Walkthrough


Abandoned
Castle
Baljhet
Mountains
Garibaldi
Temple
Mortvia
Aqueduct
Forest of
Jigramunt
Cordova
Town
Eneomaos
Machine
Tower
Aiolon
Ruins
Infinite
Corridor
Dracula's
Castle
100% Map Completion




Mortvia Aqueduct
THE ENEMIES
MermanLv.15FishmanLv.16
Bone SoldierLv.13Frost DragonLv.19
Armor KnightLv.15Blaze MasterLv.14
ThiefLv.15GhostLv.11
EctoplasmLv.16GaibonLv.17
OrcLv.14Wolf SkeletonLv.17
Dark WarlockLv.17Skeleton DiverLv.24


Outer Embankment
Most of the outer-lying areas are waterlogged, and this means you will find plenty of Mermen.  They appear in larger groups, and the blue ones will shoot water bullets at you as well as use their usual rolling attacks.  Enter the first circular room, and dispatch a group of Mermen and Bone Soldiers.

Battle another group of Mermen in the outer ledge, and continue straight through the next doorway.  The next round room has more of those loveabel Mermen.  Clear the room, and exit to the south.  Take the first right turn to travel west.  This round room will lock you in until you defeat more Mermen and a pair of Armor Knights.  Fight the knights first, since the Merman are so numerous they'll likely get hit in the crossfire.

The last room in this direction is devoid of monsters, but it does contain the Mortvia Aqueduct Map.  Grab this useful item, and backtrack to the open area to the east.  From here, head south to the next room.  After fighting a few Bone Soldiers, take note of the reddish wall to the east.  Attack this wall several times, and a doorway will appear.

Defeat the Mermen on the walkway, and take out the lone Thief in the next room.  Go north and destroy the Bone Soldiers to lower the barrier to the last room on this route.  As easy as it was to get to this room, your reward is surprisingly well worth it.  Here you will find an Extra I.D. Pocket that increases the number of Innocent Devils you can carry.  Backtrack all the way to the east to complete the last room of the northern region.

Before you enter the last room, you will have to contend with more Mermen and several roving Ectoplasm.  Avoid the floating spheres when they are purple, and drop them quickly to prevent becoming cursed.  Enter the last room, and clear out the Bone Soldiers and more hovering Ectoplasms.

This spacious area has a cannon off in the far corner as well as a turret in the center.  Race all the way to the back in order to commandeer the gun, and open fire on the turret in the tall tower.

Before giving up your new toy, shoot the Orcs around the tower.  Once they are all gone, put your sights on a partially collapsed tower to the left.  Keep shooting this tower until it falls over and creates a bridge.

In the far corner is a chest, but it is too far to get to without the Glide ability.  Drop off this ledge near the cannon to collect a bag of $500.  Follow the staircase back up to the main level, and cross over the fallen tower.  Defeat the Bone Soldiers, and enter the door to the interior.
Interior First Floor
Use the Save Room on the right, and take out the Bone Soldiers and Dark Warlocks.  These spellcasters are similiar to their kin, and should always be dealt with first to prevent them from firing off their spells.  Go through the doorway to the right, and you will face the same enemies as before, except here they're more abundant.  Close in on the spellcasters to eliminate these projectile-casting magicians.

The final room is filled with a ton of Bone Soldiers.  This is a great place to collect the Steel they drop and to level up your I.D.  When the enemies are gone, take the staircase to the second floor.
Second Floor
The very first room holds nothing back.  The fiery cousins of the Mermen, the Fishmen, accompany several Dark Warlocks.  The red enemies have the same type of attacks as the Mermen, except that they spit fireballs not water.  Block or dodge these projectiles, and hunt the baddies down one at a time.

Head north to the next room, and while it may seem empty, a Frost Dragon is mounted on the far wall.  As its name suggests, this skeleton dragon has an ice-shooting attack.  Jump up to finish it off.  Take the detour at area 1 to the west.  The next room holds three flying enemies, the Gaibons.  Be careful of their paralyzing sonar and their swooping attack where they pick you up.

The last room before you return to the first floor has the standard squad of Mermen.  Finish them quickly and head back downstairs.
First and Second Floor
You will only be able to access two rooms in this section until much later in the game.  However, after you fight past several Fishmen, the second room will contain a Potion.  The rest of this area is filled with water, and until it is gone, you cannot finish this part of the map.  Backtrack to area 1 to finish off the rest of the level.

From area 1, continue on your current course, heading north into a U-shaped hallway filled with Blaze Masters.  The next room seems to be a dead end, but if you attack the statue, a staircase will rise out of the ground, leading to the third floor.
Third Floor
To kick things off, this first room is loaded with a mixture of Blaze Masters and Ghosts.  The Ghosts will weave in and out of combat, so take out the dual-bladed Blaze Masters first.

The next room has the same match-up as before, but be careful not to get pinned into a corner by the Blaze Masters.

The fourth room will lock you in until you defeat the Wolf Skeletons.  These skeletal monsters will circle and pounce on you in a pack formation.  If you see a black shadow on the floor, prepare to block, as they will materialize from the shadow and leap at you.

The fifth room has more Wolf Skeletons to deal with, and once they are gone, enter the hallway and use the Save Room on the left.  Cross over a narrow ledge to the last room of this floor.  Defeat the Fishmen in this area, and take the stairs back down to the second floor.
Second and First Floor
Battle past the Fishmen in the hallway to the large oval room to the south.  The red bars will block your way until you defeat all the Fishmen in this room.  The following room will add seveal Gaibon to fight alongside the Fishmen.  These oversized bats can shoot a green ray that will paralyze you.  Jump up and air combo them before they get a chance to use their sonar-like power.

The last room in this corridor has familiar Fishmen as well as Frost Dragons in each corner.  Kill the dragons on one side of the room, and let the Fishmen come to you, so you can battle them without any distractions.

It is a long but straight shot past several Frost Draons and Fishmen, but you are nearly at the end of this level.  Obviously, do not stand your ground in the hallway surrounded by the dragons.  Defeat the Fishmen far away from the wall clinging Frost Dragons, and then take them out one at a time.

On your left side are both a Warp Room and Save Room.  Save your game now, because a Boss fight lies just beyond the red door.  Before you tackle this Boss, walk down the second staircase to explore the area and grab the Potion in the corner.
BOSS BATTLE -- SKELETON DIVER
NO.LEVELHPEXP
55243422720
WEAKNESSTOLERANCEITEMS
DROPPED
STEAL
FireN/AN/ASushi
Attempt to cross the bridge to trigger the Boss fight.  This skeletal fish and its master will follow a pattern of attacks where they will fight alone and as a team.  When they circle the outside area, the rider will launch a bunch of spears at you.  Quick Step to avoid this attack.  Later in the fight, these spears can become enhanced with fire.  The boney fish swims rather quickly, but if you are toward the head of this beast, you can  try to get one shot in before it submerges.

When the duet jumps high into the air, the rider will jump off its mount and dive straight down with its trident-like weapon.  Avoid the initial strike and its small shockwave area effect.  Fighting the rider up close is one of your best chances to damage the Boss.  Use your Battle I.D. and a strong weapon with long range to inflict as much damage as quickly as you can.

Meanwhile, its fishy partner may jump or flop across the floating platform to distract you.  You can attack the big fish if you see it flopping around, but don't worry about its partner unless you see it beached on one side.  If it stays on the platform without moving, get close to either side of its head to avoid the huge and damaging water beam.  You can Quick Step through this, but if you are close, you can attempt to attack its head directly.

After you have fought the rider up close, and the Boss has lost a significant amount of its health, the rider will stop challenging you alone on the platform.  When you see them jump into the air, don't expect the rider to try to fight you.  Instead, prepare to dodge a volley of fiery spears.

At this stage of the battle, damaging the Boss will be more difficult to do.  You will have to rely on hitting it as it circles around you, and when the duet flounders across the floating disc, stay to one side and attack.  Note that this is also the only time you can steal from the Boss.

The Boss should not have a lot of health left, so use your Fairy I.D. to heal, and take your time attacking it to deplete its last bit of health.
When the battle is won, step into the blue light to recharge.  Climb up the newly created stone steps, and grab the Spirit of Fuji.  Enter the first door on the right to receive a Bird-type Innocent Devil.

With your flying friend by your side, exit this room, and use the Glide ability to jump the long gap back to the Boss door.  This maneuver is simple to use, once you get the hang of it.  Just double jump and press the Ability button at the height of you leap.

There was a chest you could not reach earlier that you may tempt you to backtrack.  It is quite a distance, but if you go back, you can get the Brooch of Bonds.  When this item is equipped, all your experience will go to your I.D.  This is a great way to level them up fast!

To the right of the Boss door is a far ledge.  Glide across to gain access to the forest level.
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