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Walkthrough
Return to Damzen. Talk to the family who run the Telepath Tower. When you exit you'll be approached by a Woman in a Costume. Allow me to introduce you to Marivel. Resident expert on ancient technology and
an immortal Crimson Noble. Or as we would call her....a Vampire. She tells you about an aircraft she saw flying past Damzen heading headed to the East. Marivel disappears and Irving calls you on the com.
Your new and ongoing mission is to stop Odessa. Go to the bar and order a drink. The Bartender will tell you about a mysterious building to the north east. The building is the "ODD Headquarters"! It's on
the way to your next destination so you might as well check it out. While your heading east towards the plateau you'll see a small clump of mountains similar to the ones surrounding Damzen. The "ODD Headquarters"
is situated there. The Headquarters is a place you want to be familiar with because later in the game you can access the Black Market. Where you can buy rare items that you can usually only get from enemies
such as "Revive Fruits". Oh and you can get the "Album" which lists monsters you have seen. But my monster section is basically identical to it...just without pictures. Anyway...search on the far side of the
plateau and you should find: "The Chug Chug mountain" entrance. As soon as you enter you'll notice a strange gray pyramid....it's one of the insanely powerful Sealed Demons. You can't unseal it now and even if you could you'd just get your ass kicked. Anyway...this isn't an extremely long dungeon. It just has a "difficult boss" at the end. The key word there is difficult 'cause it's an easy boss. Head through the northern door. Keep on heading north and exit through a second door to the north. Then head to the east. You'll find a chest with "Headgear" in it. Then continue heading east. Make your way up a floor and when you find a mine cart above a hole have Brad kick it down the hole. Then head back to the area with the mine tracks. Jump into the kick it. You'll hop in. At the end of the ride examine the console thingy for a piece of Empathite. Examine it again to activate the switch. Return to the eastern door. Take the lift, Drop down the nearby hole then take the lift, save and make your way through the hall to exit then face....Ptolomea. Your first Cocytus squad opponent. Check the Boss section for strategy. In this section you'll need to get an audience with his Royal Highness..the King of Meria Boule. Enter the castle and talk to the guards outside of the king's chambers. And you'll get your audience with the king. Leave the castle and leave the town. You'll be greeted by Brad and Lilka. They'll tell you that you now have permission to use the Live Reflector to try and get the permission to operate freely in other countries. You'll be heading to Slyvaland first. The Live Reflector is in the forest south west of the Chateau. Anyway..search the forest 'till you find it and then enter it. The teleportation area itself has no power. So you'll have to power it up. Head through the eastern door in the hall and you'll encounter Tony and Co. And after a short and somewhat uninteresting scene you'll fight a boss. Defeat the boss and power to the Live Reflector will be restored and you'll be able to teleport yourself to Sylvaland. Select western image to head to Sylvaland. Sylvaland castle is in the middle of the large forest. Search and you shall find it. Anyway..the long and the short of it is you're not allowed to operate in Sylvaland. While you are still debating the idea Odessa attacks the town of Halmetz. Before you leave the castle you should pick up some useful treasures sitting around in the castle. Make your way to the room to the south. In this room is a bookcase with a book sticking out of it and a table. Get up onto the table and push the book into the shelf. The table will work as an elevator. Grab the (USEFUL) treasure and then push the book into the shelf to make your way back up to the upper room. Exit the room and head to the eastern door and you'll find a sleeping guard. Talk to him..he doesn't wake up. Then just make your way to where he would be on the opposite side of the castle. There is an alarm bell there. Pull it. He'll come running. Now you just make your way back to his spot to pick up the Red cap. Examine the southern wall and you'll find a secret passage. Leading to a "scapegoat" and two crests. Very handy. Leave the castle. You could use the Live Reflector to head back to Meria Boule so you can inscribe the crests or you can just head to Halmetz which is to the south east. Just keep searching until you find it. It's near the ocean and mountains so you shouldn't have to much trouble finding it. Halmetz is totally abandoned. Head to the church to start the next even. You'll encounter Judecca a Cocytus squad member and his "invincible" beast Trask. Trask is a boss. Whom even though you can defeat. You'll still lose. When you come to you'll find yourself in a jail cell. As Brad kick the slanted block in the northern corner of the cell. Then pull it out to reveal your way out of your cell. Follow the path then push the block out of the way to exit the tunnel. Make your way along the paths while avoiding spikes. Head East to get a lucky card. Then to move on take the western path and enter the door to the next area. Flip the switch then head through the door to the next area. Run to make it by the lines of spears. Make your way past the door and throw a knife and the switch at the far end of the platform. Now turn and make your way back to the door. Enter it and I recommend that you save. Ok in the next area you'll be in a room full of pretty doors that make you want to open them. DON'T! Open the third door from the right for a crest. Open the second door to the left to find the exit. Kick the switch surrounded by spikes three time back and forth. In this room you have to time it so your blast from Lilka's fire rod makes it past the pointies and lights the torch. This should be simple enough. In this room are the kidnapped citizens of Halmetz. The switch is stuck so you'll have to pull it a few times to get it to move. After this scene Ashley goes on ahead to make sure the way is safe. Head south then west. You'll now be in a relatively simple maze. Make your way through the maze then go to the room across the hall to learn about what Judecca is planning. Leave the room then head for the stairs. You'll now go through a scene and encounter a boss. Trask again. After the boss fight is finished you'll have the Force Ability "Access"
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