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Shrine Navigation

Shrine Home
Prologue
Chime's Reflection
Casolari
The Underground Palace
To the Rainbow World
Gathering Wooden Hearts
To the Shadow King
Final Battle
Ending (Spoilers)

To the Shadow King

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Return back to where the Wooden Heart and Daffodil were and continue along the path. Past another gate is an exit to back to the surface.
Outside is Cinder guarding the entrance to the Shadow King's Palace. Periodically she spits three fireballs. Get too close and she takes a bite into Merlin. To beat her use the Hour Glass and run behind her. When time is restored use the Lighting Bolt. The world should shake. Wait for her to turn around and repeat.
When Cinder is defeated check the field behind her. In it is the last easy to get heart container.
Head down the stairs Cinder was sitting on to enter the palace. Right at the steps is a mine cart track for Merlin to get around in. This mine has four goals and there are red floating orbs preventing incorrect entry. See Mine Cart for a map.
If Merlin is heading south on the east most track just keep strait. He will past through a false wall here.
Automatically curve to pick up the last heart piece here...
and pop out here. (By the way the right curve pictured here is the one to take to get to the first goal.)
The first goal is in the southwest corner of the track. To get there go south on the east most track, then make that west turn before the false wall, then south, then west again. Merlin will come to a door with the Lightning Bolt symbol one it. Use it to place it on the door and unlock.
Inside is a palace room. Follow the path and when Merlin comes to the glass mirror, use the Mirror to get to the other side.
On the other side is Spyder with her new brood. She fights the same way except when the egg sac is destroy she attacks. She will spit a web to the left, then to the right. All the while spiderlings keep coming. The strategy for her defeat is the same. Use the Mirror to lure the offspring away. Use the SnowFlake until everything is frozen. Then use the Silver Star on the egg sac while present, then on Spyder.
On her defeat Sterm will break out of the silk cocoon. He reconciles Merlin's advances with Melody and gives him an elixir to heal all his hearts.
Back on the mine cart Merlin must aim for the southeast corner this time. On the second right turn going north from the only path Merlin can follow make the tight loop around so that he is heading west. Then follow the track making no turns. The door this time requires the Snow Flake.
Inside the is the Thunder Pig, and it is just as easy as before. A quick barrage of alternating Stun Dust and Silver Stars will disenchant it. The only tricky part is passing the long hall with oinkmers to it. Make use of the Mirror for an easier access.
On release Chime circle Merlin and heal all his hearts again.
The next stop is in the northeast corner of the track. The track Merlin wants to get on is the first vertical one as he leaves the Thunder Pig's lair. While going north on that make a west turn to end up at the third door. Use the Bubble Wand on it to open it.
Inside is Bloop and he hasn't learned anything new. Use the Mirror and wait for it to split. Dust it while it is in pieces and use the Match Stick for one shot kills. Make sure to freeze all the pieces at once, for they can escape more easily than before.
With Bloop gone the slime holding Casolari melts away. In thanks he casts a spell to heal Merlin.
Back in the underground, just get on the track and don't press anything. Merlin will glide to the final door. It requires the lantern this time.

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