Walkthrough
Prelude to the Dark Abyss |
House of Sacred Remains | Anti-Soul Mysteries Lab |
---|---|---|
Dark Palace of Waterfalls | Garden Forgotten By Time | Ghostly Theatre |
Pagoda of the Misty Moon |
GARDEN FORGOTTEN BY TIME
Stopping to Smell the Flowers | ||||
---|---|---|---|---|
Once
back inside the Castle Entrance, head back toward the platform area,
and step onto the platform second from the left to enter the Garden
Forgotten By Time. As you rise to the new entrance hall, a group
of Skeletons once again greets you. By now you know enough to
make short work of them before heading through the doorway in the east
wall. Once past the door, follow the hall as it runs east and
bends south, then step through into the next room. In this next large room, you still don't need t o work up a sweat as you are confronted by another, larger group of Skeletons. Continue through the opposite door where a pair of slightly tough (but still not deadly) Skeleton Swordsmen wait. Destroy them in turn, and then take the western door into the next small room.
This next room adds a little variety; you are greeted by a swarm of Bats followed by a group of Ghosts. The Floating Ghosts are not especially difficult to destroy, but they do have one trick up their ethereal sleeves -- as they die, they throw their lanterns out a short distance in front of them. If these lanterns strike Leon, they damage him. When you destroy the Ghosts make certain that you do not run out in front of their dying forms. Move through the opposite door to continue on your general southward trek. This time as you step into the next area you find a long T-shaped hall with an extra door branching off he west wall. First head just past this door, and break the yellow candle to claim the Axe sub-weapon.
|
The Puzzles Begin | ||
---|---|---|
Now
step back to take the door into a strange mechanized room. Here
various bars are in continual motion along the walls, meaning that to
successfully navigate the room you must have even better timing with
your jumps and whip attacks than normal. Before you do anything
else, leap down to the bottom level of the room where you find a bag of
400 Gold near the opposite end
of the room. Then head back toward the stairs by the entrance
leading back up to the original level. Before you take these
stairs, run behind the bottom step, where you find a HP Max Up hidden out of sight. Now climb the stairs using a series of jumps until you are back at your original position. With the items claimed, now begin your journey across to the other side of the room. Move beside the northern wall where you can see a bar moving steadily up and down. Double-jump toward the bar just as it is almost at the top of its path, and latch on in order to flip over it and be propelled onto a platform. Run to the western edge of the platform and jump to the next bar in the same way. This time, however, you must continue your series of flips over a second bar. Carefully time your next whip strike for just the point that Leon meets up with the next bar in his descent. It's tricky, but with practice you can accomplish it. Move on to the far side of the room where a lever stands on the wall. Strike out with your whip just as you begin your descent over the second bar. This triggers the lever, and allows Leon to land safely on the platform next to the west wall. Jump over to the platform just to the south and move through the western doorway. You now stand in another hallway where more Skeleton Swordsmen await, accompanied this time by a Skeleton Archer. Keep an eye on the Archer as you battle the melee fighters, dodging or guarding against his arrows when necessary, then when this friends have been destroyed move to finish him off. You are then free to move on through the northern doorway.
Now the fights begin to get a bit tougher. Here you are greeted by a group of Buckbairds and Astral Warriors, the latter of which are monsters much like the Astral Fighters. Jump into the fray, but try to keep an eye out for both the teleportation of the Astral Warriors and the long-range eye-beam attacks of the Buckbairds, both of which can catch you off-guard when you're not expecting an attack. Use Axe attacks if you need to, especially the Sharp Edge attack given to you by the combination of the Axe and Blue Orb -- if you can strike the Astral Warriors with this, it mows them down quickly. With all of these enemies out of the way, move through the door to the south. You now stand in a short hallway with a doorway just to your south -- this is a Save Room. Log your early progress in this area, then move back into the hallway, and out through the western door. Here you are met by more Ghosts, along with a new threat, the Shadow Wolf. These canines are much like the Wolf Skeletons in behavior, but they can breathe streams of fire from a short distance. If you see a Shadow Wolf begin to glow with an aura of flames, watch out. In the southwest corner of this room you find the Map 4, which reveals much of the Garden on your Map Screen. Now, move through the western door to map out the brief circle that joins up with the previous T-shaped hall. In this room you face not only Red Skeletons, but also a monster called the Evil Stabber. This enemy likes to dive down under the ground, circling around like a shark with their red claws just above the surface, ready to damage Leon if he is caught by them unaware. Attack this zombified creature when it leaps out of the ground, and try to damage it as much as possible with combos before it re-submerges. The room holds a Potion in the northwestern corner to help you recover if you take too much damage. Once you've finished here head back to the previous room via the southeastern door, then take the door from that room south into new territory. |
Onto Deadlier Ground | ||||
---|---|---|---|---|
As
you may have noticed from your new map, the next area is another
bending hallway that curves around to the west that ends in a door.
Here the action pauses for a moment as a brief cutscene plays,
hinting that you're in for a tougher fight than you're used to.
Stone gargoyles guarding the room come to life and launch
themselves though the air, quickly leaving Leon on the defensive.
These monsters like to make swooping attacks. When these
foes use their special attack they breathe out a series of rings that
turn Leon to stone, so immediately guard or move out of the way when
you see this happen. If you do get petrified, move the left
analog stick around as quickly as possible to cause the effects to wear
off. Try to concentrate your attacks on one Gargoyle to take it
down more quickly. The A Extension combo is an effective method
of fighting these foes if you have one or both available. With
the enemies dispatched, continue on your way through the door in the
south wall. Here you come across a second T-shaped intersection. Continue running south and take the door opposite where you entered, where you then fight against a group of strange Storm Skeletons. These skeletal foes are lightning-based, and like to break into their component bones, which swirl around in a cloud and evade attack. When you finish them move on through the southern door and into the hall. At the end of it you find the Blue Dragon Door. If you didn't already obtain it from the Dark Palace of Waterfalls, add a marker to your map, so you can remember to come back and open it later.
Return now to the T-shaped hall and take the eastern exit. As soon as you step through the door, be prepared for a tough fight. A group of Axe Armors materializes in, leaving you with some strong foes on your hands. These slow, lumbering enemies have powerful attacks and special moves as well. Occasionally, they throw their Axes out to attempt to damage Leon from afar. Keep to the outside of the group and hassle the foes with attacks. Using the Axe sub-weapon and the Svarog Statue are both great ways of make the fight shorter and less deadly. Next a pair of Evil Stabbers appears, which means that you need to watch your feet. When the last of these monsters finally falls, limp through the door to the east to enter the next T-shaped hallway. As you make your way to the intersection of the hall pick up a Knife from the meeting of the two halls. Continue on to the southern room, where you then face a group of Shadow Wolves with a Gargoyle. If you can take to the air with the A Extension attacks do so to defeat the Gargoyle,so that you can then concentrate on the canine foes without the fear of being turned to stone. Run over to take the eastern door, stopping along he way to pick up a bag of 400 Gold. This next section of hallway holds a Buckbaird, not nearly as much trouble alone as it is with a group. Destroy it, and continue on into the next room, where a pair of Skeleton Archers and a nasty Thunder Demon meets you. Destroy the Archers, but keep an eye out for the Demon's lightning spells. If it lets loose a blast use a Guard Stance to protect yourself. This attack lasts for a while and continues to loop around the room, homing in on Leon multiple times. Quickly finish off the Skeleton Archers when you are not guarding, then step in to attack the Demon with A Extensions, or send in your sub-weapon to damage it. With this fight out of the way, head through the door to the north and into another hall. Here you can rest and recover in the Save Room found to the north and east past the corner of the "T". With your HP replenished and your progress safely tucked away in a Memory Card, you are free to head along the north branch of the hall to finish exploring the rooms to the north and west. Return to the branching of the hallway, and head north and through the door. Here you find a Gargoyle alongside Skeleton Archers. As with a previous fight, try to stay out of harm's way by taking the fight to the air. Head west through the door when you finish. You now find yourself in a hallway containing multiple Ghosts. Finish them off one by one, then continue through the opposite door into the final room in this particular circle. An Evil Stabber quickly leaps from the ground as a group of Skeleton Soldiers moves in for the attack. Strike at the Evil Stabber whenever you can, then when it burrows into the ground avoid it's claws as you move to attack the Skeleton Soldiers. When you get a chance to explore the room, another bag of 400 Gold can be found in the southeast corner. Now you are free to move back to the Save Room and continue on your way. |
Garden Secrets | ||||||
---|---|---|---|---|---|---|
Head
past the Save Room to the east and enter the next room where you
strange new sights await. A huge Man-Eating Plant is moving
slowly about the room. As large and scary-looking as it is,
ignore it for now -- it very rarely attacks by sending out large
easily-seen rocks from around its body. Instead keep your eyes
open for a much harder-to-see foe also lurking in the room, the Mist.
This strange creature looks like a human face, but made out of a
smoky substance. Its favored form of attack is to breathe a
poisonous gas through its mouth, preceded by a strange hissing noise
that acts as a warning. It also sometimes begins to glow red,
after which it makes a short dash to slam itself into Leon. Avoid
both of these different attacks and retaliate as much as possible until
the foe vanishes, leaving Leon alone with the Plant. While a Man-Eating Plant can be killed by causing it to open its blossom and then attacking the stamen inside, for now you want to leave it very much alive. When one of these large plants appears you can be certain that a hidden secret lies nearby, this time a balcony along the northern wall. Get behind the Plant and drive it toward the balcony with continual whip strikes -- if it opens its petals, back off and let it close up after a moment's rest. Once it is below the balcony stop attacking and let it open up, at which point you can jump onto its outstretched petals. Use them as a platform to double-jump up to the balcony. Be careful of the poisonous pollen that the plant can emit from its stamen while it is open. Once on the balcony, grab the bag of 400 Gold, then enter the door that is now accessible. Inside the room grab the Jewel Crush near the wall.
Now that you have finished with the hidden room, head back out and feel free to destroy the Man-Eating Plant by causing it to open its petals, then attacking the stamen in the center. You can finally continue across the room to the eastern door and head through. You now find yourself in yet another T-shaped hallway, where you can run south and claim a vial of Holy Water from the yellow candle stand for an edge in the next fight. Continue through the door to meet a group of Poison Lizards (strange lizard-shaped men who can inflict Leon with the Poison status), and a second Thunder Demon. Both of these fall very easily to the Holy Water sub-weapon, despite the Lizard's lack of weakness to it. Otherwise, try to guard against the Demon's spells while attacking the Lizards from their flanks. Whatever method you use, once you achieve victory head through the door found to the southwest of the room. Beyond the room is another short hallway, again thankfully empty of foes. Through the door at the end you find the Marker Stone 5 against the wall, and yet another statue to push into its alcove.
|
Backtracking | ||||
---|---|---|---|---|
Once
back to the starting room of the area, quickly fight off the Skeletons,
and head through the southern door. Here you find a group of the
lantern-throwing Ghosts, which you should also be able to fight off
quite readily. Step through the next, now unsealed door, beyond
which is a pedestal holding the Ring of Fire.
As its name suggests, this accessory makes you more resistant to
flame attacks. Grab it, then head back to the last Save Room
where you left off -- via Memorial Ticket or just the power of your
legs. Now back in the Save Room you should stop and recover, then head back east through the room with the Man-Eating Plant and Mist, ending up back in the T-shaped hallway. This time head north and through this next doorway, where you run into a group of Shadow Wolves and a second Mist. Face off with the faster canines first to get them out of the way, but be careful not to let the near-transparent Mist sneak up on you. Now continue north, into an adjoining room much like this one. This time, the room hold a pair of Buckbairds, which you can destroy fairly rapidly, as well as another Man-Eating Plant that heralds another secret area. The hidden ledge is along the eastern wall, in the northernmost corner. As before, the Plant serves as the key to a hidden location, but pass by it for the moment so that you can grab a helpful item first. Head through the door to the north, and kill the Ghosts and Armor Knight that inhabit the hallway. You should also pick up the Crystal from the stand halfway down the hall for use in the future. Continue on to the north, where you face a Gargoyle and the new Skeleton Flower enemy. Destroy the Gargoyle fist, keeping back near the entrance of the room since the Skeleton Flower can only reach as far as its stem allows. Once the Gargoyle is dead, run in to face the Flower. Watch out for the Poison mist that it can release, and also be careful of its drill-like attack. Using the Crystal from a distance can be a good way of finishing of the foe with minimal risk, as can stepping into to attack the "drill" while it is whirring into the ground. After both foes are dead, continue on through the next doorway to the north. Here you face three Buckbaird monsters along with another Skeletal Flower. Again, try to keep out of the reach of the Flower while attacking the others. Don't relax just yet -- once the first wave of foes are dead, a second Skeletal Flower sprouts and a wave of Poison Lizards joins it. The Lizards are dangerous even without their added ability to poison Leon, use all the tools at your disposal. Once these enemies have been finished off you can finally move though the door to the east, and leave the northern door alone for the time being. Here again you face a Poison Lizard and Skeleton Flowers, with two of the Flowers being visible from the start and a third lurking underground near the entrance. Watch your step, it bursts out underfoot if you wander too close. You can see where the Flower waits underfoot by the cluster of roots, which are visible on the ground. As you finish off the foes you may notice a door toe the west -- this is the second door that you have begun unlocking, still with two of its statues left to find. As you cannot yet enter the door, head into the final room to the south. Here you find and take the Ring of Thunder just inside the entrance. Like the Ring of Fire, it protects you from its given element. As no enemies lurk in th room to attack, you should now recover in the Save Room to the east. With this accomplished, head back out and go into the room to the north, then west (the room with the Buckbairds and Man-Eating Plant) to complete the secret area. Conserve your HP because there is an extremely tough fight to get through in the near future. You may wish to make a side trip to pick up a Knife or Axe sub-weapon if you don't currently have one handy. Back in the Plant's room, destroy the Buckbairds and drive the Plant over to the northeastern corner of the room to the balcony hidden there. As the Plant moves into position allow its petals to open, then use it as a springboard to higher ground just like before. Move through the doorway that you find here. Within this first secret hallway you find a group of Spirits along with some Thunder Swords, a particularly nasty lightning version of the Evil Sword that can inflict Paralysis with an attack. Don't be stingy with sub-weapon attacks, because you have the chance to recharge your hearts to full again soon. Remember your Ring of Thunder, which can help protect Leon against electric foes. Through the door at the end of the hall you find a room with a pair of large statues. Behind each statue you find a switch. Jump up and latch on with your whip to pull a switch, then race over to the other side of the room to pull the second. As soon as you pull one switch, a group of Spirits appears. Ignore them and run past without being hit. If you can manage to pull the second switch before the first resets, a balcony comes out of the southern wall. Bypass the Spirits once more, run for the balcony, leap up on it, and run through the door before the switch resets. If you don't make it in time, try it all again until you succeed in making it through the doorway. Past the statues, you come across a large room with a broken bridge down the center. Leap down from the first section, then fight of the Ghosts and Skeleton Soldiers that race to the attack. Once they are gone, run to eastern side of the room to get a Heart Max Up inside the alcove. This item not only increases your Heart Max by 10, but all restores your hearts to full in the process. Now run back over and leap onto the one section of bridge that you can reach. From here you can double-jump toward the southern half of ht bridge and latch your whip onto a bent-over light pole, which flips you up onto the next section of bridge. Now, run straight ahead along the bridge and double-jump across to th small piece of bridge left before the southern doorway. You should just barely be able to make it. This doorway is the only other exit from the room that you can take for the time being because the doorway in the eastern wall requires a special item.
You now stand within a large circular staircase that leads up to the small section of the Garden on the second floor. Lightning flashes from time to time, giving you a hint of the immediate future. Ghosts and Poison Lizards periodically appear on this staircase, but ignore them and run up the stairs. It's a long climb, but you should reach the top unharmed. |
The Thunder Tower | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
As you reach the top the the stairs, enter the doorway to find yet
another sliding statue. Move it into place, opening the second part of
the second door (that you passed earlier while picking up the Ring of
Thunder). Once the statue is in its alcove, step across to the eastern
side of the room and through the second doorway. Now past the sliding statue, fight the Axe Armor in the next hallway. Once it is dead, pause for a moment, and before you enter the sinister green skull door at the other end of the hall., take the time to equip your best items. These should definitely include the Ring of Thunder and a Sacrificial Doll. The Bloody Cape is also a good item to equip. As you can probably guess by now, you are about to face another one of the optional bosses.
As the Thunder Elemental fades to nothingness, the Whip of Lightning appears in his place. This weapon is the Whip of Alchemy with the Lightning element added to it -- a very handy item to have. Unfortunately, most of the monsters in the Garden are resistant to it. For instance, the Axe Armor that you fought just after leaving the room is especially vulnerable to Lightning, while the Thunder Swords further on take no damage from it at all. For now, return to the room with the Buckbairds and Skeleton Flower that are joined by a second wave of Poison Lizards. As you received full HP after defeated the Elemental, you should have enough health to last for a while. If things start to look to hairy, use a Magical Ticket -- there's no use going through the trouble of winning the Whip of Lightning if you're going to lose it by dying. Once back in the room with the Flowers, Buckbairds and Lizards, you should take the door to the north, leading to a hall. IN this hallway you can use the Whip of Lightning to good effect, as the two Armor Knights that you find here are weak against it. Use combo attacks and back away, or guard whenever necessary to take the pair down, then continue through the northern door at the end of the hall.
With the door unlocked, return to where it waits just a few rooms to the south and east, and enter. Here you collect the Red Phoenix Key, an item that comes in handy in the future. For now, head south to save your game, then return to the room where you pushed in the final statue. Switch your whip back to the normal Whip of Alchemy if it isn't equipped already, and head east. |
Statues and Their Maker | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
In
this last stretch of hallway two Gargoyles shake free of the stone and
rise to attack. Again, watch out for their stoning attacks,
especially in this confined space. The Crystal sub-weapon can
take them out quickly (if you have it) to save time and effort and
conserve health. With the Gargoyles defeated, continue north
through the door and enter a room filled with real sphinx statues.
find the third statue to Leon's left as he enters, and destroy it
with continual attacks to reveal a secret door hidden behind it.
Step through into the unknown. As you enter you find a Save Room just to the east. Save your game now, then return to the hall. The Axe sub-weapon is very handy, so if you have a Magical Ticket left return to Rinaldo's to re-supply. Travel up to the Axe's candle from the platform, before returning to this Save Room via Memorial Ticket (assuming you haven't kept the Axe from before). When you are ready, step through the north to the final room, marked with a skull. You are now about to face the Boss of this area, the deadly Medusa.
When Medusa is dead and her final cut-scene has finished, a new orb appears. Time time you can run to the center of the room and jump to claim the Purple Orb, expanding your sub-weapon repertoire once more. A circle of light appears, allowing you to teleport to Rinaldo's cabin. Enter and hear what he has to say, then replenish your supplies before heading on to tackle the next area. | ||||||||||||
Back to Top |
The text in this document is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. Anyone is free to use, copy, modify and re-distribute this work as long as they agree to the terms in the license.