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Oceanhorn: Monster of Uncharted Seas Walkthrough
Game Introduction – Oceanhorn: Monster of Uncharted Seas
Oceanhorn: Monster of Uncharted Seas is an action adventure game by FDG Entertainment.& In this game, you take on the role of an unnamed hero as he seeks the truth behind his father’s disappearance by exploring the islands and dungeons of his world.& Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game.
Oceanhorn is an action/adventure puzzle game in the vein of The Legend of Zelda.& Most of the gameplay involves moving the hero around the world, battling enemies, solving puzzles, and collecting treasures.
To move the hero, simply hold your thumb/finger down on the screen, sliding slightly in the direction you want to move. &You can also single-tap where you’d like to go and the hero will run there.
To attack or interact with an object, press the large, red action button.& This
by default, it will attack.& If the hero is standing next to an interactive object—like a pot or person—it will interact instead—like picking up the pot or talking to the person.& Some interactive areas are marked with a matching red button to indicate they are interactive.
In addition to your sword, you can have a secondary item equipped.& In the image above, the secondary item is a shield.&
To use the secondary item, press its smaller button near the action button. &What you do after this depends on what is equipped.& For instance: for the shield, tapping once will block quickly, or holding the button will make the hero block until you let go.& For bombs, tapping the secondary button will bring out an active bomb, and tapping the action button will throw or drop it.& For arrows, you can shoot a quick shot by tapping or you can aim and shoot by holding and then releasing the secondary button.
To change your secondary item, tap the gray “Item” button and select what you’d like to equip.
You can edit the button layout via the menu to support left- or right-handed playing, as well as display a virtual joystick.
In addition to the on-screen action buttons, much of the information you need during your journey is always visible.&
1) Health bar: How much life you have left.& When hit by an enemy, your life will decrease.& If all hearts become empty, you will die and respawn at your last checkpoint.& Life is refilled by finding hearts, and your maximum health can be increased by collecting heart containers.
2) Magic bar: How much magic power you have left.& You can cast spells as long as you have enough magic power.& Magic is refilled by finding bottles of magic.
3) Current key(s): If you have a key, whether regular or the Master Key, it will show up here.& Regular keys are used up and will disappear once you unlock a door with them.& Master Keys are permanent but are tied to the each island has a Master Key and that Master Key will only work on that island.
4) Money and Level: When you collect coins or experience points, your total amount of money and experience will briefly appear on screen.& These vanish after a short period but can be viewed at any time from the menu.
The mini-map contains a lot of information about the nearby area.&
1) Orange arrow: This is your (the hero’s) current location.& He will always be centered on the mini-map since it follows him, but the arrow will point whatever direction he is facing.
2) Blue arrow: This is a door or entrance somewhere.& In a town, for instance, doors into homes or shops will be blue arrows.& In a dungeon, it may be a ladder or cave, etc.
3) Green arrow: This is the door or entrance you have just come from.& &
1) Red dot: This is a hostile enemy.&
2) Blue dot: This is a friendly non-player character.
3) Treasure chest: A completely white chest indicates a treasure chest you have not yet opened.
Open treasure chest: A chest that is clear on top is one you have already opened.
1) Key icon: Indicates a locked door.
2) Orange bull’s-eye: This highlights chests or doors that require the Master Key to be opened.
Note: Parts of the mini-map will fill in as you explore.& A room or corridor may not appear until you are actually standing near it, while the orange bull’s-eye or treasure chest markers will show up before you actually approach them.
You can open the in-game menu at any time (except during a cutscene) by tapping the mini-map.
Scroll through the menu by sliding it right or left and exit by tapping anywhere outside the black border.
The menu contains a lot of information:
1) Level and EXP: Your current level and experience points.& The first number is current experience points and second number is how many are needed for the next level.& E.g., 880/1,000: you have 880 points out of the 1,000 needed to reach the next level.
2) Location and completion: Displays your current location (island).& Toggles between the word “Challenges” and the % completion you have for that particular location.& 100% completion for an island means you have completed all activities there and found all secrets/treasures.
3) Challenges: Your current challenges.& Completing these will earn you extra experience points and coins.& Blue challenges have al gray challenges have not.& Like completion % above, these toggle between displaying the challenge specifics and how many experience points each challenge awards.
4) Emblems and hearts: Shows which sacred emblem below this are your current pieces of heart.& Finding four pieces of heart will give you another full heart container in your life bar.
1) Items and spells: Shows which items and magic spells you have collected.& For items with quantities, also displays how many of each you have left—e.g., in the above image, 10 bombs and 15 arrows.
2) Quest items and play data: Quest-related items you have collected and how long you have been playing Oceanhorn.& Completion in this area refers to the whole game, not just the current island.
1) Flashbacks: Flashbacks allow you to revisit any cutscene you have already viewed.& Tap the arrows to scroll between flashbacks.&
2) Log: The log keeps track of all dialogue and signs you have encountered.& Dialogue is shown in blue while signs are mentioned as “Note” in white.& Tapping the ellipsis button toggles between both dialogue and signs or just dialogue.
1) Settings: Edit volume with the three sliders—sound effects with the lightning bolt, voices with the speech bubble, and music with the musical note.& The button just below this—”Default Right” above—edits the on-screen action buttons.& The default is no virtual joystick and right means right-handed: the buttons will appear on the right-hand side of the screen.
2) Game Center and title screen: View Game Center achievements or return to the title screen.
Experience and Leveling Up
Oceanhorn utilizes a simple leveling-up system similar to those found in role-playing games.&
When you kill an enemy or complete a challenge, you will earn blue diamonds that are worth varying amounts of experience points.&
Those experience points are used to increase your Adventurer Level, visible in the first section of the in-game menu.&
As your Adventurer Level increases, you will earn special, helpful rewards.& These vary per level, but include things such as increasing your maximum number of bombs or making your sailing speed faster.
To retrieve your level-up reward you have to tap on the mini-map when “Level Up!” appears.
Note: since your health is also refilled upon leveling up, it can be useful to wait until you are low on health before claiming your reward.
Oceanhorn takes place in a world made up of islands with long expanses of sea between them.& Our hero will need to use his boat to travel between these islands.
To exit to the world map, find your boat on the island and interact with it when “Do you want to enter World Map?” appears.
From this screen, you need to select your destination.& Tap on an island or random area of the sea and an orange course line will automatically be plotted.
Tap on your destination again to begin sailing there.& To change destination, simply tap somewhere else.
Our hero will automatically steer his boat towards the destination.& However, there will be enemies and obstacles along the way.& Luckily, our hero will earn a pumpkin gun very early in the game to defend his ship.
Just like on land, enemies are marked as red dots on the mini-map.& To attack any dangers near you, move the aiming reticule by sliding the screen.
Tap on the action button to shoot your gun.& You can shoot in quick succession by tapping multiple times.
Once our hero reaches his destination, he will automatically disembark and you will take control of him on the island.
To stop sailing at any time, tap the compass to open the map screen and select a different destination.
Hints and Tips
Your hero has a limited amount of stamina, which is used for various actions.& Swimming in rough (ocean) water and blocking with the shield are two examples.& When performing these actions, a small green bar will appear on the hero and deplete as he continues doing them.& Running out of stamina means he cannot perform that action until it recharges (in the case of swimming, it means he drowns and respawns nearby).& Once he stops swimming, blocking, etc. this gauge will disappear and recharge.
You will not be able to achieve 100% on every island the first time you visit it.& As the story progresses, our hero unlocks additional items and abilities that will allow him to reach previously unreachable areas.& If a treasure or area seems completely inaccessible, try coming back later.
Challenges are tied to a specific island for completion, but can be completed on any island.& For instance, “Read 10 signs” will contribute completion score to Hermit’s Island, but you can read those signs anywhere.
Don’t skip over dialogue without reading it.& Many goals and destinations in Oceanhorn are revealed when speaking to other characters, and there is no “current goal” hint.& If you are unsure what to do next, try talking to characters on the current island.
Reset buttons: Any puzzle that involves movable crates or other objects that you can get “stuck” in the wrong location will have a reset button somewhere nearby.& Reset buttons are bluish gray with an hourglass on them.& Pressing it will reset that room’s objects to their original locations.& The buttons themselves are sometimes tricky to find, but they will always exist if potentially necessary.
Some treasure chests are hidden in plain sight.& If the mini-map displays an icon for a treasure chest but nothing is there, you probably need to make it appear by completing some task, like flipping a switch.
Part 1 – Hermit’s Island and Tikarel
After a cutscene, the game begins on Hermit’s Island.& This level is mostly a tutorial, so just follow the path and check the signs to learn more about the game.& Some signs have extra info you can see by interacting with them.
You need to get back your mother’s necklace, which has floated off toward a cave.
Bonus: Head south from the sign that says “mini-map may reveal secrets” swim to the small island to reach a chest with 5 coins.
Bonus: Head over the bridge east of the hermit’s hut, then up the bridge cliff slightly farther east.& Enter the ladder here and go through the caves to reach a second treasure chest.
Head east past the hermit’s hut and checkpoint, then north, following the shore.& You’ll reach a ladder and a cave just beyond the ladder.
Here you’ll have to solv in the first room with a switch, push the metal box onto the switch to open the gate.&
In the second room, you can just step on the switch to activate it.
In the third room, with the necklace and treasure chest, pick up one of the brown boulders near the room’s entrance and place it on either switch.&
Note: to drop an item, stand still and press the action button.& To throw an item, press the action button while moving.
Stand on the other button to open the gate.
After you get the sword and shield, return to the hermit (he’s now near the checkpoint) and he’ll tell you about Triloth, Oceanhorn, and Arcadia.&
I return to your tent on the northwest corner of the island.& Be careful, there are more enemies around at night.
Some creepy guy summons robotic crabs from the ocean and then it’s morning.& Return to the hermit at his hut.& He’s being attacked by one of the robots!& Kill it and speak to the hermit.
The hermit will tell you it’s time to seek the sacred emblems.& Your first goal is to find the Emblem of Earth, and your first destination is Tikarel Island.& He will give you the Master Key which allows access to your boat.
Bonus: Go inside the hermit’s hut and use the Master Key to open his chest to receive a piece of heart.& Finding four pieces of heart will give you an extra heart container.
To access your boat: head south of the hermit’s hut towards the orange bull’s-eye on the mini-map. &Walk to the action icon near your boat and select to enter the world map.
The hermit alerts you that he can speak to you through your seashell and offer advice.
To move around the world map, slide the screen.& To select an area to travel to, just tap on it.&
Tap on Tikarel Island and then tap on it again to travel there.
Note: while sailing, tapping on the compass will re-enter the travel screen and let you change course.
When you arrive in Tikarel Town you’ll hear the first entry from your father’ he also came here but could only stay long enough to ask for directions.& You also need directions—on how to find the Emblem of Earth.
Bonus: Travel east along the shore (without going up any stairs) until you see a bottle floating near the beach.& Read its letter to reveal the island Sandbar.
Talk to the brunette man in a brown tunic that’s wandering around town to reveal the location of the Withered Lands.
Some people say different things when spoken to more than once.& Talk to the man in the Red Herring Bar twice to learn that Withered Lands is where the Emblem of Earth used to reside.
Note: If you complete enough objectives, you can easily reach Wayfarer status here in Tikarel.& This will give you a pumpkin gun for your boat, which lets you shoot enemies, mines, etc. while sailing.
Leave Tikarel and travel to Withered Lands.
Bonus: If you stop at Sandbar along the way, you can collect two Bloodstones—they are the giant red boulders you see, and they can be collected by striking them with your sword about twenty times.& (Just keep hitting until you collect it.)&
A collector in Tikarel is looking for Bloodstones, so grab them when you see them.
Part 2 – Withered Lands and Bomb Island
Once you arrive at Withered Lands, follow the only path available to start.&
Bonus: Once you reach an area with darker sand, drop off to the south and head east along the shore until you reach a cave mouth.& Enter this to reach the treasure chest up top with 50 coins.&
Talk to the man this will reveal the location of Bomb Island.&
You need bombs to get through the gate, so return to your boat and head to Bomb Island.
The bomb maker’s house is on the far east side of Bomb Island.& Head that way, only to find out that he’s out of bombs…
Exit his house and head farther east, up a set of stairs.&
Bonus: Push the statue of “Rusty” to reveal a secret treasure on the eastern beach.& Collect this treasure for ten coins.
The abandoned mines are over the lon a lantern hangs next to it and the bridge will collapse as you walk over it.
Bonus: The northwestern corner of the map has a Bloodstone, along with some fairly dangerous enemies.& Throw boulders at the hammer-wielding giant to bring him down, or lure him close to other enemies, whom he’ll attack recklessly.
Follow the path around to the northeast to reach the mines entrance.& You’ll have to pass over some floor spikes just before.
In the first room, enter the shallow water and push the metal block to make a bridge between the two land masses.& If you push the block too far, hit the blue switch on the left side of the room to reset the block’s position.& Note: this type of button always resets puzzles.
In the second room, hit the switch in the shallow water to open the gate to the treasure chest, which contains a silver key.
Main room: most of your efforts take place here.& There is a switch in an alcove near the entrance that will unblock the path to the center of the room.
Cross the bridge behind this path and kill the goblin that has a silver key.& Use this key to enter the room near him and unlock an underwater path to the Master Key door.
To get the Master Key, you’ll need to move the metal crates and head south.&
Drop into the water near the unlit lamps and solve the metal crate puzzle in this room—you need to create a bridge using four of the crates.&
Bonus: Move the upper-most crate to reach a Bloodstone.& Cross the crate bridge to get a silver key, and then return to the unlit lamps.
Unlock the door to the south of the lamps carry the lamp from this room to the unlit lamps and light them (any order).& A treasure chest will appear with the Master Key in it.
Return to the Master Key door, which is marked as an orange bull’s-eye on the mini-map.& Drop in the hole and you’ll be in Abandoned Mines – Depths.
Kill the two lines of Cepedes here—with your sword or with the skulls lying on the ground—to complete the Cepede Challenge.
Bonus: The northern cave exit has a chest with a heart refill in it.
Take the southern cave exit to reach the Master Key chest that contains bombs.& You can use bombs to blow up many things, including wooden crates that you cannot push.&
The wooden crates to the north of the chest have
the crates to the south will take you to the beach exit.
Bonus: There is a hole near the center of the island, just wes fall into this to reach both a Bloodstone and treasure chest with a piece of heart.
Bonus: Just south of this hole (before falling in) is another Bloodstone.
Return to your ship and head back to Withered Lands.
Go back to the gate blocked by wooden crates and blow it up with a bomb.
Follow the path forward until you reach a shallow pool
enter the cave here.
Push the metal crate out of the way, and then reset the crate with the reset button.&
Push the crate back north to the square symbol on the ground to open the way upstairs.
Slash the spikey ball out of the way with your sword, then step on the blue button to open the spiked gate.
Head through the gate and to the west, up the stairs.& Push the metal crate over the edge of the bridge.
Jump down and slide both
the first one will open the gate forward.& The second will unlock the prisoner’s cell and complete the challenge “Making Friends.”
Talk to the Owrus prisoner, Rigger, who runs home.& Head east through the gate you just opened and toward the guard tower.
Push the metal crate onto the single set of spikes to form a complete bridge.& Walk across this bridge and up the stairs to h this opens the gate to the next area.
K when you reach the three large statues, move each one onto a section of concrete block with weeds on it to open the gate to Rigger’s home.
Head west, down the stairs, and speak to Rigger.& He will give you the spell Cast Object and reveal the location of the Great Forest island.& This is where the Emblem of Earth resides.
Note: Cast Object allows you to drop a boulder on an object.& To use it, equip the spell from the Items menu and then tap where you want to drop the boulder.& Useful for activating buttons from afar.& While casting the spell, time stands still.
Return to your boat and set sail for the Great Forest.
Part 3 – Great Forest and the Emblem of Earth
At the Great Forest island, follow the path and stairs up to the Forest Shrine/Sacred Grove.&
At the first split path, head northeast to a chest with a regular key.& Return to the split and head west to the locked door.
Push the metal crates into the topmost section of the spiked pit to form a bridge.& Cross this bridge and head east, and then up to the grassy platform.&
Push the crate into the hole between bridges to
cross this and strike the switch to open the gate to the caves.
These caves are pr follow the only path available until you hit a switch, then backtrack to the pool of water, which can now be traversed since the gate forms a bridge.
Cross the bridge and use a bomb to blow up the pile of wooden crates you come to.
Push the metal crate forward into the spikes to create a path.
Exit int kill the skeleton to get a regular key.& Use this key on the giant lock near the gate to open the path.
As soon as you enter the next area, you’ll encounter a mini-boss battle against an Owrus guard.&
During this battle, you’ll be in a permanent targeting/strafe mode.& Keep your shield up to block her attacks, and keep strafing to the left as she attacks.& Hitting her on the right does no good because of her shield.
The Owrus has a lot of health, so be patient and keep hitting her on the left in between attacks until she runs out of health.
Once she leaves, enter the next area and walk around the outskirts of the grove via the bridges unti strike this to open the door to the shrine.
Note: in the shrine there are enemies that float after you with masks on.& They are invulnerable to your sword while wearing their mask.& Either throw a pot/other item or use your Cast Object spell on them to shatter their mask, and then slice them with your sword.
In the shrine, follow the only path available until you reach a room with a single metal crate.& Push this crate onto the square pattern on the floor to open the gate.& The skeleton will also be released, feel free to defeat or ignore him.&
Take the stairs up and follow the bridge to a chest with a regular key.
Return to just inside the shrine entrance open the locked door.
Head forward into the crypt and
hit the switch
this raises the water level in the room.
Swim slightly southwest until you reach a
climb these and hit the other switch.& This lowers the gate blocking the chest in the northeast corner of the room.
Swim to this chest and open it to get a regular key.
Swim back south towards the entrance and head east up a short flight of stairs to a door.& Go in this door and open the locked door.
You will begin a mini-boss battle with Turmos’s Arm.& This battle is somewhat easier t block whenever he curls up to smack you, otherwise slash like crazy.& Don’t get too close as he’s spiky and touching him will hurt.& He’ll go down fairly quickly and give you a regular key.
The Master Key chest is in this room but we can’t open it yet.& Head north and open the locked door.
Follow the path until
take this outside, then head west to another ladder.
Be sure to activate the checkpoint, then drop down and hit the button just north of the ladder.& This opens the spiked gate that you should go towards.
Head northeast and hit the switch up the stairs to lower the water level.&
Return to where you came in, near the checkpoint, and follow the bridge north.
Push the metal crate off the ledge, and then drop down onto the crate. &Head north into the cave entrance.
Open the treasure chest to get the Master Key, and then take the ladder out.& You’ll emerge in the tunnels, right near the Master Key chest.
Open the Master Key chest to get the Bow and Arrows.
Use the Bow and Arrows on the bull’s-eye near the chest.& This raises the blocks and opens a path back to an earlier room.
Bonus: Before heading up, return to the room where you got the first regular key—exit from the Master Key chest area to a room filled with water, swim south and then head east.& Shoot the bull’s-eye in this room to lower the water level and access a chest that contains a piece of heart.
Move back to the room with the inscribed stone in the center, and shoot an arrow at the bull’s-eye b this opens the larger gate and access to a ladder.
T in the northwest corner, slash the purple plants with your sword to reveal a button.& Step on this to open the g go through this gate and up the ladder.
At the top of the stairs, use a bomb on the wooden platform, then fall through this hole.
You’ll fall into the central hall, where Turmos is living.
A boss battle with Turmos begins.& He has four tentacle arms that move freely and his head stays stationary in the center of the room.
You need to slay al use a similar strategy to the previous tentacle fight, but stay aware of the others.& When all four arms are dispatched, Turmos will open his mouth and try to suck you in.& Keep your distance and throw bombs at the glowing ball in his mouth.& His vacuum will suck them in, so you don’t have to throw perfectly.
If you run out of bombs, you can shoot arrows, but they’ll do less damage.
After enough damage has been done, Turmos will close his mouth and his tentacles will re-spawn.& Continue this pattern—killing his tentacles and throwing bombs in his mouth—until he is dead.& To refill on hearts and other items, destroy the pots in the corners of the room.& Be sure you kill his tentacles quickly as they begin respawning after a certain period of time.&
Once Turmos is dead, you will receive the Emblem of Earth and be taken back to your boat.&
Bonus: Before leaving, talk to Rigger who is standing next to your boat—he’ll reveal the location of Riptide Reef island, where a sword recently washed up.
When you return to the world map, the hermit contacts you and requests that you visit him.&
Go to Hermit Island.
Part 4 – Return to Hermit’s Island and Tikarel
On Hermit’s Island, head for the hermit’s shack in the center of the island.& He’s left a note asking you to meet him at the well near your tent.
It’s been a while since we’ve been here, but your tent is on the northwestern corner of the map.& St the well and hermit are about halfway up the path to your tent.
The hermit needs you to jump down the well and retrieve a package his friend Teppo the Archeologist left behind. &However, the well is too high for you to climb into.& We need to get onto the cliff above the well.
Head back south, past the hermit’s shack, crossing the bridge to the east.
Climb the stairs to the hill containing the grave and go into the ladder entrance.
Go back through this cave and you’ll emerge at the hermit’s picnic spot.&
Drop down onto the hill immediately to the southwest of the ladder, where the two trees are.& You can get into the well from this area (just walk into it).
You’ll drop into Great Chronicler’s Grave.& The stairs to the north allow you to exit the well.
Head south and follow the path until you reach a four-way intersection with a locked door.
Head north at the intersection.& Drop off the dirt embankment and walk around to a chest that contains a regular key.
Push the metal crate out of the way and return to the intersection.
Bonus: Head south at the intersection for a Bloodstone.
Use the key to open the locked door.&
Bonus: At the next intersection, cross the spiked trap to a chest with five bombs inside.
Bonus: Head north at this intersection to a room with a Cepede and a treasure chest containing a piece of heart.
Head south at the intersection to a room with a closed door and statue.& Push the statue north once to open the door.
In the Room of Answers, pick up the stone block near the closed door and place it on the red button between the monuments.& Head through the door that opens.
In the next room with the shallow water, walk north across the yellow button and keep walking.& Timed right, you’ll get onto the stone blocks before they rise up and can just walk straight north to the doorway.
Wait for the fire-breathing statue to stop, and then walk down the hallway.
In this room, there’s a treasure chest on the mini-map where a half-wall is.& Blow up this wall with a bomb to reveal the chest containing a regular key.
Head into the next room, kill or ignore the three skeletons, and unlock the door with the key.
Proceed forward into the tomb room.& Press the blue button on the southeast corner to unblock the treasure chest.
Open the chest to receive the Lost Stone Cube of Archimedes and be transported back outside the well.
The hermit needs time to study the Cube and its documents.& Let’s head back to Tikarel while we wait.
It’s now dusk in Tikarel and a girl is waiting at the entrance to the boat docks.& Talk to her to learn that the Festival of the Sun is about to start, but her father cannot climb the path to Humming Hill.& She needs you to take her up the hill and gives you a regular key.
Head to the northeast section of town and open the locked gate.
Continue heading east and enter the cave here.
Bonus: In the large room in the cave, blow up the wooden crates and slash the weeds behind them to find a Toy Soldier, worth 20 coins.
Follow the cave west and south until you reach the exit.& I recommend fighting as little as possible here since the girl’s goal seems to be interrupting you during a battle.
Follow the outside path to the west and head up the top of the hill.
When you reach the top of the hill, a mini-boss battle will begin.& It’s the guy from the black boat who’s been dispatching robot crabs all over the place: the Dark Apostle.
This battle is similar to the previous one with the O he has a shield protecting his right side.& However, this one is much easier thanks to the flame pillar in the middle of the battlefield.
Use the pill strafe around it until the Dark Apostle turns to run after you.& When he turns, his back is wide open and you can usually get in two or three slashes.& Keep doing this until he’s defeated.
Our hero watches the fireworks with the girl and they plant the acorn together.& You’ll then return to your boat, automatically completing the “Town Sheriff” challenge.
Talk to the girl (Neeti) before you leave to reveal the locations of Gillfolk’s Drop and Southwind Isle.
Bonus: The rest of this section contains optional items you can now do in Tikarel.& For the main quest walkthrough, proceed to Part 5.
You can now blow up the rocks blocking Crayfish Cave.& It’s on the northwestern side of town, but not up the hill.
In Crayfish Cave, head east.& Slash the weeds in the corner to place either the log or small boulder on this button to unblock the northern path.
Head across the bridge.& There’s a crate puzzle blocking a treasure chest.& The easiest way to solve this is to blow up the wooden crates on the western side and move the metal crate into the spot where the wooden crate was.& This chest nets you 150 coins.
Head west and exit north (you can’t get the treasure chest in the water yet).& Read the letter in the bottle to reveal the location of Reef.
Go back inside and head east—there’s a Bloodstone here—and up the ladder.
Cross the bridge to the south and enter the abandoned house.& Open the two treasure chests to get extra bombs and 50 coins.
There’s not much else you can do here except learn someone’s been staying there and making robots—who could that be—so leave the house and drop down.
Other bonus: Let’s go meet with the Bloodstone collector.&
Head straight east from the abandoned house.& Drop down two levels onto the grassy area, and then drop into the hole here.
Sp he wants a lot of Bloodstones in exchange for a “special gift.”
Exit the cave and push the metal crate fo you can now visit the collector via this direct entrance.
While we’re here, use your bow and arrow to shoot the bull’s-eye that is directly south of the collector’s cave entrance.& Standing on the beach you won’ swim a little bit out in the water to see it.
You can shoot the bull’s-eye while it’s off- do so and a treasure chest appears to the northeast.& This is another one you can’t collect yet, so leave it for now.
Let’s leave Tikarel and continue the quest in Gillfolk’s Drop.
Part 5 – Gillfolk’s Drop and Honey from Southwind Isle
Sail to Gillfolk’s Drop, which is directly west of Tikarel.
The entrance to Gillfolk’s Drop is blocked by a stone wall.& Use your bow and arrows to hit the bull’s-eye just past this wall.
Head west along the beach, turning north until you come across a bottle—read its letter to reveal the location of Skerry.
Head back towards the entrance, taking the stairs directly to your left before you get all the way back to the docks.
Follow this path up and around to Deep Cove: the entrance is a shallow pool of water with a metal gate.
Use your Cast Object spell on the blue button just west and above this gate to open it.
Speak to the Gillman here to learn that he’s waiting for t we don’t have any honey, so exit the cove and head back toward the docks.
Bonus: Just north of the docks is a treasure chest in plain sight with five coins inside.& Be careful, as some enemies jump out as you approach.
Return to your boat and leave Gillfolk’s Drop.
Bonus: Stop by the Skerry to get a Bloodstone from the northwest corner and 25 EXP from a treasure chest on the eastern edge (blow up the wooden crate with a bomb).& The other treasure chest requires the jumping ability, which we don’t have yet.
Go to Southwind Isle.& It’s on the southern side of the world, near Hermit’s Island.
Bonus: There’s a Bloodstone on the souther just head northwest, then drop down onto the beach to reach it.
Head northwest from the docks, then take the first set of stairs east.& There is a wind-powered gate near the center of the island that warns it may be shut if there’s dust in the windmills.
Head up the stairs south of this gate and clear the weeds and boulders from around the windmill.& It will begin spinning.&
Follow the bridge south t slash the weeds near it to activate it and open the gate.
Return to and enter the gate that is now open.
The path here is pr follow it east, up and around.& Push the metal crate out of the way and head down the rickety planks.
Head down and you’ll come to a cave with a boat docked outside.
Bonus: Head east and swim to the small island just beyond the cave to find a Bloodstone.
Enter th there’s a chasm behind a railing and across this is a switch.
Use your Cast Object this raises the blocks to the north and forms a bridge.
head west when the bridge splits.
There’s a crate puzzle blocking the stairs.& Move the crates to the left and right of the stairs to open the path.
Head north in this next room.& Knock the first wooden crate north off the bridge.& Get behind the second wooden crate, push it onto the bridge, and then knock it off past the first crate.
Walk across the crates to the next room.&
There’s a man standing on a pillar in the center of this room, with four crates positioned randomly around him.& We need to form a bridge to this man.
Push the two blocks that are on the uppermost area (near the reset button) off the edge directly across from the man.& The first block will form a short bridge from this ledge, while the second will fall to the ground below.
Move down to the block on the western side of the room and push it off the ledge so it’s sitting right next to the block you just pushed to the ground.
Move the final block that is north of the man over to this area and push it across the block you just moved down, on top of the block next to it.& This will complete the bridge.& The final alignment is visible in the above image.
Note: The reset button for these blocks is in the southeast corner of the room.& If you get trapped on a block and cannot get down, select “Return to Title Screen” from the main menu to reset at the door.
Head back up, cross the bridge, and speak to the man.
H he gives you honey as a reward and says he’ll return to Tikarel, where you can buy more honey.& This completes the challenge “Faith of the Honey Man.”
Take the honey and head we push the metal crate into the water to form a bridge and use this shortcut to return to your boat.
Note: Carrying the honey slows you down and you have to drop it to fight.& Be careful to stop moving before dropping it, or else you may throw it somewhere difficult to reach.
Let’s take this honey back to the Gillman on Gillfolk’s Drop.
Arriving on Gillfolk’s Drop with the honey earns you the “Fruitti Di Terra” challenge.
Head west up the stairs and back around to Deep Cove.& There are indentations in the walls here that you can duck in to avoid enemy projectiles while carrying the honey.
Take the honey to the Gillman at the gate and he’ll gi use this to unlock the way to Deep Cove.
Swim over to the western edge and take the stairs up.& The Gillman in this area informs you that the Emblem of Ocean is in the Gillmen’s Royal Palace.
Head east across the metal bridge and drop
speak to the old Gillman northeast of the bridge.
He tells you that their palace and princess have been frozen and cannot be entered.& Only an item from the nearby Cavern of Fire will allow entry.& He gives you a regular key to open the way to the Cavern of Fire.
Use the key on the giant lock jus this retracts the metal blocks encompassing the ladder to the west.
Take the ladder up, and then head south.& Follow the small islands to the west and north.& You’ll eventually come to a green button.
Step on this button and quickly run east past the they are timed and will go back up quickly.&
Walk to the top of the stairs and use your bow and arrows on the bull’s-eye to the north.& This will open the stone door to the Cavern of Fire.
Head up the stairs past the door and read the letter in the bottle here.& It mentions the Cavern is too hot, but there might be a helpful item at Old Fortress.& This reveals the location of Old Fortress.
Bonus: Just east of this bottle is a Bloodstone.
Let’s go to Old Fortress and get the helpful item.& Head up the stairs towards the cavern, but drop off the open section to the west.& First push the wooden crate off the ledge, and then fall onto it.&
Bonus: There is a Bloodstone just north of where you dropped.
Head west onto the grassy area, then drop down next to the metal crates.
Push these into the ocean to form a shortcut back to the docks.
Return to your boat to the south and set sail for Old Fortress.& It is east of Tikarel.
Part 6 – Old Fortress Island and the Cavern of Fire
Head west and north around the edge of Old Fortress, following the only real path available.
Up the stairs and across the bridge to the Western Watchtower, there is a chest with a regular key.
Grab this key and continue heading east.
Bonus: Keep going east along the there is a Bloodstone at the end.
Drop down into the center of the island into a small courtyard.& Head through the locked door to the east.
Enter the woo you’ll be in the cellar.
Head northwest and through the cellar.& At the split path, head east.
Bonus: At the split path, head south and take the ladder up.& You’ll exit right next to a treasure chest with 150 coins.& Go back through the cellar and take the eastern path.
You’ll emerge in Direfolk’s Hideout in the prison cells.& Head south and use a stone or barrel to press the red buttons.& This opens the cell doors.
Return to the cells and open the treasure chest in the farthest north one to get a regular key.
Bonus: Head south from the room with the buttons to find a treasure chest with 20 coins inside.
Head east from the room with the buttons.
Head south and hit the switch to open the second set of cell doors.
Bonus: Head farther south to a small docking area with a Bloodstone.
Head east to a checkpoint and locked door.
Head north and then west into a kitchen-like area.& Kill the hammer-wielding ogre here to get the Master Key.
Return to the locked door and go through it to the second floor.
Head east past the spikes into another room with prison cells.& Step on the blue buttons to open the doors and get a regular key.& (The buttons open the cells opposite of them, so if you don’t want to fight the Cepede, push the button in front of it.)
Head north through the locked door and cross the bridge.
Hit the spiked ball with your sword until it’ the gate will open.
Bonus: Head west on the bridge—push the wooden crate off—and out the exit.& Move south along the ledge and drop down two levels next to a tree.& You’ll emerge near a Bloodstone and treasure chest containing 50 EXP.& Then head south along the bridge near this chest to reach a chest with a piece of heart.
Head through the gate near the spiked ball and follow the path to a bridge leading to a hole in the floor.& Fall through this hole to land in front of the Master Key chest.
Open the chest to get the magic: Ice Spell.
Push the top crate off the ledge to form a bridge and head down.
Bonus: The other two chests in this room award five coins and 100 coins, respectively, but be careful—when you open them a hammer ogre appears.
Head south and then east to an exit blocked by a landslide.
Open t this leads to Abandoned Pier.
Follow the pier southwest and you’ll end up back by your boat.
Board your boat and set sail for Gillfolk’s Drop: we’re now ready to go back to the Cavern of Fire.
You’ll need to head back to Deep Cove and take the ladder near the western part of the cove to get back up top, then wind your way through the small islands again to the Cavern of Fire.
In the Cavern of Fire, head northwest and remove the boulder from the button to open the stone gate.
Bonus: Just after the gate, bomb the wall on the eastern side where the pile of rocks lies.& A small hallway leads to a room with pots and a treasure chest containing a heart refill.
In the next room, push the two outer crates forward and the middle crate to either side.
You’ll encounter your first fire-breat use your ice spell to break his mask and slash him to pieces.& Note: your shield will not protect you from fire.
Wait for the fire-breathing statues to pause then run forward.&
Bonus: Pick up one of the lamps from the next hallway and toss it onto the unlit torch below you to make a treasure chest appear on the southern edge of this room.& You can’t reach it yet, but will be able to soon.
Wait for the arrow wall traps to pause then run through this next hallway.
A monument mentions a steady arm can spread fire far.& Face the two torches on the eastern part of the room.& Standing behind them, shoot an arrow east to light the unlit torch behind them.& Do this for both pillars to raise the gate.
Head east and push the first metal crate forward into the hole to form a complete bridge.&
Follow the bridge and push the southernmost crate into the spiked pit.& Leave the other crate for now.& We can’t do anything else here yet, so head back west.
Go down the stairs.& There are two doorways here, one on each side of the stairs.
Bonus: In the northwest corner of this room is a treasure chest with arrows.
Bonus: For even more arrows, continue heading down the other western stairs to a second chest.
Head into the northern doorway.& The treasure chest here contains bombs.
Use a bomb near the wooden crate next to the wall to blow up the wall and open a path.
Follow this straightforward path until you emerge next to a reset button and some metal crates.& Step on the button to open the spiked gate.
Push one of the crates forward so you can reach the spiked floor area.& Push the crate you already dropped down farther south, against the stone wall.
Push the other two crates onto the spikes to form a reverse L shape.
Head up top via the stairs near the button and push the crate out of the way.
Head east towards the spiked pit and push the final crate down, then drop down and shove it into place so the entire spiked floor is covered by crates.
Return up top and walk across the crate bridge you’ve created, heading south.& This will lead you to a treasure chest with a regular key.
Walk back to the crate bridge and open the locked door to the east (push the remaining crate forward out of your way).
Be sure to hit the checkpoint in the next room.& Carefully traverse the spiked floor.
Once you get to the end of the room, be sure to climb the short stairs and knock the metal crates into each hole to form a bridge shortcut.
In the next room, head east across the bridge and open the treasure chest to get the Fire Spell.
This is what we came for! &With the Fire Spell, we can now get into the frozen Royal Palace.
Bonus: To get the rest of the treasures in the Fire Cavern, follow the steps below.& To continue the main quest, exit the Fire Cavern and move on to Part 7.
Head south from the Fire Spell chest and drop down onto the ledge with a treasure chest.& This contains one coin.
Drop down again and head through the go through this hallway and enter another room with a fire-breathing masked enemy.& Turn south and grab the treasure chest up the stairs for some bombs.
Go back through the doorway you just came from, heading east.
There’s an unlit torch to the south in this room.& You can use your Fire Spell to light it.& Or you can pick up a barrel, drop it onto the lit torch in the room, and then carry the flaming barrel over to the unlit torch.
This opens the stone gate.& Head through this gate, going west.
You’ll emerge near a treas the chest contains 100 coins.
Take the ladder up and you’ll be outside the Fire Cavern.
Drop down and swim to the i take the ladder back into Deep Cove.
Part 7 – The Emblem of Ocean and Coral Sword
The Royal Palace is on the northeastern side of Deep Cove.& Drop off to the north and follow the large pool around in a “C” shape.
You’ll emerge on the northeastern side of the map near a frozen blockage.& Use your Fire S pick up the log to move it out of your way, then head southeast.
There is a closed gate in this area with metal crates and spike pits.& You need to push the crates into the spike pits.& To reach the crates across from the reset button, you’ll need to walk across the closed gate.
There are four crates but on the crate at 6 o’clock is not used (as in the image above).
Once the gate is open, head through and follow the shallow water path to the palace gate.
The switch t use your Fire Spell on it then hit it to open the gate.
In the Frozen Palace, head straight north and use Fire Spell on the frozen Gillman.& (Although he doesn’t give you anything useful.)
Bonus: Just east of where the Gillman was frozen, head up some stairs to a Bloodstone.
Use your Fire Spell on the two metal crates in the entrance, then push each forward onto the brown squares on the floor.& A treasure chest appears with a regular key.
Head east through the locked door. &Follow the path around, waiting for the ice-breathing statues to pause.
You’ head west briefly to a checkpoint, then get back in the water and head east.
Hit the yellow button, which retracts the water level for a short period of time.& Jump down and push the metal crate that was previously underwater west.
Keep pushing it until it is on top of the red button on the far west side of the canal.& You may need to hit the yellow button multiple times to do so.& You’ll also need to cut down the purple plants that are blocking your way.
Head past the checkpoint into a large room full of platforms.& Use a bomb to blow up the wooden crates on the northwest side of the room, and then pick up a barrel or metal beam from the small room behind them.
Use these items to compress the red buttons near the stone gate and open the gate.
Head through the gate and up the stairs to the Upper Wing.
A monument on the western side of this room tells you to pass the light throughout the rooms.& You need to light the unlit torch pillars in these connected rooms.
Pick up the flaming bowl from the eastern side of the room (on top of the snowy stairs).& Hit the switch near it to open the gate.
Light the pillar just north of the western monument.
Light the pillar just northwest of where you picked up the flaming bowl.
Walk through the gate and up the stairs.
Walk east and down the stairs to a checkpoint and spike maze.& The last pillar is just sout light it and a treasure chest appears near the monument in the other room.& The chest contains a regular key.& (Feel free to leave this for now as you’ll return to this room shortly.)
We need three regular keys to get through the lock bridge.& Return to the spike maze.
Walk along the wall above the spikes that is just north of the checkpoint.& Follow this to the treasure chest on the northeast side of the room, which has another regular key.
Tip: To make the hero walk slower and be easier to control on this narrow wall, press the attack button and hold it like you’re going to do a special attack.& Keep holding until you get t he’ll walk much slower.
Bonus: Walk along the other path west of the checkpoint to a treasure chest with 50 EXP.
Leave the spike maze and head to the north side of this large, split room.& There are icy gates blocking your path.& The eastern-most use your Fire Spell on it and walk through.
This room is full of those strangely endearing spiked enemies, and a treasure chest on its north side.& Walk around the spiked enemies to the chest to get your third regular key.& (You don’t really have to attack them or anything.)
With all three keys, return to the bridge of locks and start unlocking.& Jump in the hole at the end.
You’ll fall directly in front open it to get the Trencher Boots.& You can now use them to jump over small gaps.
Note: The Trencher Boots, like blocking or swimming, use stamina.& Once you run out of stamina, you won’t be able to jump and will need to let it recharge.
Note: When you’re not in a jumpable area and use the Trencher Boots, you will roll instead.
Try out your new boots by jumping on the platforms in this room to the exit.& Stop to dispatch of bats as necessary.
In the next room, drop down to the north and hit the switch.
Walk around to the stone gate that drops, and then jump across the gap to where the statue’s ice breath strikes.& Stand right next to its breath to reveal a chest on the north side of the room.&
Open this chest to get a regular key.& Return to the stone gate area and head through the door.
You’ll eme open it.
Bonus: Head west and then north to a room with spikes and books.& Examine the monument to make the stone blocks rise.& Then climb up and jump across the blocks to a Bloodstone.
Return to the entrance and head east until you get back to the room just past the canal and checkpoint.
Just west of the entrance are a series of jumpable platforms.& Walk onto the westernmost one and jump along these until you reach the end.
Very slowly and carefully turn east and jump onto the platform with the statue, and then jump onto the final platform in front of the treasure chest.
Open this chest to get the Master Key.& Return to the entrance to the Palace.
Head north through the Master K you’ll enter the King Angler Mausoleum where Princess Fin is frozen.& There’s also a threatening guy sitting on the throne…
You can run around the room freely and prepare for the battle a bit by moving crates, but it’s not really necessary.& To start the fight, use your Fire Spell on Princess Fin.
&A boss battle with Dead King Angler begins.& This battle is pretty straightforward: in the middle of the roo stepping on this will lower the stone blocks surrounding statues at the corners of the room.& Run over to a b when it automatically goes back up, the hero will ride it to a platform with another yellow button.
Pressing the elevated yellow button will make its associated statue breathe fire.& Step on the button when King Angler is nearby.& He will be set ablaze and hunch over, displaying his glowing weak spot.& Slash at his weak spot as much as possible before he returns to normal.& You can do this from the button or the ground.&
Keep following this pattern—hit middle button, ride blocks to other button, etc.—until he is defeated.
King Angler will sometimes shoo use your Trencher Boots to roll away from this beam.& If you become frozen, hit the action button repeatedly and quickly to become unstuck.
Sometimes the ice beam will freeze a button.& You can unfreeze it with your Fire Spell or, if you wait about 20 seconds, it will automatically unfreeze.
After this battle you will receive the Emblem of Ocean and be returned to your boat.& Princess Fin recommends you get the Coral Saber, which we know is on Riptide Reef.& Let’s head there next.
Bonus: Return to Deep Cove.& Right after you walk in the entrance, head up the short flight of stairs and bomb the dirt wall here.& Use the Trencher Boots to hop over the small hole to a treasure chest containing five coins.
Bonus: From the treasure chest above, jump to the east to reach a Bloodstone.
Bonus: In Deep Cove, walk all the way back to the crate and spike puzzle that opened the gate on the way to the Palace.& Reset the puzzle to bring the gate back up, and then walk across the gate and down the metal bridge to the southwest.& Use the Trencher Boots to jump onto the seashell and get a piece of heart.& This is the last item needed for 100% completion on Gillfolk’s Drop.
When you leave Gillfolk’s Drop, the hermit will contact you.& He says you need to find the Emblem of Sun and requests that you return to his island.& We’re going to Riptide R it’s the northernmost island.
Note: You can break wooden crates by rolling into them with the Trencher Boots (saves on bombs)—doing so will complete a challenge here.
The entrance to Riptide Reef is all about the Trencher B use them to jump among the small islands.& Keep in mind that you cannot jump diagonally, so line yourself up straight for each jump.
Bonus: The treasure chest in the northern part of these islands contains one coin.
Bonus: The island just north of the above chest contains a Bloodstone.
Bonus: Walk under the bridge south of the first Bloodstone to find another Bloodstone.
Once you reach the first main island, cross the bridge and head east to a monument and a checkpoint.& The monument mentions trials for anyone seeking the Coral Saber.
Bonus: Head southeast and use a bomb to blow up the small mound of dirt blocking the stairs.& Head up the stairs to a treasure chest with arrows.
Head past the monument and chec walk along the upper ledge until you reach a metal crate.
Our goal is to get the bronze statue on the north shore over to the shore with the other bronze statue.
Push the metal crate south towards the statues, then off into the water/beach.& (You’ll need to move the statue down a space, out of the way.)
Drop down onto the metal crate and use the Trencher Boots to roll into the center wooden crate, destroying it.& Note: You only want to destroy this one crate right now, so don’t use a bomb.
Head back up top and push the bronze statue onto the wooden crates, then down into the empty space you’ve just made.
Now use a bomb to blow up the drop down and push the statue across the metal crate to the other shore.& Arrange him two spaces directly in front of the other statue, and then push him into the other statue so they are touching.& The door on the southeastern tip of the island will open.
Head through this door, where a much simpler puzzle awaits.&
Use a bomb in front of the grave to reveal a treasure chest.& Open this chest to get the Master Key.
Return to the upper ledge where t drop off to the north and you’ll be at the Master Key door.
Open this door and walk into the clearing.& When you get close enough, a cutscene automatically occurs, showing the hero pulling the Coral Saber from Sealork’s head.& You now have the Coral Saber!& It is much stronger than have fun killing things.
Bonus: A treasure chest just north of Sealork in this clearing contains 25 EXP.
Bonus: Head south from Sealork’s body and open the Master Key chest to receive a piece of heart.& This is the last item needed for 100% completion on Riptide Reef.
Getting back to your boat is a little confusing at first since the crate you used to move the statues is now blocking your path.& Exit back through the Master Key door and swim southwest of the blue reset button.& You’ll make it to the shore of the center island and can jump your way back to the docks from here.
Time to go back to Hermit’s Island, which is south and slightly west of Riptide Reef.
The hermit is waiting near the docks, so follow the short path inland and speak to him.
He explains that the final sacred emblem—the Emblem of Sol—is located on Sky Island.&
Speak to the hermit again and he says he has a way to get you to Sky Island, but first you must bring him a stool.
There’s a stool at the hermit’ head northwest to his shack, pick up the stool, and carry it back to him.
The hero drops the stool and the hermit requests a travel bed—aka, a sleeping bag.& There’s one of those at your tent.
Go to the northwest side of the island, up the stairs to your tent.& Pick up the green, rolled-up sleeping bag and carry it all the way back to the hermit.
He’s made progress on the contraption.& The hero drops the travel bed at his feet and the hermit requests a burning fire bowl.
Head just southwest of where the hermit is standing and use your Trencher Boots to jump to the small island here.
Bonus: There is a Bloodstone right where you jump.
You should now have 100% completion on Hermit’s Island.
Climb the short stairs and pick up the fire bowl.& You cannot jump while carrying an item, so throw the fire bowl across the gap towards the hermit and then jump across.
Pick the fire bowl up and take it to the hermit.
The final object the hermit needs is a weather cuckoo (weather vane).
There’s no such item on Hermit’s Island.& Let’s head back to Tikarel.&
You’ll encounter a cutscene along the way and then automatically continue sailing.
The weather cuckoo in Tikarel is on top of Neeti’s house.& To get there, get off your ship and head east, then up the stairs to the north.
Head north past the well, turn east and go up the stairs to the market.
Turn south at the stairs and walk to the large tree here.& The cuckoo is reachable from this location, just pick it up.
Carry it back to your boat and return to Hermit’s Island.&
Take the cuckoo to the hermit.& He’ll finish the invention and you’ll automatically set off for Sky Island.&
Note: You won’t be able to return from this location until you complete it, so be sure you’re prepared to go.
Part 8 – Sky Island and the Emblem of Sol
Follow the path down and around from your crash site.& Head north at the first split and follow this path around.
When you get to the boardwalk with three telescopes on it, be sure to examine the third one.& This will reveal the location of Home Island, the island where you grew up.
Bonus: Head south and use a bomb on the dirt cube next to the stairs.& This will open th head down and north to a Bloodstone.
Head east, being careful to avoid the laser-eye statue.& It will rotate in a complete circle, so just walk past and around when it’s not looking at you.
Take either path you want to head to the northeast corner.
Stand in the small opening underneath the pipe on the northern side of the doorway.& Shoot an arrow to the south to hit the bull’s-eye.& This retracts the stone blocks near the eye statue.
Head back and through the area where the stone blocks were.
Move to the northeast, past the giant robotic guard.& This guy is a pain to kill because you have to strafe to his back to do any damage.& The easiest way to kill these guards is to freeze them with the Ice Spell, then smack them in the back.
Note: You can bomb a shortcut next to the rusty statue in this area that leads to the southern half of the island.
Now head to the southwest corner.& Be sure to activate the checkpoint.
You want to get to the northeastern side of the map, but you have to walk along the southern part and through a lot of barren places to get there.&
Ignore the cave entrance near the checkpoint and the storm shelter (head north past the storm shelter).& Keep making your way northeast and you’ll come to a settlement.
Head west and then north into town.& It’s a pretty small place, and your goal is the large building up the eastern stairs.
Head inside
a cutscene begins and Arcadian Grandmaster Ludwig explains the history of Sky Island.
Bonus: Move north into the library stacks and read the three items available here to complete the “Scholar” challenge.
In the main room, use the fire bowls or your Fire Spell to light the unlit lamps.
There is a slightly outlined tile in the northeast corner in front of one of the statues.& Stand on this tile to make a treasure chest appear.& Note: if you move, the chest will retract, so stand still on the tile and move forward only slightly to open it.& The chest contains a regular key.
Move up past L take it to the roof.
Walk past the man and drop down onto the green ledge by the girl, then head west to the telescope.& Examine it to reveal the location of Graveyard Island.
Drop down in
the crazed scientist will tell you to find a key in the Grandmaster’s study—we already did—and meet him at the end of the cave it opens.
Bonus: Head south past the old woman and windmill, up the stairs and across the metal bridge.& Climb the single set of stairs
there’s a treasure chest just past here with 100 EXP.
Bonus: From the chest above, head north and drop down onto the dirt ledge.& Use your Trencher Boots to jump across a gap near a tree.& Then jump again to the ledge near the statue.& Drop down next to a treasure chest that contains arrows.
Go back to the storm shelter.& It’s southwest of the settlement.& Use your key on the large lock to open the gate and head inside.
Bonus: You can see a treasure ches follow the path north, west, south to reach it.
Head north until you reach a room with a locked door.& On the eastern wall, push the statue north to reveal a hidden chest.& Open the chest to get a regular key.
Open the locked door and proceed around to the bridge, following it south.& You’ll reach an area with four crates and three buttons.
Blow up the dirt mound near the northwestern crate to reveal the fourth button.& Push all four crates onto their respective buttons to open the door to the south.
Head through the door and hit the switch to raise the stone blocks and form a jumping bridge.
Jump along the stones, heading west, then go north—activate the checkpoint.
Hea when you get close enough to the crazed scientist, a cutscene takes place.& The Grand Core is now open—but your mother’s necklace was stolen!
After the cutscene, head up the stairs.
Head north and then west d drop down onto the lower level and exit out the door.
You’ll be back in the southwest corner of Sky Island and will see the crazed scientist entering the Grand Core.
Go to the Grand Core entrance, to the northeast.& Head inside and at the split near the locked gate, go take the bridge north.
Bonus: There’s a treasure chest just north of the locked gate that contains bombs.
Bonus: There’s a Bloodstone just south of the locked gate.
On the bridge, stand back a few feet and toss a bomb at the wooden crate to open the path.
Follow the bridge and loop through the next room, dodging the laser-eye statue.& Head down the ladder.
Head east into a room with go up the red bridge and knock the metal crate up here off into the room below.
Head back to the hallway and then north into a room wi push four of the crates onto the darkened squares on the floor to open the metal gate.&
Bonus: In the crate room, bomb the northern wall between the two lanterns.& Head into this room and hit the rotating contraption to turn it on.& This lowers the stone gate around a treasure chest and activates the laser eye statue.& Grab the 150 coins from the chest, and then hit the contraption again.
Bonus: Head west in this room and use a bomb (or Trencher Boots) to destroy the wooden crates.& Open this chest to receive a piece of heart.& Exit th push the metal crate into the water and cross back into the room with the metal crate puzzle.
Head east through the gate.
Step on the blue button in this room to make a treasure chest appear.& The statue also starts spitting flames.
Push the metal crate in front of the statue’s mouth to block the flames.& Open the chest to

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