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Masarl's Brother


After beating Akbar, everyone will be glad that you've saved them. All the soldiers have disappeared too. Now head downstairs to the dungeon.

Head to the backroom and talk to Soldi.
Go to Masarl and undo his chains with the Prison Key. After freeing Masarl, you'll learn that he can no longer see and that he actually is Krimut- Masarl's younger brother. Masarl has been taken across the Sea of Nothingness.
Krimut will give you the Orb of Truth and tell you to use it in the Sea of Nothingness to reveal the way.
Krimut will then fall asleep. Talk to Soldi, and he'll mention that he knew you weren't an ordinary person from the start. He'll then leave. Head outside the dungeon.
After a night of celebration, Deathtamoor gets rather angry. Obviously someone's upset that he wasn't invited.
So Deathtamoor goes and petrifies people and turns the others into dogs and cats. The heros and Krimut are fine though. Go back downstairs and talk to him.
Krimut shielded himself from Deathtamoor. As you try to leave, he reminds you that you are the only hope. Now leave this town.
Head west and follow the dirt path and use the Orb of Truth at the end.
You'll arrive on this island. Head north and into the shrine.
Inside, you'll see a monster corpse and a staircase. Head on downstairs.
Head north, and you'll see Masarl surrounded by spikes. Talk to him to find out he's resting.
Suddenly, you'll enter Masarl's mind. He's having to watch his brother's execution over and over again until he pledges his loyalty to Deathtamoor which he refuses to do. Now leave the shrine.
Tell Krimut you found Masarl, and he'll join you. Now head back to the shrine Masarl is being kept in.
Krimut is glad to see his brother and is able to enter his mind to attempt to tell Masarl that he's there.
Masarl begins to give in right when Krimut enters.
Needless to say, the demons inside Masarl's head aren't too pleased that you're interfering.
Zuikaku & Shoukaku:
Use Sap to lower Shoukaku's defense so his 4000 HP will disappear faster. Zuikaku has a rather high defense. Overall, a nice Bikill-PowerUp-Spirit Punch combo will do in Zuikaku and Shoukaku in no time. Just beware of their attacks that hit the entire party. And don't accidentally go in with 0 MP on your spell casters like I did.
Masarl will be freed from his nightmare after you defeat the bumbling demons. Krimut will remove his chains, and they'll kindly have you WALK across the spikes again to talk to them.
Masarl will explain that you are currently below Deathtamoor's castle. He'll tell Krimut it's time for them to combine their powers.
By using their powers, Masarl and Krimut are able to destroy the mountain that Deathtamoor's castle rests on, and the castle falls to the ground.
Now it is time to enter the castle...