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