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Marahna

Well it time to take a vacation, but sadly not from saving the world, just from the harsh terrain. And this being my personally pick second hated level, it going to be "fun" Expect headless spearman, man columns and more here.
You began on a ruins that you must cross the swamp to get around. Swamp slimes tend to appears out of the water, along with bats attacking you. Annoying tribesman uses various weapons to kill you as well.
Now you enter the ruins, prepare to meet the columns, who comes in two colors and are hard to kill. At the bottom, you face headless spearman, who are hard to kill, but nothing like the bird gods.
Now you enter the second sections, with columns trying to stop you from getting power ups, along with all types of enemies trying to slow you down in the swamp, where you will soon face Rafflasher.
Here comes an annoying boss, who attacks with tentacles from the swamp and spores that are killable. Use fireballs and jump over the tentacles when it comes around for you and comes back when it away.
Well another sub boss dead, another town save. Let move on.
Well to began, cast earthquake on the island, for it will unite the two lands together, also allowing you to build up to the monster lair.
After a while, the town will develop an herb that cures the plague. Moreover, that of course means you can finish Kasandora, allowing you to get the tablet for Marahna.
Now head back and use lightning on this bush at Marahna to help your town folks.
Use your tablet and compass here, and you will get the town up to speed.
Now you will get the magical aura, which will be useful later on. However, for now seal up any lairs and build up any pathways on the way.
Of course, bad things happens at the end, and this time no one is home...guess your going to save them or something?
Yep, creepy temple is the lair of evil, and here you meet death (not the real deal), snakeman, wynm, orbs, and other nasty stuff.
From the start go left and fight off the monsters, while looking out for a split in the pathway.
One path leads to a room full of dropping spikes, the other has deaths running around. Either way leads you to the spike chamber.
This is where the path comes together, which is soon to reach the lair of Kalia, the mastermind of the town abduction.
Kalia is a pain to deal with since your going to have to risk getting damage in order to hit him. Use stardust on him to finish him off fast or ride the elevator to k ill him.
Yay, you saved Marahna and the precious jungles...wait you burn them down, never mind.

Continue to Northwall




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