Brave Fencer Musashi
WalkthroughChapter 1 : Getting Lumina--------------------------
This chapter begins with you inside
the forest. If you play
through the chapter, you may think
that this game is very action
orientated, but looks can be deceiving!Monster
Assimilated
--------
-----------
Green Plant
Protective circle; prevents conditions like sleep
but totally useless at this stage.
Gun Soldier
Turns our hero's hand into a machine gun. Each
shot does 4 points of damage, and drains 1 BP.
Sword Soldier Stuns
an enemy with a bash, uses up 4 BP.
In the starting area, steal the
Gun Soldier's ability when you
meet them. When you reach the three
big rocks, just push them,
when you reach a statue, just break
it with whatever you've got.
Once you reach the river too far
for you to jump, use the ability
you've stolen - the machine gun,
and fire at the logs on the other
side to make a bridge.
Once you reach the tower, it gets
even simpler. Break the four
statues and press the buttons underneath
while avoiding the bolts
the statue head fires at you. Do
this and the tower rises...
Inside the tower, run up the spiral
stairs. Avoid the purple bats
(are they bats?) that come down
at regular intervals while killing
off the soldiers. Keep to your
gun ability. Almost to the top,
Musashi will comment on the bell
structure in the center of the
tower. Just climb a little higher
until you reach the closed
door then shoot the bell with your
Gun ability (there is a Gun
Soldier conveniently close by in
case you've lost it). Once
the bell falls, you'll teleport
to the top of the tower.
At the tower top, steal the ability
of the Sword Soldier, then
stand near the pressure pad. Once
a Soldier approaches you, and
stands on the pad, stun him. Pick
up that sword.. Now you
have the powerful magical sword
Lumina as your ally!
Now the statue starts rolling at
you, you run down the tower
side (how he does it is anyone's
guess). This is purely an
action level, so I can't help you
very much; just remember to
jump when Musashi tells you to!
After crashing through the palace
wall, the bad guy you meet
will surround you in flames and
captures the princess (its an
RPG law, you know). Use your new
weapon's Force Attack to get
out of the flames, then be prepared
to fight a huge boss! Boss : Steam Knight
First of all, hit the thing's foot
(blatantly obvious thanks
to those pointing arrows) while
avoiding the fumes that spews
out of it. When he starts spinning
his ball, start running.
Once a leg is down, cut off that
cloth and start hacking at
the green globe at his... you know.
Repeat that for his other
leg, then once he's down, toss
him through the wall. Repeat
the fight again, toss him through
the wall again, then finally
you will end up in town. Hit his
green globe every time he
lands from a jump, and he's history!
On to chapter 2.Chapter 2 : Reactor Trouble
---------------------------Monsters
Assimilated-------- -----------
Spear Soldier Allows
you to throw spears for 8BP per shot.
this one is actually very powerful.
Pink Flowers
Give you the ability to pogo hop. You lose 8BP
for this ability, and pressing Circle Button
or getting hit cancels the ability.
Ghosts
Magic of Shrinking. Uses 10BP per casting,
this spell lets you shrink the enemy and
then harmlessly walk on them. Splat!
Mushrooms
You become extremely sleepy and sluggish.
Definitely not a good thing to assimilate!
White Blob
Drains BP from your surroundings. Useful.
You first lose 4 BP though, and lose the
ability once you're hit.
First, after waking up from that
long rest, you get a briefing
by that old guy you met in the
castle at the start of the game.
After that, you may go around the
castle.Options Effects------- -------
1 - Visit
Lets you talk to the people you have rescued
from the crystals. More on this later.
2 - Library
Just browse through some library stuff. Think of
it as an online manual...
3 - Room
Lets you sleep and regain your HP and BP once you
come back to the castle, not usable at the moment.
4 - Submenu
View your stats. This is same as pressing START
later.
5 - Village
Lets you leave the castle and head to the village
6 - Gondola
You'll only get this after chapter 4, see below
For the first time, you can't leave
until you've talked to the
bishop at the library. Then you
will take a wild ride out of the
castle (are you sure that's necessary,
Musashi?) and begin your
long adventure. Go explore the
village first:Shops Effect----- ------
Inn Allows you to rest and
save. Actually,
don't bother resting here;
go back to the castle and rest, it's free there!
Item Shop Buys stuff that mostly
heals your HP or remove conditions like poison
Bakery
Buys stuff that mostly heals BP
Pawnshop Identify unknown
items (those items
whose description includes
brackets with
highlighted Japanese characters
at the
bottom). Also allows you to sell of some
junk that you've identified.
Bar Lets you talk to people
and play some games with one of them.
Toy Store Weirdest feature of the
game, this shop
sells action figures of
characters from
BFM! You can examine your
toy back in your
room in the castle; just
choose the second
option. I've been told there
are secret
limited addition models in the game... see
below.
First off, talk to everyone you
meet, knock on every door you see.
If you talk to the elder (a guy
with a red headband) you'll get a
quest where you must rescue a dog
called Leno in order to get more
info on the magic books you'll
encounter later. Find that mutt by
going up to the mountain region;
the entrance is where you started
off in town, where a guy
is guarding the way. Once you've entered,
there are two paths, one of them
leading to a spike pit and boulders.
Remember this area and then go
the other way. You'll encounter a
white blob blocking you path. No
problem; use the Wizard's shrink
ability to get him to a more manageable
size. Then, once you've
spotted Leno the Dog, pick him
up and carefully walk back to town
(fall into water and you'll have
to go back and get him at his little island).
Once you've returned Leno, the
elder tells you he knows nothing
about the books. Duped again! Anyway,
he tells you to talk to
John, a treasure hunter - who happens
to be locked up at the
south end of the village, and is
the owner of the dog. Talk to
a few other villagers to find out
about his plight, and then talk
to him and he'll tell you he's
hungry and thirsty. Now go to the
well (where the two women meet
during the day; you won't be able
to reach the well because of them,
so come back at night)
and get some water, and buy some
bread in the bakery (it's the
cheapest item in the list), then
go back to him. Give him the
stuff (option 1) and he'll ask
you to free him! Problem is, the
guy that locked him there is dead
already, so you'll have to hunt
for his tomb. He'll ask his dog
to help you out. Now you must
head to the Haunted Forest.
To get there, look for a path by
the windmill; this will take you
to a spot with some steaming pipes
and a person to rescue (break
the crystal which holds him with
your Lumina); go pass the big
pipe to enter the forest. Follow
the route to reach the area where
you see thorny briars on the floor,
pass an overhead pipe. Use a
nearby pink flowers ability to
pogo-hop over the briars, then
you'll get to the Haunted Forest.
Follow Leno, kill the few
monsters you'll meet, and you'll
eventually reach the grave.
Search the grave the dog indicates
and pick up the key. Now
you'll have to head back to town.
Talk to the John again and he'll
tell you to come back at
midnight; wait or sleep till then
(incidentally, midnight is
shown as 0.00 on the clock), after
that, talk to him again
to free him. He'll tell you to
meet him at the mountains, so
it's off to the mountains (again)!
Pass the spot where you saved the
Leno the dog, you'll see two
new lilypads in the water. Follow
them, and climb some poles,
and you'll reach the mountain area.
There's a temporary save
here in the form of a treasure
chest. Doesn't save to your
memory card, but you'll have the
option to return there if you
die. However, be warned that you'll
lose half your gold if you
do die and return here!
Anyway, take the long route up
the mountain and eventually
you'll meet the John again. He'll
ask you to find four logs
for him. If you're observant, you'd
probably have found them
all already, if not, looking a
little harder. (Hint : They're
all in the same area - try finding
ways to go down...). To
get a log, go to a dead tree and
do the circle cut (the first
Lumina Ability) then pick up the
log.
With the for logs, he'll build
you a raft. Now you can take
a wild ride down the river in a
cool arcade bit; also a good
source of money if you're broke!
The river ride has two exits,
one harder to find exit leads you
to another person to rescue.
The main one leads you to a treasure
chest at the top of the
mountain to the right of where
you first entered (with the pit
and the big boulders). Get that
chest!
Go back to the pawnshop in town
and ask to identify the item
you've found; its actually an ability
item; and gives you
the ability to climb certain walls
(ones that are in a darker
shade of brown). Once you've left
the pawnshop, you'll notice
that the entire town is filled
with smoke. The guy who talks
to you tells you that a nearby
power plant (at least that's
what I think it is) has broken
down. He also tells you to
talk to the man running the plant.
You might want to save
now... tough bits are ahead!
Go to the area by the entrance
to the mountains, and you'll
notice some brown walls.. you know
what to do. Talk to the
guy running up and down and he'll
tell you that the reactor
at the plant is gonna blow in 24
hours; and gives you
directions on how to shut it down.
Now go to the area with
lots of steaming pipes and go all
the way to the end. There's
some brown walls here too.. Once
you've reached the plant
(ironic way of calling it, eh?)
you'll have to figure out
how to open the door. It's very
obvious.. there are two bars
here, a red one and a blank one.
The red bar keeps going
up and down, just stop it at the
point saying OKAY! and
the other bar builds up. Each time
you stop the red bar at
the OKAY! the blue bar goes up,
if you fail the blue bar
goes down. Fill up the entire blue
bar and you can proceed.
The inside bit is pretty tough.
You'll need to perform the
similar operation 8 times (each
with increasing difficulty)
in the order of the numbers. And,
if it's not bad enough,
you have a limited time in between
two operations! You'll
need to hone your reflexes for
this one. After successfully
shutting down the reactor, the
plant keeper will be outside;
and he'll tell you to go to the
mountain.
At the mountain, go to the spot
down at the base of the
mountain (pass the save-game treasure
chest) and you'll
meet the guy who kidnapped the
princess. He'll challenge you
to a climbing contest; climb real
fast up the mountain
and you'll quickly end his existence.
Here, you can find
the Earth Rune, that powers up
your sword Lumina with the
ability to create quakes as his
force attack. It paralyzes
nearby enemies but doesn't injure
them.
Now go back to the afore-mentioned
area with the pit and
boulders. Use your new-found power
to send down the
boulders and create a path onwards.
You'll be blocked
after a short walk; there are four
pads to be pressed
simultaneously. Now go back to
the old man at the castle.
If you have explored a little and
rescued a lot of people,
the old man will send four of them
to help you out. These
are four specific people mind you,
so even if you don't
have one of them you cannot proceed!
Look for them if the
elder refuses to help you. Now
go back to town, pick up
some healing herbs, save the game
etc.. cause its boss
time! Back to the Hell Valley!Boss
: Skullpion (Crystal Guardian No. 1)
The fella you meet cannot be harmed
thanks to its hard
armor. When your four friends start
sending stuff across
in buckets above you, use the quake
ability to send it
down onto the boss. When he gets
hit by a large rock,
he'll get dizzy. Use Lumina to
strike the gem in its
mouth. He'll go berserk now and
has a new attack where
he burrows his hand on the ground
and slows you... get
the four guys to drop a herb to
remove the condition.
After another big rock or bomb
on his head, he'll get
dizzy again. Give him another blow.
Now, he will start
attacking the four guys up there.
Knock him down using
quake when he tries to climb up.
Another big rock,
another big slash, and he's history!
On to chapter 3.Chapter 3 : Cursed Town
-----------------------Monsters
Assimilated-------- -----------
Vambee
Surrounds you with flies... enemies
will avoid you!White Blob Not the ones you
see outside but
the ones found inside the mine.
Surrounds you with white balls,
again not sure what that does..
Blue Mushroom Poisons
you... not a good idea!
Snakes
Gives you the ability to heal yourself
of poison. Pretty useful in later
chapters! 6BP. Bowler Plants Let's you do some bowling! Press
Circle Button twice to hurl
a ball.
Ghosts
Lets your spirit leave your body and
wander about.
You return to town after your victory
and find out the
town is in trouble again! (Sigh...)
Anyway, to find
out about the problem, talk to
the village elder and
that other guy in the center of
town. They will tell you
that blue zombies called Vambees
have started to prowl the
town at midnight. Take a look if
you want; they start appearing from the bar.
You have to look for a few treasures
to solve this little
problem... namely the ....
The Mysteria - Go to the guy at
the windmill at midnight
and he'll give you the key to the
mine in the town.
He'll also tell you the flower
Mysteria only blooms from
3am-7am. Enter the mine. At the
junction, go right. There's
a poison-spewing mushroom here,
avoid it if you want. Climb
up the pole. In the next scene,
you'll have to practice
your jumping skills a lot, can't
help you here. You'll
eventually reach a big fan. Wait
until it stops, then jump
down. At the bottom is a temporary
save chest again, use
it if you want, then go left. More
jumping involved, and
then you'll reach a pool with some
rotating platforms.
Jump carefully to reach the flower,
then wait till the
time reaches 3am-7am, then pick
up the flower. Now,
get out of the mine by climbing
the wall below the fanand go right...
The Holy Water - Go up to the mountains.
On your way up
you'll meet that guy you talked
to earlier; he's injured
and dying. To save him, run / climb
up to the top of the
mountain and get that water before
12 hours pass (more
like 12 minutes to you), then give
it to him. Note :
A rock is usually blocking your
way at the point where
John built a raft for you - just
quake it down! In return
you get to buy oranges, which help
you learn a skill from
the castle clown and a soldier
(see section 5).
After this, go back to the tavern
and wait till midnight.
The barkeeper will tell you about
the problem, and tells
you to leave. You'll get a hint
that some of the people
in the bar is now residing in the
inn. Go talk to them
(go to the inn, choose the 1st
option, then in the
sub-menu choose 3rd option, then
examine the rooms with
no price tags on them) and the
barmaid will tell you the
location of the secret entrance.
So, wait for the vambees
to start coming out (at about midnight)
and then sneak
into the bar. You'll enter the
secret temple (choose option one).
In the secret temple, you'll find
out that you need to
light up the four eyes on the wall
to progress further.
You can try each of the four doors
in whatever order you
want. They're not difficult, but
you really need to testyour jumping skill...
Door1 - The one with the moving
platforms forming a
bridge. No tricks here, except
maybe you'll need to
throw some vambees around to get
anywhere. Once you've
reached the teleporter and dark
areas, take the
teleporters in this order - Right,
Left, Left.
Door2 - The ones with the bowling
ball plants. Note that
in this temple, use your bowling
ability on any cracked
walls to break them down. There
are some secret rooms
around here... Once you reach the
flame-spewing totem
pole, the trick is not to make
eye contact with it.
Using your basic Lumina, turn around,
hold block, and
walk towards it (with your back
turned), then use your
Force attack once you're close.
Some crushing walls bit,
some more bowling bits, and you're
outta here!
Door3 - Lots of floating teleporters.
Easy! There are
some dark areas here, which you
can sort out if you
assimilate the ability of a ghost..
you'll become one and
float about, so you can examine
the darkened area before stepping in.
Door4 - Some difficult jumping
here with the rotating
floor blocks. Also, you'll meet
swinging blades and
fireballs later. Practice and you'll
get through in no time.
You'll need to hit the crystal
at the end of every room
to light up the eyes. Be sure to
go back to the barkeeper
to heal yourself. Also, be on the
lookout for castle folks
- there's at least 2 folks to rescue
in each room (except
for Door 1 which only has a singly
lonely castle dweller).
Also, with the bowling ability,
use it on the big crack at
the main area of the temple to
get L-Cloth - it's going to
be useful (see castle folk no.19
in section 5 for more info)!
After opening the door with the
four eyes, you'll meet
with the barkeeper again, and pick
up the double jump
ability (go back to the pawnshop
to get it). Now you
can go into the compound of the
church. Talk to the priest
and he'll tell you that there are
strange sounds coming
from the church at night, every
2am in the morning. So come
back at this time and he'll get
you into the church.
Midboss? - Red Vambees - After
a long chat with Brandy,
a cute little vambee-summoning
gal you'll meet,
you'll have to fight with 5 red
vambees. Just keep
hitting them. They start coming
out one at the time,
then two, then three, while others
will be hurling
paralyzing balls at you. Move around
and keep hitting
them - don't let them grab you!
It's instant death if
they do! Once the clock hits 7
(whoa, you've just fought
for five hours, how time flies
when you're having fun)
sunlight will enter the room and
kill them all.
Now, the priest asks you to retrieve
the bell for him;
you'll get a rope. The bell is
down in the well, use
the rope to get down. Here, you'll
get the Water Rune!
The Special Ability of the rune
helps you to walk on
water and sprays water bubbles
at enemies (does no damage
to most enemies though). You can
now get to the bell.
It's impossible to get up using
the rope, so you'll have
to bring the bell out through the
mines area. Just toss
it around... Once you leave the
mines, the priest will
give you a little statuette that
is actually the key to
the locked door at the underground
shrine!
Make sure you save the game first.
Bring plenty of healing
agents. Now go in to the shrine
under the bar, use the
double jump to get to the door,
and then be prepared for a
long and difficult jumping exercise.
You'll eventually
reach the boss room and challenge
the next crystal guardian!
Boss - Fire Totem (Crystal Guardian
No. 2)
This one really takes a very long
time to beat. First,
you'll have to fight with a shape-changing
ball of fire.
Use your sword's new ability to
fire water bubbles at it.
Note that you will not be injured
if you get hit by him
while you are in a bubble, the
bubble just bursts. After
a very long battle, he'll be extinguished.
Hit the crystal,
and the ball of fire appears again.
You have to repeat
this another two times before the
guardian is defeated!
Then, it's on to chapter 4... Chapter
4 - Ice Palace and another Musashi?
-------------------------------------------
In the intro, the princess opens
the gate to the
home world of Musashi again, hoping
for another hero,
and ends up with Kojiro, Musashi's
archrival! This
flame-haired Samurai looks like
an equal match to
Musashi... now things get interesting.Monsters
Assimilated-------- -----------
Penguin Dudes Can't
absorb anything from this guy
Leapers
Gives you a nice map of your area, costs 8BP
Mecha-Musashi Drops
a decoy (press Cir) which can be
detonated (press it again) - 25BP, and
you only get one, so it's more useful in
solving puzzles than in killing bad guys
Ice Plant
Protective orb that prevents poison and
sleeping... Same as the non-frozen
versions, drains 8BP from the start
KarateWolf
A jumpkick, basically. Does good damage
though, and uses 4BP
Ice Gorilla
Lets you throw things real far? Dunno, never
got to use it
Iron Golem
Protective armor, drains 25BP when used, but
you'll be immune to just about anything
After your successful battle with
the guardian, go down
the well again and use your new
water magic on the symbol
on the ground. After some rumbling,
and water level
adjusting, you'll meet up with
two strange-looking fellows,
Ben and Ed of the Leaders Force.
You'll meet them again much
later. After a long chat, you're
free to pick up the myriad
of treasure chest around the area.
You can also use the water
spell in the pool near the south
of town. In the treasure chest
you find, you get a pair of red
shades (go identify them at the
pawnshop). These allow you to identify
items as you pick them
up. At least you'll be visiting
the pawnshop a little less often now!
Now, talk to the elder's wife and
pick option two then one and
you'll learn about the magic gondola,
how it's broken, and what
needs to be done to fix it. Go
talk to the guy living in the
windmill (in the day he's standing
in a farm plot with another
old guy). Go back to the castle
and talk to the old man, then
back to town and talk to the elder's
wife. Now, go back to the
mine, drop down the huge fan, then
go right. After a long
journey, you'll reach a small room
with a few gears. If you
don't know which gear to pick up,
go back to the old man
in the castle and talk to a few
people you've rescued. Turns
out some of them worked at the
mine, and will give you some
hints for which gear to pick up.
It's the one with the hole
on the middle, gold in color, and
has 3 holes surrounding it.
Go back to the mine again, pick
up the third gear from the
left. (if you pick the wrong gear,
the old man will tell you
to return and pick up the correct
one) and give it to the
old man. He'll fix the gondola.
Now you'll automatically
go to sleep, and when you wake
up -
City On Fire - A massive fire breaks
out in town, and
you've got to use your water rune
to control the fire.
It's not too hard; just spray water
at all 8 burning huts!
After your heroic rescue of the
town (again) the elder
gives you something an item to
shrink a certain snail...
Now go off to the area in the forest
leading to
the haunted woods, then go south.
You'll get to a path
blocked by a giant snail (I always
thought it was the
rear end of a huge walrus, but
then...). Using the item
(2nd option) allows you to shrink
the snail. From here, go
further down the path until you
reach the watery area, then
use your water spell on the symbol
to drain it. You'll reach
a familiar structure, bash it with
your sword to gain the fire rune!
Note : Nearby this spot is a normal-looking
trapped castle
folk; rescue him, then go back
to the castle to talk to
him and he'll upgrade your normal
little sword (the silver
blade) into a much more powerful
one (golden sword). Very, very helpful.
Midboss - Kojiro - Not as difficult
as one might think.
Run around to avoid anything he
throws at you; then hit
him hard. No problem, right?
Once you've defeated the bad guy,
the captive princess
will join you (and whine a little);
take her back to the
castle. Now go to the old man and
talk to him and a few
other people you rescued (not sure
which ones) and
eventually you'll get a new quest
in the Haunted Woods.
Go back there, and follow this
path - left, up, up, right,
up, up, right, up, up, left, up,
up, up, up... welcome to the ice castle!
The castle is very big, and completely
exploring it
is a must. Close to the entrance
is a save-box; use it!
The puzzles here aren't too hard....
just remember to
kill everything you see. You are
looking for gems to
open up more and more of the palace.
Gem1 - Red - Top right door - jump
on the sliding blocks, then
jump off to get across the pit,
then go through the right door
for a person to rescue, then back
and up to the area with lots of
penguins. Kill them all and look
at the treasure chest. This
gem opens the first left door in
the main hallway.
Gem2 - Blue - This opens into another
area with an ice gorilla; lure
one onto the open balcony area
and let him propel you up to a higher
floor. You'll end up in a rather
simple maze, watch out for things
coming down from the ceiling! The
lower right door seems to be a dead
end, but hint: absorbing a certain
power from the previous room can
can help... Go through the door
on the left. In the room of the clones,
just kill off all four clone Musashi's
with you flame magic, and don't
get hit! Grab that blue gem, which
opens the other closed door in the
top left door in the main hall.
Gem3 - Green - Save the guy you
see, then jump up to the higher area.
You'll be in the upper area of
the previous room; follow it and grab
the chest. This is the spike boots,
which allows you to walk up
frozen ice floors! Now drop back
down and go to the lower right door,
go up the iced floor by climbing
the pole and travel ahead to another
ice blocks room. You'll see some
MechaMusashis. Steal their ability,
then launch it at the ice-gorilla
in the next room. The gem you get
opens the next door in the ice
cubes room, find a way to climb up,
and drop down the an unreachable
spot in the southern part of the maze.
Once you've returned to the hall,
melt the frozen gate with your
fire magic. Go up the staircase
after grabbing the treasure chest.
Light the two torches you then
see (with the fire magic, naturally),
save and get ready for...Boss -
Frost Dragon (Crystal Guardian No.3)
First hit him once or twice and
he will eventually break a spot for
you to jump and then the guy starts
breaking floors behind you. After
the run, he start spitting stuff
at you, smashing his head down at you
and breathing a massive blast of
frost energy. After the blast, he
gets tired; use your fire magic!
Eventually he'll expose the underside
of his head and the gem, so hit
it - repeat three times.
Chapter 5 - Gondola Problems----------------------------Monsters
Assimilated
-------- -----------
Blue Ant
Only a handful in the game, these ants give you
the ability to launch an acid ball that kills the
usually un-killable red ants. Uses up 8BP.
After some long conversations with
the elder, old man and the
innkeeper, and back to the elder
again, back to the old man,
you go for a ride on your gondola.
You can now get back to the
castle at any time through the
gondola.
Now go back to the plant. Looks
like there's problems again.
Talk to the injured plant-keeper
and he'll give you a loose
valve ... now go into the plant.
You'll have to play
turn-the-valve again.... but this
time some of the valves
are missing. And you though the
previous game was hard!
Afterwards the elder thanks you.
Go talk to him again in
the village, then talk to the old
man again, then go back to
the area below the well and take
the passage which ends
with a symbol of fire on the floor.
Use your fire magic to
shatter the ceiling above you and
climb up; you're next
rune, the wind rune, awaits you.
Use your newly found ability
to get out of the area.
You'll meet the Ms. Vambee summoner
Brandy again with another
girl Topo (which you will learn
to hate later). After a long
conversation you end up iced again!
Press Triangle to break
loose, and pick up 50BP for rescuing...
yourself? Now, go back
to town and talk to the guy there.
Then head up the mountain path
and witness a huge ant destroying
your precious gondola! Go back
to the castle and use the gondola...
SPLAT. Now go back and watch
the ant scurry into the hole which
was once a fan. To the left is
the rather dead ant; go right and
use your wind magic to spin
through the poison gas. Grab that
chest and rescue the trapped
castle folk, then switch to the
earth rune and use it on the symbol.
In the next bit, go up through
the upper right path and you'll
find yourself in way of a blowing
wind; use your wind magic to
get pass. Use the pink flower's
hop ability to get pass the spikes,
then go up the hill with your double
jump (tricky bit here, toss
your small sword, then double jump
over, then absorb his ability).
Climb the wall, hit the switch,
slaughter some ants... When you
reach an area with a crack on the
floor, use you wind magic to dig
down. Now go to the bottom right
path. It's railway-riding time!
This little Indiana Jones-inspired
arcade section isn't too
hard; just dodge the obstacles
using left and right. Requires some
decent hand-eye coordination. Save,
then dig again after this bit!
The next crystal guardian awaits...
Fast chapter, isn't it?
Boss - Ant Hill Queen (Crystal
Guardian No. 4)
The big mama of them all. Slaughter
all those worms she tosses
at you and keep moving. She's not
too tough. Under some gas,
you'll find the stone; strike it
hard with your wind attack,
and she'll be history soon enough.
Now, off to the final chapter!!!
Chapter 6 - The end is nigh...------------------------------Monsters
Assimilated
-------- -----------
Brown soldier Let's
you launch missiles! Get this - it does
massive damage and homes in on your enemy!
10 BP per shot.
Blue soldier
Gives you a gun that fires three spread shots,
very useful since it's like a souped-up version of
the machine gun you got early in the game - 4BP
per shot
Green Soldier The most
powerful ability in the game - drops
bombs that does close to 1000 pts of damage.
It's sure to kill anything, yes, but the
downside is that it uses 50BP, which seems
rather costly to kill anyone or anything with!
Pink Soldier
Wields a sword and a shield. Their ability lets
you do a large sword slash costing 8BP.
After a much-deserved rest, talk
to your raft-building friend
John and then go up to the plant-keeper
at 6.00am. Now go talk to
everyone in the village again,
particularly the three farmers -
one of them will give you the Kojiro
doll...(don't ask me why),
and the other two tells you how
to get to the final lair in the
sky... Go back to the area with
all those once steamy pipes, go
all the way to the end and climb
the other wall (on the left).
Wait until it starts to rain if
it hasn't already. It only rains
on the morning of a certain day,
so if you've missed it, go back
to the castle and sleep - the day
it rains is colored blue in the
date indicator, and the day before
that is colored green. Not sure
if this is applicable in the US
version, however. So, wait until
that day, then go in the morning
(just past 7.00 and before 12.00)!
Once you reach the rune, use your
wind magic on the symbol there.
You're now in the bad guy's outer
base.
First, use your earth magic on
the four symbols (you'll need to
hammer them twice each) to open
the door; then use the water
magic on the waterfall. Now use
your fire rune on all three
symbols to get to the top of the
fortress, and get the Master Rune.
You'll chat with a familiar baddie
and get to see the sky castle.
In the next area you can use the
save box, then use your new
ability to get pass. For some reason,
you can't sleep here, so
guard your life carefully. Be careful
of the walls... You'll
meet a big-ole Ben from Leaders
Force again and this time you fight him.
Midboss - Ben the Bomber - This
guy throws bombs extensively.
Look for a free area to avoid the
bombs - it's somewhere near the
bottom of the screen. Use your
hardest hitting combos (the people
at the castle should have taught
you an extensive amount of them
by now!) and he's done for.
In the area after the boss, you
can save the game. In the maze
section, take the earth door, stomp
the yellow buttons, When you
reach a large blocks, pound them
with your quake magic a few times
to reveal passageways. Now, use
you master magic extensively to
float over the spikes. Go all the
way right, hover over the spikes,
and the floor will open up into
another door. Then, in the next room
sling yourself to the upper right
and enter the door.
Light the torches you see in the
next room (you should know how to
do that by now, right?) and you'll
see a crushing block. Pass it and
then jump on it and go left. Then,
in the next area, put out the four
torches, then drop down and quickly
go right before your water magic
runs out. In the next room use
your wind magic to counter the fan.
Go left! Now comes a tricky part
- you have to use your master magic
to float into the lower right pathway.
Not easy! Activate the magic at
the very end of the ledge, then
drop down, hold X button straight away.
Practice makes perfect, you know.
Repeat that (a little harder this
time). Enter the unmarked room,
and you'll meet the other half of
Leader's Force, the little guy
Ed.
Midboss #2 - Ed the Flamer - This
guy has a few attacks that are
a pain to dodge, but it can be
done. Use your sword combos once
he's charging up, then run off
once he attacks. It takes a while, but it works!
Now you've reached the sky castle
grounds! This bit is difficult
since there are lots of tought
machines and very little hearts (found
by breaking statues). Not much
I can help you here. Fight your way
through and you'll reach a small
maze - trial and error will get you
pass here. Fight your way through
again and you'll encounter a
climbable wall(so climb it!!).
Kill the plants, break the fountain,
continue, break the second fountain,
kill the flame-throwing bots
that come out of it, then use the
platform to get down.
Break your way through here too
(destructive fella, this Musashi)
and then, when you reach the big
spinning machine, break it with your
flame magic. You'll meet that other
girl Topo again, and play a weird
game. Just use your head! Follow
the patterns she'll throw at you
once you see lasers, then follow
her moves, and you're through.
In the third game you have to follow
her moves and rhythm, so I hope
you played your Parrappa... After
this, save the game! You're almost done...
Midboss #3 - Machine Tower (Final
Crystal Guardian)
This huge.. err.. machine tower
is a difficult boss indeed. Use
your master magic to fly around,
avoiding the walls, and when you
see a blue crystal eye, strike
it. It first fires electricity and
then energy beams, and, after injuring
a lot, it starts combining
them both, while having the eye
open and close, and also shooting
large red auras that confuse and
paralyze you. To avoid the red eyes,
just float around until you see
eyes that aren't opening, then
stay there. Darn! Stay cool, and
after a while (quite a while)
you'll finish it off.
Now you meet the boss and discover
an interesting plot twist,
and after you friend gets shot,
and the big guy appears, jump your
way outside and you'll meet Kojiro
again. Now, you have to jump
like hell upwards, and then you'll
battle him and the final boss
at the top of the tower. Get ready...Final
Boss - Kojiro & Dark Lumina 1
This huge bugger is hard as hell
to beat. Run in from the right,
double jump and hit his nose; and
avoid that hand! Once he grabs you,
he'll slam you to the ground and
chances are send you tumbling off the
edge. He also swings his tail -
only way to avoid that is to use the
master magic and float overhead.
Also, when he jumps up, use master
magic as he will send a huge shockwave
across the ground. Then quickly
strike his red nose - that's the
only time you can injure him. He
sometimes also raises his head
and breath fire downwards - it's
relatively easy to avoid, hit his
nose again after he's done.
Final Boss - Dark Lumina 2
Suprisingly, this form is easier
to beat - if you know the technique.
He'll turn into a small white guy
and in this form his attacks all
cost an unholy amount of damage;
avoid all of them if possible. He
fires out elemental attacks at
you; avoid them, then, once he pales
down (immediately after an attack)
use your assimilate ability to
shrink him down then slash the
big eye that remains. Repeat. After
a long battle, your archrival finally
falls.
Now sit back and watch the ending,
you've earned it!