    up a long ladder.  Speak with the man in the crow's nest, and the ship starts
    moving.  All that climbing has got to be tiring so head back into the cabin
    and go to sleep on your wooden bunk bed (fit for a king!).  You will lapse
    into a dream sequence.
    Head downstairs and start up a dialogue with Will's mother Shira.  When given
    a choice, it makes little difference what you say, except a very slight
    difference in response.  When you awake (or are rather awaken), the Incan
    ship is decrepit, and the people are long dead.  Lilly, Kara, Lance, Erik and
    Seth are all onboard.  Head out to the deck and speak with Seth, who gives
    you a Red Jewel.  Now head back into the cabin and all the way to the right
    to find Kara, and the skeleton of the Queen.  Examine her skeleton, which
    will prompt the next sequence of events.  Head all the way out to the deck.
    Eventually, Will will end up on a small raft with Kara.
    [ Raft Sequence ] -----------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
    When you wake, talk to Kara.  She will ask if you're alright.  It doesn't
    really matter which you choose.  If you say you're fine, she'll tell you that
    you recover quickly.  If you say you're a bit unsteady, then she will tell
    you that you've been unconscious for half a day.  Talk to her again.  Now
    enter the menu screen, and use the Meat.
    The next day, talk to Kara.  After that, smack one of the fish with your
    flute and get scolded by Kara.  Then just wait.  For a long time.  You'll
    eventually enter the fourth day...
    Talk with Kara twice, and this will prompt a jar to float to your raft.
    Examine it to find out the plight of someone named Sam.  Speak with Kara
    twice more to end the day.
    You'll notice that you have close to no health left.  Stand to the left of
    the flag and just hit the attack button until you are at full health.  Once
    you've done that, speak with Kara.  After she moves into place, stand on the
    right side of the flag and hit a fish.  It will flop onto the raft and Kara
    eventually eats it.
    On Day 12, you really have nothing to do.  Just follow along with the story
    sequence until you reach the next day.  The same can be said about Day 18...
    just follow the story until the event ends.  The sharks can't and won't
    attack you.  On the final day, talk to Kara.  Eventually Will will fall
    unconscious (and still manage to narrate for you!).  The sequence will end,
    and you will be woken up on land.
    [ Oakton ] ------------------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
    Once you're up and about, speak with Kara.  Now exit the little house and
    search the pot to the right for a Red Jewel.  Speak with Kara again, and the
    pair head off to Freejia.
    [ Freejia ] -----------------------------------------------------------------
       ITEMS:  Red Jewel (x3), Herb
    MONSTERS:  none
       EXTRA:  HP Jewel (boost HP), Strength increase from Gem
    A man will approach the couple and suckers Kara into staying at the hotel.
    Follow them into the hotel and find Lilly.  Head upstairs and to the room at
    the far end.  Grab a Red Jewel from the pot.
    Now head outside.  Go to the rightmost area of town.  Stand one space to the
    left of the door and head straight down.  You will jump into the grass.
    Follow the path into a hidden area.  Speak with the druid-like dude and he
    will slip you a Red jewel.
    Go back to the street, and head up the alley to the left of town.  Examine
    the overturned garbage can to get an HP Jewel which will boost your HP.
    Examine the standing garbage can for an Herb.
    Ignore the druid-like people for now.  The house to their right has a Dark
    Space gateway.  Further to the right of the backstreets, and man will block
    your path.  Enter the large building nearest him and go up to the roof.
    There are two ledges here you can jump off of.  Choose the rightside one and
    emerge behind Mr. Genius-Watchman.  If you head into the room in the
    northeast, you get some information on Erik's whereabouts.
    Go back outside and go down.  Head up the ladder.  Jump off the building onto
    the roof of another.  Enter the house to find the missing laborer behind a
    plant.  Exit the house and go back to the two druid-like people in the back
    alleys.  Turn the laborer in and get a Red Jewel.
    Now, head into the house closest to the city entrance, and go up to the roof.
    Cross to the right and meet up with Gem the Jeweler.  Hand over your gems, if
    you haven't already sent them to him.  You should have fourteen, more than
    enough to grant a boost in strength.
    Head to the back alley home where a druid-like guy keeps slamming the door
    shut.  Examine the door and you will hear Erik.  Hit the door with your flute
    to bust it open and charge in.  Speak with Erik to learn about the Diamond
    Mine.  Exit town when you are ready.
    [ Diamond Mine ] ------------------------------------------------------------
       ITEMS:  Herb, Red Jewel (x3), Elevator Key, Mine Key A, Mine Key B, Memory
    MONSTERS:  Lizard (27), Land Worm (20), Floating Eye (23), Purple Land
               Worm (6)
    At the start you can see a Lizard monster.  Take him out.  Up further ahead
    is a Land Worm.  Two hits should kill it.  It can fire a projectile, but the
    telekinesis will block it.  Further ahead lies two more Lizards and another
    Land Worm.  Head all the way north and turn to the left.  Encounter another
    Land Worm.  Finally, there's one more Lizard ahead.  Upon killing it, you
    will get an increase in HP.  Head through the door in the corner.
    Go to the right, and destroy a Lizard.  There's an elevator here, but it is
    of little use to you right now.  Up ahead is... another Lizard!  Further left
    is yet another one of the Lizards.  Defeat it and speak with the prisoner.
    Then take your flute and crush the ball and chain with a single attack (Will
    has been working out).  Now go further north.
    You will find another enemy and for once, it isn't another Lizard.  It is a
    Floating Eye who can fire a laser beam.  Do not try and block it with your
    telekinesis, or you will be hit.  Avoid the laser instead.  Go left and up to
    find another Lizard.  Head right and down and kill one more Lizard.  The
    Floating Eyes can still attack you through the enclosure, so be wary.  To the
    right side of the enclosure is a Land Worm.  Take him out and a blue energy
    will release the Floating Eyes.  Kill them as well.
    Go to the right and around to the southwest to kill off two more Floating
    Eyes.  There's one more further south, but ignore it for now.  Enter the
    eastern enclosure and dispatch three Land Worms and one Lizard.  Now go free
    the prisoner and he'll give you a very good bit of advice.  Head south and
    take out two Floating Eyes and a Land Worm.  Go right and up to find a
    treasure chest for an Herb.
    Now go down and to the left.  Fight off the Lizard and a Land Worm.  Go up to
    find another Land Worm.  Head up the ramp for another Lizard and another Land
    Worm (wouldn't you think they'd try a little variety for this dungeon?).  Hit
    the switch.  Go to the left and down.  Stand infront of the different colored
    rock to safely take out the Land Worm.  Upon doing so you're given a strength
    increase.  Hit this switch.  Also hit the switch in the north and west.  The
    middle section is now opened up.  Go into this passage.
    Head to the right and kill the Lizard.  Go down the bridge and to the left
    for another Lizard battle.  Charge a Psycho Dash, and head down, then to the
    right and find a Floating Eye.  Use the Psycho Dash to kill it quickly.  Go
    up and to the left and down the stairs.  Ignore the passageway and go to the
    left.  Kill off the Land Worm.  Then go up and kill off another Lizard.
    Before going to the right, there is a section in this wall that will cause
    Will's hair to blow.  It is in the upper right corner.  When you find it, use
    the Psycho Dash on it to reveal a prisoner.  In return, he will send three
    Red Jewels for you to Gem.  Now, go all the way to the right and kill off one
    more Land Worm.  In doing so, a blue energy frees a Dark Space gatewaay and
    gives you a defense boost.
    Enter Dark Space and change into Freedan.  Exit and go all the way around and
    enter the passageway.  Go down and to the left to enter a wooden enclosure
    area.  There are two Lizards, three Floating Eyes and one Land Worm in this
    area.  When you're through with this little gauntlet, head to the right and
    up the steps.  Then run across the two ramps.
    Go up and take out a Land Worm.  Go down either the ramp or the stairs, it
    does not matter.  In this area, kill off two Land Worms and a Lizard.  Go all
    the way to the right and enter the doorway.  In here, there are four Floating
    Eyes that are activated when you get close.  By killing the one in the upper
    left, a blue energy will open up the path further.  Go ahead and face off
    against two more Floating Eyes and two Lizards.  The top right Lizard's
    death prompts another blue energy to open the passage further.  In this next
    section, there are two Land Worms and a Floating Eye.  Killing all will net
    you a HP up.  The Floating Eye's death causes a third blue energy to further
    the path.
    Head all the way north and enter the Dark Space gateway.  Change back into
    Will.  Now in this dead end there is one area along the north wall that
    recedes in the most.  If you stand in front of it, you'll notice that wind is
    blowing Will's hair (or Freedan's).  Use the Psycho Dash to break through the
    wall and enter.
    In this area, there seems to be nothing save for another Dark Space gateway.
    Go through it, and gain the Dark Friar ability for Freedon.  Backtrack all
    the way to the area with two ramps, but a wooden section divider.  Go up the
    stairs and use Dark Friar to blast the Land Worm on the far end.  You will
    get a defense boost and a blue energy removes the obstruction.
    Now run across the two ramps and enter the newly accessible door.  In here is
    another laborer.  Cut his chain and he gives you the Elevator Key.  You have
    to now backtrack all the way back to use it.  There is a shortcut though.
    After backtracking through two very large rooms, you arrive at the area where
    you had to hit four switches.  Go to the western strip and you can jump down.
    Use the Elevator Key on the gate and head down the passageway.  Head down and
    to the left to step on an undersized piece of wood.  After awhile it takes
    you to the other end.  Go down south.  You emerge in an area with three
    holes, one of which is fenced off.
    Head to the leftmost one.  In here are six Purple Land Worms.  Kill them all
    to get a boost to strength.  There is Mine Key A in the southeast corner (it
    will shine).  Head out of this room and use the key on the gate.  You need
    one more.  Enter the right hole.
    Navigate the wooden enclosure (quite simple, very linear).  There are five
    Lizards, and four Floating Eyes here.  Since the area is so camped, just
    power up Dark Friar and let it rip through the enemy ranks.  At the very end,
    rescue the laborer to get the Mine Key B.  Head back and use it on the gate
    to open it.  Enter.
    Head all the way south and free all of the laborers.  Sam will teach you the
    Memory Melody.  He also takes away two useless items so it doesn't clutter
    your inventory.  Now leave the mines and return to Freejia.
    [ Freejia ] -----------------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
    Go into the hotel and to the room with all of Will's buddies.  Use the Memory
    Melody here.  After a sequence of not-so-interesting dialogue, speak with
    Erik.  On his suggestion, the group goes to visit the inventer Neil, who
    happens to be Will's long lost cousin.
    [ Neil's Cottage ] ----------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
    After the not-so-subtle exchange of greetings, Neil will tell Will to check
    out his four inventions.  The camera is on the right, the telescope is to
    Neil's immediately left.  The airplane wing and oxygen tank are on the
    opposite side of Neil.  After checking all four out, speak to Neil again.
    You will prompted to head to the Nazca Painting.  Since you can't do anything
    in Neil's Cottage, say yes.
    [ Nazca Painting ] ----------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
    Everyone will split up to check out the ground painting of the Condor.  Speak
    to everyone.  Remember to follow Kara and speak with her a second time.  Now,
    head to the southwest corner and find a spirit.  Chase him until it says "Ku
    Ku Ku" and leaves.  Now go to the north and find your entourage altogether.
    Speak with Neil, and the party will figure out what the stones are for.  You
    will then be asked where the red star recently appeared in relation to the
    Cygnus constellation.  The correct answer is the Condor's Left Foot.  If you
    choose anything else, Will will just say "I would think it would be at the
    bottom" and you get asked again.  Follow the group to the joint of the left
    foot.  Examine the area they are surrounding and you'll be teleported away.
    [ Sky Garden ] --------------------------------------------------------------
       ITEMS:  Red Jewel (x2), Herb (x2), Crystal Ball (x4)
    MONSTERS:  Ball Worm (34), Blue Sentry (25), Jumping Ball Worm (27), Red
               Sentry (21), Viper (boss)
    You will arrive on a platform in the air.  There are several Moon Tribe
    spirits that will give you background information if you speak with them.
    There are four pathways from this first area: in the east (closest to you at
    the moment), the southeast, the southwest, and the west.  A Dark Space
    gateway is on the opposite side of Will's starting location, but you cannot
    do anything in there but save.  Go to the east path.
    Head down from here and encounter two strange Ball Worm creatures that need
    to be killed.  Continue south -- be sure to avoid the lasers fired off by
    inaccessible enemies at the moment -- and you will find two more Ball Worms
    after rounding a U-shaped cooridor.
    As you continue north you will find two of the Blue Sentry monsters that fire
    lasers.  If you stand just to the left or right instead of directly infront
    of them, you won't be hit by the lasers.  Once you attack it once, it will
    start to move and advance on Will.  At this point, they will only fire off
    both their hands as projectiles.  If Will stands directly infront of them at
    this point, the hands will pass right by him.  The laser cannot be blocked by
    telekinesis, though the hands can be.  Finish off both and head further
    north.  Charge a Psycho Dash while you are at it.
    Up ahead are two more Blue Sentries.  Psycho Dash one and kill it quickly,
    then dispatch the other.  Head up the stairs and across the raised platform.
    There are two Ball Worms here.  After defeating them, head down the steps on
    the other side.  This area has four Ball Worms and two Blue Sentires.  Make
    sure you grab the Red Jewel in the northeast raised platform.  The exit is in
    the south (a dropoff point).
    This dropoff point will lead you to the Back Sky Garden area.  It is simpler
    to just show you the map rather than describe it:
        ###########   ######################                        LEGEND
        #         #   #    #               #        ############
        #         #   #    #            W  #        #          #    # Border
        #         #   #    ########## ######        #          #    - Pathway
        #         #   #         R    R     #        #          #    x Statue
      #################    #### ########## #####    #          #    _ Leads
      #                    #             #     #    #          #      back to
      #                    #         W   #     #----# ######## #      the Sky
      #                    ###############            #      # ###    Garden
      #                    #                         ##      # ###
      #                    #                   #----#        # ###  R Red Sentry
      #                    #                   #    # #      # ###  W Jumping
      #                    #                   #    # #      # #      Ball Worm
      #                    #####################    # #      # #
      #                    #                        # #        #    (Map is drawn
      #      W             #                        # ######   #     to correct
      #                    #                        #      #   #     scale)
      #      xx    xx      #                        #####  #####
      #      xx    xx      #                            #  #
      #    R xx    xx R    #                            #  #
      #                    #                            #  #
      #                    #     ###########            #  #
      #      xx    xx      #     #         #            #  #
      #      xx    xx      #     #         #            #  #
      #      xx    xx      #-----#  #####  #            #  #
      #                             #   #  #            #  #
      #                           W #   #  #   ##########  ####
      #                    #-----#  #   #  #   #      #       #
      #                    #     #  #   #  #---#      #       #
      #                    #     #  #   #      #      #       #
      #                    #     #  #   #             #   R   #
      ##########__##########     #  #####  #---#      #       #
         (starting point)        #         #   #      #       #
                                 #         #   #              #
                                 ####   ####   ################
                                    #   #
                                    #   #
                                    #   #
                                    #   #
                                    #   #
    ############################    #   #            ##########
    #         W                #----## ##------------#        #
    #                                 R                       #
    #      ##############                                     #
    #      #            #      #----## ##------------#        #
    #      #            #      #    #   #            #        #
    #      #            #      #    #   #            #        #
    #      #            #      #    #   #            #        #
    #      #####################    #   ###########  #        #
    #            W             #    #       W     #  #        #
    #                          #    #             #  #        #
    #######################__###    ###############  ##__######
                   (to Crystal Ball)         (to Herb and Blue Sentry)
    There are two types of enemies in this area of the Back Sky Garden: the Red
    Sentry and the Jumping Ball Worm.  The former is quite similar to the Blue
    Sentry, though the AI is no more intelligent (the Red Sentry will often face
    the wrong direction and fire off its hands all the same).  The latter can now
    jump (though that should be readily obvious).  The big difference is that now
    when it blows up, the falling sections, and their explosions can damage Will.
    Be wary of this, less you take too many hits.
    There are a total of thirteen enemies in this large area.  Six of them are
    Jumping Ball Worms, and the other seven are Red Sentries.  Additionally,
    there are several richocheting fireballs (most of them secluded to the
    eastern region) that cannot be removed, though they can damage Will.
    Run around and defeat all thirteen enemies.  This will be granted a boost in
    defense.  Once you've accomplish this, take the southeast dropoff and you
    will emerge back on the correct sided Sky Garden, in an area with a treasure
    chest containing an Herb and a Blue Sentry.
    Now jump back down into the Back Sky Garden and head toward the southwest
    dropoff point.  Defeat the Ball Worm here and you will receive a boost in HP.
    Walk up to the guard statue and it will activate.  The sword will spin out
    and attempt to impale Will.  It can only go in the four cardinal directions,
    and the four diagonals, so choose your blind spot of choice and dodge.  Hit
    it three times and it will be destroyed.  Now, use the telekinesis and move
    the statue aside.  The chest contains one of four items you need, the Crystal
    Now head back into the first area and insert the Crystal Ball into one of the
    holes in the floor.  Once you've done that, head to the southeast pathway.
    Head south, defeating the Ball Worm along the way.  Further down, you need to
    circle around and take out a Blue Sentry.  When you do that, climb down the
    short ladder, across, and up the next one.  Two more Blue Sentries are around
    and need to be eliminated.  A well-placed double-hit Psycho Dash will kill
    one by itself.
    Head south and you come across a ramp and a guard statue.  There's no point
    to face off with this one, as you can access and use the ramp without moving
    him.  So jump across the chasm and head north.  You'll come across another
    Ball Worm and a guard statue (this one is activated upon being hit, not
    proximity).  Defeat both.  Now move the guard statue and reveal a hidden
    room.  Inside is a Dark Space gateway, which you need to use to transform
    into Freedan.
    As Freedan, exit the Dark Space, and the hidden room.  Head to the right and
    up to find two Ball Worms and a Blue Sentry.  Eliminate all three.  Now jump
    down the dropoff and emerge back onto Back Sky Garden.
    Head to the right and take out a Jumping Ball Worm.  Further to the right are
    two more.  Once you have killed them, charge up Dark Friar to kill the Red
    Sentry that is otherwise inaccessible.  If you shoot from the top, you'll hit
    twice, as opposed to hitting once from the side.  Then jump off the dropoff
    to the right.
    Go to the right and kill off four Ball Worms.  Use the Dark Friar to take out
    the Blue Sentry.  This will grant you a boost in strength and a blue energy
    will open up the path to the south.  Go that way and jump off into the Back
    Sky Garden again.
    Go to the left and kill off three Jumping Ball Worms.  Go to the right and
    face off against three Red Sentries and a Jumping Ball Worm.  Head north and
    there is one more Red Sentry here.  Defeating it will net an HP boost and
    the blue energy will open the blockade.  Grab the chest to get a second
    Crystal Ball.  Backtrack to the starting area of the dungeon and insert the
    second Crystal Ball into a slot.  Now go to the southwest path.
    Head south and defeat the Ball Worm.  To the left are two more Ball Worms and
    a Blue Sentry.  The death of the sentry will prompt a blue energy to break
    open the new path.  Go north and kill off two Ball Worms.  Jump off to the
    Back Sky Garden.
    Immediately, go to the left and open the chest for a Red Jewel.  Now go back
    to the right and hit the switch.  Jump back to the regular Sky Garden.
    Go to the left and take out the first of three Blue Sentries.  The lowest one
    will cause a blue energy to free the other two once you kill it.  Now head
    south and kill off the Ball Worm (its death will cause a blue energy to make
    a shortcut).  Go to the left and kill three Blue Sentries.  Once they are
    gone, you receive a defense boost.  Head north and jump to the Back Sky
    Garden when you see the opening.
    Use Dark Friar to hit the switch from outside the enclosure of suppressed
    pillars.  Now jump back to the regular Sky Garden.  You can now enter the
    Dark Space gateway, but I find it easier to just stay as Freedan.  Head all
    the way to the south and all the way to the right until you run down a ramp.
    If you are playing as Will, you can Psycho Dash to break them apart.  If you
    are Freedan, then use telekinesis to bring the bottom statue closer to the
    left.  Now circle back and run down the ramp again.  Jump down into Dark
    Head to the right and up.  Defeat the Red Sentry, which causes a blue energy
    to open the path further.  Head to the right and destroy two Jumping Ball
    Worms.  Head south and kill off the Red Sentry.  If you'll notice, it is
    standing on some type of switch.  Run to the right and kill the guard statue
    sword.  Now, use your telekinesis to drag the statue to the left and cover
    the switch with it.
    Charge up a Dark Friar.  Run to the right then up.  Here, there are three Red
    Sentries left.  Nuke them with your Dark Friar and regular sword attacks.
    When all three are dead, you receive a strength boost.  Now, head left, left,
    down, left and jump back to the regular Sky Garden.
    As Will, simply Psycho Dash the two statues.  As Freedan, stand just infront
    of the ramp, and drag the two statues with telekinesis.  Now stand in the
    bottom-left side of the area, and drag the two statues down with the
    telekinesis.  You have now cleared the path with either character.  Climb up
    the stairs, and run down the ramp.
    You will make it all the way across the area, and up two ramps to the chest.
    It contains the third Crystal Ball.  Now, return all the way to the original
    area, and insert this Crystal Ball into another slot.  Three down, one to go.
    Take the western path.
    Head south and defeat the Blue Sentry.  Head up the stairs, and run down the
    ramp.  Hold up on the control pad, so that you make it across the chasm.
    Defeat the two Blue Sentries as you head to the left.  Take out the Ball Worm
    in the general vicinity, and use Dark Friar to eliminate the Blue Sentry on
    the other side of the barrier.  Head north to an area with a ramp and a Ball
    Worm.  Jump down to the Back Sky Garden.
    Here, defeat the two Jumping Ball Worms.  You can't do much else, so jump
    back to the other side.
    Now, climb up the stairs and run down the ramp.  As soon as you are crossing
    the first ramp, hold back so that you stop before jumping the second ramp.
    Otherwise, you'd end up back at the beginning, and have to circle around
    again.  Head down and kill the two Ball Worms.  Jump down the dropoff at the
    Run to the right and kill three Jumping Ball Worms.  Head up, and take the
    first left that you can.  Kill the Jumping Ball Worm along the way.  Head
    further left and kill two more Jumping Ball Worms.  Then go north and take
    out the last one in this area.  There's a Dark Space here, if you need to
    save.  Backtrack by going down, to the left, and circle around to the right,
    all the way across and back down (if you go up from here, you'll just reach
    the area where you cleared two worms earlier).
    From here, head to the bottom left and take out a Jumping Ball Worm and Red
    Sentry.  Go fruther left, then down and to the right.  There is one Red
    Sentry and two Jumping Ball Worms here.  Take them out.  Now charge Dark
    Friar and go to the left, up and back all the way to the right.  Release
    Dark Friar on the guard statue to get the sword to attack.  Be careful,
    because the sword has a new attack pattern.  Don't try to run from it, cause
    it moves more fluidly.  Instead, just attack it head on.
    Once you kill the sword, pull the statue up one square, then to the left to
    cover the switch by using the telekinesis.  This removes the creature statue
    so you can progress further.  In this new section, take out two Red Sentries,
    and once you have them out of the picture, you receive a boost in defense.
    Jump off the hole to the Back Sky Garden.
    Ignore the ramp for now.  In the northeast direction is a single Ball Worm.
    In the northwest is a Ball Worm, a Blue Sentry and a guard statue.  Run down
    the large ramp now, and hold up.  When you jump across the chasm, open the
    chest for another Herb.  Drop down the platform and kill the Blue Sentry.
    Go up and kill three Ball Worms.  Upon their defeat, you get an increase in
    HP.  From here, jump to the Back Sky Garden.
    Head to the right, then down.  Drop off back to the Sky Garden area again.
    Mount the ramp, and run down.  This time, hold down on the control pad to
    take the other ramp over the chasm.  Defeat the guard statue sword here.  Use
    the telekinesis to move the statue, then open the chest for the final Crystal
    Now you have to backtrack.  Drop down, head up and to the left and into the
    Back Sky Garden again.  Run to the right, up and further to the right.  Now
    head all the way to the north.  Drop down a platform and back to the regular
    Sky Garden.  Go up the ramp, and all the way across and exit.  Use the
    Crystal Ball on the last slot to open the north passage way.  Save (and
    switch to Freedan if you aren't him already) because you are about to face a
    boss.  Run to the north across the collapsing bridge (you can't actually fall
    off, so don't worry) and face off against Viper.
     BOSS FIGHT:  Viper [40 HP]
     This is a fairly simple fight.  Viper only has three attacks, none of which
     are particularly dangerous.  It will swoop around the area, then go into
     one of its attacks.  If you ever stand directly infront of Viper, its wings
     will push you back (though you do not actually take any damage from this).
     Viper's first attack launches a slow moving, spinning feather at you.  This
     is simple to dodge, because you can just out-walk it.  Once it gets far
     enough, it will split up and fire off four smaller feathers.  These don't
     go very far, and again, you can out-walk them.
     The second attack has Viper shoot off a stream of crystals in a straight
     line.  It can only fire straight down, to the down-right, or in the
     down-left directions.  If you stand to the direct right or left of Viper,
     you cannot be hit.  Additionally, since this attack locks Viper down so
     that it cannot move, this is the ideal time to hit it as much as you can.
     The final attack has Viper firing a volley of six feathers, going in one
     direction.  So long as you aren't directly infront of Viper and you are
     standing in the middle of the platform, vertically-wise, the attack will
     After the third attack, Viper will go back into the same routine of its
     three attacks.  It will continue until one of you is dead.  Tag him with
     your sword between its attacks, and especially during the second attack.
     Freedan does 2 HP per hit (20 hits to kill), and Will does 1 HP per hit (40
     hits to kill).
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Upon defeating Viper, Freedan will transform back into Will.  Jump off the
    falling platform by the broken square where you entered from.  After a few
    scenes, you will be standing in another dungeon.
    [ Seaside Palace ] ----------------------------------------------------------
       ITEMS:  Red Jewel (x3), Purify Stone, Palace Key
    MONSTERS:  Blob, Sludge
    The first thing you should note is that there are only two types of monsters
    in this area that you can actually fight.  There are both very easy, and not
    at all dangerous.  The problem is that you get no power-ups here, so there is
    no reward for fighting them.  Just clear them when they are in the way.
    Otherwise, don't bother, as they reoccur anyway.
    From your starting point, head to the right.  Ignore the skeleton.  It can't
    hurt you (even if you make it a point to run into it), and attacking it will
    only cause it to go into a blinking state of invunerability.  Basically, you
    cannot actually do anything to it, and it can't actually do anything to you.
    Just a decoration, I suppose.
    You'll first find a Dark Space Gateway.  Ignore it for now, unless you want
    to save, or heal.  Otherwise, ignore the staircase as well (the doorway), and
    enter the far right side room.  Here you will meet an apparition-like Kara
    who offers you nothing.  The chest contains a Red Jewel.  Now leave the room,
    and take the staircase down.
    Head all the way to the left -- again, ignoring the Skeletons as they do
    nothing -- and you will find two staircases.  Choose the left one (leads up).
    From here, you can go to the left to enter a room with an apparition-like
    Erik.  Since that room is useless, go instead to the right and grab another
    Red Jewel from the chest.  Head back downstairs.
    Now take the other set of stairs next to you (leads down).  Run to the right
    and pass up two staircases.  Go into the far right room instead.  Here you
    will find Lilly, who will go along with Will.  Exit the room.  Now take the
    first staircase you encounter (i.e. the staircase immediately in sight) and
    you will go down.  Head to the left and take the only other staircase there.
    You will head down to another cooridor.  Again, head to the left and take the
    only other staircase available.
    Go to the right, and encounter enemies for the first time (Blobs).  At the
    end of the hall are two staircases.  Take the right one to go upstairs.  Here
    are three caskets, two shut and one open.  Examine the one furthest to the
    left, and Lilly will open it.  You then gain the Purify Stone.
    Head back downstairs, then take the stairs immediately next to Will leading
    down.  Head to the left, ignoring the Sludges if possible.  Pass the first
    staircase you find and take the one in the far left end.  In here, you will
    find a chest containing the third and last Red Jewel found in Seaside Palace.
    Head back downstairs and head to the right.  Take the first staircase you see
    (the one you passed up earlier which is the middle staircase in the room).
    From here, if you go left, you will encounter the ghost versions of Lance and
    Neil.  There is no point to do so.  Instead, go to the right and take the
    stairs at the very end.  You'll arrive in a room with a grotesque pool.
    Stand infront of it and use the Purify Stone.  Once that is done, leave the
    The first thing you'll notice is that you can no longer attack.  This is
    because there are no more enemies.  Instead, there are humans who were
    apparently turned into monsters.  None of them provide any useful information
    so they can be ignored if you so please.  In addition, the apparition
    versions of your friends are no longer anywhere to be found.
    Run to the left and take the first staircase leading up.  Go to the right,
    and take the staircase at the end.  From here, run left, up the large set of
    steps, and into the doorway at the far end.  Run to the right and take the
    stairs up at the end.  Again, head right and upstairs.  Head left and take
    the first staircase down.  In this room, speak with the man, and you will be
    given the Palace Key.  Exit the room the same way you entered.
    Head further left and take the stairs up.  Head to the right and take the
    staircase at the far right side.  You will emerge back at the top floor.  Use
    Dark Space, if you need to then head all the way to the left.  Use the Palace
    Key on the door.  Enter and cross the connecting cooridor to Mu.
    [ Mu ] ----------------------------------------------------------------------
       ITEMS:  Statue of Hope (x2), Red Jewel, Rama Statue (x2)
    MONSTERS:  Blob (50), Rock Warrior (25), Ghost (15), Sludge (14),
               Vampire (Boss x2)
    This is your third successive dungeon.  It also happens to be, up to this
    point, the most difficult and annoying.  For the earlier parts of this
    dungeon, you are likely going to want to abuse the Jump Attack.  It kills
    Blobs in one shot, defeats Ghosts in half the time, and makes life so much
    easier against the Rock Warriors so much easier.  Later, after you have the
    Psycho Slide, you will instead be abusing this.
    Head to the right and kill three Blobs.  Head south and take care of the Rock
    Warrior with Jump Attacks.  Be sure not to be too aggressive, or you are
    going to eat a rock and lose HP.  Your telekinesis blocks its attacks, so
    take care to use it.  If a Rock Warrior starts glowing red, and has steam
    pour out of its head, block, because it will launch a circle of rocks in
    every direction.
    Head further south, and kill two Blobs in the way.  Walk to the bottom of the
    screen and eliminate the Blob here.  Circle to the left and around to take
    care of one more Rock Warrior.  Killing it will prompt a blue energy to break
    open the passage so you can venture further.
    Go to the right and face off with three more Blob.  Up ahead are two more
    Rock Warriors.  Stand in the middle of the pathway, and you can attack both
    at once, and avoid the majority of their attacks.  At the end of the road,
    exit to the right.
    Walk a little to the right, and you will encounter a Ghost monster.  Their
    projectile does not follow a linear path, so take note of it, and do not be
    fooled.  It can be blocked by telekinesis, so use this to your advantage.
    Ghosts will teleport around and fire off shots.  Once they appear, hit it,
    and this will interrupt their attack, and force them to teleport away.  Rinse
    and repeat.  If you time a Jump Attack correctly, you can get both hits in,
    making encounters shorter.  Additionally, if you use the standard hit, and
    you are fast enough, you can connect twice before they phase out.
    To the southeast is a Rock Warrior guarding a treasure chest.  Take it out,
    but don't even bother with the chest (it is empty).  Run up and right to find
    three Blobs and one more Ghost.  In addition, there is an energy ring here.
    It isn't an enemy, cannot be damaged, and cannot damage you.  The point of it
    is to cause you to run really fast if you bounce against it.  Not of any use
    now, but you will use them later.  You can move them by hitting them or the
    telekinesis.  Charge a Psycho Dash.
    Head to the right and south.  Here are two Rock Warriors.  Move close to them
    to activate, and stand in the dead center of the pathway.  Wait for them to
    fully stand, and unleash a Psycho Dash.  Then repeated smack them with the
    flute to finish them off (their attacks should miss if you stand in the
    center of the path).
    Use the telekinesis to pull the energy ring out of the way.  Then advance
    south and kill the Blob.  There are also five Sludges in the area.  Be wary
    not to be too aggressive.  Their movements are awkward, and if you're not
    careful, they can get a few hits in.  Wait for them to start moving before
    committing to an attack, less you swing in the entire wrong direction.
    As you defeat them, blue energies will open up the path further for you.  Go
    down then left.  There are two Rock Warriors here, but it is simple, because
    they are separated.  Further left is a Blob, then the exit to this screen,
    which you should take.
    Go down and to the right to find a set of spikes that continuously retract
    and reappear.  Wait for it to retract, then run across.  Hug the bottom of
    the path, so you avoid the Blob until you are past it.  Then come back around
    and take it out.  Head to the right.  There is a "Room of hope" here (the
    temple), but ignore it for right now.  Further right is a Ghost that you
    should quickly dispatch.
    Face south and pull the energy ring up and away.  Then go south.  At the
    fork, continue south.  There are two Rock Warriors.  Stand behind the barrier
    of obstacles and hit from there.  If you stand a little lower than each Rock
    Warrior, their attacks will completely miss.  Now head to the left and take
    out five Blobs.
    At this next fork, go up and take out a Rock Warrior and a Ghost.  Because of
    the cramped confines of this little strip of land, make sure you make good
    use of the telekinesis to negate the attacks of the two enemies.  Head up
    some more, to the right, then up again.  Kill the five Sludges here.  Go back
    south, then left and exit.  Ignore the chest you pass on the way, because
    this one is also empty.
    Here is a dead end, with no enemies.  There are two statues here.  Follow
    their gazes and stand on the intersection of them.  Attack, and you will find
    a Statue of Hope.  Now exit via the right, and head past the chest.  Lilly
    will make some annoyingly obvious commentary as you go by.  Head all the way
    to the right then all the way up.  Hit the energy ring out of the way.  Head
    to the left and into the Room of hope.
    Place the Statue of Hope on the alter and get a cryptic message.  This causes
    the water level to lower so you can access new areas.  Exit the room.  Go to
    the right, then down and into the new area via the runway.  Kill the four
    Blobs in this area.  Now head back up the runway, go right, up, then left all
    the way past the Room of hope and the set of spikes and exit the screen.
    Run to the right and north.  A Ghost will ambush you along the way, so repay
    him.  Run down the runway and take a left and down.  Take care of the Rock
    Warrior in the way.  Go to the left (avoiding the spikes, of course) and
    enter into Dark Space and transform into Freedan.  Now leave Dark Space and
    head up a bit to kill of three Blobs.
    Now run back to the runway and go directly south, then left and further south
    to the exit of this screen.  In the next section, head down, then right.
    Take out the Rock Warrior and the Blob impeding your path.  Take the south
    passage on the conjuction and kill the next Blob.  Now, charge and fire Dark
    Friar at the Rock Warrior at the top of the ramp.  It should take three.  Now
    run into the energy ring, and Freedan will rebound up the ramp.  Run to the
    other side of the raised platform and down the steps.
    You'll likely be ambushed by a Ghost, so take it out.  Run to the left and
    exit.  In this area, you will find five Blobs when you go left.  Four of them
    are trapped by enclosures.  One is free.  By defeating the free one, a blue
    energy will release the other four.  Instead, take out the trapped four,
    then kill the free one.  From here, go southwest to a new area.
    Go down, then navigate through the obstacles.  Kill off the Blob monster.
    Now, stand to the right of the switch and hit it.  Run up, then around past
    the spikes quickly, or the spikes will appear.  Exit to the right.
    Charge up Dark Friar.  Head right, up, right, and down.  Along the way,
    expect a Ghost to attack.  Hit it with a Dark Friar and if you get two hits,
    it will be over.  Otherwise, you're going to have to do it the old fashioned
    way.  Follow the linear path to the exit at the southwest.
    Head to the left and take out two Blobs.  Navigate through the obstacles,
    and kill two more Blobs.  Make sure to only run across when the energy orbish
    things retract.  If you have enough HP, don't worry too much about getting
    hit as you're about to enter Dark Space.  After you clear the obstacles, run
    north for an excessively long time.  To your right is a Dark Space gateway
    which you should enter.  Here, you will be granted Will's Psycho Slider.
    Exit Dark Space and backtrack.  Head south, past all the obstacles and to the
    right.  Then head up and you will find a small hole in the wall.  Use the
    Psycho Slider to go through the hole and emerge on the other side.  Go right,
    down, left, down, and right to find a energy ring.  Bring it all the way
    around to the ramp you just passed up by hitting it, or dragging with
    telekinesis (the former is faster).
    Bounce off of it, and up the ramp.  Run to the left and take out a Blob.  Go
    up and take out two Sludges and a Rock Warrior.  Further to the right are two
    more Blobs.  Heading south leads to four Rock Warriors and one of those
    energy orbish things you cannot destroy.  Bait each Rock Warrior and fight
    them one-on-one away from the energy orb thing.  Abuse the Psycho Slider
    against them.
    To the left are three Sludges.  Defeat them and reveal a statue.  Head to the
    south, then to the west.  Walk past the spikes and take out the Blob.  Then
    walk past the second set of spikes.  Kill the Rock Warrior here, and the
    second statue will be revealed.  Head further north, then kill the Blob.
    Upon doing so, you will receive a long-deserved strength boost.  Run back and
    examine the spot where the two statues' gazes intersect.  If you can't tell,
    then stand next to the retracting spikes, move one square left, then one
    square down.  This is the spot.  It grants a second Statue of Hope.
    After you have that, head to the right past both set of spikes (remember, the
    Psycho Slider has frames of invincibility, so you do not have to wait for the
    spikes.  Just slide through them.  Head all the way north, all the way to the
    left, down, and right.  Run down the ramp.  Head right, up, then left.  Slide
    through the hole you used earlier to access this area.
    Head left and exit this screen.  Hit the switch and pass over the spikes (you
    cannot slide through these).  Exit via the north.  Continue all the way north
    and up the runway.  There is a Blob here so take it out.  Slide through the
    hole here.  Go to the left and up.  You will come across a runway that you
    should head down.  Walk to the right then up and enter the second Room of
    hope.  Place the statue on the alter like last time, and the water will lower
    some more.  Exit the Room of hope.
    Run south and down the newly accessible runway.  Grab the chest for a Red
    Jewel.  Go back up two ramps, and head south, then east.  Slide back through
    the hole you just used before.  Go left, down the ramp, then right, and down
    another ramp.  Go to the right, and exit to the next screen.
    Two Ghosts should attack you and when you kill them both, you get a boost in
    defense.  Then run north and enter a new screen.  Head north some more
    (taking out the Ghost along the way).  Run down the cooridor to the right.
    At the next bend, you will need to kill a Blob.  Up ahead are two Rock
    Warriors.  Take care of them, and receive a boost in strength.  Grab the
    chest that was behind the two Rock Warriors and you get a Rama Statue.
    Now backtrack by going down, left, and down to exit this section.  Go further
    down, and then left to exit this screen as well.  Head to the left and slide
    through another hole.  At around this point, another Ghost appears to attack,
    so kill it off.  A bit southwest are two Blobs and a second Ghost.  Dispatch
    them all and get a boost in HP.
    You can go up the ramp and use Dark Space to save or heal, if necessary.
    Head all the way to the north and exit the screen.  Here, head up and kill
    two Blobs and a Ghost.  Continue further north, and up a ramp.  Kill the Rock
    Warrior impeding your path.  To the right is a chest, a Rock Warrior and a
    Blob.  Killing the two enemies nets you another HP boost.  The chest contains
    a Rama Statue.  Now, head down the ramp and all the way south to the previous
    Head south a bit and then Slide through the hole to the right.  Walk a bit
    more to the right, then up the ramp.  Head to the left, up another ramp, then
    to the right.  Slide through the hole.  Run to the right, then all the way up
    and exit via this northeast pass.  Head right, then up, then right until you
    reach the ramp.  Go left, down, then left (past the spikes) and enter into
    Dark Space.  Here, transform into Freedan.
    Leave Dark Space, and head right, across the spikes.  Go up, right, down,
    left and down through the exit.  Head down, right, down, and right to find a
    ramp.  Bounce off the energy ring and up the ramp.  Head over the raised area
    and back down the steps.  Go all the way left and into a new screen.
    Head all the way to the left and exit via the southwestern passage.  From
    here, head south and take out the Ghost that attacks.  When you reach as far
    south as you can go, expect to be attacked by a second Ghost.  Kill it and
    get a defense boost.  Now hit the switch and run to the exit, past the spikes
    in the ground.
    Go all the way to the right, then down, then left and through the exit.  Run
    further left, all the way up through the obstacles and into the next screen.
    Advance up some more and enter into Dark Space.  Save, as you are soon to
    meet a boss.
    Go down the ramp and all the way to the south and exit to another screen.
    Continue all the way to the south, then right, and into the next screen.
    Follow the path into a big hole in the wall.  In this room, place a Rama
    Statue on each alter.  You will now find yourself in a burial ground.  Run to
    the top and speak with the unique statue head, who happens to be your host,
    Rama.  Speak with each one of the spirits.  After you do that, shoot the
    breeze with Rama again, and he opens your way for you, and hands over a
    Mystic Statue, to boot.
    Go into the new doorway, and through the connecting cooridor.  Eventually,
    you will find yourself in the middle of a boss fight against _two_ enemies,
    not one, and you must defeat them within 140 seconds, because a bomb is
    strapped to Erik, who somehow ended up as their hostage.  If you let the
    timer run out, though, don't expect to see an explosion, you'll simply go
    through the normal death animation.
     BOSS FIGHT:  Jack and Silvana [40 HP each]
     Unlike the previous two bosses, the vampire duo actually poses a threat.
     Enough, in fact, that you may end up needing to use an Herb.  Probably not,
     but they are very dangerous if you're not careful, and they sure aren't
     pushovers.  There are only three different attacks to watch for when facing
     the Vampires.
     The first is the standard attack that you're going to see over and over
     again.  The vamp is going to stand on an intersection, and fire off a shot
     along the ground.  You touch it, you take damage.  Very simple.  The blond
     one only fires one blast each time.  The black-hair one fires four in each
     of the cardinal directions.  The blasts are very fast, so don't expect to
     outrun them at all.  It is telegraphed when the vampire stops, then opens
     its cape.  Stay near the intersections, so that you can dodge them.  Don't
     try to use telekinesis, because it won't work.
     The second attack is a counter.  It won't ever be triggered unless you hit
     a vampire.  When you do, four energy orbs are emitted from the vampire, and
     will orbit them for a short period of time.  The vampire also tends to move
     when this attack is activated, and if its coming in your direction, the
     wide angle of the attack may snag you, so be careful.  You can safety hit a
     vampire twice before needing to run backwards to avoid the orbs.  If you
     are fast, and happen to have been in a good position to attack, you can get
     of three hits.
     The final attack is a combination.  The two vampires will line up, then
     each fire a ball of energy that will collide and form a very big ball o'
     doom.  Avoid this at all costs, because it will obliterate your HPs.  When
     you see them line up (and it will become quite obvious once you see it),
     run to the opposite end of the screen immediately.  I shouldn't have to
     tell you that it won't be blocked by telekinesis.  Trying to do so won't be
     Now then, the fight is actually quite simple.  You won't have to worry
     about the timer, because it is plenty of time.  Likewise, you won't have to
     worry about colliding with the vampires, because you won't take any damage
     from that.
     Obviously, the black-haired one is the more dangerous of the pair, since
     his attack goes in four directions, whereas blondie's only goes in one.  I
     suggest you concentrate on him for this reason.  This does two things: it
     makes you more aware of his attacks (which have a better chance of hitting
     you), and if you hit a vampire before they perform their attack, the
     counter will take its place in most cases.  Since blackie's is the more
     dangerous, you effectively snuff it as best you can.
     Upon the start of the fight, walk up to whichever vampire you are closer to
     and hit it seven times with Freedan's sword.  Then runaway.  Continue to
     track the black-haired one and peg it two or three times, and retreating.
     You should eventually take it down, and then you're left to fight against
     only the blondie, which is a very simple battle.
     Freedan's sword strikes do 2 HP per hit.  Dark Friar does the same damage,
     so stick to the regular attack because you can almost always get into two
     hits if not three, and still runaway in time to be safe.  The impassable
     block areas around the scene are three blocks wide.  It may not seem it,
     but Freedan's sword can reach to the other end.  Use this to your advantage
     as it comes in very handy.
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Once you defeat the vampires, walk up Freedan will transform back into Will.
    Walk up behind the bomb and attack it.  You will be given a choice of which
    wire to cut.  It won't make a difference so just pick one.  Then head down to
    the bottom of the screen and you'll go through various cutscenes.  Eventually
    the party will emerge in Angel Village.
    [ Angel Village ] -----------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
       EXTRA:  Psycho Dash powerup from Gem
    Head down the well.  Speak with Lance to advance some story.  To his first
    question, choosing the first answer gets an additional line of dialogue.
    When what he should give Lilly, say a necklace.  You'll find out why later
    on.  Lilly will make an interesting though entirely moot point.  Your buddy
    Erik, master-of-the-obvious, tells you the sun is bright.  Neil, the more
    subtle master-of-the-obvious will tell you he thinks the Angel Village
    denizens are descended from the Mu.
    Head back up and go to the left.  Go down another ladder to the main area of
    Angel Village.  The first thing you will notice is that the people actually
    appear to be tall.  If you speak with the various people, you'll eventually
    find out why.  Head to the far right side and go downstairs.  Head left and
    you will slowly make your way over a ledge.  Go into the room here, and
    search the fountain.  You have found a Red Jewel.  Exit this room.  All the
    way to left is Gem.  Speak with him, and hand over all your Red Jewels.  At
    this point, he will grant you an increase in power to the Psycho Dash.
    Go into the staircase behind Gem.  Down here the room to your left has a Dark
    Space gateway.  Go all the way to the right, and through the big door to
    head through a dungeon to Ishtar's.
    [ Angel Village Dungeon ] ---------------------------------------------------
       ITEMS:  Red Jewel (x3), Herb, Magic Dust
    MONSTERS:  Cave Bat (35), Blue Skeleton (18), Carnivore Lizard (5), Skull
               Turrent (9)
    After going through a gauntlet of three dungeons, this one is a cakewalk.  It
    is simple, and for the most part, straightforward.  The enemies pose little
    threat at all.  The greatest thing about it, though, is that there are an
    abundance of power ups, for very little work.
    The Cave Bats are simple enemies.  They stay on the ceiling until you come
    close.  At this point, they swoop down to attack.  It should take Will two
    hits to kill one.  Once they swoop at you, hit them with a single hit, then
    turn it into a Jump Attack and you've killed it.
    The Blue Skeletons are much the same as the Edward's Dungeon breed, except
    they now seem to enjoy rushing you.  Their bone projectile is still present,
    and can still be blocked by telekinesis.  Four hits to take them out.  If you
    hit one with a well-placed Psycho Slide, and it does two hits, then it is
    instant kill.  To do this, begin the slide just infront of the enemy, and it
    will be dragged with you, and hit a second time.
    The Carnivore Lizards are somewhat strong if you are not careful.  The
    simplest way to defeat them is via the Psycho Dash.  Stand out of their
    range, so they remain dormant (i.e. you cannot see their red mouths) and
    charge up.  Once you it ready, walk up to it and stand to one side of its
    head.  Release and one dash should kill it.  Just be sure to move after you
    kill it, less its death sequence, complete with explosions, harms you.
    The Skull Turrents are fairly simple.  They cannot move at all.  Periodically
    they will fire a burst of flame to either side of them.  This projectile can
    be easily blocked by the telekinesis.  You can use much of anything to defeat
    it with relative ease.  Because it is always stationary, a Psycho Slide will
    almost always score a double-hit, more than enough to kill it.
    In the first room of the dungeon, there are three Cave Bats and one Blue
    Skeleton.  Dispatch them all.  There is only one other doorway on the right
    side, so take that downstairs.  This next room has four Cave Bats, and two
    Blue Skeletons.  Again, there is only one other doorway, to the far left.
    Here, there are two Cave Bats and three Blue Skeletons.  In addition, once
    you eliminate all of these guys, you will receive a strength power up.  Aside
    from that, there is nothing new; the door is at the far east side.
    In this room, there are three Cave Bats, two Blue Skeletons, and a pair of
    Carnivore Lizards.  This is the first room with multiple doorways.  Ignore
    them all for now and kill every single enemy in sight.  Now, from the left,
    the first door is the one you came in from.  The second and third doors lead
    to the same area.  Go down the second one to emerge in a room with a lone
    Blue Skeleton who needs to be killed.
    In this room, go down the rightmost door.  In here, you will find a pair of
    Cave Bats and a pair of Blue Skeletons.  Kill them, then go back upstairs.
    From there, go up the staircase to your immediate left and you'll be back
    in the earlier room with the many doors.
    Head to the right, skip the fourth door, and head down the fifth, that is,
    the one at the far right.  Kill the two Blue Skeletons and lone Cave Bat in
    here.  When that is done, head back upstairs.  Run to your left and enter the
    first door (it has a candle on either side, and the flames are blowing in
    opposite directions).
    In here are two Cave Bats, a single Blue Skeleton, and one Carnivore Lizard.
    Eliminate them all, and your HP will be augmented.  Take the only doorway
    available.  You will find a dark room.  There are six Cave Bats here.  Defeat
    all of them, and you will receive a strength boost.  The Cave Bats are more
    difficult to see here than normal, but just swing when you see a black shape
    move.  When done, take the door at the far right.
    There are no enemies here, and seemingly no exit as well.  Obviously, that is
    not the case.  Run to the right a bit and stand between the first and second
    flames (counting from the left).  Notice how they are both blowing in
    different directions?  Examine the middle of the flat wall section between
    the two flames.  A hidden doorway will be revealed.  Enter.
    There are three Cave Bats, two Blue Skeletons, two Carnivore Lizards and a
    single Skull Turrent here.  When you take out the last one, your defense will
    be increased.  Slide through the only hole here.  In here is a chest that
    contains a Red Jewel.  Slide back out and take the rightmost door (just next
    to the slide hole).
    This is the Wind Tunnel.  Wind constantly buffets Will, and pushes him back.
    You can make very slow progress by running against the flow.  To move along
    more quickly, dash then turn it into a Psycho Slide.  Once you recover, do it
    again as much as needed.  The Psycho Slide is apparently uneffected by the
    wind.  There are two Skull Turrents in here.  A well-place Psycho Slide will
    kill them.  Also, because of the move's invincibility, it also negates the
    threat of the enemies' projectiles as well.  This is good, because with the
    wind, you cannot effectively stop and use telekinesis to shield yourself.
    When you defeat the two, you will get an HP boost.  Exit through the door at
    the far east end.
    This long cooridor contains nine Cave Bats, a pair of Blue Skeletons, and
    half a dozen Skull Turrents.  Nothing fancy.  The Skull Turrents are grouped
    in two sets of threes.  If you aim a Psycho Slide just a hair lower than dead
    on against the middle ones, you can take out three at a time with one shot.
    Defeating all the enemies gets you a defense boost.  Aside from this, exit
    the cave at the far right end by sliding through the hole.
    In here there are no enemies.  Counting from the left, stand between the
    fourth and fifth statues (i.e. the last two).  Move to the only flat section
    of the wall between the two.  You should see Will's hair blowing against the
    wind.  Examine the middle of this flat section to reveal a hidden door.  Go
    through it.
    Head over to the right, crossing the ledge and waterfall along the way, and
    you will find three doors.  Enter the second door and search the red jar on
    the left.  You will get a Red Jewel.  Now exit and enter the third door (the
    one that is furthest to the right).  If you speak with Ishtar, he says he
    will release Kara if you can solve his puzzles.  Why Will just doesn't kick
    his sissy-ass is beyond me, but I suppose the peaceful approach is just as
    Go through the door along the northern wall.  Enter this first door directly
    infront of Will.  Remember the surroundings of the room.  Now, exit and go
    into the second room.  Ishtar asks you to tell him what has changed.  Use
    the pointer to select something, then hit the attack button to confirm.  If
    you forgot, it was the lone jar on the right side -- it changed from a red
    one to a blue one.
    Do this for the second set of doors (the third and fourth).  The objects to
    point at in this case are the two vases to Will's left.  They were red and
    have changed to blue.
    When you enter the fifth room, make absolutely sure you open the chest for
    the Herb inside before you leave, otherwise, you lose it forever.  Then go
    into the sixth room, and on Ishtar's prompting, select the treasure chest.
    The difference is the contents.  Again, make absolutely sure you grab the Red
    Jewel from the chest before you leave.
    The final set of rooms is trying too hard to be tricky.  You won't find a
    thing different about the room, because there is none.  What you need to do
    is select Will's sprite.  In the seventh room, there was no wind.  In the
    eighth, Will's hair and clothes are flowing.
    Now run all the way back to the left and go back to Ishtar.  You'll find he
    has trapped himself in a painting.  The chest contains Magic Dust.  Exit the
    room via the south, and enter the third room from the right.  In here, you
    will find Kara trapped in her painting.  Use the Magic Dust to free her.
    After a few brief scenes, speak with Neil and take his suggestion to go to
    the Floating City.
    [ Watermia ] ----------------------------------------------------------------
       ITEMS:  Red Jewel (x2), Lance's letter
    MONSTERS:  none
    Will gives you a brief re-cap of what has happened since leaving Angel
    Village.  Apparently, the gang has taken up the residency of Young Luke,
    someone who is so trusting, it amazes me the guy still has any furniture.
    Speak to your friends if you wish, then leave via the ladder.  If you search
    behind the house (where you can no longer visibly see Will's sprite, you can
    find Kara's diary.
    Head south until you get to the raft that leads in four directions.  Go left
    from here seach the northwestern-most pot for a Red Jewel.  In this house is
    a Dark Space gateway, if you feel the need to save.  Head all the way to the
    right and enter the Gambling House.  Search the top-right pot in this room
    for another Red Jewel.  Now speak with the Jeweller Gem who is disguised as
    one of the gamblers.
    Once you've done this, exit the Gambling House and head back up toward Luke's
    house.  From there, head all the way to the left and enter the house.  Speak
    with Lance and the other man to get some background information.  Once
    neither of them says anything new, leave and go back to Luke's house.  You'll
    go through various cutscenes.
    When you finally have control again, access your inventory screen and find
    the item Lance's letter.  Use the item, then leave town (the exit is at the
    south end).  Make your way to the Great Wall.
    [ China's Great Wall ] ------------------------------------------------------
       ITEMS:  Red Jewel, Herb
    MONSTERS:  Archer (59), Fireball Eye (33), Snake (20), Sand Fanger (boss)
    Head to the right, and defeat an Archer, and a pair of Fireball Eyes.  You'll
    reach a small unpassable ramp.  Take the stairs down.  Head to the left,
    battling through a Fireball Eye, and four Archers.  Abuse the Jump Attack on
    the former, an the Psycho Slide and telekinesis against the latter.  Jump
    down the hole in the far left side.
    You'll find yourself in a long cooridor with sand.  There are several exits,
    and enemies, including seven Fireball Eyes and three Archers.  First, clear
    out all of the enemies.  Now, counting from the left, the first ladder is
    the long one that leads back up to the hole you jumped down from.  From that
    first one, head right and go up the next ladder (the second one from the very
    Run all the way to the left and take out two Archers.  Now, run all the way
    back to the right and jump down the same way you came up.  Go up the next
    ladder, which is the third from the left, and also the rightmost.  You should
    find a shiny object on the floor.  Pick it up.  There are four Archers in
    here, and an exit to the right.
    Take care of the Fireball Eye that's immediately next to you when you emerge.
    To the left are three Archers, and past them, three more Fireball Eyes.  You
    know the drill: hack, slash, and dropkick them all to oblivion.  The exit is
    on the left side.
    You will come back out to the top of the wall, on the other side of the
    barrier that originally impeded your path.  Run to the right a bit and take
    out the final Fireball Eye.  When you've done that, Will should get a boost
    in defense.  Be sure to take note and avoid the retracting spears set along
    the way.  The next area is on the rightside.
    As yo move to the right, youo'll be shot at by two Archers.  You can only
    attack one, so kill him off and leave the other for later.  Jump down the
    hole when you've removed the one Archer.  You'll fall down a ridiculously
    long shaft and land in a room full of Archer-like statues.  Run to the right.
    The rightmost statue along the top row is actually a real Archer and not a
    fake.  Be sure to take care of it.  Then exit through the only door.
    There are two Archers and a Fireball Eye in here.  Take them all out.  Then
    take the leftmost door upstairs to a small room with a treasure chest.  It
    contains a Red Jewel.  Go back downstairs, and enter the middle door.  In
    here are two Fireball Eyes.  Eliminate them and head up the other set of
    stairs on the right side.
    Walk left and stand under the first Archer.  From here, take him out.  Go a
    bit more to the left and defeat a Snake and another Archer.  Run past the
    spear, and go upstairs via the middle doorway of the room.  In here are two
    Snakes and a Fireball Eye.  Make sure you take them out, then head back
    Take the leftmost stairs.  In the next room, head upstairs further (since you
    have little else to do).  Run along the bottom of the room to the right and
    take care of the pair of Archers and pair of Snakes.  A few well-placed
    Psycho Slides is all it takes (since they are all lined up anyway).  Once
    they are all out of the picture, walk up to the door that is second from the
    right side.  You should find another shiny object on the floor along the way.
    Enter this door to go upstairs.  Now hit the switch to send a blue energy off
    to the unseen left.  Head back downstairs one level and head all the way to
    the left.  Go into the staircase that is second from the left.
    Kill the two Archers, then head further upstairs via the stairs on the left
    side.  Sneak up on the Archer from earlier that you could not reach.  Should
    not be too difficult given the dumbass is firing at nothing in the wrong
    direction.  Walk over to the right and kill off the Fireball Eye.  Upon doing
    so, Will is given an HP increase.  Avoid the spears and exit to the right, as
    always.  (You'll be stopped by a companion for a short but useless cutscene
    before you can exit completely, though).
    Walk a bit to the right and enter the door.  To the left is a treasure chest
    containing an Herb.  Defeat the Archer to the right who is firing at no one
    in particular.  Stand against the railing and take out the lunging Snake as
    well.  Since you cannot advance any further, exit the way you came.  Run down
    the four ramps, and Psycho Slide immediately.  Head right and enter the door.
    In here are three Archers, a Fireball Eye and a Snake.  Take care of them
    all.  Strike the switch and move past the spear.  Go through the doorway (you
    should recognize it from earlier).
    Now, run to the right, and make sure you hold down the control pad, so you'll
    pass three doors and exit the screen on the far right side.
     NOTE:  You could use the Psycho Slide to stop your running abruptly in a
     position to further continue on, but there's little point, as you can get
     stuck in the wrong place, forcing a reset.  Even if you make it just fine,
     it doesn't really serve any purpose to do this area before the next.
    Anyway, in this new screen, there are three doors, and a hole you can jump
    down.  Take the first door down a level and take care of two Snakes.  Then
    head back up and take the last door down a level again.  Here, you will find
    two more Snakes.
    Now head back up and stand to the right of the middle door.  Jump down from
    here.  To illustrate the exact spot:
      ====--==================--==================--====   == Wall
                                                           -- Door
      ##  ##  ##      ##      ##......##      ##  ##  ##   ## Obstacle
      ||                                              ||   || Other obstacle
      ||______________________________________________||   __ Bottom of screen
                                                           .. Area in which you
                                                              should jump down
    As stated in the legend to the right, jump down the are marked by periods.
    Will should fall past one floor and land two floors down, flanked by two
    Archers.  Take them out.  The room is laid out with five different holes.
    Just down the middle one (third counting from either end).  You'll land in a
    room with one even enormous pit that runs the length of the screen.  Without
    moving either left or right, jump straight down from where you landed.
    At this point, you land onto a small ledge with a Dark Space gateway; enter
    it and learn the Psycho Spin technique.  Exit Dark Space and jump down to the
    lowest level.  There are three Snakes here, and when you kill them all, you
    receive a defense boost.  There are two sets of stairs here.  Take the one
    toward the left and it leads all the way back to the surface.
    Run to the left and back a screen.  Here, ignore the door, and use the Psycho
    Spin to get past the barrier and land in a previously "blocked" area with a
    door.  Enter it.  Advance to the left, killing the four Snakes and single
    Fireball Eye in your way.  Take the stairs on the left side of the room.
    When you come out, you'll immediately be ambushed, literally, by a Floating
    Eye.  As soon as possible, walk down, so Will avoids the attack.  Kill it for
    its trouble.  Run all the way to the right killing the gauntlet of enemies,
    which includes six Floating Eyes and a trio of Snakes.  Most of the Floating
    Eyes are trapped anyway, so it shouldn't be much a problem.
    Once that is done, head back to where you entered the room from (i.e. the
    left).  Walk up to the switch and strike it.  Then run around, past the spear
    that retracts against the wall.  By the time you get past, the spear should
    come back out.  Strike the second switch, then the one you hit just a second
    ago in rapid succession.  Now run straight to the left quickly and Psycho
    Slide to kill the Snake.  This should take you well beyond the "safe" zone
    from the retracting spear.  Take out the Fireball Eye from across the barrier
    (the flute will comfortably hit that range even if it doesn't seem like it
    Further to the left are two more Archers.  Take care of them (avoid using
    either the Psycho Slide or Jump Attack so you won't accidently get tagged by
    a spear.  Doing so will net you an HP boost.  At the west end is a Dark Space
    gateway.  Enter it and transform into Freedan.  Leave Dark Space, head right,
    hit the switch along the way, and enter the doorway when you get to it.
    From here, head right and ignore the next door.  Strike the switch through
    the barrier twice and run through where the spears where.  Enter this door at
    the far right end.  Then exit to the right.
    Run past this screen and exit to the right again.  Charge up Dark Friar and
    advance to the east.  There's an Archer out of attack reach, so fire off
    three Dark Friars to kill it off.  It will prompt a blue energy to open the
    doorway for you.  Enter.
    A Fireball Eye should attack you, but it will retreat to the other room, so
    just ignore it.  To the left is a line of four Archers.  Take them out
    quickly.  Now exit this room via the doorway on the far left.
    You'll come into a maze like area.  Strike the first statue once to move it
    out of the way.  Move into the bottom little groove and face the right.  Use
    the telekinesis once to move an unseen statue.  Then strike the second
    statue only once.  Move to the top row and just above the second statue.
    Strike it to get it out of the way.  Stand above the third statue and move it
    once with telekinesis.  Now get on the same row as the third statue and pull
    it a bit with telekinesis.
    You now have a pathway.  Continue on to find two more statues blocking your
    way.  Stand on the same row as the fourth statue, but behind the barrier and
    move it with the telekinesis.  Now stand above it and strike once.  Your path
    should be clear.  Strike the switch at the far end, and the six statues come
    to life as Archers.  Take them all out.  Then exit to the right.
    Run past the two sets of three spears.  Before going through the door, wait
    and you will be attacked by the runaway Fireball Eye from earlier.  Kill it
    for being annoying and you'll get a powerup for strength.  Now head upstairs,
    and exit the screen to the right.
    Enter the first doorway your find and emerge in a room full of enemies.  Six
    Archers, two Fireball Eyes and one Snakes makes up the opposition.  Eliminate
    them all first.  Of the two doors in the room, take the one further to the
    right (the other is obviously the one you entered from.
    You will find a room with many statues.  Six of them are actually disguised
    Archers.  Hit them to activate them.  Once this is done, you will find a new
    Dark Space gateway has emerged near the door in this room.  Enter it.  Be
    sure to save.  Transform into Will, then leave Dark Space and head up two
    floors to the surface.  Use the Psycho Spin to get past the ramp and exit to
    the right of the screen.
    Here, jump down the first hole you see (and jump down again when you land).
    You will reach a sand pit.  Be ready for a boss fight.
     BOSS FIGHT:  Sand Fanger [40 HP]
     This boss is relatively simple, but may take awhile because you are forced
     to fight as Will.  Additionally, though it is not a threat, the windows of
     opportunities to hit the Sand Fanger are short and few.  Note that you can
     only damage its head and nothing else.  Also, do not bother using anything
     fancy for this battle.  No Psycho Slide, no Jump Attack or anything else.
     Doing so is more trouble than its worth, and may cost you an extra Herb or
     The first of the Sand Fanger's attacks begins with a telltale whirldwind in
     the sand.  After a second or two, Sand Fanger will erupt from it and head
     up.  Following this attack, Sand Fanger will eventually come back down in
     much the same manner.  You can hit it has it is going up and down, but you
     will likely get in one or two hits at best.
     The second attack effectively has the Sand Fanger leaping from one area to
     another.  The attack is roughly shaped like the letter M.  You can damage
     it during this attack, but you'll likely be on the receiving end, so don't
     even bother.
     The final attack is the one that puts Sand Fanger out in the open.  It
     begins with the same whirlwind found in the first attack, but Sand Fanger
     will pop its head out and not come all the way out.  From its mouth it will
     release two enemies.
     The first type of enemy is a mini Sand Fanger.  These will burrow into the
     ground then re-emerge every so often and fire off a projectile.  This can
     be blocked by telekinesis.  These little buggers should be priority number
     one, otherwise you'll find you're facing a ton of them, and caught in a
     crossfire, all the while trying to attack the big Sand Fanger to no avail.
     The second type of enemy released is a rock like creature.  It will spout
     tiny legs and walk around the area, richocheting off any wall.  These are
     not as bad as the mini Sand Fanger, and they will die on their own after
     awhile, so you can ignore them if you wish.
     Both of these lesser enemies have 3 HP each.  If you stand and hit the Sand
     Fanger while performing this attack, you can get anywhere from 5-8 hits in
     cleanly.  Additionally, if you stand a bit away from the Sand Fanger, you
     can kill one of the lesser enemies is spouts just by attacking the Sand
     Fanger (the lesser enemies will fall into Will's hit zone).
     That's all there is to this battle.  Just avoid the attacks, and attack
     when it is using the last attack.
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Once you defeat the Sand Fanger, you will receive a Mystic Statue.  The blue
    energy will have already done its thing while you where watching the statue,
    so head to the right end of the screen and find a newly formed ladder.  Exit
    to the right.  Here go into the doorway and head left to find your ol' buddy.
    A few cutscenes ensue.  Be sure to leave when you have control of Will.
    After the scenes, you arrive back at Watermia.
    [ Watermia ] ----------------------------------------------------------------
       ITEMS:  Will
    MONSTERS:  none
       EXTRA:  Dark Friar powerup from Gem
    Head out to the gambling house and speak with Gem.  You should hand over the
    30th Red Jewel, and be awarded the Dark Friar powerup.  Exit the gambling
    house.  Head to the upper right corner of this raft and wait for a green
    lilly pad to come.  It can take a _long_ time, so expect to wait.  Board it
    and be taken to the Russian Glass Player game.
    Speak with the man impeding your path and answer yes twice.  Then talk to the
    guy wearing a straw hat.  He will drink a glass.  Your turn.  Pick any aside
    from the rightmost glass.  (Given Will is psychic, you will be given a very
    obvious warning not to drink it if you try)  After you down a glass, speak
    with Straw Hat to get him to drink another.  Continue until the guy commits
    suicide on account of cheap pride (a damned fool, if there ever was one).
    You'll be rewarded for killing the man by inheriting his four Kruks.  The
    wife, it should be noted, seems none-too-shaken-up.  She is, in fact, talking
    about joy after Straw Hat's death.  Such a lovely lady.  Anyway, return to
    your friends and give them the news.
    Speak with Lance and Lilly, then with Neil.  Eventually the group, sans Lance
    and Lilly, take the Kruks across the desert to Euro.
    [ Euro ] --------------------------------------------------------------------
       ITEMS:  Red Apple (x3), Red Jewel (x3)
    MONSTERS:  none
       EXTRA:  HP boost from life potion, Dark Friar powerup from dark potion
    You begin in the guest room at Rolek mansion.  Exit the room, then the manor.
    Head straight south to the end of the market area.  There should be a red
    head here standing behind a stack of apples.  Speak with her to get a single
    apple.  Take this back to the leftmost room of Rolek mansion and hand it over
    to Ann.  Do this three times and she will give you a Red Jewel.
    To the right of the apple stand is a building with a line of customers.  Go
    into the door to the right and get pushed back out.  Now hurry, and cut in
    line, two places ahead.  You now have to wait for nearly five minutes as the
    line progresses fairly slowly.  Once inside the room, drink both potions.
    One will give you a boost in your HP, and the other powers up Dark Friar.  If
    your Dark Friar is already boosted, as it should be because of Red Jewels,
    Will won't drink it.  Now exit.
    The building just to the right of this exit has a Dark Space gateway on the
    second floor if you want to make use of it.  Take the alley next to this
    house north.  The second blue-haired woman will speak about Rofsky and
    Erasquez.  Enter the door close to her and you'll find two guys arguing over
    something.  Speak with both, and you get Mt. Kress marked on your map.
    Exit the house and head directly left until you run into a wall.  Face north
    and examine the wall to find a Red Jewel.  Run back to the right into the
    original alley.  From here run north, past the first intersection street you
    see and go further ahead.  You will find a little unseen alcove where two
    houses stop.  Enter this small alcove and continue along up a ladder.
    Enter the shrine and examine the statue.  You'll find a hidden room, and the
    dirty little secret of Neil's parents.  Search the southeast barrel for a
    third Red Jewel.  Exit and head back to the alley you came from.  Head a bit
    south and take the intersection you ignored earlier.  The second door from
    the right should lead into a building where a green-haired man was jumping up
    and down infront of the window.  Speak with him to find out he is none other
    than Gem.  Hand over all your Red Jewels.
    Now leave town (you can do so in the southeast) and head back to Watermia.
    [ Watermia ] ----------------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
    Find Lance and he'll give you a Red Jewel he found (stole) from his father's
    possessions.  Of course, he's shacked up in Luke's bachelor's pad and not his
    father's home.  Go to the gambling house and give the Red Jewel over to Gem.
    Cross the desert back to Euro, and head onward to the Mountain Temple.
    [ Mountain Temple ] ---------------------------------------------------------
       ITEMS:  Mushroom Drop (x3), Red Jewel, Teapot
    MONSTERS:  Blue Skull (52), Gold Skull (53), Spider (56), Flute Player (19)
    This is, hands down, the most annoying dungeon in the entire game.  I wish
    it weren't part of the game, but you can't win them all.  The monsters aren't
    any help either.  The Blue Skulls are trouble some because they move either
    vertically or horizontally along the screen, then turn around and come back.
    A few will even leave the screen, forcing you to wait until they turn around
    and come back.  The Gold Skulls are simpler, staying primarily in the same
    area and firing projectiles at you.  Spiders will fire off projectiles than
    become blobs of acid, I suppose, that impede your path.  Either Jump Attack
    or Psycho Slide past the acid.  The Flute Players are the most annoying.
    They float around with four flames orbiting them.  The flames also move
    around rapidly, causing you to have to dodge.  If you don't kill them as you
    encounter them, and run, they will gang up on you and take off massive HP.
    You will be using Freedan for the majority of the dungeon.  As such, make
    good of the newly acquired powered-up version of the Dark Friar to take
    opponents out quickly, and effectively.
    This first area has 11 enemies, seven Blue Skulls and four Spiders.  Run
    around the area and defeat them all.  This will grant Will a powerup in
    strength.  The exit is in the northwest corner.
    In this next screen, there are 24 enemies: 6 Blue Skulls, 10 Gold Skulls, 5
    Spiders and a trio of Flute Players.  Run around the area (use the Psycho
    Spin to traverse the ramps) and kill them all.  You will be rewarded with a
    defense boost.  Now head back to the beginning of the area.  There should be
    three paths, two going north the last going south.  Take the left one going
    north, as far as you can.  Then opt to go to the left, then down.  Jump the
    ramp with the Psycho Spin.  Enter the Dark Space gateway and transform into
    Freedan.  Now exit Dark Space and head left, then up.  You should come out of
    the mushroom area and see two paths going north.  Take the left one, and it
    will exit into another screen.
    Run around killing the enemies, as usual.  There are 5 Blue Skulls, 3 Gold
    Skulls, and half a dozen Spiders, making the grand total 14 enemies.  Killing
    them all grants an HP boost.  From the entrance, head north, then right all
    the way and exit the screen.
    You only have one direction to go in this screen: east.  Make you way across
    the area, fighting off 5 of teach type of skull, and 10 Spiders.  If you kill
    them all, you will be granted a strength increase.  At the end of the road is
    a Dark Space gateway.  Heal and save, if necessary.  You can still make use
    of Freedan, so don't change into Will just yet.  Exit Dark Space and head
    first south, then west all the way.  You'll come to a lone screen with a
    single treasure chest containing a Red Jewel.
    Backtrack to the Dark Space gateway.  Now, there are two paths going back to
    the left.  They both lead to the same area, but the bottom path is quite a
    bit faster.  Exit to the left into the previous area.  From here, head left
    and go up the second north path you see.  Then go left, down, and left to
    exit into a new area.
    This area is infested with enemies.  Be on your toes, because there are a
    total of 26 enemies: 10 Blue Skulls, 9 Gold Skulls, and 7 Spiders.  An HP
    increase awaits you for defeating them all.  Also note that defeating one of
    the Gold Skulls will create a shortcut back to the beginning.
    From the starting point, head down south as far as you can go.  Then go left
    and up.  Head further left (ignore the north path), down, left, up, left,
    then go all the way up.  From here, head left, up, right, up, then all the
    way to the right.  Take the north path and circle all the way to the chest
    sitting atop the mushrooms.  It contains the Mushroom Drop.  Now backtrack to
    the starting point (make use of the new shortcut) and exit back to the area
    before this.
    From here, go right, up, right, down, right, and up all the way.  There's a
    dead end on the left.  Use the Mushroom Drop on this area and a vine will
    spout and bridge the gap.  Exit into a new area.
    The path toward the right is fairly linear.  Take out all the enemies along
    the way.  This consists of a trio of Blue Skulls, three Gold Skulls, half a
    dozen Spiders and two Flute Players.  An area is still inaccessible at the
    moment, so you won't get a powerup just yet.  Exit to the right.
    This new area contains 15 enemies, made up of 1 Blue Skull, 5 Gold Skulls, 3
    Spiders, and six Flute Players.  Use the detonating Dark Friar to devasting
    use due to the clumping of the enemies.  Defeating them all nets an HP boost.
    First, head as far right as you can to a dead end and take out all the
    enemies.  Then backtrack and head north, then west as far as you can go.  You
    will eventually reach a treasure chest containing a second Mushroom Drop.
    Now backtrack to the previous screen.
    Go left, up, left up, and right to a dead-end stalk.  Use the Mushroom Drop
    and have it grow back into place.  Cross to the right, and up.  Kill the lone
    Blue Skull.  Go to the west and use Dark Friar to take out the Gold Skull who
    hides behind an inaccessible area (requiring another Mushroom Drop).  Head
    north and left to take out a Spider.  Then go back to the right and north and
    north to exit the screen.
    This screen is probably the largest and most confusing of all the screens in
    the Mountain Temple.  There is a Dark Space here, a chest, and 39 enemies.
    Among them, 11 Blue Skulls, 12 Gold Skulls, 13 Spiders and 3 Flute Players.
    Once you track them all down, and kill them, you are awarded a much deserved
    boost in defense.  Your first order of business is to go to the Dark Space
    and acquire Freedan's new skill.
    From your starting location, head up, right, down, right all the way, then
    up and right a bit more to access the mushrooms.  Enter Dark Space and be
    granted the Aura Barrier skill.  Exit Dark Space, go left, down, left, up as
    far as you can go, all the way to the left, up, and right to jump the ramp
    to some mushrooms.  Go right, across some mushrooms, then right some more.
    When you reach the end, head down as far as possible, and left to jump a
    second ramp.  This takes you to a lone mushroom with a third ramp that you
    should make use of.  This will take you right to the last Mushroom Drop
    treasure chest.
    Now, go left, over the ramp, north as far as possible, then east, and over
    another ramp.  Head left, and then continue down as far as possible to exit
    into a previous screen.
    Here, go all the way down (ignore the first path) and left to the last dead
    end vine.  Use the Mushroom Drop to grow it back.  This next section in the
    same area contains three more Blue Skulls, two more Gold Skulls, a Spider and
    Flute Player.  Killing them all nets a defense boost.  Anyway, from where the
    vine grew back, head left all the way, up and left to exit the screen (right
    to take out the remaining enemies).
    This area is entirely linear.  There are four Gold Skulls and four Flute
    Players scattered about.  Take them all out and get a boost in strength.  The
    exit is in the northwest.
    This last area has nothing save a treasure chest.  Inside is the Teapot item.
    Take it and leave the screen.  Time to backtrack.  This screen is, again,
    entirely linear.  Follow the path and you're out.  Now, head right (ignore
    the first down path) and over the ramp.  Go left and down all the way to
    exit this screen.  Go down, right, down, left and down to finally exit.  Now
    head all the way down (through the mushrooms as well) and right to a Dark
    Space gateway.  Enter and become Will.  Exit Dark Space, head left and up
    back to the two vines.  Take the right one and go up.  When you see it, use
    Psycho Spin to jump a ramp on the right.  Continue to head right, across the
    mushrooms, then down.  Go right and exit the screen.  You are now at the
    last screen.  The exit is in the southeast.  You are finally done with this
    annoying dungeon.
    [ Euro ] --------------------------------------------------------------------
       ITEMS:  none
    MONSTERS:  none
    Drop by at Gem's if you haven't already sent the Red Jewel to him.  When you
    are ready to proceed with the story, enter Neil's parents' mansion and go
    into the middle doorway.  Use the newly acquire Teapot on Neil's mother to
    reveal the truth.
    A few cutscenes will ensue, with Neil leaving the party, and one of Kara's
    old friends joining the entourage.  Speak with Kara and you will head west.
    [ Natives' Village ] --------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
    There are only two houses here.  In the northeast corner is a Dark Space
    gateway.  Enter to right house (the one Kara and co. are not standing infront
    of.  Search the pot along the southern wall for a Red Jewel.
    Now speak with Kara, and the party enters the abandoned shack.  Speak with
    her again to force a cutscene.  For all of his psychic powers, Will gets his
    ass handed to him by the local natives.  After Hamlet sacrifices himself,
    Will's mother will release the trio.  Erik also proceeds to make a very bad
    joke, but what did you expect from him?
    Speak with the northern boy on the right side.  Show him your map, and he'll
    mark a location.  Now, you can leave and head to Ankor Wat.
    [ Ankor Wat ] ---------------------------------------------------------------
       ITEMS:  Red Jewel (x4), Herb, Black Glasses, Gorgon Flower
    MONSTERS:  Bush (27), Neck Creature (19), Dragonfly (13), Demon Head (21),
               Rock Golem (22), Purple Demon Head (48), Scorpion (18)
    Ankor Wat may not be as confusing and annoying as the Mountain Temple was,
    but the enemies are significantly more difficult.  The Bush monsters are
    quite simple.  When you get near them, they will shake so that you can tell
    them apart from regular bushes.  The Dragonflies are very fast, and move in
    various patterns.  The problem lies in trying to hit them and avoiding taking
    hits yourself.  Obviously, using the flute is out of the question.  Instead,
    stay away from them and charge up a Psycho Spin to cut a path right through
    The Neck Creatures are the most annoying.  They will walk up to Will, then
    stretch their heads at him (kind of like a walking varition of the Carnivore
    Lizards in Angel Village).  To kill them you have to first remove the head.
    To do so, you must deal 3 HP (or three individual strikes with the flute)
    while the head is stretched out.  Once it retracts back, the HPs are restored
    and you have to try again.  Obviously, it would be quite troublesome to try
    and land three hits, especially when you consider the heads recoil on hit.
    To get around this, smack the head with a single Psycho Dash which will
    destroy it.  Now, an eye will sprout on the monster's chest.  Its attack
    pattern now is simplified; all it does is walk in straight lines.  A few hits
    and they go down like all the rest.
    In this first area, there are 15 different enemies.  There are three Bushes,
    seven Neck Creatures and five Dragonflies.  The Bushes are all on ground
    level, in the bottom half of the screen.  One is on the left and two on the
    right.  The Neck Creatures are primarily wondering around on top of the stone
    platform, though a few of them are on ground level, on the top half of the
    screen.  The Dragonflies reside in the top half of the screen as well.
    Wonder around, and kill all the enemies.  Conintuously charge the attack
    button, becuase you'll want to put Psycho Dash to use against the Neck
    Creatures and Psycho Spin to use against the Dragonflies.  Normal attacks are
    sufficient for the Bushes, as they pose no threat at all, but you might want
    to use Psycho Slider to kill them quickly.  Once you defeat all 15, you will
    be granted a boost in HP.  The exit is in the north, on the raised stone
    Destroy the floating Demon Head.  Charge a Psycho Dash and go to the right.
    Use it to damage, then kill the two Golems here.  Along the north wall of
    this little section, you can either use the opposing ramp or the Psycho Spin
    to climb the hill and access a treasure chest.  It contains a Red Jewel.  Now
    go further to the right, and take out one Demon Head and a pair of Rock
    Golems.  Exit the screen along the north wall.
    Head north and take out the lone Demon Head.  Perform the Psycho Spin to
    traverse the ramp, and you will encounter a Purple Demon Head.  It only moves
    along the perimeter, so stand near teh center and strike safetly.  Continue
    north, down some steps and encounter a Rock Golem and Scorpion.  Further
    north are two more Purple Demon Heads.  Go up some more and face a dead end
    and two more of the Scorpions.  Defeating the right side one causes a blue
    energy to open the path further.  Slide through the new opening.  Ahead is
    one more Demon Head and a pair of Rock Golems.  Kill them all and be granted
    an increase in defense.  Exit to the north.
    Run up onto the raised platform via the steps.  Here, take out the two Purple
    Demon Heads.  To the left is a drop-off section that you should use.  Once
    you jump, the floor will break open, and drop you further.  You arrive in a
    pitch black room.  Wait a few seconds, and the lights will come one.
    Head to the left and go up the stairs.  Head south, then down teh steps to
    get back to ground level.  The field to the left contains three Demon Heads
    and a pair of Purple Demon Heads that need to be killed.  In the northwest
    corner of the area is a lone Scorpion (this one apparently much weaker than
    the ones you usually encounter).  Defeat it, and you get a defense boost.  In
    addition, a blue energy will create a staircase so you can advance further.
    Obviously, make use of these steps.
    Head right and down a bit to find a lone Demon Head.  Further to the right
    are four Scorpions.  Defeating them all nets you a boost in HP.  Now go back
    to the left (further right just leads you to a previous area of little use),
    and exit in the southwest.
    Run down and slide through the opening in the wall.  Two Rock Golems will
    jump down to fight you.  Avoid standing under a shadow, as a rock (caused by
    the mini-earthquake of the golems) will fall on Will's head.  There are also
    two Purple Demon Heads in this little section.  I suggest you stay away from
    the Rock Golems first, and use Psycho Spin to safely kill both Purple Demon
    Heads, then use normal attacks on the pair of golems.  When they are all
    beaten, slide further south.
    Same drill as before, this time, with one less Purple Demon Head.  Head south
    some more and find two of the weaker variations of the Scorpions.  Circle
    around the raised platform and go up the steps.  The chest contains an Herb.
    Now, go back down, and around to stand infront of the ramp and use the Psycho
    Spin.  This will cause Will to fly across a section and land in a new area.
    Jump down the drop off point.  There are two Rock Golems poised to jump down.
    If you are quick and get to their sides, you can get three hits in before
    they come down, severely weakening them.  Kill them both and get a strength
    increase.  The exit is in the south.
    Go down and a bit to the right and kill a Demon Head and Scorpion.  To the
    right is an area with 10 Purple Demon Heads, seven of whom are inactive.
    Kill them all (Psycho Dashes work well on the inactives).  Go to the right,
    up the steps and around to meet the Scorpion.  Killing it grants Will a
    boost in strength.  A blue energy will also create a shortcut to the
    beginning area.  Exit in the north (marked by the two weird statues).
    Welcome to the Garden.  This place has 39 enemies (no joke) scattered across
    an enormous area, with paths blocked off by bushes, and their camouflaged
    monster counterparts.  Oh the joy.  There is also a Dark Space gateway here.
    You will want to get to it and transform into Freedan.  Of the 39, 23 of
    them are Bush monsters (you can tell the difference between them and normal
    bushes because they are slightly darker in shade.  Adjust the Brightness and
    Contrast settings of your television set if you are having trouble telling
    the difference.  8 of them are Neck Creatures and another 8 are Dragonflies.
    Make use of the radar to find them all.  Also, you can fire off random
    powered-up Dark Friars to clear lots of enemies at a time.  The only hidden
    enemy is a bush in the northwest section against the northern wall.  You have
    to use a powered-up, detonating Dark Friar to kill it.  Once they are all
    killed, you get an HP bonus.  The exit is on the raised platform in the north
    (stay as Freedan).  In case you are interested, there is a journal of one of
    Explorer Friezer's companions halfway through the garden.  Serves no purpose
    to read if you do not with to.  It is on a skeleton that is lying on the
    You should immediately be able to see a Rock Golem poised to jump.  Freedan
    is strong enough to kill him before he gets the chance.  Head to the right.
    You'll find another maze like field with seven Purple Demon Heads.  Two or
    three powered up Dark Friars will waste them all with relative ease.  Go
    through the exit in the northeast.
    Take out two Rock Golems and head further north.  Be sure to charge a Dark
    Friar along the way.  There are two Purple Demon Heads and a pair of
    Scorpions to complete the set.  A well placed Dark Friar can take them all
    out.  The Purple Demon Head will cause a blue energy to further the path when
    you kill it off.  Defeating all the enemies nets you a defense increase.
    Head north and enter into Dark Space.  You will be granted the Earthquaker
    ability.  Exit Dark Space, and head all the way south to backtrack.  Head to
    the left to come back to the entrace to this area.  Go further to the left
    and up the steps to kill a Rock Golem.  On the side of your screen, you
    should be able to see another apparently dormant Rock Golem.  Jump off the
    long dropoff point, and perform Earthquaker.  This freezes the dormant Rock
    Golem.  Now head over and take it out.  If you didn't do this, the golem will
    move into place and continue spinning indefinitely, keeping you from going
    any further.  If this happens to you, just go back to the entrance, leave and
    re-enter the screen to reset its position.  Exit to the north when you take
    care of it.
    Walk up and encounter a regular Demon Head.  Further ahead are two Scorpions.
    Go all the way north, through a gauntlet of two Rock Golems, two Purple Demon
    Heads, and a lone Demon Head.  Killing them all grants you an HP increase.
    Go up the steps and open the chest for a Red Jewel.  Now backtrack south
    until you come across the fork in the road.  Choose the right side one and
    exit the screen.
    To the right are two Scorpions; defeat them and get a strength boost.  Head
    further left and exit into the garden area again.
    Explorer Friezer's journal can be viewed by examining his corpse in the west.
    It gives you a hint on a "puzzle" later on in the dungeon.  Run up the main
    stairs and jump off to a lower level on either side.  Each side contains two
    Neck Creatures, so you will have to run up and down the stairs a few times.
    After that is taken care of, run all the way north to enter a new area.
    Charge a Dark Friar, then go left and up.  You'll find three Demon Heads that
    a single Dark Friar should take care of.  Go around the bend and to the right
    (ignore the stairs for now, as you need an item to effectively traverse that
    section).  Circle to the south and kill two Purple Demon Heads and a single
    regular Demon Head.  This grants a strength increase.  You will pass an
    inaccessible Dark Space gateway.  Exit to the south.
    Run down the stairs, and go across the set to the right.  Kill the Bush
    monster and get a boost in defense.  Examine the ground where the Bush was
    standing, which happens to shine every so often.  You will pick up the Black
    Glasses.  Equip them, then head back inside and backtrack up and to the left
    to reach the stairs you ignored earlier.  Go up into them.
    If you entered without the glasses, the entire background would become white
    making navigation more trouble than it is worth.  With the glasses, though,
    nothing of the sort bothers you.  There are five Purple Demon Heads wandering
    aimlessly around.  Kill them all.  Be sure not to fall down any of the holes
    just yet.  When you kill them all, fall down the large hole on the right side
    of the screen.  You will land on the platform of the previously inaccessible
    Dark Space gateway.  Enter it and change back to Will.  Then jump down, run
    around to the left and back upstairs.
    Head around to the right (where you previously jumped down), and a bit
    further to find a hole you can slide through.  Do so, and you'll immediately
    be attacked by a Demon Head.  Kill it off, then head around to the left
    (ignore this staircase for now).  You will find another Demon Head.  Kill
    this one too, and you should get an HP boost.  Jump down the hole that is
    near here as well.
    You will land in a previous area.  Grab the chest for one more Red Jewel.
    Then jump down, go left, up, right, down, right and upstairs again.  Circle
    around and slide back to the other side and go up the stairs you ignored just
    Head to the right and kill of two dormant Purple Demon Heads.  Psycho Slide
    works very well for this task.  Head all the way to the left and take out a
    Demon Head and Rock Golem.  Slide through the hole.  Go right, and up to find
    one more Demon Head that needs to be killed.  There should be six more
    enemies on the screen (check the radar).  Don't worry, we will get to them
    later.  Go to the right and up the stairs.
    You'll immediately see two different Purple Demon Heads.  Psycho Slide each
    one to kill them.  Go left, then down and fight a regular Demon head.  Go to
    the right (past the hole), down, and left.  You will fight through a Rock
    Golem, and three Purple Demon Heads.  Killing the last will get you an HP
    bonus.  At the end of the hall, go up and grab the chest for the fourth and
    final Red Jewel in this area.  Circle all the way back and jump down the hole
    you passed up earlier.
    Immediately use a Psycho Slide to kill the lazy Purple Demon Head.  Now
    circle around along the path and find a Rock Golem to kill.  To the left is
    a Demon Head.  Go left some more and find a Rock Golem and two more Purple
    Demon Heads.  Dispatch all three and get a defense boost.  Exit in the
    northwest staircase.
    Go right, down, right and up the stairs.  This area is entirely linear, with
    nothing of interest.  You'll end up in another room with no enemies, but this
    one contains your prize.  Speak with the blue flame on the raised platform,
    and it will show you the future.  When the cutscene ends, Will has the Gorgon
    Flower in his possession.
    Now there's nothing to do but leave.  Backtrack to the 3rd floor.  Head
    straight down, and jump off the platform.  Run around to the right and back
    downstairs.  Remember to wear the glasses.  Go to the left, up and right.
    Jump down the hole to return to the first floor.  Jump off the raised
    platform and exit to the south.  Go south into the other building.  From
    here, go left and up into another screen.  Circle around and exit to the
    south on the other side.  Go down and right to find the exit.  Navigate out
    of the garden area (remember the exit is in the south).  In the next building
    head up the steps, then down the other way and exit.  You are now almost
    there.  Just run all the way down and you're finally out.  Return to the
    Natives' Village.
    [ Natives' Village ] --------------------------------------------------------
       ITEMS:  Red Jewel
    MONSTERS:  none
    Head into the house on the right.  Use the Gorgon Flower on all three girls
    to revive them.  Then speak with the one standing in the middle to acquire a
    Red Jewel.  Once that is done, speak with Kara, and say yes to head to your
    next destination, Dao.
    [ Dao ] ---------------------------------------------------------------------
       ITEMS:  Lola's Letter, Father's Journal, Red Jewel (x3)
    MONSTERS:  none
    Exit the house you are staying in.  In the alley to the left is a Dark Space
    gateway if you need to use it.  Speak with the man playing the flute infront
    of the house you are staying in.  He will give you the Lola's Letter and
    Father's Journal items.  Go to the inventory screen and use both.
    Enter the house next to yours and you will find Neil (who apparently after
    becoming company president _still_ can't afford a decent shirt and pair of
    pants).  Nothing much to be gained here, but talk to him nonetheless.  The
    man standing in the alley next to Neil's residence happens to be the ever
    present Gem the Jeweler.
    Enter the house on the other side of this alley.  Speak with the man and then
    hit one of the jars.  This prompts a mini-game where you strike as many of
    the snakes coming out of the jars as possible.  The simplest way is to stand
    just under the middle jar.  From this position, Will has enough reach to hit
    either of the other jars, and his hit has enough range to strike the middle
    jar as well.  After the game, your prize is two Red Jewels that the guy sends
    to Gem himself.  Exit the house once you have your prize.
    Head to the right of here, and you will find two merchants and a pair of
    Kruks.  Stand above the left Kruk and search the vegetation to acquire the
    third Red Jewel in Dao.  Hand this over to Gem.  Now, that there is nothing
    left to do in Dao, leave and head to the Pyramid.
    [ Pyramid ] -----------------------------------------------------------------
       ITEMS:  Aura, Red Jewel (x5), Heiroglyph (x6)
    MONSTERS:  Laser Ball (118), Tomb Guardian (24), Invisible Birdhead (22),
               Mummy (47), Mummy Queen (boss)
    Pyramid isn't too bad of a dungeon.  The solution to defeating it is simple
    enough.  The problem lies in the enemies, which tend to be difficult to fight
    in the cramped confines.  The one saving grace is that you will be using the
    Dark Space gateway often, and thus, can conserve many of your Herbs.
    Head down the steps to the right.  You'll immediately encounter two Laser
    Balls.  Psycho Slide or Jump Attack to kill them both.  Doing so will give
    you an increase in defense.  Killing the right side one will cause a blue
    energy to free a Dark Space gateway.  Enter it.  Speak with Gaia to gain the
    Aura item that is acts as a skill for Shadow.  use the right statue to become
    the "ultimate warrior."
    Exit Dark Space.  Either of the exits on the left or right lead out of the
    Pyramid, so there's little point in using them.  The door in the center, at
    the top of the stairs leads into a puzzle room you won't need to make use of
    just yet.  Instead, equip the Aura item, and head to the right.
    At the top of the stairs, you should see that the ground beneath is brick,
    instead of solid black like most of the other parts.  These bricks mark an
    area Shadow can make use of the Aura.  Do so, and this will drop you into a
    seemingly empty room.  Examine the pillar on the left to acquire a Red Jewel.
    When you have gotten this, use Aura again to fall into another chamber.
    This area contains six doors, a Dark Space gateway, and a puddle.  This
    puddle acts as a gateway back to the upper level.  The room is laid out like
     .====--====--====--========================--====--====--====. == North Wall
     |    D1    D2    D3    | DS          |     D4    D5    D6    | -- Door
     |                      |____     ____|                       | ~~ Stairs
     |                           |~~~|                            | DS Dark Space
     |                           |~~~|                            | WP Warp
     |                                                         WP |    Puddle
    This Dark Space will allow you to transform into any of the three characters.
    The basic idea is simple: the northern room on the upper level (the one I
    told you had little use at the moment) contained six indentions.  You will
    place stone plates into those slots (you should have gotten the general idea
    after reading Will's father's journal.  Now, each of these doors eventually
    leads to one of these plates.  Your job is to complete each "mini-dungeon"
    and acquire all six plates to use in the puzzle.
    Each room can only be completed using a specific character.  Will can
    complete rooms 1 and 4 (and is necessary in gaining a Red Jewel from room 3).
    Shadow is useful in completing rooms 2, 3, and 5.  Anyone can complete room
    6.  Since you are already Shadow, enter into Door 2 first.
    DOOR TWO:  Head down the steps to the left and defeat the first Laser Eye.
    Go up to the platform and dispatch the pair camping out here.  Finally, there
    is one more back on "ground level."  Now, the door at the left end leads to a
    useless room with only a dead end, so ignore it.  There are two spots where
    you can seep through the ground, as always marked by bricks.  Choose either,
    as they lead to the same place.
    Ignore the pit that should be immediately visible (it'll just take you to the
    aforementioned useless room).  Go all the way to the right, down some stairs,
    and enter the doorway to go down a level.  Destroy the pair of Laser Balls
    that are in the immediate area.  Go to the left and encounter one more Laser
    Ball, accompanied by a Tomb Guardian.  Defeating them nets you a defense
    increase.  Continue further left and into the doorway at the end of the hall.
    Head to the right and down the stairs.  Eliminate the two Laser Balls and
    continue past them.  Further right are four more Laser Balls.  Use the steps
    as cover while you take them down slowly.  Go down the long staircase and
    fight it out with two more Laser Balls and a Tomb Guardian.  Go down these
    stairs as well.  To the right are six more Laser Balls (get used to them,
    there are plenty).  Again, go down this long staircase.
    To the west are two more Laser Balls.  If you are afraid of advancing on
    them, you can seep through the floor, and use the staircase below to sneak up
    behind them.  When you kill them off, go down this last set of stairs and go
    Kill the last two enemies of the area, a pair of Tomb Guardians.  Your reward
    is a strength increase.  The end of the cooridor contains a chest and another
    Red Jewel.  Now, time to backtrack.  Go up _four_ sets of stairs.  When you
    clear the landing, you should see bricks in the floor.  Aura down from here
    and land in a deep room.  There's a puddle, a hole (which leads back to the
    Red Jewel chest) and a door.  Enter it and acquire a Heiroglyph.  Exit the
    room, and use the puddle to go back to the top floor of the Pyramid.
    Enter the door directly behind you and place the Heiroglyph in the second
    slot from the left.  Now, get back down to the chamber with the many doors.
    Enter door 3.
    DOOR THREE:  Go to the right and defeat the gauntlet of four Laser Balls.
    Further right lies a Tomb Guardian and one more Laser Ball.  Kill them both.
    Ignore the ramp (you can't make use of it right now, since you are Shadow)
    and go down the steps and through the door at the end.  Here, you will find a
    Tomb Guardian and Laser Ball right off the bat.  There is nothing of interest
    to you at the right, so head down the steps instead.  At the end, you will
    find a seemingly empty room.  Actually, there are four Invisible Birdhead
    monsters that will fire blockable projectiles at you.  They are lined up
    against the back wall.  After killing them, use Aura to get further down.
    Immediately, you will face a Tomb Guardian and Laser Ball.  Go to the right
    and take out the Laser Ball.  Then go into the door at the far right end.
    In here is a single Laser Ball.  Defeat it, then head back through the door
    you came in from, and go all the way to the left.  Go through the door.
    Move to the right and step on the weird switch on the floor.  This will move
    a block so that your path is cleared.  Follow the path to the right and
    destroy two Laser Balls.  Again, step on the switch to create a path to go
    on.  Head all the way west and take out the quartet of Laser Balls.  Step on
    the switch (by now, this should go without saying).  Dash all the way to the
    right and enter the door.
    You will emerge into another room, with two Invisible Birdheads flanking you.
    After dispatching them, step on the switch (you'd think they'd throw in a
    little variety).  Go left, take out one more Laser Ball and step on this
    switch.  Head all the way to the right and stop just infront of the switch.
    There is an Invisible Birdhead here, so kill it, _then_ step on the switch.
    Run all the way to the left and meet up with half a dozen Laser Balls.
    Because of the cramped confines of the area, you will likely take some
    damage.  I suggest you just swing like a madman because you will likely end
    up on top.  Plus, you do not encounter another enemy until you reach a Dark
    Space, so it is safe to do so even if you have meager HP at the moment.  For
    those true perfectionists, you can use Aura to temporarily dodge some attacks
    but it is realistically more trouble than it is worth.  Defeating them all
    should grant you a strength boost.
    Step on the switch, then go all the way to the right.  Enter the door and
    grab the Heiroglyph.  Exit and use the puddle to warp back to the top of the
    pyramid.  Again, place it into the puzzle; this belongs in the third slot
    from the left.  Now head back to the chamber with many doors and enter the
    fifth door.
    DOOR FIVE:  Head right and defeat two Tomb Guardians.  At the end of the hall
    lies a set of stairs and a Laser Ball.  If you just wait, standing out of
    the line of fire, but close enough to see the Laser Ball on your screen, it
    will slowly advance on you.  This way, it will get close enough to kill
    without exposing Shadow to any direct hits.  Go down the stairs and Aura
    through the area with bricks.
    You emerge in an ambush by a Laser Ball and a Tomb Guardian.  Head to the
    right and take out an Invisible Birdhead.  Standing here, use Aura and you
    will arrive at a room with a treasure chest.  Open it for a Red Jewel.  With
    no other apparent exit, use the puddle to get back to the surface.
    Now head back down to the chamber of many rooms, take the fifth door, go all
    the way to the right, down the steps and Aura through.  You are back to the
    area we left off.  Go up the steps to the left and take out a pair of Laser
    Balls acting sentry.  At the top of the stairs there are six other Laser
    Balls.  Do take the trouble of killing them all.
    Now, on the far left end of this floor are bricks.  Seep through using Aura.
    When you land, take out two Invisible Birdheads.  With that done, you will
    receive an HP boost in the entire game.  Enter the only door in sight.
    Head right and encounter a pair of Mummies.  Be sure to kill the spirits
    before they make contact with you.  Go further right and encounter a Tomb
    Guardian with a Laser Ball.  If you need to, seep through and up the steps
    to attack from behind (or below, rather).  Further right is another Laser
    Ball, this time accompanied by a pair of Mummies.  You now have two sets of
    stairs to choose from (ignore the bricks, they just lead to the same areas
    as the staircases).
    The two will eventually circle around to the same area, but for simplicity's
    sake, let's take left staircase for now.  You will find a Tomb Guardian soon
    enough.  At the end of the cooridor lies a trio of Mummies.  Take the next
    set of stairs further down.  You should see a pit.  Past that is an Invisible
    Birdhead.  After killing it, dive into the pit.  Go to the right, kill the
    Invisible Birdhead, and through the door.
    Head left and kill a Tomb Guardian on the landing.  Go further left and face
    a quartet of Mummies at the top of the stairs.  Once you've kill them all, go
    back down to the landing and Aura through it.  You will arrive in a familiar
    area.  Jump down the pit, and this time, head to the left.  Near the end of
    the cooridor are two Tomb Guardians.  Your strength will be boosted once you
    eliminate them.  Then go through the door in the west end and grab the
    Heiroglyph.  Exit the room and use the puddle to get back to the top of the
    Pyramid.  This is the Heiroglyph from the fifth room, so insert it into the
    fifth slot.
    Using Aura, go back down to the chamber of many rooms.  Enter Dark Space,
    and transform into Will.  Now go into the third door.  Charge a Psycho Spin
    and go all the way to the right.  Spin over the ramp to the other end.  Be
    sure to kill the lone Invisible Birdhead hiding out here.  This grants a
    defense increase.  Now grab the chest for another Red Jewel.  Psycho Spin
    back over, go to the left, and exit back into the room with many doors.
    Now enter the first door from the left.
    DOOR ONE:  Ignore the door and go to the left.  Take out the Laser Ball at
    the bottom of the landing.  Psycho Spin up the ramp.  Then charge another
    Psycho Spin and use it on the next ramp to jump over a chasm.  Go all the
    way to the left and kill two Laser Balls.  Now step through the door.
    Immediately take out the Laser Ball in plain view.  Then go to the right.
    There are two more Laser Balls here.  After dispatching them, jump down the
    pit.  There is a Laser Ball to your left and a Tomb Guardian to your right.
    Head right and up the stairs to encounter another pair of Laser Balls.  Then
    head through the door.  You emerge right at the beginning.  Psycho Spin
    across two ramps and go through a door.  Now, head into the door to the left.
    Kill the two Laser Balls in immediate sight.  This grants a defense increase.
    Take the right door to exit.  Go left and take out the Laser Ball on the
    landing.  As you approach the left, you will find half a dozen Laser Balls
    blocking the way.  Psycho Spin one way and back to kill them all.  At the far
    left end are two more of the oh-so-lovable Laser Balls.  Go through the door
    Charge a Psycho Spin.  When you get to the first ramp, stop infront of it
    and Psycho Spin across it.  This gives you the momentum needed to traverse
    the long hill further down.  Past that is a Tomb Guardian.  Past it are three
    more Laser Balls.  Head down the steps and take out the Tomb Guardian to get
    a boost in defense.  Charge a Psycho Spin and use it to jump the ramp further
    left.  Here, enter the room, take the Heiroglyph and use the puddle to exit
    to the top of the Pyramid.
    This goes into the first slot.  Now, enter Dark Space, transform into Shadow,
    Aura back down a level, transform back to Will and enter the fourth door.
    DOOR FOUR:  Go left and take out the pair of Laser Balls.  Past them is a
    Tomb Guardian.  Then take the door down at the far west end.  Here, there are
    seven Laser Balls in your way.  Use either the Jump Attack or Psycho Slider
    to take them all out.  Do not use Psycho Spin, or you may move so far as to
    fall down the hill.  Once you defeat all the Laser Balls, then run down the
    ramp.  Head in the doorway.
    Emerge in the room flanked by four Mummies.  Psycho Slider is quite effective
    against them, and their spirit counterparts.  Use the left doorway/stairs
    when you kill them off.  In here, there are two Mummies and a Laser Ball.
    After you eliminate them, go into the rightmost door.  You will find a lone
    Mummy.  Kill it and head back downstairs.  Now enter the leftmost door.
    In here are three Mummies and a pair of Laser Balls.  Advance slowly so you
    only activate one Mummy at a time.  Once you defeat them all, use the left
    door.  This room also contains a trio of Mummies, but no Laser Balls.  Again
    go through the doorway on the left.  Here, there are two Tomb Guardians and
    another trio of Mummies.  Due to amazing creativity on the parts of the game
    creators, the door is on the left side (again).
    This seemingly empty room is home to four Invisible Birdheads, two on each
    side.  Make sure you attack before they do.  Once you kill them all, another
    defense boost is granted.  Exit through the left door.
    Go down the steps.  Head right and go down the stairs again (ignore the Laser
    Balls for now.  You will arrive in a chamber that contains four Laser Balls
    and four Invisible Birdheads.  Make sure you don't advance too far before
    seeing the fireballs so you don't accidently run into the unseen foes.  When
    you kill them all off, head further right and up the steps.  Take out the
    Tomb Guardian.  Then go left and you will come around behind the Laser Balls
    you ignored earlier.  There are three of them.  Now, go left and up the steps
    that you came from earlier.
    At the top of the stairs, head around them to the right.  Charge up a Psycho
    Spin.  Now slowly make you way through the dropping spiked ceiling.  When you
    pass the next one, stand infront of the second section and begin the Psycho
    Spin.  Go once you have a clear lane, and you will pass up both the dropping
    ceiling and a ramp beyond.
    Stop before the steps going down.  Charge up another Psycho Spin.  Release it
    once the third section gives you a clear lane and take out one lone Laser
    Ball, and four more atop a ramp area.  Go past an unremarkable fourth and
    fifth section of the wall.  When you can, go into the door along the north
    Six Mummies will immediately ambush you.  Psycho Slider, Psycho Dash and
    Psycho Spin are all essentially useless in this cramped area, so just stick
    with the regular Jump Attack.  Once you defeat the six, you earn a strength
    augmentation.  Grab the chest for a Red Jewel.  Head back upstairs, and take
    the rightmost exit.
    Move to the right and stop infront of the falling ceiling section.  Once it
    retracts up, run to the right, down and up a set of ramps, and stop just
    infront of the next ramp.  This should provide you a small bit of space to
    charge a Psycho Spin.  Run across to the right, and through two Invisible
    Birdheads.  You'll have to stop after passing them, and another section of
    falling ceiling, them come back to take them out for good.  Psycho Spin
    further to the right and take out two Laser Balls.  Now, go into the door
    at the far right end.
    You should know the drill by now.  Grab the Heiroglyph, exit the room, and
    use the puddle to get back to the top of the Pyramid.  Place this stone into
    the fourth slot.  Now, transform into Shadow, Aura through the bricks and
    arrive in the room with many doors.  Now, transform to whomever you like and,
    and enter the sixth, and final door.  Shadow can take use Aura, but you don't
    really need it.  At this point, Freedan is still your strongest with the
    powered up Dark Friar, so I suggest you use him.
    DOOR SIX:  Head to the right into a chamber with one Laser Ball and a trio
    of Mummies.  Go further right and find another chmaber with three Mummies and
    three Laser Balls.  It would appear you've reached a dead end, but you can
    use the slot the middle Mummy was in as a staircase.
    Go left and take out three Laser Balls and two Mummies.  Enter the hole in
    the right to go down a level.  From here, run east and find a lone Invisible
    Birdhead.  Head back up, and go left.  Take out three more Mummies.  The
    middle slot will take you further.
    There is a lone Invisible Birdhead along the right wall and another along
    the left wall.  A single Tomb Guardian also roams the room.  Kill all three
    and get an HP boost.  Take the left door to another area.
    Run to the right, ignoring the staircase, and plow through the enemies.  By
    the time you finish, you should be at the far right wall, with another set
    of stairs going down, and you should have killed 9 Mummies, 5 Laser Balls,
    and a Tomb Guardian.  The second mummy slot from the right contains the
    hidden staircase you need to get further.  For now, take a detour to the
    Heading left, you should eventually find a single Tomb Guardian and a single
    Invisible Birdhead.  Kill them both, and you get a defense boost.  Now head
    back to the right and down the second mummy slot from the right.
    Enter the right door and grab the Heiroglyph.  Exit the room and use the
    puddle to warp back up.  Go into the room with the other Heiroglyphs, and
    confront Jackal.  When prompted, play Lola's Melody and fry Jackal.  After
    Kara's little dialogue, place the final Heiroglyph in place.  Then exit the
    room.  You should notice a new puddle on the floor.  This takes you to the
    boss.  Ignore it for now, and enter Dark Space.  Heal and save, then choose
    which warrior you want to use to battle the Mummy Queen.  Will has not real
    advantages to the fight, so he shouldn't be used.  Freedan has the Friar
    Shot making it easiest for him to connect.  But Shadow is overall the most
    useful.  His attacks deal more, his range is good enough, and Aura is
    deceptively useful for dodging.  Whichever you choose, take them into the
     BOSS FIGHT:  Mummy Queen [40 HP]
     She is a rather simple boss fight to win.  Will deals one damage, Freedan
     two, and Shadow three.  You have two platforms to roam around on.  On the
     lower level, either puddle on each side will warp you up top.  On the upper
     level, you can jump down to the bottom at the middle point.
     The Mummy Queen only has three real attacks.  The first occurs whenever you
     decide to hit her.  She will turn into a spirit, then eight version of this
     spirit will fly out.  It is simple to dodge because the trajectory of each
     spirit is obvious.  They go in all four cardinal directions, and the four
     diagonals.  Once they are spread out, the spirits will then chase you for
     awhile before reforming the Mummy Queen.  Either warp upstairs, or jump
     down whenever you are being chased.
     The second attack shoots a giant blue energy ball from the Mummy Queen's
     sceptor.  Rather easy to dodge.  Aside from just moving out of the way, you
     can again change levels to avoid it.  Shadow can even melt into Aura to
     achieve much the same effect.
     The final attack causes tremors which make large slabs of rock fall.  It is
     generally safer to be on ground level during this attack.  Shadow has the
     added benefit of avoiding the attack through Aura.
     Now then, all you really have to do is smack the Mummy Queen, then dodge
     the spirits.  Keep an eye open for her other attacks in case she ever gets
     to pull them off.  After taking off a good majority of her HP, the Mummy
     Queen will change up the spirits attack.  Rather than have all eight shoot
     out, they will form a ring and continue rotating.  In this manner, they
     will roam around the area.  To make her revert back to her damageable form,
     you must strike the single spirit that is still normal appearing (all seven
     others will be blinking).  Shadow can hit them safely with his reach, but
     be wary because the ring of spirits contracts and expands at intervals.
     Freedan has an easier time because Dark Friar will rip this attack up.
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    After you defeat her, there will be a brief cutscene.  You will arrive back
    at Dao, in Neil's current residence.  Speak with him and you will fly to the
    fabled Tower of Babel.
    [ Tower of Babel ] ----------------------------------------------------------
       ITEMS:  Red Jewel, Crystal Ring
    MONSTERS:  none
    Head into the building.  Then go all the way to the right, and you will be
    stopped as Will remembers the spot between two Freedan statues that he found
    his flute.  Search the box-like object and find the final Red Jewel of the
    entire game ('bout time).
    Further right is a row of spikes.  Use the ledge to cross.  At the end of the
    cooridor is a doorway cut off by laser beams.  Run headlong into them, and
    cause Will to be thrown back.  Coincidentally, the long-sought Crystal Ring
    falls off of the flute.  Grab it, equip it, and run through the lasers, this
    time unscathed.
    On this next floor, Kara has followed you (though this should be evident
    after the parachute scene earlier).  She apparently used the ring found on
    the Incan Gold Ship to get passed the lasers.  Anyway, head left and speak
    with all the spirits as you go along.  They reveal more of the story.  The
    exit is at the far west end.
    On this floor, again speak with the spirits as you go by.  Eventually you
    will reach an ornately decorated door in the middle of the room.  A Dark
    Space is to the right, so use it to save.  Enter the distinctive door to face
    off with Castoth again.  The battle is rather simple, with only two changes.
    For starters, you face this (and all other repeat boss battles) using Shadow.
    Secondly, Castoth now fires off two of the fire-electric ricochet things.
    Don't worry about taking too much damage from him, you just need to survive.
    Of course, you should get through this with relative ease.  Once you defeat
    him, re-enter teh Dark Space, heal, and exit.  Go to the door on the far east
    Same drill as before.  Go to the west, and enter the door.  Shadow should
    take out Viper extremely quickly.  As far as it seems, Viper has no new
    attacks, and is still vunerable during his second technique.  Enter the far
    left door.
    Move into the center of the weird stones on the floor.  They will transport
    you high into the tower.  Exit this room.  To the right, and enter the by-now
    familiar door.  Shadow will fight off against the two Vampires, Jack and
    Silvana.  More than likely, this is where you will take the most damage.  If
    you have to use an Herb, it isn't a big deal.  Once that is done, take the
    door at the far right side.
    Go left, and enter the door.  This battle is against Sand Fanger.  Like the
    others, nothing much has changed.  It should be quite a bit easier, as Shadow
    deals way more damage than Will ever did.  Likewise, Sand Fanger's little
    offsprings are taken out with one hit from Shadow.  Once that is over with,
    exit in the left.
    You emerge in a balcony area.  Speak with the Viper-like creature to be taken
    higher.  Once you are put down, the door is on the left side.  Go left and
    into the chamber to face off with the Mummy Queen.  She is no different than
    before.  Just make sure you survive the encounter, it does not matter with
    how much HP intact.
    Take the door on the right to go up another level.  Go to the door on the
    left.  Speak with the Vampire and be taken further up.  Exit this room and
    find Kara again.  Run to the right and enter Dark Space.  Save, heal and
    listen to Gaia.  At this point, you can either head through the doorway to
    the final sections of the game, or you can speak with the spirit and head
    back to Dao.  Doing so allows you to take the 50th Red Jewel back to Gem and
    access a secret dungeon.  This side quest is described in a later section.
    Anyway, head through the door.  Now go to the left and enter this door.  Here
    lies the physical remains of Olman.  Speak with his spirit and be transported
    to the roof of the Tower of Babel.
    Here, speak with each one of the spirits.  Converse with Olman, then Kara.
    All the spirits and Kara merge with Will to unlock the Dark Warrior Shadow's
    ultimate powers.  He will fly to the comet and the final stages of the game
     BOSS FIGHT:  Comet [20 HP]
     This boss only has twenty HP and one attack.  Once it opens its mouth, hit
     it with one of Shadow's Firebirds.  It will fire off a blast, and then
     many mini-blasts fall from the sky.  They are relatively easy to dodge.
     Just repeat this dance for a couple of turns and it'll be defeated.
     Once you defeat the Comet's face, Dark Gaia appears...
     BOSS FIGHT:  Dark Gaia [40 HP]
     This battle isn't particularly difficult, but it is very long.  Dark Gaia
     only has three attacks, but they go on constantly.
     The first is the one that is non-stop throughout the entire fight.  To the
     left and right sides of Dark Gaia, blue water bubbles will appear, and come
     out Shadow.  Simply fire off Firebirds to stave them off.  Nothing else you
     can really do about them.
     The second attack has Dark Gaia firing two green electric blasts from her
     two spires.  These will make a bee-line for you and are incredibly fast
     compared to the water bubbles.  They also home in on Shadow, so straight up
     dodging is difficult.  The secret: they are blockable.  Just use your handy
     telekinesis, and from any direction, they will be nullified.  The only
     danger they pose is that using telekinesis may put you in danger of being
     hit by one of the bubbles.
     The third attack occurs when Dark Gaia opens her mouth.  There is a brief
     lag, then she fires a green energy beam straight down.  Generally, it is
     not wide enough to really warrant danger.  The problem, though, is that
     only at this time (i.e. when she has her mouth open) can she be damaged.
     So this forces you to stay in teh line of fire to be able to do any damage.
     The counter is simple.  Stand under her head, and fire like a madman when
     she opens her mouth.  After you get a few good hits in, use Aura and this
     will cause you to avoid the giant beam-o'-death.  When you re-emerge, you
     may be hit by a few water bubbles, but it is a small price to pay.
     Just remember, hit the water bubbles, telekinesis against the fast energy
     balls shot from the spires, and Aura after getting a few hits in.  Since
     this is the final battle of the game, feel free to blow all your Herbs.
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    You've just beaten the game; congratulations.  The ending and especially the
    credits are long and drawn out.  At the end there is a nice picture of how
    Will and Co. fare in the new world.
         V.  Gem's Mansion Side Quest
    The reward for collectingly all fifty Red Jewels in the game is a secret
    bonus dungeon.  The enemies are plentiful, but you will gain _no_ bonus for
    defeating any of them, aside from the paltry Dark Gems.  Don't expect bonuses
    in HP, strength, or defense.  Additionally, defeating the boss does nothing
    as well.
    All you can gain from this is an Herb, and some severe eyestrain (I kid you
    not).  Those spirits make a nifty effect for the dungeon, but I'm lucky it
    hasn't blinded me as of yet.  Still, the dungeon is a short one.
    To get here, you'll have to acquire all fifty Red Jewels, obviously.  The
    final one is in the Tower of Babel.  Once you get to the final save point, a
    spirit will offer to take you back to Dao.  Accept the offer, then speak with
    Gem.  He will transport you to his mansion.
       ITEMS:  Herb
    MONSTERS:  Red Lizard (12), Blue Floating Eye (17), Green Land Worm (9),
               Solid Arm (boss)
    You'll notice that all the enemies in this dungeon are essentially powered up
    versions of those you fought in the Diamond Mines.  Take note that there are
    no Dark Spaces in this dungeon.  Again, don't bother killing any enemies you
    do not have to.  It serves no purpose.  Psycho Slider is your best friend
    here, because of its invunerability frames, and the fact that it takes you
    through the enemies.  Psycho Spin is just as effective, though it takes a bit
    Go left to find two Red Lizards.  You have to kill the left one, so that a
    blue energy will break open the barrier.  Further left is another pair of Red
    Lizards, and a Blue Floating Eye.  Kill the latter to cause a second blue
    energy to free your path.  Now go left, up, then left to find two Blue
    Floating Eyes and another Red Lizard.  Walk up to them and hit them with a
    single standard attack.  This pushes them all back, and you are free to go
    further north.
    Run through a gauntlet of four Blue Floating Eyes.  Single standard strikes
    are most effective in moving them out of the way.  After this, use Psycho
    Slider to bypass two Red Lizards and two Blue Floating Eyes and go right.
    Head south, through another gauntlet, this one consisting of one Red Lizard
    and four Blue Floating Eyes.  Head all the way south, then right to get to a
    staircase.  Head across it, killing or avoiding the Red Lizard standing atop
    it.  When you reach the floor again, go up to a dead end with two Blue
    Floating Eyes.  Move them out of the way in whichever manner you prefer, and
    grab the chest for an Herb.
    Now, go back down, past the stairs, and to the left.  There is one Blue
    Floating Eye, and one Red Lizard.  Now, use Psycho Slider and pass through
    the black space under the left set of stairs going up.  This takes you to the
    rest of the mansion.
    Head north.  Psycho Slide through the Blue Floating Eye that is in your way.
    Go left, past a Red Lizard, over the stairs, and past another Red Lizard.
    This will take you to a door, where the boss lies.
     BOSS FIGHT:  Solid Arm [40 HP]
     Here, you will find the optional boss of the game.  You'll have a brief
     conversation with Solid Arm, on who he is, and how he has been manipulating
     you throughout your journey.  Such a nice guy, eh?
     The battle is laid out in a small room.  There are two platforms, the north
     one where Solid Arm starts and stays, and the south one where you start.
     Aside form this, there are three conveyor belts that allow you to get to
     the other side.  Solid Arm has three main attacks.
     The first occurs when Will is on the south platform, and the two foes are
     more or less lined up.  Solid Arm will fire three fireballs from his mouth
     at the same time.  These will reach the south platform, then turn and
     somewhat track you.  These can be blocked by telekinesis given you are
     facing the correct direction.
     The second occurs when Will is on the south platform, and the two are not
     lined up.  Solid Arm fires a single fireball that goes at a 45 degree
     diagonal, then semi-tracks like his other fireballs.  Again, you can block
     using telekinesis so long as you face the correct direction.
     The third occurs if Will is on the north platform.  Solid Arm will move
     close, and start swinging his arms in attack.  During this attack, he is
     completely invunerable.  An added bonus, Solid Arm can do this continuously
     so do _not_ let him trap you in a corner, or you are screwed.
     There are two particular strategies that work well in defeating Solid Arm.
     The first is to get to the north platform, then Psycho Slide back and forth
     all the while, avoiding Solid Arm's attacks.  You should ideally start the
     Psycho Slider close to Solid Arm while it is still walking (so that the
     move actually connects and is not negated by *its* attacks).
     The second is slightly more difficult to do, but much more effective.  At
     the start of the fight, walk right up to the beginning of the middle
     conveyor belt, but not on it.  Immediately use telekinesis to block the
     fireballs shot your way.  Then swing the flute once.  It should connect.
     If not, you are too far away.  Don't get too close, or the conveyor belt
     will pick you up and run you right into the enemy.  After one hit, block
     again.  Then hit again.  Rinse and repeat.  Eventually, the fireballs
     blocked will push Will away very slowly.  When this happens, walk up a
     hair to get back into position.  Again, avoid getting caught by the belt.
     If you are feeling lucky, you can effectively get two hits per block on
     occassion.  If you do it twice in a row, do not attempt the third, or you
     will take damage, because Will's recovery isn't _that_ good.  Also, be sure
     that when you are blocking, you block the middle and left fireball.  If you
     only block the middle one, the other two will curve in and hit Will.  Lucky
     for you, Solid Arm starts off slightly off center, so if you just walk
     straight up, you'll be in the perfect position.
     Each hit deals one damage.  Be patient.  Once you beat him, you get some
     praise, and are taken back to the final Dark Space in the Tower of Babel.
     If you try and go back to Gem, you will find that he is no longer available
     _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        VI.  Appendix
    - Items -
      Item Name:  Herb
    Description:  Restores Strength.
           Note:  Restores 8 HP.
       Location:  Gem (3 Red Jewels), Edward's Prison (chest), Larai Cliff
                  (chest x2), Freejia (garbage can), Diamond Mine (chest), Sky
                  Garden (chest x2), Angel Village: Ishtar's puzzle (chest),
                  China's Great Wall (chest), Ankor Wat (chest), Gem's Mansion
      Item Name:  Lola's Melody
    Description:  Melody learned from Lola.
       Location:  Will's House (before going to Edward's Castle)
      Item Name:  Prison Key
    Description:  Edward Castle Prison Key.
       Location:  Edward's Prison (Hamlet brings it to you)
      Item Name:  Meat
    Description:  Large roast from Edward Castle.
       Location:  Edward's Castle (barrel)
      Item Name:  Inca Statue A
    Description:  Statue shaped like a spirit.
       Location:  Itory Village (cave)
      Item Name:  Inca Statue B
    Description:  Statue shaped like a spirit.
       Location:  Home of Moon Tribe (cave)
      Item Name:  Blue Block
    Description:  Diamond-shaped block.
       Location:  Larai Cliff (chest)
      Item Name:  Wind Melody
    Description:  Melody played by Incan Wind.
       Location:  Larai Cliff
      Item Name:  Elevator Key
    Description:  Diamond Mine Elevator Key.
       Location:  Diamond Mine (laborer gives it to you)
      Item Name:  Mine Key A
    Description:  Key found in morgue.
       Location:  Diamond Mine (morgue)
      Item Name:  Mine Key B
    Description:  Key obtained from Laborer in Diamond Mine
       Location:  Diamond Mine (laborer)
      Item Name:  Memory Melody
    Description:  Memory Melody from Laborer.  Restores Memory.
       Location:  Diamond Mine (Sam the laborer)
      Item Name:  Crystal Ball
    Description:  Fits into Crystal Tile.
       Location:  Sky Garden (chest x4)
      Item Name:  Purify Stone
    Description:  Purifies fountain in Palace.
       Location:  Seaside Palace (casket)
      Item Name:  Palace Key
    Description:  Key to Mu tunnel.
       Location:  Seaside Palace (man in a dead-end room gives it to you)
      Item Name:  Statue of Hope
    Description:  Statue containing hopes of Mu people.
       Location:  Mu (floor x2)
      Item Name:  Rama Statue
    Description:  Statue which breaks the seal of Rama.
       Location:  Mu (chest x2)
      Item Name:  Magic Dust
    Description:  Magic powder.  Releases person from painting.
       Location:  Angel Village, Ishtar's room (chest; must complete puzzle)
      Item Name:  Lance's letter
    Description:  Letter from Lance.
       Location:  Acquired after Watermia cutscenes.
      Item Name:  Will
    Description:  Will given to Russian Glass Opponent.
       Location:  Watermia (after winning Russian Glass game)
      Item Name:  Red Apple
    Description:  Apple from Euro Market.
          Notes:  You need to give 3 of these to Ann.  Must get them separately.
       Location:  Euro (market)
      Item Name:  Mushroom Drop
    Description:  Grows plants from ends of stalks.
       Location:  Mountain Temple (chest x3)
      Item Name:  Teapot
    Description:  Jar filled with tears.
       Location:  Mountain Temple (chest)
      Item Name:  Black Glasses
    Description:  Protects from bright light.
       Location:  Ankor Wat (in the garden area on the ground)
      Item Name:  Gorgon Flower
    Description:  Restores things turned to stone.
       Location:  Ankor Wat (received at the end of the dungeon)
      Item Name:  Lola's Letter
    Description:  Letter from Bill and Lola.
       Location:  Dao (man playing the flute outside your house gives it to you)
      Item Name:  Father's Journal
    Description:  Will's father's journal.  Info on Pyramid.
       Location:  Dao (man playing the flute outside your house gives it to you)
      Item Name:  Aura
    Description:  Dark Knight Shadow's Body turns to water.
          Notes:  Though this is an item, it serves more as Shadow's ability.
       Location:  Dark Space in Pyramid (Gaia)
      Item Name:  Heiroglyph
    Description:  Plate with heiroglyph.
       Location:  Pyramid (end of mini-dungeon x6)
      Item Name:  Crystal Ring
    Description:  Ring hidden in Flute.
       Location:  Tower of Babel (falls off of Flute)
    - Red Jewels -
    -- The Jewel Locations --
    RED JEWEL 01:  South Cape; to the left side of the school tower bell.
    RED JEWEL 02:  South Cape; inside the rightmost pot along the north wall in
                   Lance's basement.
    RED JEWEL 03:  South Cape; from the pot next to the fisherman.  Only occurs
                   when the fisherman is in his third position, the one next to
                   the seaside cave entrance.  Use the cave entrance to enter and
                   exit continuously until the fisherman appears there.
    RED JEWEL 04:  Edward's Castle; on the first floor, in the right end is a
                   large pillar.  There is a person hidden behind this pillar
                   unseen.  Speak with this person and be given a Red Jewel.
    RED JEWEL 05:  Edward's Prison; along the dungeon, there will be a switch
                   that is rusted shut and cannot be activated by a simple hit.
                   Climb the stairs to the left and jump down onto the switch.
                   This will open a room in which a treasure chest contains this
    RED JEWEL 06:  Edward's Prison; within a treasure chest in the pier area.
    RED JEWEL 07:  Edward's Prison; in the screen directly after the dungeon
                   there will be a row of barrels to the right side.  Stand on
                   the right side and search the lowermost barrel.
    RED JEWEL 08:  Itory Village; the logs infront of a house near the entrance.
    RED JEWEL 09:  Larai Cliff; within a treasure chest.
    RED JEWEL 10:  Incan Gold Ship; once you are awake, head to the deck and
                   speak with Seth.  Do this _before_ finding the queen's corpse,
                   or a sequence will occur making Seth... no longer available.
    RED JEWEL 11:  Oakton; search the jar to the right of the house door.
    RED JEWEL 12:  Freejia; search the pot on the second floor of the inn.
    RED JEWEL 13:  Freejia; speak with the shady guy in the far right alley.
    RED JEWEL 14:  Freejia; turn in the escaped slave and be rewarded.
    RED JEWEL 15:  Diamond Mine; free a laborer from behind a wall using the
                   Psycho Dash.  The thankful laborer sends three Red Jewels to
                   Gem for you.
    RED JEWEL 16:  Diamond Mine; see above.
    RED JEWEL 17:  Diamond Mine; see above.
    RED JEWEL 18:  Sky Garden; treasure chest contains this.
    RED JEWEL 19:  Sky Garden; another treasure chest contains this.
    RED JEWEL 20:  Seaside Palace; treasure chest contains this.
    RED JEWEL 21:  Seaside Palace; another treasure chest contains this.
    RED JEWEL 22:  Seaside Palace; still another chest houses a Red Jewel.
    RED JEWEL 23:  Mu; from treasure chest accessable after second Statue of Hope
                   is used in the second Room of Hope.
    RED JEWEL 24:  Angel Village; search the fountain where everyone is dancing.
    RED JEWEL 25:  Angel Village; in the dungeon, slide into an extra room to
                   find it in a treasure chest.
    RED JEWEL 26:  Angel Village; search a jar in the room left of Ishtar's.
    RED JEWEL 27:  Angel Village; during Ishtar's puzzle sequence, it is in a
                   treasure chest in the sixth room.
    RED JEWEL 28:  Watermia; search the northwestern most part in the southwest.
    RED JEWEL 29:  Watermia; search the northeastern pot in the Gambling House.
    RED JEWEL 30:  China's Great Wall; search a treasure chest.
    RED JEWEL 31:  Euro; bring an apple to Ann from the market three times.
    RED JEWEL 32:  Euro; search the wall inside a hidden alley.
    RED JEWEL 33:  Euro; search a pot inside the slave "holding pen" behind the
                   statue in the shrine.
    RED JEWEL 34:  Watermia; once you go to Euro, leave and wander back to
                   Watermia.  Speak with Lance and he'll hand over this jewel he
                   found in his father's belongings.
    RED JEWEL 35:  Mountain Temple; a treasure chest houses this jewel.
    RED JEWEL 36:  Natives' Village; search the southern pot in the right house.
    RED JEWEL 37:  Ankor Wat; a treasure chest contains this jewel.
    RED JEWEL 38:  Ankor Wat; a treasure chest contains this jewel.
    RED JEWEL 39:  Ankor Wat; a treasure chest contains this jewel.
    RED JEWEL 40:  Ankor Wat; a treasure chest contains this jewel.
    RED JEWEL 41:  Natives' Village; after using the Gorgon Flowers on the girls,
                   "speak" with the one in the middle.
    RED JEWEL 42:  Dao; Win the snake mini-game and you get two jewels.
    RED JEWEL 43:  Dao; see above.
    RED JEWEL 44:  Dao; search the vegetation in the right side of town.
    RED JEWEL 45:  Pyramid; from the starting floor, seep through at the far
                   right hand side.  This will take you to a hidden room.  Search
                   the left pillar.
    RED JEWEL 46:  Pyramid; within a chest in the door 2 mini-dungeon.
    RED JEWEL 47:  Pyramid; a chest in the door 5 mini-dungeon.
    RED JEWEL 48:  Pyramid; use Will in door 3 mini-dungeon to jump a ramp and
                   find a chest at the far end.
    RED JEWEL 49:  Pyramid; the door 4 mini-dungeon contains a chest with this.
    RED JEWEL 50:  Tower of Babel; search the alter where Will found his flute.
    -- Gem's Inventory (a.k.a. your rewards) --
    Herb            3  (can be acquired before leaving South Cape)
    Defense Force   5  (can be acquired after returning from Edward's Prison)
    Life Force      8  (can be acquired after you reach Itory Village)
    Strength       12  (can be acquired as early as Freejia)
    Psycho Power   20  (can be acquired as soon as you get to Angel Village)
    Dark Power     30  (can be acquired as soon as you reach Watermia)
    My Secrets     50  (can be acquired at the Tower of Babel)
    For the most part, the items are rather self-explanatory.  Any "force"
    rewards are just stat boosts.  "Strength" is really "Strength Force," but the
    screen couldn't fit the entire name, so it is shortened.  Psycho Power is a
    boost to the power of Psycho Dash.  Dark Power is the powerup that allows the
    blast to detonate and split into four spiralling attacks.
    "My Secrets" refers to Gem taking you to the extra dungeon, Gem's Mansion.
    Here, you can earn an extra Herb and fight a special boss, Solid Arm from the
    Soul Blazer game.
    - Monsters -
    A few notes on this section:  For starters, the names used are those that I
    personally made up.  For the most part, they are descriptive names that came
    to mind when I first saw them.  I have little idea what the official names
    are, or if official names exist.  The instruction manual does not seem to
    list them at all.
    Additionally, the amount of Dark Gems they drop may not be accurate.  I have
    listed all that I have personally noticed dropped, but it could be entirely
    possible there is some random variance occuring, that could make a monster
    who normally only drops one Dark Gem drop five; I can't be sure.  Also, the
    ones that are listed as "varies" are those that seem to drop 1, 2 or 5
    randomly and these values will fluctuate often.
    Finally, the number in parenthesis at the end is the number of those specific
    enemies you encounter throughout the course of the game.  The listings are
    done by location of the enemies.
    -- Edward's Prison --
    Bat                 3 HP    1 DP                                         (32)
     There is really nothing to these guys.  They just run around with hopes of
     colliding with you and doing damage.  Attack or Jump Attack to kill them
     off quickly and without hassle.
    Tentacle Eye        5 HP    1 DP                                         (16)
     These guys are also nothing to be worried about.  They will spring up in
     the water and attack.  When they fire the projectile, simply block with
     telekinesis.  Just be sure not to be standing so close that the projectile
     goes around your defense.
    Skeleton            6 HP    1 DP                                         (14)
     This is another of those generic try-to-run-into-you enemies.  Aside from
     that, they can throw a bone-like boomerang.  No worries as this can either
     be dodged, or more conveniently, blocked by telekinesis.
    Brown Skeleton      14 HP for the body, 10 HP for the head    1 DP        (2)
     The difference with these guys is that after you deal 14 HP of damage, the
     body is destroyed, but the head remains.  This will float around and try
     to damage you.  Just dodge and attack.  10 HP will take out the head.
    Brown Bat           10 HP                                                 (1)
     There is only one of these in the entire game.  It will circle around a
     certain area in a set pattern.  Just stand back and watch it for a bit and
     you should pick up on it.  Stand outside its range and smack it whenever it
     comes by.  No threat at all.
    -- Larai Cliff --
    Caterpillar          6 HP    1 DP                                        (16)
     These little critters will turn into a ball and roll at you.  The horror,
     the horror.  Not at all dangerous, because even if they come at you in
     their "attack" you can simply hit them, and knock them back.  Just a note,
     of the 16, six of them are in the Itory Village Cave.  The remaining ten
     are at Larai Cliff.
    Mudman               8 HP    2 DP                                        (23)
     You generic attempt-to-hit but completely incapable of such monster.  Just
     smack them until they fall over (or rather, what passes for falling over as
     far as Mudmen go).
    Four-Head            9 HP    1 DP                                        (27)
     These things are stationary.  When you approach, they will spin and stop,
     then fire off projectiles in four directions.  They will either shoot in
     the four cardinal directions, or in the four diagonals.  You _can_ blcok
     these with the telekinesis.
    Slime                6 HP    1 DP                                        (29)
     These guys will seep into the floor, then reappear in another area shortly
     after.  Just keep moving and there is nothing to fear from these guys.
    Floating Head        8 HP    5 DP                                        (11)
     Be wary of theses guys.  They will spin around attempting to ram into you
     like most other enemies.  Just keep an eye out for their "flight-pattern"
     so to speak and strike whenever you can.
    Blue Caterpillars    6 HP    1 DP                                        (11)
     Not much different than their green counterparts.
    Guardian            11 HP    2 DP                                        (16)
     Let these monsters come straight at you, then attack them from a side or
     behind.  Don't stay in their line of sight for very long or they will hurl
     a projectile at you, be it fiery blast along the floor, or a spear.
    -- Diamond Mine --
    Lizard              10 HP    2 DP                                        (27)
     These guys are big and slow.  There attack consists of backing away, then
     pausing for a while, and finally sending out a chain.  The chain has quite
     a large range, and covers a lot of distance, making it fully capable of
     hitting you.  Simply go after these guys quickly, and take them out fast.
     If they manage to throw the chain out and it misses you, give it a wide
     berth when closing in.
    Land Worm            5 HP    1 DP                                        (20)
     Land Worms will pop out of the ground, then fire the standard, slow-moving
     and easy to dodge projectile.  You can also block it with telekinesis if
     you prefer.  Just watch the length of these guys, because their size is
     somewhat deceptive at times.
    Floating Eye         5 HP    1 DP                                        (23)
     The main course of attack for these guys is to back away, then fire a
     laser at you.  You cannot block these with telekinesis, so do not try to.
     If you cannot approach them from a side so you avoid the blast, advance
     with Will's Jump Attack, or blast it with Freedan's Dark Friar.
    Purple Land Worm     6 HP    1 DP                                         (6)
     Not much has changed from its non-purple counterpart.
    -- Sky Garden --
    Ball Worm           12 HP    1 DP                                        (34)
     This is a simple enemy with the run-into-you mentality.  Shouldn't take
     much more strategy than hit-it-until-it-dies to defeat them.
    Blue Sentry         16 HP    1 DP                                        (25)
     Before you attack it, it will remain stationary, firing off shots in one
     of eight directions.  These blasts are simple to avoid; just take care not
     to attempt blocking them, as it won't work out too well.  Once you hit
     them, the battle plan changes.  They will begin to advance on you and
     periodically fire off their fists as projectiles.  These you can block
     with the ever-trusty telekinesis.
    Jumping Ball Worm   12 HP    2 DP                                        (27)
     Similar to the regular Ball Worms, but much more dangerous.  For starters,
     they can jump around, so don't get caught in a position where this could
     hurt.  Approach from the sides, and never above or below them.  After you
     kill one off, prepare to move away, as the segments coming down can damage
    Red Sentry          20 HP    DP varies                                   (21)
     These guys are fairly similar to the Blue Sentries.  The only real
     difference lies in their hand projectiles.  These guys fire off their's,
     and it will return to them.  This can cause you to get hit when you are
     advancing to attack, and the retracting hands smack you from behind.  In
     addition, it causes some problems with telekinesis blocking.  Sometimes
     you block, other times you take damage.  Try to avoid the hands altogether
     just to be safe.
    -- Mu --
    Blob                12 HP    1 DP                                        (50)
     These guys possess some scary AI, so watch out.  I mean, there whole game
     plan of sit-around-doing-nothing can be deadly if you are not careful.
     Seriously now, just hit these guys until they die.  These guys also appear
     in the Seaside Palace, but you don't have to fight any of them.
    Sludge               8 HP    1 DP                                        (14)
     Sludges are little buggers that are deceptively dangerous.  They move
     primarily in diagonals, and if you're not careful, your attack can miss
     completely, leaving you _wide_ open to being attacked.  The key to
     fighting these guys is to be very patient and attack only after they have
     first committed to a movement.  These guys also appear in the Seaside
     Palace, but it is pointless to fight them.
    Rock Warrior        26 HP    2 DP                                        (25)
     Be careful of their projectiles.  You can block the rocks with the
     telekinesis, but know that they throw many of them.  Do not be overly
     aggressive.  Jump Attacks and Psycho Slides are effective in taking them
    Ghost               22 HP    DP varies                                   (15)
     These phantoms are pesky.  They teleport around, and fire off energy blasts
     at you.  Though you can block the projectiles, they travel in a weird
     curving path, so it can often slip around your defense.  Try to dodge them
     altoghter.  If they end up teleporting near you, you can get one or two
     quick hits in before they teleport away.  Also, if you hit them before they
     fire their attack, it will cancel it altogether.  Keep a Psycho Dash
     charged up as well.  Since you should generally be avoiding the projectiles
     altogether, you won't need telekinesis anyway.  This way, when one pops up,
     they eat your dash.
    -- Angel Village --
    Cave Bat             5 HP    1 DP                                        (35)
     Cave Bats will hang around on the ceiling of the cave.  When you approach,
     they will swoop down, then rise back up.  You cannot continuously attack
     them for this reason.  Either hit them with a Jump Attack, or a Psycho
     Dash to maximize damage.  Don't worry, as they pose little threat with
     their obvious attacks.
    Blue Skeleton       20 HP    2 DP                                        (18)
     Talk about the dumb AI!  Blue Skeletons are at the bottom of the barrel
     when it comes to reasoning.  Once they see you, they simply dash straight
     at you continuously, without any thought as to what might happen.  The
     beauty of this is that you can just keep mashing the attack button, which
     knocks the skeletons back, and they keep coming straight into your attacks.
     If they ever hit you, be ashamed.
    Carnivore Lizard    10 HP    2 DP                                         (5)
     Carnivore Lizards are forced to stay stationary.  They stretch their long
     necks out to attack.  If you try to take them up close and personal, you
     should expect to be hit several times in the process.  The best way to
     take them out to is to stay away from them, so they don't feel threatened,
     and will keep their head from moving (or so you can no longer see the
     insides of their mouths).  Now, charge a Psycho Dash.  When one is ready,
     walk up to the side of its head, and release.  One dash should be adequate
     to kill one off.  After the hit, back away, because the explosions that
     ensue can damage you.
    Skull Turrent       10 HP    DP varies                                    (9)
     Likewise, these guys, too, are stationary.  Every once in awhile, they
     will fire off a projectile to each side.  This slow-moving, sorry excuse
     for an attack can be blocked.  Aside from that, the attack is signalled
     by the glowing red eyes, so you will never be caught by surprise.  Psycho
     Slider is very effective in killing them quickly.
    -- China's Great Wall --
    Archer              25 HP    2 DP                                        (59)
     These guys are all over China.  Their arrows come in a continuous stream,
     but aren't fired very fast, so they don't pose much of a threat.  Further,
     you can block them with ease using the telekinesis.  Psycho Slider and
     Jump Attacks kill them off very quickly.
    Fireball Eye        22 HP    DP varies                                   (33)
     There are two breeds of these guys.  The first is one that acts much like
     Angel Village's Cave Bat.  It will stay high, then swoop down.  Again, make
     use of the Jump Attack to defeat it.  Be careful, because unlike the Cave
     Bats, these guys will drop fire onto the ground that can damage you.  The
     second variety stays on ground level.  Instead of the swooping attack, they
     can cause fire to erupts from the top of what passes for their heads, and
     it will come raining down.  Once this attack is done, move out of range to
     avoid taking damage.  Standard dashing and Jump Attacks are suitable for
     this purpose.  To defeat them, simply hit them like anything else.
    Snake               13 HP    1 DP                                        (20)
     Snakes will start off in a coiled position.  Then they will spring out and
     attempt to bite you.  If they do, in addition to taking damage, they will
     latch onto you for additional damage.  Run around attacking blindly to
     "shake" them loose.  The best tactic is just to Jump Attack at them; the
     recoil is great in avoiding getting bitten.
    -- Mountain Temple --
    Blue Skull          18 HP    1 DP                                        (52)
     These skulls have no real AI.  Instead, they just go in one direction, in a
     swerving pattern.  After they get to a certain point (sometimes off screen)
     they will turn back, and come in the opposite direction.  This loop just
     continues to repeat until you kill it off.  There is nothing dangerous
     about these guys, but do be careful not to get too antsy.  Otherwise, you
     may run into them on accident while trying to kill them.  If you are having
     problems catching it, just Dark Friar and detonate the attack.
    Gold Skull          18 HP    1 DP                                        (53)
     Gold Skulls are very much unlike their blue counterparts.  They don't make
     it a habit to move more than is necessary, and they shoot projectiles off
     with great frequency.  These attacks can, of course, be blocked.
    Spider              16 HP    2 DP                                        (56)
     Spiders are very annoying enemies indeed.  Do not bother trying to after
     them; they will use their webs to get over to wherever you are.  At this
     point, they will spit acid at you.  While it is still a projectile, you
     can block it.  After a while, though, it will hit the floor, then turn
     into an acid puddle.  At this point, you can obviously no longer block it
     since it is not a projectile anymore.  You also cannot walk around it
     because of the terrain of the Mountain Temple.  Instead, just use Will's
     Jump Attack or Psycho Slider to go _through_ it.  If you are playing as
     Freedan, Dark Friar it from afar.
    Flute Player        15 HP    DP varies                                   (19)
     These guys just float around all day, with four flames orbiting them.
     These flames form a ring that contracts and expands at intervals.  Be
     careful to keep your range.  Also, immediately take out any you see.  If
     you wait and move away, you will likely encounter more of them, and get
     caught in a bad position because the flames will be everywhere.  With
     Will use Psycho Slider, or if you have space, psycho Spin.  With Freedan
     just blow it away with the powered up Dark Friar.
    -- Ankor Wat --
    Bush                15 HP    2 DP                                        (27)
     Bushes aren't at all dangerous as an enemy.  They just run around like
     idiots for you to hit.  The difficult part of them is not accidentally
     running into them when they are in their camouflage mode.  You can usually
     tell the difference between these and real bushes because these guys tend
     to be a bit smaller, and a tad darker.  Adjust the brightness/contrast
     setting of your TV if you are having problems spotting them out.
    Neck Creature        3 HP for the head, 20 HP for the body    DP varies  (19)
     Ordinarily, a Neck Creature gets near you, then elongates its neck to
     attack.  To destroy the head, you must take off three HP.  The catch is
     that you must do so before the head fully retracts, at which point its HP
     is fully restored, and it cannot be effectively damaged (not in a way that
     counts, anyway).  Striking it with a standard attack doesn't work too well
     because of the hit recoil that knocks the head away.  So, smash it with a
     Psycho Dash instead.  When the head is destroyed, an eye opens on the
     monster's chest, and it starts to run around like a steam engine.  Just
     strike it to death at this point.
    Dragonfly            8 HP    1 DP                                        (13)
     This breed of insect is incredibly fast, and flies in a random pattern,
     going in any of the eight directions.  In addition, it can change its
     trajectory rather rapidly.  The result is a difficult to hit target, and
     one that can continually collide with you before you can kill it.  The
     best approach to fighting them is to hang back, and start a Psycho Spin.
     When you are in it, run into the Dragonflies and they drop like... flies.
    Demon Head          25 HP    2 DP                                        (21)
     They will fly around the room is a loose figure "8" pattern.  Strike them
     as many times as possible during this.  Eventually, it will stop, and split
     into two blinking parts and chase you around.  At this point, you can no
     longer damage it, so just avoid it (a feat not at all difficult because
     Demon Heads are very slow in this form).  When a set time has passed, they
     will move back to the point they split and remerge.  Then they continue the
     origin pattern.  Again, strike to kill.
    Rock Golem          28 HP    2 DP                                        (22)
     These guys just walk around, and when they feel like it, go into an attack
     mode.  This consists of glowing green, while gyrating their arms around
     them.  In this mode, they cannot be damaged, so do not bother.  Just note,
     both Freedan's sword, and even Will's flute outrange the Rock Golem's
     spinning hands.  So once they enter the mode, stand just outside of their
     reach.  When they stop, start the onslaught.  Some of them begin on a level
     above you.  They will drop down, and cause an small earthquake that drops
     various pieces of stone to the floor.  Watch for the shadows.
    Purple Demon Head   20 HP    1 DP                                        (48)
     This variety of Demon Head acts much different than the other.  It moves
     around a set perimeter indefinitely.  Each time you hit it, its speed will
     increase dramatically.  There really isn't a danger to these guys because
     their movement is restricted.  The thing about them is that they can at
     time be difficult to kill because they are so fast after awhile.  You can
     always use Psycho Slider or Psycho Dash to kill them quickly.  Psycho Spin
     is better if you want to waste time charging it up.
    Scorpion            30 HP    5 DP                                        (18)
     All of them are mounted against walls.  Their main attack comes in the form
     of a blockable projectile.  If you attack one, it will release three green
     objects that move around.  These can be killed by striking it.  Also note
     that there is a weaker variety of them, with only 20 HP and less defense.
    Laser Ball          20 HP    2 DP                                       (118)
     You will fight more of these guys than any other enemies.  They are like
     cockroaches, all over the place, and just as annoying.  They move very
     little, but fire off a laser beam much like the Floating Eyes of the
     Diamond Mine.  But they do so with much more frequency.  You cannot block
     these blasts.  Be sure you are aware that they can only fire left or right,
     and it is safe to approach them from above or below.  If you are Will, use
     the Psycho Slider and Jump Attack to advance on them safely.  Freedan can
     use Dark Friar.  If you are Shadow, often times you can seep through to a
     lower level, then climb a staircase to come up behind and closer to them.
    Tomb Guardian       30 HP    5 DP                                        (24)
     Tomb Guardians are one of the most effective monsters out there.  They
     carry a shield, and if you attack when they have it covering them, they
     take no damage.  The only time they lower the shield is prior to their
     customary attack, a simple lunge.  Wait for it, hit them, then back away.
     Will can make use of the Jump Attack for greater effect.
    Invisible Birdhead  25 HP    2 DP                                        (22)
     The name says it all.  They are usually invisible.  Be sure to check your
     radar periodically to see if you can spot them that way.  Elsewise, wait
     until they attack.  Their standard technique is the simple fire projectile
     that can be blocked.  Additionally, if you watch it will reveal their
     position (these guys cannot move).  If you attack them enough, they will
     come into plain view and start firing a faster projectile.  It too can be
    Mummy               12 HP for body, 28 HP for spirit    2 DP             (47)
     The regular mummy form is simple enough.  It follows the standard, try to
     collide with your mindset.  Once you defeat it though, a spirit is released
     into the air.  It too will try to collide with you.  It will float around
     in long straight "strides," so sidestep and kill.  If one touches you, it
     will disappear as well, since it has already done its part.
    -- Gem's Mansion --
    Red Lizard          20 HP    2 DP                                        (12)
     Nearly identical to their Diamond Mine brethren.  Either kill it quickly,
     or avoid the chain then attack while they are vunerable.
    Blue Floating Eye   16 HP    2 DP                                        (17)
     Psycho Slide or Jump Attack to get in close while avoiding their laser
     blasts.  Otherwise, you can use a Psycho Spin to both get close and kill
     them off with relative ease.  Usually, just smack them with a simple flute
     strike, and it will push them back.  You can then just run past them.
    Green Land Worm     30 HP    2 DP                                         (9)
     Do not even bother killing any of them.  Just run past them.  If they catch
     you in a crossfire, block the projectiles with telekinesis.
       VII.  Frequently Asked Questions
    Q:  Where do I find more Herbs?  I used up all my others.
    A:  You would be out of luck than.  There are only 12 herbs in the entire
        game.  Unlike most RPGs, there are no shops.  You cannot just enter a
        town and purchase more.  You'll have to rely on Dark Space gateways and
    Q:  What are the highest stats you can get in this game?
    A:  HP: 40, Strength: 29, Defense 32.  This is done by defeating all
        necessary enemies in the game (i.e. every enemy save for those in the
        Seaside Palace and Gem's Mansion), grabbing enough Red Jewels to gain the
        boosts from Gem and by waiting in the line at Euro for the HP potion.
    Q:  Are there any sequels to this game?
    A:  Well, Illusion of Gaia is actually part of a trilogy.  If I am not
        mistaken, it is the second part.  The first was Soul Blazer, and the
        third was Terranigma, a game many people hail as one of the best to ever
        grace the SNES, even though it is relatively unknown.
    Q:  Does Illusion of Time have anything to do with this game?
    A:  It is the name given to this game when it was released in Europe.
    Q:  Is there any point to collect all the Red Jewels?
    A:  Not really.  Once you get twenty of them, you can collect all the rewards
        from Gem that are truly worthwhile.  The Dark Friar powerup is at 30, but
        you can wait just a bit longer and acquire the ability from the shop room
        in Euro where you have to wait nearly five minutes in line.  Since you
        are likely going to want the free HP bonus, you might as well grab the
        Dark Friar powerup here.
        Then there's Gem's Mansion for collecting all fifty.  There are no
        rewards for doing so.  The enemies do not grant any powerups, and
        defeating Solid Arm doesn't grant you anything more than a bit of side
        story revealed.  You can grab an Herb here, but you really shouldn't need
        it (especially not at the expense of grabbing twenty extra Red Jewels.
        Still, if you are a completionist, might as well.  When have people ever
        needed a reason to do something, eh?
    Q:  Who is Solid Arm?
    A:  Aside from being the "true" form of Gem the Jeweler, Solid Arm was the
        first boss of Soul Blazer.  According to himself, once Blazer (main
        character of Soul Blazer) defeated him, his powers were locked into the
        various Red Jewels and scattered throughout the world.  He was the
        catalyst behind the entire slave trade, in an attempt to use human labor
        to recover the Red Jewels (which is why, I assume, many of the jewels
        come from the laborers or slave traders).  Of course, that took to long,
        so he went ahead and baited Will into helping him by offering him various
      VIII.  Footer
    - Credits and Special Thanks -
    * GameFAQs <http://www.gamefaqs.com/> and CJayC:  for the gamer's paradise
      that is GameFAQs.
    * Enix and Quintet:  for creating one hell of a game.
    - Final Notes -
    You know, it is the damnest thing.  When you are writing the guide, there's
    just too much to say.  But when the end comes, you are left with nothing.  So
    instead of the usual stuff you'd find at the end of a guide (the send me
    praise, don't send me crap, and all the legal crap), I'll leave you with
    something equally as useless:
    "The world is so fast that there are days when the person who says it cannot
    be done is interrupted by the person who is doing it."  - Anonymous.
    Version 1.0 - Last Updated on 19 April 2003
    Copyright 2003 Jeff Chan [Atom Edge]
    ----------------------------------------------------------------------- FIN -

    View in: