Click Here for WHATS NEW   PlayStation > Playstation Help > Playstation Walkthroughs > Game Guide
PlayStation Cheats and Tips

ALUNDRA
Written By: Henry LaPierre


      OOOOOOOOO   OOOOOOOOO   O       O   O    O O   OOOOOOOOO
          O   O   OOOOOOOOO    O      O   O   O O    OOOOOOOOO
          O  O            O     O     O   O  O O             O
          O O            O       O   O    OO                O
          O             O           O     O  O             O
         O            O           O       O    O         O
        O           O           O         O            O
      O           O           O           O          O


                              Alundra


                  A walkthrough by Henry LaPierre
                        freeza@ix.netcom.com
                    Version 2 December 3rd 1997
               Updated for the North American release
                   Copyright 1997 Henry LaPierre


Table of contents:

    Chapter 1:  The long journey begins
                Covers the journey by ship to Inoa
    Chapter 2:  The village of Inoa 
                Covers arriving in Inoa, and meeting the first of the 
                townsfolk
    Chapter 3:  The House of Tarn
                Covers getting the book of Elna from Tarn manor
    Chapter 4:  An old man's terror
                Covers Wendell's dream dungeon
    Chapter 5:  What happened to Olen
                Covers the explosion at the Inoa mine
    Chapter 6:  The Inoa mine
                Covers the Inoa mine dungeon
    Chapter 7:  Where the wild things are
                Covers your first look at the Great tree
    Chapter 8:  A demon werewolf in Inoa
                Covers your finding out about Kline's curse, and your
                first trip to the cemetery
    Chapter 9:  Six feet under
                Covers the Catacombs under the cemetery dungeon
    Chapter 10: Dream weaver
                Covers Bonaire's dream dungeon
    Chapter 11: Remember...  Walking in the sand
                Covers the Ancient shrine dungeon
    Chapter 12: A new resident, an old acquaintance
                Covers the return of Captain Merrick
    Chapter 13: The coastal cave
                Covers the Seashore dungeon
    Chapter 14: Who's the new girl?
                Covers Meia's arrival to Inoa
    Chapter 15: Will somebody shut that werewolf up, I'm trying to sleep
                Covers your attempt at capturing Kline
    Chapter 16: Kline, the Wolfman, and me
                Covers Kline's dream dungeon
    Chapter 17: Enter the hall of the lizard king
                Covers the Lizard dungeon
    Chapter 18: Haven't I seen you someplace before?
                Covers Giles' dream dungeon
    Chapter 19: Helter skelter
                Covers the Magyscar dungeon
    Chapter 20: The plot thickens
                Covers your vision of Melzas and his palace
    Chapter 21: Where everybody knows your name
                Covers the Riverside pub
    Chapter 22: Breaking into the house of god
                Covers the sanctuary dungeon
    Chapter 23: Why?
                Covers Sybill's death
    Chapter 24: Sugar and spice, and things not so nice
                Covers Meia's dream dungeon
    Chapter 25: A gift from Nava
                Covers getting the Spring bean
    Chapter 26: Things heat up
                Covers getting the Fire wand
    Chapter 27: Cool
                Covers getting the Ice wand
    Chapter 28: Nava's charm
                Covers getting Nava's charm
    Chapter 29: The purpose of the stone arches
                Covers opening the teleport arches
    Chapter 30: The sword in the stone
                Covers getting the Broad sword
    Chapter 31: The watery passage
                Covers traveling through the passage that leads to
                Nirude Castle
    Chapter 32: The followers of Nirude
                Covers the Nirude Castle dungeon
    Chapter 33: Swimming with the fishes
                Covers the Fairy pond dungeon
    Chapter 34: Farewell to someone close
                Covers the death of Jess
    Chapter 35: It takes two
                Covers Elene's dream dungeon
    Chapter 36: The awful truth about Giles
                Covers the death of Giles
    Chapter 37: A new piece of armor
                Covers the making of a new piece of armor
    Chapter 38: More fun than a barrel full of monkeys
                Covers making your way through the Murgg woods
    Chapter 39: Take your stinking paws off me you damn dirty apes!!!
                Covers the Great tree dungeon
    Chapter 40: Wild fire
                Covers the Torla mountain dungeon
    Chapter 41: Gemini dreams
                Covers the twin children's dream dungeon, and the rescue
                of Bergus from the murgg
    Chapter 42: Burning down the house
                Covers the destruction of Inoa by the murgg
    Chapter 43: God damn!
                Covers the death of Ronan
    Chapter 44: The Island of Nava
                Covers Nava's island and the seventh jewel crest
    Chapter 45: We're off to see the wizard
                Covers getting inside Melzas' palace
    Chapter 46: Armageddon
                Covers Melzas' palace
    Random findings
    Map of Inoa
    Map of the overworld
    How to play the game
    Spell list
    Life vessel location list
    Gilded falcon location list
    Item descriptions
    Weapons/Items inventory list
    Save file chapter names list
    Thanks section
    The Idiot list
    Copyright
    



	                        Alundra



                            Chapter One
                      The long journey begins

    You begin your journey at the stern of a ship at sea. You are the 
adventurer Alundra. Walk from the stern up the stairs nearest you, and go
to the first blue door you reach as you are walking from stern(bottom end
of ship) to bow(top end of ship).  Talk to Captain Merrick, who is 
standing over a map, plotting the ship's course. Leave the room after 
speaking with the captain and head towards the ships bow.  Enter the 
left-hand side blue door that is next to another blue door furthest 
towards the ship's bow. Inside there are two men seated at a table, talk 
to them then leave the room. The blue door next to the one you just came 
from leads to your quarters, but you don't need to go to them just yet. 
After leaving the room with the two men, proceed to the blue door directly
under the ship's main mast and enter it. Inside you will find Captain 
Merrick steering the ship towards the village of Inoa. Speak with the 
captain. After speaking with the captain proceed to your quarters(the door
next to the room with the two men) and enter them. As soon as you enter 
your quarters, you will have a vision of an entity named Lars. Lars will 
begin to tell you of the terrible happenings in the village of Inoa, but 
he is interrupted by another entity's appearance. This new entity is 
Melzas, and he is the evil that is causing the problems in the village 
of Inoa. Melzas threatens you and then vanishes. Shortly thereafter you
awake to the ship rocking violently. You try to leave your quarters by the
door but it is jammed. Luckily, you notice that during the violent rocking,
a section of the left-hand wall of your quarters has collapsed and you can
exit the room through the hole it has created. Go to the hole and move the
crates that are blocking your escape, then proceed to exit that room as the
ship begins to rock more violently. As soon as you make your way out of the
room and onto the deck of the ship you  will see the captain and crew look
towards the bow of the ship is absolute horror just before the final 
destruction of the ship... This was no ordinary storm. 

                            Chapter Two
                        The village of Inoa

    Your unconscious body is washed up on the shores of Inoa and you are
found by a man on the beach and brought to rest at his home.  After 
stirring from your slumber, the man introduces himself as Jess, the 
village swordsmith, and informs you that you are in Inoa. You tell him 
that you are Alundra and thank him for his kindness. He leaves you to get
some rest. At this point, get out of bed and go to the blue book just to 
the left of the bed. This book is the game's save point(there are others 
throughout the game, but they all look like this) and you may as well 
learn to use it now :). After saving your game, go down the stairs and 
talk to Jess then head out of the house, a final word from Jess is 
given as you leave. As soon as you get outside a young girl named Sybill
stops and greets you, you tell her your name. After talking with Sybill,
head to the left, past the fountain to the second house(to the left of
the doghouse). Upon entering you will see a man in a bed, he is Wendell.
Twin children and an adult are beside him acting very concerned. Talk to
the twins and adult, they will tell you to go and talk to Septimus in the
house behind this one. Exit the house and proceed up the stairs  to your
left and into the house at the top of them. Talk to Septimus inside, and
he will tell you that to save Wendell, you will need to go to Tarn manor
and retrieve the "Book of Elna". Leave Septimus' and head out of town to
Tarn manor. 

                            Chapter Three
                          The House of Tarn

    Tarn manor is directly to the East of the village of Inoa, and is 
surrounded by a stone wall with an entry point in the front. As soon as
you try entering the House's grounds, you will be attacked by the Murgg,
a group of clawed monkey creatures(they do no harm at this point), who
run into the house afterwards. Upon entering the house itself, a vision
of Melzas appears, causes the doors to lock and calls the murgg to attack
you again before vanishing. Killing the murgg unlocks the door to the
center of the room. Proceed into the center door, where you will again be
attacked by four more murgg. Kill them and a chest containing a
strength tonic will fall onto the table in the center of the room. Get 
the strength tonic and leave the room, heading upstairs. There are two
stairways that lead upstairs, one to the rear left, and one to the rear
right. The one to the right leads to a blocked hallway, but there is a
chest that contains an herb there so it's worth checking out. The left
stairway however leads to a passage guarded by more murgg, at the end of
which is a locked door. Your task now is to find the key that unlocks this
door. Head back downstairs to the main room of the house and enter the
small open doorway between the center room and the left-hand lower
staircase. This doorway brings you into a small room with a bookcase and
a lever on the floor. Flip the lever in this room to reveal a hidden
passage in the bookcase. Enter the hidden passage and proceed down the
stairs to the room below. There is now a lowered gate blocking your way.
Kill the two slimes in this room to raise the gate. Proceed past the gate
and stop at the top of the passage beyond. Hold the run button(Triangle)
and press the directional pad so that you run down the passage. This will
allow you to dash past the rocks that fall from above without getting
hurt. At the end of this passage is a small moat, with two levers, one on
either side of it. What you need to do is make both levers face to the
right, in order to extend a bridge that will allow you to cross the moat.
Don't trap yourself :) After crossing the bridge, proceed into the room
below. There are dark squares on the floor here, notice the spiked balls
hanging above them. The spiked balls will fall onto the dark squares if
you get too close. Trigger them by slowly approaching the dark squares,
then as the spiked ball starts to drop, back off quickly. After
triggering the spikes, open the chest to reveal an herb. Now walk down
the stairs to the lower section of this room where you will see a lowered
gate to the left, a switch plate embedded in the floor, and two barrels
to the right. Pick up a barrel and drop it on the switch plate in the
floor(it will turn from orange to green to signify that it has been
triggered) to raise the gate to the left. Proceed past the raised gate
and enter the room at the end of the passage. Trigger the spiked balls
as before and place the four barrels on the switch plates to raise the
gate to the right. Go through the gate and open the two chests in the
next room(be careful to notice that both chests are sitting on dark
squares, you know what that means :). One chest contains an herb, while
the other contains a gilded falcon. After getting the items from the
chests proceed up the stairs to your right. Flip the lever in this room
and go through the door at the end of the passage. You will now be in a
room with a multi-positional lever and three lowered gates. To open
any(or none) of the three gates, flip the lever to any one of these
positions:
    Up: All shut
    Right: Center gate open
    Down: Left gate open
    Left: Right gate open
Position the lever so you open the center gate, then enter it. You will
notice small outlets in the walls of this passage you've entered. They
are so that you can take cover from the rolling spike that periodically
comes down the passage. Make your way to the chest at the end of this
passage and open it to receive an herb. Go back out of this passage into
the room with the three gates and open the gate to the right and enter
the room beyond. The object to this room is to walk over each of the
rooms four switch plates, while avoiding the moving spikes. Doing this
will allow a platform to drop from above, allowing you access to the
platform the chest in the center of the room is sitting upon, and also
move the object blocking the ladder in the upper left-hand side of the
room. Hop up onto the platform in the center and open the chest to
receive a key, then exit by the ladder to the upper left. Open the chest
in this next small room to find a life vessel. Leave this room by the
door below and you will find yourself back in the main area of the house,
where you originally came in. Proceed back upstairs and use the key you
found in the locked door at the end of the hall(to use a key, you just
need to walk up to the locked door). Enter the room. There will be two
chests in the rear of the room, one contains an herb, while the other
contains a gold bar worth 30 gold. After opening the chests, hop up onto
the table and take the blue book. This is the "Book of Elna", and with it
you will be able to enter people's terrors(nightmares or dreams). As you
try to exit this room with the book, a vision of Melzas appears and
introduces himself to you, and gives you a warning, after which it
vanishes. Exit Tarn manor and return with the book to Inoa.

                            Chapter Four 
                         An old man's terror

    After returning to Inoa, go back to Wendell's house, where you will
see that worried townsfolk have gathered to wish him well. Septimus calls
you forward and you tell him that you have retrieved the Book of Elna.
Septimus takes the book from you and together you look through it. After
a moment Septimus instructs you to go to Wendell's side and he will recant
the spell that will allow you to enter his dreams. Before the final words
are spoken, Septimus asks if you are truly ready, Yes/No. After answering
yes, you are then transported into the dreams of Wendell.

    You are inside Wendell's dreams now. Proceed up the stairs and 
straight to the end of the wooden bridge where you will see Wendell
surrounded by five slimes. Flip the lever here and you will notice a
large stone slab to the right that was previously blocking your way, move
aside. Proceed in this new direction until you come to a second lever.
Flip this lever and then proceed to the next lever that you can reach,
due to the stone slabs that are blocking all other ways. Flip the lever
and go down past where the stone slab was to open the chest and receive
an herb. Return the way you came to find that a previously blocked bridge
is now open towards the bottom. Follow this now open path until you reach
another lever. Flip this lever and proceed to the right after the stone
slab moves. Follow this path to yet another lever and flip it also.
Continue down the newly opened path(careful not to miss that you can walk
under the overhangs) until you come to the lever towards the top(you can
walk under the overhang just before where the lever is, but skip that for
now). Flip the lever, then walk down and around the bridges and overhangs
until you reach the chest that is just across from the lever you just
flipped. Open the chest to receive a gilded falcon. Return towards the
last lever you flipped, but instead walk up under the overhang that is
just past it. This will bring you into a large open area towards the top.
As soon as you enter the open area, a gate slams shut behind you, barring
your retreat. Many slimes will then rise and attack you. After killing all
the slimes, the gate will rise and a switch plate will fall to the left,
next to the two wooden bridges that have now come into view. Proceed
across the bridges, but be careful, you must cross them in a certain way
or stone slabs will fall and block your passage. If this happens, walk
back and step on the switch plate to reset the stone slabs. The correct
way to cross the wooden bridges is to take the top bridge, cross onto the
bottom bridge at the first cross platform, then cross back onto the top
at the second cross platform. This will bring you to a ledge with two
more wooden bridges. To cross this properly, just take the bottom bridge
all the way across. Once across the second set of bridges, you will come
to the area where you saw Wendell surrounded by slimes. Stone slabs will
fall, preventing you from retreating back over the bridges, thereby
locking you in with Wendell and the slimes. Just as this happens, all the
slimes merge together into one extremely large slime, which then attacks
you.

Slime boss strategy:

    Hit the giant slime once then retreat. This is due to the fact that 
once you hit the slime, it will blink for a few seconds(this is telling
you that the slime took damage), in which, the slime cannot be hit.
However the slime can still advance towards you and damage you, so it's
best to strike then back off. After a certain amount of hits, the giant
slime will split into four mid-sized slimes. The mid-sized slimes also
follow the same blinking theory, so hit them and back off a bit(you can
hit more than one at a time). These mid-sized slimes will be knocked back
when hit so that makes it a bit easier to avoid being surrounded by them.
After hitting the mid-sized slimes a certain amount of times, they too
will split into four smaller slimes each. These smaller slimes do not
blink when struck, so you can clean them up pretty quickly. Don't forget
to have a healing item equipped during all of this, just in case.

    After defeating the slimes, Wendell disappears. You then call out to 
Septimus and are brought back to the real world.

    Back in Inoa, Wendell regains consciousness and asks how long he was 
out of it for. The townsfolk tell him that he has been like this for three
days, and that Alundra has saved him. Upon leaving Wendell's, with 
Septimus, a man named Giles stops you and tells you that Ronan, the 
village priest would like to see you. So you follow Giles to the sanctuary
where the priest Ronan asks you if he may have a word with you, Yes/No. 
After speaking with the priest return to Septimus' house. Once there, 
Septimus will explain the Book of Elna to you, and tell you that you have
been chosen to be the Dreamwalker. After you are finished talking with 
Septimus, and are leaving his house, a loud ground shaking explosion is 
heard. Septimus rushes outside to see what has happened. Follow him. Upon
talking to the townspeople gathered outside, you learn that there has been
an explosion at the Inoa mine to the Northwest, and that an injured man 
named Olen has been brought back to the village, and is resting in the 
house directly above the fountain. Go to see Olen. When you enter the 
house there are a number of townsfolk gathered at Olen's bedside, 
including Ronan the priest. Speak with Olen and the townsfolk then start
to leave. Septimus arrives and tells everyone that since Alundra helped
Wendell, maybe he can do the same for Olen, or at least find out what has
happened. So it's into Olen's mind you go.

                            Chapter Five
                        What happened to Olen

    Once in Olen's subconscious, you notice that you are in the Inoa 
mine's entryway. Talk to Olen and the others here, then go through the
door into the room above and speak with Zane(bald man with headband).
Zane will show you how to start the engine in the next room by flipping
the levers at the engine's base in a certain sequence, left, left, right,
left. After learning this, return to the mine's entryway and talk to Olen.
Olen will then attempt to blow open a section of fallen rocks so that you
can ride a mine cart into the mine. However, as soon as the explosives
Olen set detonates, a hoard of murgg leap forth from the now open mining
tunnel. Kill the murgg to receive a chest containing a gilded falcon, but
open the chest quickly, because in the battle with the murgg, it seems as
though Olen has taken a fatal wound. As Olen is dying, you are sent out
of his subconscious, back into the room where he is in bed surrounded by
townsfolk. Just after you return to the room, Olen dies. After learning
of what happened in the mine, Beaumont(balding man with brown clothes)
tells you to go see Jess. The other townsfolk all curse the murgg. Leave
the house and speak to Kisha and Giles just outside the door. The woman
will run away in tears. Return to Jess' house and speak to him. He will
make something for you to use. After he is finished he will put the item
on the counter, walk up to the item to receive it. Jess has made a
Mining bomb. The bomb is now part of your permanent inventory. After
you take the bomb, Jess leaves to pay his respects to Olen. After Jess
leaves, return to the house where Olen died. Leave the house and make
your way out of town to the Inoa mine.

                            Chapter Six
                           The Inoa mine

    When you arrive at the Inoa mine, speak with Jess, Kline, and Meade,
they will fill you in a bit better on what has happened here. It seems
that Zane and the others may still be trapped in the mine. Walk over to
the pile of rocks that are blocking the entrance to the mine and place a
bomb beside them. After the bomb explodes and clears away the entrance to
the mine, proceed inside. Once you get inside the mine, there will be
another rockfall that will block the doorway in front of the mine cart.
Use another bomb to clear the rocks away. Next, go through the other
door(not the one you just cleared away the rocks from) into the room where
Zane showed you how to start the engine in Olen's subconscious. You will
notice that the gate that leads to the engine is lowered and locked. Your
task is now to find a key that will open the gate, so that you can start
the engine. Exit the room to go back into the mine's entryway and proceed
through the door that you recently unblocked. Follow the mine tracks and
you will come to a rock blocking them in one direction, and a gate who's
lever is stuck in the up position in the other. The tracks branch off to
the left here. A little further down the branched off section of track
there is another rock blocking the tracks from proceeding in this
direction as well. In the upper left section of this area there is a pile
of rocks blocking a stairway, along with four rock turtles. Use a bomb to
clear away the rocks and proceed down the stairs. Make your way this area
to the section beyond that is covered with water. Here you will find a
man named Lyman being attacked by four murgg. You rush to help him, but
you are too late. He has been mortally wounded. Speak to him and he will
tell you of Zane, then, before he dies, he gives you the key to the engine
room's gate. Open the four chests here to receive two herbs and two gold
bars worth thirty gold each. After opening the chests, go back up through
the mine to the engine room and use the key on the gate. Enter the engine
room itself and start the engine as per Zane's instructions. Starting the
engine will allow you to ride in the mine carts, so go back out into the
mine's entryway and hop into the empty mine cart. The mine cart will start
rolling down the track, and when it comes to the rock blocking the track
near the stuck lever, it crashes through it. As the mine cart crashes
through the rock, the lever comes unstuck and falls into the down
position, which causes the gate next to it to raise. Upon reaching the
end of your mine cart ride, walk down the tracks and look towards the end
of the section of tracks that branches off from the one you traveled on.
There you will find a lowered gate with a room that contains a lever
beyond it. Walk back up the tracks and enter the door above you to the
left(next to the sign). Make your way through the room with the rock
turtles and proceed up the stairs, where you will witness a rockfall that
will block your path to a second engine. Go back to the area the mine cart
dropped you off in, and enter the door to the right. Drop a bomb into the
water next to the fallen rocks and blast open the doorway to proceed.
After going through the doorway you will be in a room whose floor is
covered with water. Wooden poles rise from the water thoughout the room
in a maze-like fashion. There are rocks crashing down all over the room
from the ceiling. Make your way through the wooden poles and across the
platforms on the other side to the exit at the top left corner of the
room. After exiting the room you will then be in the room with the second
engine, but on the other side of the rockfall. Flip the lever that is
there to start the engine, then make your way back to the area with the
mine cart. Walk back down the branched off section of tracks and you will
find that starting the second engine has raised the gate there. Enter the
room through the now open gate and flip the lever. This will trigger the
mine track turnoff to change, allowing the mine cart to continue deeper
into the mine. Go back to the mine cart and climb in and enjoy another
mine cart ride. After your ride comes to a stop next to a closed gate,
jump down to the lower section of this new area and flip the lever that
is there. This opens the gate, allowing you to continue through it into
the next room. As soon as you enter the room, the gate crashes shut
behind you and you are attacked by four murgg. Kill the murgg and the
gate will re-open, allowing you to exit. Before you exit the room, check
the lower left corner and you will find Jaylen dead. He has a key on him.
Take the key and exit the room. Get back into the mine cart and ride it
back to the previous area. Go back into the room with the track turnoff
lever and flip it so that you can ride the mine cart back to the mine's
entryway. Get back into the mine cart and ride back to the entryway. From
the entryway, walk down the tracks to the lever that was previously stuck
in the up position, before you first rode the mine cart. You will find
that that first mine cart ride has jarred the lever loose, opening the
gate to another track turnoff lever. Flip this track turnoff lever, then
go back to the mine cart and ride it to a new area. Once your ride comes
to an end, get out of the mine cart and walk to the closed wooden gates
around the bend in the tracks. Use the key you got from the dead man and
enter the gates. Beyond the gates you will find an empty mine cart on a
section of tracks to the rear that are in the shape of a U-turn. There is
a locked gate that leads to another track turnoff lever just slightly
down these tracks. You need to find a key that will open that gate. There
are also numerous platforms containing chests, a lever to the rear, some
short sections of track with sand filled mine carts, a large purple
glowing warp plate, and a ledge to the left rear that leads to another
room. Use the sand filled mine carts to reach the higher platforms so
that you can open the chests. Go to the large purple glowing floor plate,
this is a warp plate(teleporter). The warp plate leads to a save and
regeneration point. You can use save and regeneration points at any 
time. After checking out the save and regeneration point, walk to the 
stairs to the bottom right that lead to the water. From the stairs,
jump across the tops of the wooden poles rising from the water until you
reach the wooden platform in the rear with the lever on it. Flip the lever
and you will lower a stone slab onto one of the smaller wooden platforms 
in the water. Now go to the mine cart to the lower right that is filled 
with sand. Use the lower right mine cart to jump onto the platform with 
the large rock on it(push the mine cart, then quickly jump onto it as it
begins to move). Push the large rock to the left and it will fall onto the
second large rock below, causing them both to crumble. Doing this will 
allow you to use the previously stuck mine cart that was next to the lower
of the two rocks. Use this mine cart to access the smaller wooden platform
that is just below the end of this small section of track. From this 
platform, jump to the platform to the left, then to the one below, then 
onto the stone slab that you lowered earlier, finally to the ledge to the
left. Once on the ledge, pass through the doorway into the next room. In
this next room, use a bomb to blast the rocks that have sealed the hole to
the left. Enter the hole. After dropping down the hole, you will land on
wooden platforms in a water filled room. There are numerous wooden poles
rising from the water throughout the room. A man is lying face down in the
water, next to a chest in the top right corner of the room. Jump from pole
to pole until you reach the man. The man is Zane, and it's too late to 
save him, as he is dead. Open the chest next to him to receive a key. 
Return to the area with the U-turn shaped tracks and use the key on the
locked gate. Flip the track turnoff lever inside, then climb into the 
nearby empty mine cart and it's off to another new area you go. Once the
mine cart comes to a stop and you are able to get out, walk back down the
tracks a short way and try to go to the left. As soon as you attempt to go
this way, a rockfall will occur and your passage to the left will be 
blocked. Walk towards the right, towards where the mine cart entered this 
area from. You will see a pile of yellow crates blocking a stairway that
leads onto a wooden platform. Move the crates and walk onto the platform, 
proceeding to the end closest to the rock ledge towards the bottom of the
area. Jump from the platform to the ledge, then from the ledge to the 
floor on the other side of the rockfall that had previously blocked your
passage to this section. Use the second wooden platform as a starting 
point to jump to the left hand ledge, so that you can get the gilded 
falcon from the chest there. After getting the gilded falcon, follow the
next set of mine tracks to the top left side of this area and exit through
the doorway that is there. The object of this next room is simple, after
opening the chest containing an herb, climb the wooden platform to the 
left and jump across to the mine cart to the right. Once you get into the
mine cart, you will be taken to an area with a flight of stairs that lead
upwards. Go up the stairs and around the bend in the passage into the next
area. To the rear of this next area you will see a third engine just down 
a small flight of stairs. This engine controls the elevator platform that
is just in front of it. To start the engine, flip the bottom lever three 
times, then the top lever once. After flipping the levers, walk up the
stairs and onto the engine itself. Now jump up and down on the engine
three times and it will start. Jump from the engine down onto the elevator
platform and ride it to the area down below. After the platform stops, you
will be in a small passage with a pool of water. There is a bridge leading
across the pool of water. The water in this pool is healing water, just 
walk into the sparkling section and your health will be restored to 
maximum. After you are finished healing(if necessary), walk across the 
bridge and exit the passage into the boss' chamber. In the boss' chamber,
 while hiding behind the wooden platforms, you will see a giant monkey 
creature, named Zazan. Zazan is in league with Melzas. After giving orders
to his troops, Zazan spins around, knocking rocks down from above that
block the doorway you entered the room from, and then leaves. You are now
trapped inside the room with Zazan's troops. Walk around the platform you
were hiding behind and Zazan's troops will spot you and attack. Kill the
murgg and the doorway at the bottom of the room that Zazan left by will
open, giving you a way to exit the mine. A chest will also fall onto the
wooden platform, open it to reveal a life vessel. After receiving the
life vessel, exit the room. 

                            Chapter Seven
                       Where the wild things are 

    You will now be outside the Inoa mine on the opposite side of the river
from the mine's entrance. Another rockfall occurs, sealing the mine the way
you just came out. Further inspection of the area around your current 
location reveals large gray rocks preventing you from traveling South. The
only path that is open is to the West, so head West into the next area.
Following the only path you could leads you to the Great tree, where
Zazan resides. After a brief look around the village, go into the one open
door in the area of the village that you have access to. Inside you will
find a jammed lever. After attempting to flip the lever and finding out
that it is stuck, proceed back towards where you exited the Inoa mine.
When you reach the blocked exit of the mine, Kline, Jess and Meade
are there to greet you. While you were at the Great tree they cleared
the large gray rocks from the path to the South. Return to the village of
Inoa by traveling South, then taking the bridge that leads to the East at
the crossroads. 

                            Chapter eight
                       A demon werewolf in Inoa

    Once back in Inoa, a woman named Sierra blocks you from entering
Jess' house. She tells you to go and talk to a woman named Sybill, who
lives in the house in the top right corner of Inoa. Go to the house and
speak to Sybill, who is inside. Sybill is concerned about Kline, and asks
if you could help by taking her hand so that you can share the visions
she has been experiencing, Yes/No. After answering yes, you will see
Kline turn into a demon werewolf. Melzas and Zazan have a hand in this,
as you then see a vision/flashback of them ordering several murgg to
possess a small boy. After finding this information out, you are brought
back to the present world, where Sybill tells you that all her dreams 
eventually become reality. Return to Jess' house after talking to Sybill,
and Sierra will let you pass. As soon as you enter Jess', he greets you
at the door and asks you if you will bring a bouquet of flowers to the
cemetery and place them beside Olen's grave for him. Take the flowers from
Jess and proceed to the cemetery. The cemetery is located directly North
of Inoa, behind the sanctuary that you visited earlier. Place the flowers
at Olen's grave(Olen's is the only grave in the cemetery that has a
tombstone with no flowers next to it). 

                            Chapter Nine
                           Six feet under

    As soon as you place the flowers at Olen's graveside it becomes dark. 
A short walk to the Northeast from Olen's grave reveals a large rock with
a glowing emblem carved in it, blocking an entryway. Approach the rock and
it will lower, allowing you access to the catacombs beneath the cemetery. 

    After the rock lowers and you enter the catacombs, the door shuts 
behind you, locking you in. Walk down the stairs, and climb down the 
ladder below to the room's lower balcony. Enter the room to the right and
walk up to the plaque on the wall towards the top. Reading the plaque 
triggers a spirit to rise from the tomb behind the plaque. The spirit will
tell you of the five spirits in the room outside(where you entered the
catacombs). The spirit will tell you that you need to speak to the five
spirits with respect(in a particular order) to enlist their help in 
opening the door at the bottom of the room, sealed  by a stone slab. You
need to speak to them in order of class(importance), only then will they
move the stone slab. Proceed back into the outer room and approach the
plaques on the wall of the lower section of the room. Reading the plaques
triggers the spirits to rise from their tombs and speak to you. Each of
the five spirits give you a clue to the order in which to speak to them.
From left to right the spirits are:
    Saint Green
    Saint Blue
    Saint White
    Saint Red
    Saint Brown
Speaking to them reveals these clues:
    Saint Green says, Brown respects my teaching more than is required
    Saint Blue says, I never listen to the teachings of Saint Green
    Saint White says, My teaching surpasses all other teachings
    Saint Red says, My teaching is not as great as brother Blue's
    Saint Brown says, Reds teaching is the foundation of Green's
From these clues you can figure the order in which to speak to the five 
spirits is:
    Saint White(tomb #3)
    Saint Blue(tomb #2)
    Saint Red(tomb #4)
    Saint Green(tomb #1)
    Saint Brown(tomb #5)
After speaking to the five spirits in the correct order, a chime will 
sound, letting you know that you were successful. Once successful, return
to the lone spirit in the room above to the right. Speak to the lone 
spirit and he will ask if you've performed the task of speaking to the
five spirits, and if you are prepared to enter the catacombs beyond them?
Yes/No. After answering yes to the spirit, return to the room below and
the five spirits will materialize in front of the stone slab and move it
aside for you. Enter the now open doorway and proceed to the lower area
of the next room. Read both wall plaques to trigger a group of enemies to
appear. After killing the enemies, you will notice a sparkling on the
ledge above. Go to the sparkling and you will trigger a bridge to extend
across to the two chests. After opening the two chests and receiving the
two herbs they contain, proceed through the doorway below. In this new
area, walk to the right and go down the stairs. Read the plaque to the
left(closest to the statue) of where you are and you are told, Left is
left, Right is right. This information will come in handy a little later.
After reading the plaque, walk slightly south and fall down the hole that
is there. You will fall into an area with two levers, an elevator
platform, a water filled section with four enemies, some barrels, a chest
and a flight of stairs. Lots to do :). First, walk up to the barrel that
is on land and throw it into the water where the enemies are, being careful
not to hit any enemies with it. After tossing the barrel, jump down into
the water and kill the enemies. After all the enemies have been killed,
use the barrel you threw, and the other barrel in the lower left corner to
reach the chest. To do this, you must start by jumping from one of the two
dry patches of land in order to jump high enough to land on top of a 
barrel. Opening the chest reveals an herb. Now proceed up the stairs to
find another chest containing an herb, and a warp plate leading to a save
and regeneration point. By going to the South from the warp plate, you will
come to a doorway that leads to a passage blocked by a locked gate. Your
task is now to find a way to unlock the gate. Go back to the warp plate and
travel West. Towards the bend in the passage, you will witness a large 
spiked ball drop from above and knock a hole in the floor in front of you.
Walk around the hole to the North, and jump up the step to the section
above. Reading the plaques here, tells you the same information that the 
other plaques did, Left lever to the left, Right lever to the right. This
information pertains to the two levers in the watery room below. Drop down
the hole just below these plaques and flip the two levers according to the
plaques directions. After flipping the levers appropriately, jump onto the
platform between them and ride it back into the area above. Jump from the
platform towards the statue as soon as it stops, as it falls back down
after a few seconds. Inspect the statue and your health will be 
replenished, a rock will also fall to the right side of the ledge that the
statue is on, allowing access back to the statue without the use of the
platform from below. There will also be two platforms that appear, 
covering the holes that are below the plaques on either side of the 
statue. These platforms are only there for a brief period of time, so jump
across the one to the right and trigger the switch plate that you can 
reach after jumping across. Triggering the switch plate causes a passage
to the rear of this area to be blown open. After triggering the switch
plate, jump across the platform to the left before they disappear, and
read the plaque to the right after crossing it. It says, "The sun is born
in the East, and gives it's life in the West, yet the shadows born below,
glares up at the heavens in defiance of it's end". Now make your way to
the newly opened passage. This passage leads to an altar room with four
purple orbs sitting atop pedestals. Striking the orbs causes them to glow.
If you strike the orbs in the order that the plaque read, you will cause
a spirit to appear at the altar:
    East
    West
    South
    North
Once called forth, the spirit raises the locked gate in the passage that
you inspected earlier. Go through the passage, past the now opened gate,
into an area with a large stone slab blocking a stairway. There are 
enemies in this area. Kill the enemies to cause the stone slab to 
disappear, then proceed down the stairs. Going down the stairs leads to
another area with a set of stairs leading downwards, a locked door at the
top, a section with tombstones near a locked gate, and conveyor belts
leading to the exit in the rear. After attempting to enter the main 
section of this area, two large spiked balls fall from above knocking
holes in the floor. Go around the holes to where the locked gate is. You
will see that there is a chest on the other side of the gate. There are
also tombstones with small depressions in front of them just before the
gate. Jump into both depressions(any order) to trigger the gate to open,
allowing you to access the chest beyond which contains a key. Use the key
on the locked door at the top of the area. Enter the now unlocked door and
flip the first and third lever in the room beyond. This will cause the
large stone slabs to slide into the holes in front of the two levers. This
will trigger the door to the left of this room to open. Go through the now
open left doorway and push the pile of rocks that is just inside the door
into the hole to the left. Pushing these rocks will trigger the platform
floating above the open area, to begin to move. Use the platform to reach
the barrel on the small island to the top left. If you fall off the 
platform you will fall into a room below where slimes are lurking about.
There is also a chest in the top left corner of the room below that you
can use the rocks to reach, that contains a gilded falcon. To unlock the
gate, so that you can take the stairs back to the room with the floating
platform just kill all the slimes. After getting the barrel, bring it to
the upper section of the room, either by throwing it from the island, or
using the floating platform again. Once there, use it to climb up to the
statue on the ledge above. Inspect the statue to trigger a branch off of
the conveyor belts in the room a few prior. Your health will also be 
replenished by the statue. Return to the room with the conveyor belts and
walk onto the belt to the left. You will automatically be taken down the
belt, and across the new branch off to a platform. The platform begins to
move as soon as you step onto it. Ride the platform upwards to the doorway
above on your right, and enter the room it leads to. A sign in the room
will tell you, "One step forward, two steps back is the rule of a world
turned black. Once with success, advance again, with persistence you
shall win". From this room, if you need a strength tonic, drop down the
open area at the doorway(where the conveyors are) to the room below. Kill
the enemies running around in the water in this area to start the three
platforms moving back and forth. To get the strength tonic, you need to
jump from platform, to platform, to platform, in order to reach the ledge
at the rear of this room and open the chest. You can step in front of the 
platforms in order to change their pattern of movement. After getting the
strength tonic, return up the stairs to the room above with the conveyors.
Walk onto the left conveyor belt again, across to the platform, and ride
the platform back to the room with the sign. Reread the sign(one step
forward, two steps back), then go back out onto the platform and ride it
to the ledge in the rear. Once on the ledge at the rear, exit through the
door that is here. You will now be in a room with three purple orbs atop
pedestals. As in the altar room before, striking them will cause them to
glow. Causing all three orbs to be glowing at the same time will open the
locked gates at either side of the room. To do this you need to strike the
center orb last, as it only stays lit for a few seconds. After lighting
the orbs and opening the gates, exit the room by the gate to the right.
Here you will find three slimes. You need to approach the slimes for them
to show themselves. Kill all three slimes to open the gates on either side
of this room. After opening the gates, exit this room by the gate to the
left(the one you came in from). You should now be back in the room with
the three orbs, re-light them to open the gates here once again. Once
open, exit this room by the gate to the left. Instead of the conveyor belt
area, you will be in the room with the three slimes again. Kill the three
slimes to open the gates once again, and exit through the gate to the
right. Now, instead of the room with the three orbs, you will be in a long
hallway with a flight of stairs leading upwards. Walk up the stairs and
enter the room at the top. A stone slab will drop behind you, locking you
in the room. This is the boss' chamber. After a verbal warning from 
Lars(the vision who appeared for you on the ship), a large stone 
golem(looks like a mummy) drops from above to the center of the room and
proceeds to attack you. Every so often the stone golem causes rocks to
fall from above. Just keep moving away from the stone golem to avoid being
struck by them. After a certain amount of hits, the stone golem is
destroyed. When this happens, the wall to the right of the stone golem's
chamber opens, revealing another room. Enter this new room and a vision
of Lars will appear and tell you of the guardians of the seven jewel
crests needed to destroy Melzas. Lars then drops three chests, open them
to receive, a magic seed, a level one Earth scroll and a life vessel.
Lars then warns you of Melzas, before dropping a fourth chest. Open the
final chest to receive the first of the seven jewel crests needed to
raise the Palace of Melzas. After receiving the jewel crest, Lars causes
a warp plate to appear, then the vision vanishes. Step onto the warp plate
to be teleported back to the room with the five spirits, where you first
entered the catacombs beneath the cemetery. Walk up the stairs and go out
the now unlocked door, back out into the cemetery. As soon as you are
outside, the rock with the previously glowing emblem rises, sealing the
entrance to the catacombs forever. Return to the village of Inoa.

                            Chapter Ten
                            Dream weaver

    After returning to Inoa, you learn from the townsfolk that Bonaire and
Nadia are stricken with the dream sickness. Go to Nadia's house(it is
located to the lower right of the fortune teller's house) and speak to
the townsfolk that have gathered upstairs around her bedside. Septimus
is there and he tells you that she has been calling out to Bonaire. After 
speaking to all the townsfolk, and Nadia herself, start to leave the 
house. With a loud slam of the door, Fein enters the house and comes
upstairs to discuss Bonaire and Nadia's condition with everyone. At this
point, Nadia will ask Septimus and you to help her by bringing Bonaire to
her. The townsfolk then tell you to go next door and get Bonaire. Proceed
to the house to the left of Nadia's and talk to the townsfolk who have
gathered beside Bonaire. Talking to Bonaire causes him to call out to
someone named Sara. After speaking to Bonaire and all the townsfolk around
him, Lutas enters the room and tells you that if you wish to help Nadia
and Bonaire, then you must do it soon. Go and talk to Bonaire again, and
you will be asked if you are ready to enter his subconscious, Yes/No.
After answering yes, you are taken into Bonaire's dreams.

    Upon entering Bonaire's dream state, Bonaire calls out to Sara again. 
A blonde woman then appears and summons Bonaire to her side, this is Sara.
As soon as Bonaire is next to her, Sara vanishes, taking Bonaire with her.
A large blue shaded block then materializes to prevent you from following.
Walk upwards until you reach a statue of a dragon holding a glowing orb.
This statue, and others like it, are the control devices for the large 
blue and red shaded blocks throughout this dungeon. Strike the orb to 
cause the blue block to turn from solid to translucent(note: all blue 
blocks will now become translucent, and all red blocks will become solid).
Return to where the blue block was and proceed up the stairs to the red
shaded block. The red block prevents you from going completely up the
stairs, so you now need to jump down the side of the stairs and walk onto
the warp plate below. The warp plate will bring you into a cavern.
Proceed through the cavern, past the moving spikes, until you come to
another warp plate(just above another dragon statue). Walk onto this new
warp plate and you will be brought to an area with rocks and slimes. Kill
the slimes, then push the third rock to the left. This will cause the
rock to move and a ladder to extend that will allow you to climb up onto
the ledges to the left. Don't climb the ladder just yet. To the right is
a ledge with a lever on it, but ignore that for now also. Walk across the
wooden bridge below the ledge with the lever on it, to the dragon statue
at the other end. Strike the glowing orb in the statue's hands. This will
cause the red blocks to turn translucent, and the blue blocks to become
solid. Walk back across the wooden bridge to the area where you extended
the ladder. Before climbing the ladder, drop down onto the ledge below and
hop across the chasm to the chest to the right. Open the chest to receive
a key. After getting the key, jump back across the chasm to the previous
ledge and then jump to the ledge below, the one that has the single rock
on it. Push the single rock on this ledge to extend a second ladder from
the previous ledge to the original ledge. After extending the second
ladder, jump down to the area with the warp plate. From there, jump to the
ledge below that, where you will encounter two slimes. After killing the
slimes, move the rock that is furthest to the right, which will cause a
third ladder to extend. This third ladder will allow you access to the
previous ledge when you want to climb back up. First however notice that
on this lower ledge there is a warp plate that leads to a save and
regeneration point. After using the save and regeneration point(if
necessary), climb the ladder and walk onto the warp plate that is to your
right. You will be transported into the cavern that you were in earlier,
but in a different section of it. Walk up the stairs and enter the room
to the right of the dragon statue. As soon as you enter this room, a gate
crashes down behind you, locking you in. Slimes then fall from above and
attack you. Kill the slimes to cause a chest to drop that contains a
second key. After receiving the second key, return to the dragon statue
just outside the room you are in, and strike the glowing orb. The red
blocks will then turn solid again, while the blue become translucent.
After striking the orb, proceed to the warp plate above the statue and
use it to return to the area where you extended the first ladder. Now
climb the ladder onto the left hand ledges and make your way to the
locked door at the top, avoiding the moving spikes along the way. At the
top you will see a locked door and a large stone slab sitting just to the
right. Use one of the keys from the chests to unlock the door, then
proceed inside. Once inside, you will hear talking coming from the next 
room. The voices belong to Bonaire and Sara. Bonaire seems to be under some
kind of spell, as he appears in a trance. After Bonaire and Sara leave, 
jump onto the switch plate that is in the room you are in. This will 
trigger the large stone slab outside the door to move. After triggering
the switch plate, leave the room and walk to the edge of the broken wooden
bridge that the stone slab had been previously covering. From the very edge
of the bridge, jump to the right and you will land on the ledge above where
you saw the lever earlier. Walk to the side of the ledge, above where the
lever is, and toss a bomb down onto the lever. When the bomb goes off, a
warp plate will appear at the top of the ledge you are on for a very brief
period. Toss another bomb down onto the lever and walk to where the warp
plate appeared. When the bomb goes off, you will be teleported into another
cavern, this one with a locked door and a warp plate. Ignore the warp 
plate, as it brings you back to the main area in case you either don't have
the second key, or need to strike the dragon statue orb again. Use your 
remaining key on the locked door and enter the passage it leads to. Climb
the stairs and enter the area at the top with two dragon statues. Strike 
the glowing orb in the dragon statue to the left, then walk back down the
stairs behind you to the now solid blue block. Jump onto the blue block
and from there you will be able to reach the chest in the dead end passage
to the right. Open the chest to receive another key, then return to the two
dragon statues. Strike the glowing orb on the dragon statue to the right,
this will cause the blue blocks to becomes translucent again. After doing
this, use the key on the door above the two statues and enter the room.
Open the chest in this room to receive a life vessel, then walk onto the
warp plate at the top. You will be teleported to the room that Bonaire and
Sara were talking in earlier when you overheard them. Open the chest that
is here to receive a gilded falcon, then exit the room. Walk down the
stairs outside the room and you will see Bonaire following Sara across a
long wooden bridge. Bonaire is still in some sort of trance. As soon as
Bonaire crosses the bridge and reaches Sara, Sara warps to your location
and warns you not to follow. To add to her warning, Sara summons several
creatures to attack you. After killing the creatures, proceed across the
bridge, being careful not to be struck by the spiked ball that is dropping
at various points on the bridge. After making it safely across, proceed
upwards to follow Bonaire and Sara into a sort of sacrificial chamber. In
this chamber, Bonaire is pinned against the far wall, under a carving of
an angel with it's wings spread wide. He appears to be in the midst of a
seizure, as his body is continually jerking about. Soon after you enter
this chamber, Sara appears, and after a few words, she turns into a vile
demonic creature. You are now forced to fight her in this form. 

Boss strategy:

    Sometimes the creature appears alone, other times it will appear along
with many false images of itself. When the creature appears with multiple
images, you must strike the true form in order to inflict damage on it. 
After each damaging strike, the creature will disappear, and send three
energy balls at you. The energy balls materialize from various points in
the room, and travel in a straight line directly at you. To avoid them,
just change your walking direction as soon as they start to move towards
you. 

    After a certain amount of hits the creature is defeated(note, if you
hit the creature with a bomb, it will die immediately), producing a 
terrible cry. After this, go to Bonaire and snap him out of his trance.
As soon as Bonaire shakes out of it, Sara appears, and says that upon her
death, she will also take with her, someone who has nothing but pure love
for Bonaire. With Sara's death you are brought back from the dream state,
to Bonaire's house in the village of Inoa.

    After returning, Bonaire wakes up and tells everyone of Sara. He then
gets out of bed and tells how he thinks Sara was describing Nadia. At this
point Septimus arrives with some very bad news... When Sara died in the
dream state, Nadia died in the real world. Everyone bows their head in
sorrow.

                            Chapter Eleven
                   Remember...  Walking in the sand

    You awake the next morning to a loud banging, thoughts of Bonaire and
Nadia still fresh in your mind. Walk downstairs and speak to Jess. He is
sad about Nadia and is keeping himself busy by making you something useful
for your journeys. He has made you another weapon, this one an Iron flail,
a sort of ball and chain. Approach the table and take the ball and chain.
With this weapon you will be able to break large piles of stone that had
previously blocked your passage about the world map. After receiving the
ball and chain, go out into the village and talk to the townspeople. The
townspeople tell you that you must travel to the Despair desert and find
the Ancient shrine. Using the ball and chain to break large formations of
rock that obstruct your path, make your way to the Cliffs of Madness to
the Southeast. Lurvy the shopkeeper resides in the house at the base of
the cliffs. From him you can purchase new armor for your dangerous
travels ahead. After purchasing the armor from Lurvy, leave his house,
the re-enter. You will see that the spot on his shelf previously taken up
by the armor you bought, is now stocked with a life vessel which you can
now buy. After you've bought the life vessel, Lurvy will replace that with
a Wonder essence. After buying what you need from the Lurvy, leave the
shop and make your way up the cliffs to the cave at the top. To get to the
cave you must climb towards the right side of the cliffs before making
your way left to the cave towards the top. Enter the cave and proceed up
the winding stairs to the door at the top. Once through the door, you will
be in the Despair desert. Make your way to the cave at the top left corner
of this area. Use the sand free patches of ground to jump farther and
higher than you could if you were standing in the sand. Enter the cave and
jump down to the lower section and open the chest on the platform. The
chest contains the Sand cape, and with it you can travel under the sand
itself, allowing you to pass beneath low gates and walls. While under the
sand, you cannot be injured. To use the sand cape, Press the Circle button
while standing over sand. Press the Circle button a second time to raise
back up from under the sand. After receiving the sand cape, use it to
leave the cave by crawling under the wall in front of the stairs that lead
to the cave's entrance. After exiting the cave with the sand cape, proceed
to the raised area towards the center that has six pillars on it. Walk
between the top two pillars(the ones spread slightly apart), and you will
be swept away to a new area by a giant tornado. After landing from the
Tornado, use the sand cape to make your way through the maze of walls, to
the top of the screen, so that you exit the screen in the same direction
that the wind is blowing. Watch the direction the sand is traveling to
determine this. Once you are at the next area, jump onto the white
rocks(from above them) and make your way to the left side of the screen
to exit, as before, the same way the wind is blowing. Once you are at the
next area, climb the stairs and jump from pillar to pillar, until you
reach the ledge at the bottom of the screen. An easier way to do this is
to climb the stairs to the lower left hand ledge and from there jump to
the lowest pillar to the right(below the stairs), from there, jump to the
lower ledge and exit the area in the same direction that the wind is
blowing. In the next area, climb the stairs onto the raised section in
the center, and walk into the sparkling at the top, between the two
pillars. The sparkling will warp you to the Ancient shrine. Enter the
Ancient shrine and speak to the pile of bones lying on the ground in front
of the throne, just inside the palace's entryway. The bones belong to the
shrine's deceased ruler, and speaking with them will prompt the spirit of
the ruler to ask you if you seek the path of truth, Yes/No. After
answering yes to the question, the deceased ruler will ask you to prove
yourself, by which you must seek out four statues within the grounds of
the shrine. The statues are in the form of a woman, and inspecting them
after you've found them causes them to raise an arm. Doing this will count
them as being found, and also will restore your health to it's maximum
level. After learning about your task, walk up the stairs to the balcony
above the throne, and take notice of the warp plate that leads to a save
and regeneration point. After using the save point(if necessary), walk
back down the stairs and head into the room with the eight horse bust
statues to the right of the throne room. Trigger the switch plate on the
platform to the right and the four locked doors in the shrine's 
entryway(throne room) will open. The door to the room you're in however,
will slam shut, locking you in with a number of sand worms who rise from
under the sand and attack you. After killing all the sand worms, the door
will re-open, allowing you to exit the room. Proceed from the room you
were just locked in, across the shrine's entryway, into the open doorway
between the entryway and the room to the left. Walk up the sandy hallway,
into the room above with the three moving spiked balls. Walk around the
outskirts of this room(to avoid the spikes), and you will notice three
levers at the top. These three levers control the lowered gate to the
right. Flip all three levers to raise the gate, and proceed up the stairs
into the room above. This new room contains the first of the four statues
you are searching for. The room has four glowing tiles on the floor,
Star, Moon, Water and Sun. There are also two small statue icons on each
of the two ledges at either side of the room. The icons match the symbols
on the glowing tiles. Your objective in this room is to place each of the
four icons on their respective tiles. To do this, walk onto the small
platform at the top left and it will raise, allowing you access to the
left ledge. Kill the creature on the ledge, then throw the two icons down
to the floor below. Be careful not to throw the icons onto the tiles yet,
you need them to reach the other two. After tossing the first two icons
down, jump down to the floor and stack them in stairway fashion, so that
you can use them to access the right ledge. Climb the icons and jump onto
the right ledge. Kill the two creatures that are there, then toss the two
final icons down to the floor. Jump down and put each icon on their
corresponding tile(the tile will light green if done correctly). Once all
four icons are on their correct tiles and the tiles light green, a
platform will appear between the left ledge and the ledge to the rear of
the room that the first statue is on. Use the platform to reach the statue.
Inspect the statue to count it and have your health restored to maximum.
After inspecting the statue, leave the room and return to the shrine's
entryway(where the bones and throne were). From the entryway, walk up the
stairs and enter one of the two doors on either side of the warp plate(they
both lead to the same room). Once in the room beyond the door, place the
four icons on the correct tiles to raise the locked gate to the left. Once
the gate is opened, proceed through it to the next room. The floor in this
next room is composed of two different types of floor tiles, an eye open,
and an eye shut. There are open doors to the top and bottom of this room.
Walking on a tile with an open eye will cause both doors to shut and lock.
Proceed to the open door at the top while only walking on closed eye tiles,
and enter it. After entering the room, pick up the star icon and use it to
reach the other two icons that you can see(use it as a step) on the raised
platforms. After getting the two icons from the platforms, you can find the
sun icon hidden behind the raised platform to the lower right of the room.
Once you have all four icons, place them on their corresponding tiles and
the second statue will fall onto the raised platform in the center of the
room. Jump onto any of the four icons to reach the raised platform and
inspect the statue to count it and have your health restored again. After
inspecting the second statue, leave the room and walk across the closed
eye tiles to reach the barrel in the lower right side of the room below.
Pick up the barrel, and while still walking on only closed eye tiles, walk
up and around the room(counter clockwise) to where the closed eye tiles
end towards the bottom of the room. Once at this point, drop the barrel
onto the open eye tile in between you and the door at the bottom of the
room. Jump onto the barrel and then jump onto the closed eye tiles that
are in front of the door at the bottom. Proceed through the door and you
will be outside the shrine on the outer walls. Walk around the walls(kill
the creatures that get in your way) until you come to two open doorways.
Enter the left hand doorway, and use the sand cape to reach the stairs to
the rear of the room(there is an herb in the chest in this room if you need
it). Climb the stairs to exit the room. Once up the stairs, use the sand
cape to reach the small rock in the center section of the room. Once you
have the rock, toss it into the small area below the stairs with the sand
free patch of ground. Use the sand cape again to exit the center area and
enter the area where you threw the rock into. Jump from the sand free
patch of ground onto the rock, then from the rock, jump to the small wall,
then from the wall, jump to the stairs. Climb the stairs to exit the room.
In this next room, kill the sand worms and a barrel will fall from above
into the room. Place the barrel halfway between the small wall blocking
the lever to the left and the sand free patch of ground in the center. The
object of this room is now to jump onto the barrel, toss a bomb onto the
lever, then move the barrel so it's between the small wall blocking the
doorway at the top of the room and the sand free patch of ground. Then
finally, jump from the sand free patch of ground, to the barrel, then to
the doorway and exit the room. After the lever has been flipped, the gate
in front of the doorway only stays open for a brief period of time, so you
must do all this quickly. In the next room, avoid the bees and exit by the
door at the bottom. After the room with the bees, you will be back outside
on the shrine's outer walls. Walk onto the platform to the left and it 
will lower. Jump from the platform upwards towards the chest and you will
be on the same ledge as the third statue. Opening the chest will reveal
another gilded falcon. Get the falcon and walk to the left and inspect the
third statue to count it and be restored to full health. After inspecting
the statue, jump back down to the ledges below and proceed back to the two
open doorways, this time entering the door to the right. Kill, or avoid 
the creatures in this room and make your way up both flights of stairs to
the exit at the top of the room. In the next room there is a sandy area
composed of regular sand and a strip of hole ridden sand. Beyond the hole
ridden sand is a doorway at the bottom of the room. Kill the sand worms
in the regular sand, being careful not to walk on the hole ridden sand as
if you do, you'll fall through to the previous room below. After killing
the sand worms, place the barrels that are in the room on the edge of the
regular sand next to the hole ridden sand. Then jump onto the barrels, and
from the tops of the barrels, over the hole ridden sand to exit through 
the door below. Once through this door, you will again be outside on the
shrine's outer walls. Walk forward towards the red flags hanging from the
wall, and drop down to the ledge below. Enter the open doorway that is 
there that you can now reach. Proceed up the stairs and move the jars that
are preventing the large rock from rolling. Once the jars have been moved,
the rock will roll down the stairs and break apart when it smashes into
the wall. Now that the rock is moved you can move more freely from one
section to another. Exit through the door at the bottom of the stairs that
the rock rolled down, and make your way around the outer walls again, 
until you come to the open doorway towards the lower right. Enter this
room and proceed to where the moveable pole is located at the top, next
to the closed door. Be careful to avoid the moving spiked balls that are
between you and the pole. Push the pole down onto one of the two switch
plates towards the bottom of the room, again, being careful to avoid the
moving spikes. After the pole has been placed on one of the switch plates,
stand on the other with your character and the door at the top of the room
will open. Exit through that door. In the next room, kill the three bees
and a barrel will fall into the room from above. Place the barrel on the
pillar in front of the doorway that is about the same height as you are.
Place it in such a way that it is hanging over the right edge of the
pillar, so that you can jump onto the pillar and then onto the barrel 
itself when the time comes. After placing the barrel, starting at the sand
free patch of ground in the top left corner of the room, jump from pillar
to pillar, until you can jump onto the barrel that you placed earlier. 
From the barrel, jump onto the switch plate to trigger a platform to 
appear in front of the pillar farthest to the right. Jump onto the platform
and it will rise into the next room. In this next room, there is a lever 
surrounded by four holes, two sand free patches of ground and a raised
platform to the top left. The object to this room is to strike the lever,
which causes barrels or spiked balls to fall into each of the four holes
randomly, and catch enough barrels so that you can reach the raised
platform and exit the room. After five tries at flipping the lever, all
that falls is spiked balls, and you'll have to drop back down to the 
previous room to reset this one(note: you can jump directly onto the
platform in the previous room, you don't need to jump across the pillars
again). After catching at least two barrels, position them against the
left wall so that you can jump from the sand free patch of ground in the
bottom left corner, across the two barrels to the platform. Once on the
platform, it will raise into the next room. The odds seem to favor the
hole furthest left for dropping barrels. After reaching the next room, 
you will have to place the four icons on their matching tiles within a 
brief period of time. If all the icons are not placed correctly within
this time limit, a buzzer will sound and the icons will explode. The moon
and water icons are hidden in the flowers between the star and sun icons.
After placing the four icons quickly enough, a chest containing a key will
drop. Use this key on the locked door in the room at the top of the stairs.
After using the key to exit the next room, you will be back outside the 
shrine on the outer walls. Step onto the platform to your right and it will
lower. Once down, walk to the right and inspect the fourth and final statue
to count it and have your health restored. After inspecting the last 
statue, make your way back around to the shrine's entryway(drop down the
open railing on the ledge below the red flags). Speak to the pile of bones
again and they will explode. The throne will then lower, allowing you
access to the lower section of the palace. Jump down the hole beneath the
throne and you will fall into a spike filled room with four levers. A 
moving platform circles the room. Jump onto the platform and drop bombs
onto each of the levers to trigger them. When all four levers have been
triggered, the stone slab blocking the door to the right will raise enough
for you to exit underneath it. In the next room there is a locked gate at
the bottom of the room. Trigger the switch plate and the door you entered
by will shut and sand worms will rise and attack you. Kill all the sand
worms and both the gate and the door will open. Exit by the gate to the
bottom of the room. In the next room, kill the two creatures first, then
place the icons on the correct tiles. The tiles have the icon patterns
changing at brief intervals on them. You must place each icon when the
correct pattern is on the tile. The timing to put the icons down onto the
tiles is one before the correct pattern. In other words if the tile is 
rotating in this manner, sun, star, moon, water... and you are trying to
place the water icon on it, press the square button to release the icon
while the tile is currently showing the moon pattern. Then when the water
icon hits the tile, it will have changed to the water patter. Once all 
four icons are placed properly, the stone slab to the bottom left will 
disappear, revealing stairs. Exit by the stairs and you will be in a room
with three creatures, spikes around the floor, and a single icon tile in
the center. Kill all the creatures(use the ball and chain to reach the one
on the ledge to the left), and the four icons will drop onto the platform
in the center, around the tile. Stack them on the tile(the sign at the top
of the stairs gives you the clue for the stacking order), one on top of
another in this order, water on the bottom, followed by sun, followed by
moon, and finally star at the top. After stacking the icons correctly, the
door at the top of the room will open. Exit through the door and you will
enter a room with a sand filled center, this is the mid-boss' chamber.
To trigger the mid-boss to appear, first jump down the hole to the right
side of the room. In the room below, the object is similar to one of the
rooms a few previous, put the correct icons on the rotating pattern tiles.
The only difference is that you must put specific icons on specific tiles.
They are:
    Star:  South
    Moon:  West
    Water: East
    Sun:   North
As soon as the icons are placed correctly, rocks will begin to fall from
above and fill the chamber. At this point, run to the bottom of the room
and use the warp plate that is there to exit back to the mid-boss' 
chamber. You will now notice that the stone golem buried in the sand at
the top of the room has now risen halfway from the sand. Next jump down
the hole to the left of the room. In this room place the icons on the
rotating pattern tiles in this order:
    Star:  North
    Moon:  East
    Water: West
    Sun:   South
As before, when the icons are properly placed, rocks will fall from above
and fill the room. Make your exit by way of the warp plate towards the
bottom of this room as well. Once back in the mid-boss' chamber you will
notice that the golem has completely risen from the sand. He will then 
start to attack you. Follow the same strategy as when you fought the golem
in the catacombs under the cemetery(note: jumping while moving on sand
will cause you to travel faster) to defeat him. After defeating the golem,
two small stone platforms will fall towards the top of the chamber which
will allow you access back onto the low ledges to each side of the chamber.
Jump onto the left ledge and exit through the door that opened there when
you defeated the golem. In this next room, you must jump onto the platform
in the center, and as in one of the previous rooms, strike the lever to
cause either barrels or spiked balls to fall into the four holes that are
around it. After catching at least three barrels(the odds seem to favor
the bottom left hole for barrels), place them on three of the four switch
plates that are on the platform. After placing the barrels, stand on the
fourth switch plate with your character and the locked gate to the right
will open. Exit through the door and you will be in a maze of tiny spikes.
Navigate through the maze of spikes, leaping across the various holes that
appear in your path(note: if you fall into a hole, you will fall into the
creature pit below. Just take the stairs from there back up to the maze
room to try again), and triggering switch plates to raise stone slabs for
a brief period of time, allowing you past them, until you finally exit
under the large stone slab to the bottom right side of the room. Once you
enter the next room, you will see many followers gathered around a man 
standing before a throne. Speak to the man in front of the throne(this was
previously the pile of bones that you spoke to at the shrine's entryway, 
they have been re-animated by your finding the statues) and all of the
followers will turn into the hook wielding creatures you've fought
throughout the Ancient shrine and attack you. After defeating the 
creatures, the man who was standing at the throne will then turn back into
a pile of bones. Inspect the bones and three chests will fall into the
room. The chests contain, a new sword complete with a charge attack, Long
boots for higher and farther jumping and faster traveling through harsh
territory, and a life vessel. After opening all three chests, the locked
gate to the lower right opens, allowing you to use the warp plate at the
end of the passage beyond. The warp plate will bring you back to the
Despair desert. Once back in the Despair desert, use the sand cape to
crawl under the wall in the upper left corner of the Despair desert and
return to the village of Inoa.

                            Chapter Twelve
                  A new resident, an old acquaintance 

    Once back in Inoa, Giles meets you at the entrance to town and tells
you that you are what brings death to the people of Inoa. After he leaves,
head out of town to the house that was for sale at the seashore(slightly
Southeast of Inoa). Once there, you will greet your former captain,
Merrick. It seems as though he too survived the shipwreck, and has opened
up a shop on the seashore. All his items cost 10,000 gold, and since you
can only carry 9,999 gold at one time, you cannot buy anything from 
Captain Merrick at this time. After seeing Captain Merrick, make your way
down to the beach itself, where if you follow it to the right starting
from Nava's house, you will find a cave. 

                            Chapter Thirteen
                            The Coastal cave

    Upon entering the cave, break just enough of the small blocks of stone
that are stacked in front of the upper section so that you can use the
remaining ones as stairs. Climb to the upper section and break the blocks
of stone that are there and enter the door that was hidden behind them. In
the next room, kill the turtles while being careful not to break any of
the blocks of stone. After the turtles are killed, break two sections of
the block of stone furthest to the left of the area of the room you are
currently in. Jump onto the now lowered section of the stone block that
remains and use it to access the center area of the room. If you break the
two stone pillars in the center area of the room, you will find a chest
containing an herb. Jump from the center section of the room onto the 
ledge above to the right. Once on the ledge, break the stone block that is
 there. After breaking the stone block, go back towards where you entered
the room and pick up the small white rock that is there. Bring the rock
onto the ledge where you just broke the stone block, and place it against
the higher ledge to the left. Jump onto the small white rock, then onto
the higher ledge, from the higher ledge jump down towards the top of the
room. Now make your way to the right, where after you break the two blocks
of stone that are in the passage there, you will be able to exit the room.
After entering the next room, you will find a large open area with moving
platforms circling over it. Jump from platform to platform until you can
jump onto the ground across from the open area. On this section of the
room, you will find a lever. Striking the lever causes two platforms to
appear in the open gap above you. Jump across the platforms quickly, as
they crumble shortly after you touch them, and onto the solid ground on
the other side of the gap. If you fall into the hole, make your way to the
bottom of the room below and jump onto the platform that is there to be
brought back to the room above. Once on the other side of the gap, flip
the lever and the door at the top of the room will open. You can then jump
from the block of stone in the pit closest to the door lever, to the other
blocks of stone slightly below them. From there you can jump up onto the
ledge above and reach the open door. Before leaving the room, if you need
an herb, jump down from the center block of stone into the left side of
the pit. Break the stone block furthest to the left to uncover a ladder.
Climb the ladder and walk down the ledge towards the open gap in the
stalactites. Using the ball and chain, strike the lever on the other side
of the stalactites near you and three platforms will appear over the open
area in front of you. Jump across the platforms quickly, as like the ones
before, they crumble shortly after being touched, to the solid ground that
is across the gap. Climb the ladder that is there and open the chest to
receive an herb. After opening the chest, you can get to the exit by 
jumping from the ledge above you, onto the stone blocks in the pit, then
from there, jump onto the ledge with the door. In the next room, pick up
the wooden stump and jump onto the small ledge to your right(be careful
not to hit any spikes or the stump will fall and break). Toss the stump
onto the spikes next to the chest, then jump onto the stump and over the
spikes to where the chest is. Open the chest to receive a key. Once you 
have the key, leave the room and go back into the previous room. Drop 
down one of the open holes in the room and use the key on the locked door
at the top of the room you've just fallen into. Enter the now unlocked 
door and you will be in a room with a walkway that leads around a pool of
water. Break all the blocks of stone in this room and you will uncover 
four doors. One door is at the bottom of the room(other than the one you
entered by), while three are at the top. Enter the center room at the top.
To the right of this room you will see a plate on the floor with a 
triangle shaped emblem on it. At each corner of the triangle is a red, 
green or yellow colored jewel. Under this plate is a stairway, your task 
is to now seek out three colored jewels in the other rooms off the outer 
room and strike them so that they light up in the colors on the emblem.
When all three jewels are lit, the plate with the emblem will move and you
will have access to the stairway below. There are also two pits in this 
room that are full of stone blocks. Unless you need an herb, ignore them.
The pit to the right has a chest in it that contains one. After seeing the
plate, leave the room and enter the room to the right of the one with the
plate. Once in the right hand room, kill the turtles without breaking the 
block of stone to the right, in front of the ledge. After killing the 
turtles, a pedestal with a gray jewel will fall onto the ledge. Jump onto 
the block of stone, then onto the ledge with the jewel in the pedestal. 
Strike the jewel in the pedestal and it will light up green. After 
striking the jewel, leave the room and go back out into the outer room 
with the pool of water. Now enter the room to the top left of the outer 
room(don't forget to break the stone blocks to uncover the doors). Here 
you will see a large steel ball rotating around a stone pillar. On top of 
the stone pillar is the second jewel you need to light. Kill the turtles,
then smash the stone pillar. This will cause the steel ball to break off 
and crash into a wall. The pedestal that contains the second jewel will
then drop onto the raised area in the center of the room. Strike the jewel
and it will light up red. After striking the jewel, leave the room(you can
break the steel ball by striking it multiple times with the ball and chain
if it came to a stop in front of the door) and go back out into the outer 
room. Enter the last door to the bottom right of the outer room, and you 
will see several small spiked balls floating back and forth between blocks
of stone. While staying along the bottom of the room, avoid the moving 
spikes and break a path open in the blocks of stone towards the right. 
When you've made it past the stone blocks and spikes, pick up the jar and
throw it at the third jewel in the pedestal on top of the stone block 
above. When the jewel is struck, it will light up yellow. After the third
jewel has been lit, go back into the room with the plate on the floor that
showed the three jewels. Once in the room, you will find that the plate 
has moved and you now have access to the stairway that was hidden beneath
it. After entering the room at the bottom of the stairs, walk upwards and
jump onto the platform between the low walls. The platform will raise, 
allowing you to be high enough to reach the switch plate that is towards 
the top left of the room, on one of the low walls. Walk around the top of
the low walls and jump onto the switch plate, which will trigger three 
turtles to drop onto the raised area in the center. Kill the turtles(being
careful not to fall back down to the lower ground or you will have to 
reset the room), and a second switch plate will drop onto low walls. Jump
onto the second switch plate to trigger three more creatures to drop onto
the center area. As before, kill the creatures and another switch plate 
will drop onto the low walls. Trigger the third switch plate, and another
three creatures will fall onto the center area. Kill them and a fourth 
switch plate falls onto the low walls. Trigger the fourth switch plate and
three creatures will fall onto the low walls with you, instead of into the
center area. Kill the three creatures on the low walls, and a chest will 
drop onto the ledge at the top of the room. Jump from the rear low wall
onto the ledge and open the chest to receive the Merman boots. The Merman 
boots will allow you to do everything the Long boots did, plus they will 
give you the ability to swim(while swimming, press the Square, Triangle or
X buttons to swim faster). Once you have the Merman boots, return to the
room where there were many wooden stumps in the water(the room where you
found the key in the chest). Once In the room, pick up the stump on the
floor, and jump across the stumps in the water to the stump furthest to
the right. Drop the stump into the water between the stump to the right
and the ledge with the chest on it, then use it to reach the chest. Open
the chest to receive an herb. After opening the chest, jump back down into
the water and swim through the doorway to the right. In this next room, 
kill or avoid the three creatures and exit by the door to the top right.
In this next room, swim past the moving spike in the water and climb onto
the dock to reach the land. Next, place the barrel in front if the thin
ledge that leads to the moving platform in the center of the room. Jump
from the barrel to the ledge, then from the ledge across the moving
platform to cross over to where the open door is. After exiting into the
next room, jump across the platforms quickly(they break shortly after you
touch them), and open the chest on the ledge that they lead to. After
opening the chest you will receive a key. Once you have the key, walk off
the bottom center of the ledge you are on, and you will land on another
small ledge below that also has a chest on it. Open this chest to receive
a bar of gold worth thirty. Next, jump into the water and swim back to the
stairs towards the top of the room. Climb the stairs and exit back into
the room with the moving platform. Make your way to the locked steel door
at the top of the room and use the key to open it. Once you are through
the steel door, kill the enemies and walk to the switch plate to the left
in the new room you are in. The object of this room is to trigger the 
switch plate, which will raise the stone slab blocking the exit at the 
left of the ledges for a brief period of time, and make it under the stone
slab before it falls. After exiting the room past the stone slab, you will
be in the room with the wooden stumps again, only now you are on the ledge
across the water. Break the blocks of stone and climb the ladder to exit
the room. In the next room, kill the two creatures, then walk towards the
third rotating steel ball(the one next to the high ledge). Your task here
is to break the pillar that the steel ball is rotating around at such a
time that the ball crashes to a stop against the high ledge to the right.
If you think of the circle the steel ball is rotating in as a clock, 
strike the pillar when the ball is around 8 o'clock. This should cause the
ball to break free and come to a stop against the ledge. After the steel
ball is against the high ledge, walk back to the top left corner of the
room and break the stone blocks that are there. You will find a barrel
hidden behind the blocks, pick it up and bring it to where the steel ball
is. Place the barrel in front of the steel ball and use it as a step to 
jump onto the steel ball. From the steel ball, jump to the high ledge and
exit through the door to the right. In the next room, ignore the lever on
the bridge, as it only drops four creatures into the room. Walk across the
bridge to the right side of the room and break the stone blocks that are
all about the area. You will find two doorways, one to the bottom of the
room underneath a sign, and one to the top right. Also, upon breaking a
certain block of stone you will trigger a hidden lever that will open a 
door on the left side of the bridge. Enter the door that the lever opened
and you will find three creatures, a rotating steel ball, and a chest. 
Kill the creatures and make your way past the steel ball to open the chest
and you will receive another gilded falcon. After you receive the gilded
falcon, leave the room and exit the outer room(with the bridge) through
the top right doorway. Here you will find two rotating steel balls. The
object here is similar to the room where you had to use the steel ball to
climb onto the high ledge. You need to break the pillars at a certain 
point in the steel ball's rotation so that you can use the balls to get
across the gaps in the ledge that runs around the edge of the room. Again,
if you think of the ball's rotation as a clock, strike the pillar of the 
left steel ball between 9 and 8 o'clock. This will cause it to crash into
the wall between the ledge the exit is on and the ledge prior. Next, 
strike the pillar of the right steel ball when the ball is at 5 o'clock.
This will cause the ball to come to a stop in the gap directly above where
it was. After both steel balls have been successfully knocked into place,
make your way to the exit on the ledge to the bottom of the room. After
exiting, you will be in a room with many small spiked balls rotating in
the water. If you need a wonder essence, use the wooden stump at the
bottom of the room to reach the chest on the island in the center. Exit
this room through the door to the lower right. In this next room, kill the
creatures without breaking the jars stacked up next to the water. After
defeating the creatures, climb the jars until you are on the top of the
double stacked ones. From the top of the double stacked jars, jump to the
island closest to the jars. From there jump to the island with the wooden
stump on it and pick up the stump. Drop the stump in the water between
the island it was on and the island covered with stone blocks. Try and 
drop it so that you can jump from it to the small open gap at the edge of
the block covered island. After jumping onto the stone covered island,
break the stone blocks to uncover a chest hidden to the rear. Open the
chest to receive a key. After receiving the key, go back to the room with
the bridge with the lever on it. Once there, exit through the door to the
bottom of the room(under the sign). You will now be in a room with a warp
plate that leads to a save and regeneration point. After using the save
point(if necessary), proceed to the lower section of the room and use the
key on the locked door that is there. Once the door is unlocked, open the
two chests to the left to find a life vessel, and a strength elixir.
After receiving the items from the chests, break the stones that are 
blocking the stairs to the right. Go down the stairs and exit through the
door at the bottom. In this next room, you must jump onto the switch 
plate, which will cause the platform holding the large rock to break, and
then jump onto the rock itself as it rolls by the switch plate. Once on 
the rock, jump to the moving platform, then back onto the rock. The rock
will fall into a shallow hole, shortly after, a second rock will drop down
in front of the first rock. Jump from the first rock onto the second. The
second rock will roll under a moving spiked ball. When this is about to
happen, avoid being damaged or knocked to the floor by jumping back and
forth between the rock and the ledges towards the top of the room. Before
the second rock comes to a stop in the shallow hole in it's path, jump 
from it to the ledge to the right that has a switch plate on it. Trigger
the switch plate to cause the stone slab below to raise, revealing the
exit. Jump down and exit the room. In the next area, walk down the stairs
and you will be in the boss' chamber. The floor here is covered with
shallow water. After walking to the center of the room, you notice a giant
face in the water below you. Suddenly a giant water beat rises from the
water and attacks you.

Boss strategy:

    The water beast will shoot arms made of water up at you, these can be
hit to be destroyed. However, only by hitting the main section of the
water beast(looks like a trunk with many sets of eyes) itself, will you do
any damage to the boss. The water beast will also from time to time, shoot
out many water bubbles at you, when this happens, rapidly swing your sword
to clear a path through them and avoid taking any damage.

    After defeating the water beast, a vision named Vul appears and talks
to you of Melzas, the murgg and the seven jewel crests needed to raise
his palace. After he is finished speaking, he drops two chests into the 
shallow water, one open and empty, the other containing the level one 
Water scroll. The empty chest is that way due to Zazan and the murgg
stealing the jewel crest that was inside. After receiving the Water
scroll, the vision vanishes, leaving a warp plate where he had appeared.
Walk onto the warp plate and you will be taken to one of the first few
rooms of the coastal cave. Exit the cave, back out onto the shore and
from there, return to the village of Inoa.

                            Chapter Fourteen
                           Who's the new girl?

    When you arrive back in Inoa, go to Septimus' and he will tell you 
that Myra is ill, and that you need to go see her. He also tells you a
new girl has arrived in the village, and she claims to have the powers of
a dreamwalker. Leave Septimus' and go to see Myra at her house. Once you
arrive at the house, speak to Yuri, Kline, and Lutas who are standing
outside. They will tell you that Myra is ill, and that a girl named Meia
has arrived to help her. Enter the house and proceed upstairs where you
will find several townsfolk gathered around Myra's bedside. Speak to
Beaumont and Meia, and you will find out that she has saved Myra. 
Septimus will then arrive. After Septimus speaks to Beaumont, you and
Meia, Meia will leave the room and the scene will fade.

                            Chapter Fifteen
          Will somebody shut that werewolf up, I'm trying to sleep

    It is the now night, you are trying to sleep in your bed at Jess'.
Thought's of Meia and what she said at Myra's haunt your mind. Suddenly a
terrible cry is heard, and Kline jumps through your  window onto your
bed. You quickly leap from the bed to avoid Kline. As Kline starts to
talk to you, Jess comes into the room to see what happened. Jess is
shocked to see Kline standing on the bed. Kline jumps back out the window
just as suddenly as he appeared. Speak to Jess and he will tell you that
Kline no longer appears human. Leave the house and go after Kline. As soon
as you leave the house, Septimus will meet you in front of the fountain
and agree to help you capture Kline. You split up as it may be easier to
catch Kline this way. After Septimus leaves to find Kline, search the
houses with open doors(other than Jess'). They are:
    Wendell's
    Yustel's
    Meia's
If you try to walk into each of these houses, Kline and Septimus will
appear briefly, then run away. At the third house(doesn't matter which
order you search them in), when Kline runs away, Septimus says that maybe
you should call it a night, as Kline keeps escaping. The scene fades once
again.

                            Chapter Sixteen
                       Kline, the Wolfman, and me

    When you awake the next morning, go downstairs and Jess will tell
you to go see Septimus, as he may know what to do about Kline. Proceed to
Septimus' and speak to him. After speaking with Septimus, attempt to
leave his house. As you are leaving, Septimus has an idea. When he's
finished telling it to you, leave Septimus' and go to Kline's house. 
Once you are at Kline's, you will find Meade, Lutas, and Yuri outside
the house. Speak to them and Yuri will tell you that Meia is inside
and then step aside so that you may enter. Enter Kline's house and speak
to Meia and Beaumont, after which Septimus will arrive and speak to 
everyone. After Septimus is finished speaking, he asks you if you are 
willing to travel into Kline's subconscious, Yes/No. After answering Yes,
approach Kline(in the bed) and try to speak to him. At this point, 
Septimus asks you if you are ready to make the journey into Kline's mind,
Yes/No. After answering yes, you are sent into Kline's subconscious.

    You arrive in Kline's nightmares in a snowy field. The ground here is
very slippery. Walk to the North and cross the wooden bridge and you will
find the entrance to an evil place. Inside the entrance you will find a 
room divided into three hallways. At the end of each is a switch plate and
a closed gate. Trigger all three switch plates to raise the center gate.
Exit through the doorway beyond the raised gate and you will come to an
outside area below three towers. Make your way through the small maze of
snow covered rocks and bushes to the lower center section of this area.
Here you will find a warp plate at the top of a small hill that will bring
you to a save and regeneration point. After using the save point(if 
necessary) make your way into the cave-like door on the ledge to the 
side of the third(furthest to the right) tower. Once inside the door, 
strike the multi-position lever at the bottom left. Doing this will cause
the small rock to roll to the right until it stops against the second
multi-position lever, on top of two ice pillars. Once the rock stops, push
both ice pillars upwards against the colored wall, then strike the second
multi-position lever. The rock will now roll to the right until it comes
to a stop against the third multi-position lever to the right, above the
first lever. Walk to the third lever and strike it four times quickly, so
that the rock rolls upwards and crashes into the large pile of brown rocks
that are blocking the stairway to the center area of this room. When the
small rock hits the larger ones, they all crumble, allowing you to walk up
the stairs to the center area. Kill the creatures in the center area, then
inspect the statue at the top of the stairs towards the top of this area.
The statue will restore you to full health. Next trigger the three switch
plates at the foot of the stairs to the statue. This will cause three 
pillars to rise from the ground. After raising the three pillars, jump
into the hole where there should be a fourth pillar, and that will trigger
a fourth switch plate to appear at the foot of the stairs. Jump onto the
fourth switch plate to trigger the fourth pillar to rise. After activating
the fourth pillar, walk up the stairs to the lower right of this center
area, and follow the ledge(jump across the gap) to where the pillars have
raised. Jump from the ledge to the top of the closest pillar, then across
the other pillars to the ledge on the left side of the room. From the left
ledge, you can reach the chest on the lower raised platform. Open the
chest to find a gilded falcon. After getting the gilded falcon, follow the
ledge back around(you have to jump down and go across the pillars again)
to the top left, where you can jump up to the top section of the room. 
Once at the top, trigger the switch plate that is there. Once the top 
switch plate has been tripped(it will become evident soon what the switch
plate triggered), leave the room and make your way to the central tower.
Enter the now open door at  the bottom of the tower, and you will be at the
top of a room with a long winding set of stairs and ledges leading to a
chest at the bottom. Jump off the ledge and fall to the bottom of the
room. Open the chest to receive a key. After receiving the key, make your
way back up and around the spiked balls on the ledges, to the door at the
top that you entered from. Exit the center tower and make your way to the
bottom of the tower to the right, and enter the open doorway that is
there. Once in the room, push the ice pillars that are there in the 
following manner. Push the pillar closest to the door upwards, it will 
come to rest on the first of four switch plates at the top of the room. 
Next, of the remaining pillars, push the higher one upwards, then to the
left, then upwards again. It will come to a stop on the second of the four
switch plates. Finally, push the remaining pillar upwards onto the third
switch plate, then step onto the last switch plate with your character. 
Tripping the four switch plates at once will cause the door at the top of
the stairs to the left to open, allowing you to exit the room. Ignore the
chest on the raised area for now, as you need to drop down onto it from
the room above. In the next room, kill the creatures then push the ice
pillars in the following order. First push the pillar below the stairs to
the raised section of the room upwards, then to the left, where it will
come to rest against another pillar and on a switch plate. Next, push the
pillar that the first is against upwards, so that it comes to a stop next
to another pillar, and on top of a second switch plate. Now push the
pillar that the second pillar ended against to the right, and it will land
on a third switch plate. Next, push the pillar to the bottom right of the
raised area in the center, upwards, so that it stops against the other
unused pillar, then push it right, against the third pillar, then down,
so that it stops on the fourth switch plate. Finally, push the last pillar
upwards onto the fifth switch plate. When all five pillars are placed on
the switch plates, jump onto the single raised switch plate and the locked
gate at the top of the stairs to the bottom left will raise. After raising
the gate, walk onto the center raised area, and jump onto the stone slab
in the center(the one with the cracks). Jump up and down three times on 
the stone slab and it will break, revealing a hole that leads to the room
below. Drop down the hole and you will land on the center island in the
room below. From the center island, jump across the platform to the right,
to the island with the lever on it. Drop a bomb onto the lever, then 
quickly jump back across the floating platform to the center island. When
the bomb goes off, the lever will be flipped, and the platform to the 
right will raise, while the one to the left will lower, allowing you to 
reach the chest to the left. Open the chest to receive a life vessel.
After receiving the life vessel, return to the room above and use the exit
at the top of the stairs that you opened to exit that room. In the next
room, you need to push the ice pillar furthest to the top on the right,
downwards, against the pillar below. Next push the same pillar left, so
that it stops against the railing, then upwards again so that it stops
against the pillar at the top of the room. Finally, push the pillar to
the right, so that you can use it as a step to reach the higher platform
and exit. Ignore the center floating section for now, as you need to drop
down from the room above to reach it. In the next room you will find eight
ice pillars and one switch plate. There is also a chest to the lower right
corner of the room. To reach the chest, you must move the pillars in such
a way that you trigger the switch plate and keep it that way. If the
pillars were numbered in this way according to their original placement
in the room, move them in this order(make sure to remember which pillar
was which, as you'll be moving them a lot)...

Original placement:

         1
                  plate
      2                      5    6
    3
                                     8
     4                            7

Move the pillars as follows:

    #7 upwards
    #6 left
    #1 left
    #2 right
    #2 up
    #7 up
    #7 left
    #5 up
    #4 up
    #4 right
    #8 up
    #8 left
    #8 up
    #8 right(onto switch plate)

Once the number eight pillar lands on the switch plate, a platform appears
in the gap between the right ledge and the chest below. Jump across the
platform and open the chest to receive another key. After getting the key,
jump back across the platform, leave the room and exit the tower(note: at
the top room you can jump from one of the side ledges and you will land on
the floating island in the room below. From there you can climb the ladder
to the exit above. From there, you can walk along the ledge at the bottom
of the top room above, and exit the tower onto a snow covered bridge that
connects all three towers high above the ground. Doing this is unnecessary
as you will be able to access the bridge from the top of tower one, which
is the tower furthest to the left). Once out of the right tower, make your
way to the bottom of the tower furthest to the left, and enter the open
door that is there. You will now be in a room where the floor is covered
with arrow marked conveyor belts. The arrows denote which direction the
belts travel. Step on the left arrow at the top left of the open square
you are on(entryway), and you will be brought to the small open square to
the left. Jump over the arrow beneath you into the lower open square. From
there step on the arrow that will bring you to the open area to the left,
then from there step on the up arrow furthest to the left and you will be
brought to the small open square above you. Once again, step on the up
arrow to be brought to the next open square above you. Next, step on the
right arrow that is to the right, then the down arrow that will be below
you when you arrive at the next small open square. The down arrow will
bring you to the open rectangle to the right, from there step on the right
arrow above the rectangle to be brought to the small square to the top
right. From the small square, step on the up arrow to the left, then you
can either jump over the left arrow to the top of the room, or step on it
to be pushed there. Once at the top of the room, push the ice pillar onto
the switch plate to it's left, then step on the other one with your
character. Triggering the switch plates will cause the locked gate at the
top of the stairs to the left to raise, allowing you to exit the room. In
the next room, kill the slimes, then push the ice pillars in the following
order. Push the first pillar(furthest to the left) to the right, then
upwards, then to the right again. It will come to a stop against the
raised ledge to the top right. Next, push center pillar to the right, then
down. It will come to a stop in the gap between the lower ledge and the
area where the stairs that lead to the exit are. Finally, push the third
pillar to the right, so that it stops in the gap in the ledge that runs
along the right wall. After all the pillars have been placed, climb the
ladder back up to the raised area towards where you entered the room.
From there, jump onto the floating platform to the right. The platform
will fall, but you can jump from the lowered platform onto the first 
pillar, and from there, make your way around the room on the ledge, and
exit at the top of the stairs. In the next room, if you jump on the switch
plate at the top of the room, another will appear for a brief period of
time. After hitting the second switch plate, a third appears, and so on, 
and so on, until ten switch plates have been triggered successfully in a
row. After the tenth switch plate has been triggered, the gate at the top
right of the room will raise and allow you to reach the exit. To reach the
chest in this room, you need to drop down onto it from the room above.
In the next room above, push the ice pillar at the top to the left, so 
that it stops against the step to the left. Next, jump from the step to 
the pillar, and from the pillar to the higher ledge in the corner. Jump
down onto the ledge that runs along the left wall of the room. Push the
pillar that is there towards the step above(as you did with the other
pillar). Next, trip the switch plate on the ledge and a platform will
appear at the center of the conveyor belts to the right. Walk across the
conveyor belts(while avoiding the spiked balls), to the floating platform.
Walk off the platform at the bottom edge of it and you will land on the
raised area in the room below that has a chest on it(note: you can reach
the chest by just jumping diagonally up/left from the start of the 
conveyor belt on the bottom right ledge). Open the chest to receive a key.
After receiving the key, return to the room above and exit through the 
door at the bottom of the right ledge. You will now be on a snow covered
bridge high above the ground that connects all three towers. Walk across
the bridge to the center tower and use the three keys you've collected to
open the three locked gates that are blocking your entrance. After 
unlocking the three gates, enter the center tower. Once inside, walk 
across the conveyor belts(avoid the dropping spiked balls), and make your
way up the stairs. The chest to the right that contains an herb if you 
need one. After the final set of stairs, drop down to the small ledge to
the right and climb the ladder to the section above. From the upper
section, climb the ladder to the top and hop across the gaps to the exit.
The chest at the top right contains a strength tonic if you need one. After
going through the exit, you will come to a snow covered hallway with 
stairs leading to an area with a statue in it. Inspect the statue to have
your health restored to maximum. The gate behind the statue will also
raise upon inspecting the statue(note: for the gate to raise, you must
have previously inspected the statue, and have triggered the switch plate
in the floor in the upper section of the cave room, where the other statue
was located earlier). Go through the now open gate and climb the stairs
beyond to enter the boss' chamber. Once you enter the boss' chamber, the
gate crashes down behind you, and Kline appears bewildered in the center
of the room. Suddenly, a large creature drops down at the top of the
chamber. You must now battle the creature.

Boss strategy:

    The creature spits out numerous slimes at you and Kline, kill as many
as possible(you may receive health ups). The boss will also open it's 
lower wide tentacled mouth and try to suck you and Kline inside it. When
this happens, try and keep your character between Kline and the creature,
as if Kline is captured in it's mouth, you will be injured as well. When
the creature is sucking you towards it, drop bombs while either walking, 
or jumping away from it. The bombs will damage the creature if it's mouth
is open when they detonate. It takes two bombs to stop the creature from
sucking you towards it. Always try to keep Kline at the bottom of the
chamber, near the locked gate. This will give you more time to drop bombs
when necessary.

    After you do a certain amount of damage to the creature, Septimus 
calls out to you, and you are brought back to the real world. As soon as
you return, Kline wakes up, jumps up on his bed, and transforms into a
demon werewolf. All the townsfolk in the house run outside, while the
others gather around Kline's house. Kline, as a werewolf, leaps from his
house and jumps up onto the roof. While on the roof, Kline threatens you,
then leaps down and attacks you. You must now battle Kline as the demon
werewolf. After inflicting a certain amount of damage on Kline, Meia
screams, and Kline falls to the ground and dies. As soon as Kline dies,
he transforms back into his human self. Everyone then bows their head in
sadness. 

                            Chapter Seventeen
                    Enter the hall of the lizard king

    You awake the next morning to another loud clanging, with thoughts of
Kline, Meia, and Melzas still in your mind. Upon going downstairs, Jess
gives you a new weapon. It's a Hunter bow like Kline's, Jess has fixed one
up for you. After receiving the Hunter bow from Jess, make your way to the
Southeast, to the statue of the Ancient lizard god that is at the top of
the Dark swamp. Once in front of the statue, use your Hunter bow to shoot
the green glowing orb on the island in front of it. When the orb has been
struck, the lizard god statue will move aside, revealing a cave entrance 
behind where it was. Enter the cave and you will fall into the reptile
lair. You fall into deep water by way of a waterfall. Swim to the shallow
water to the right, and jump onto the wooden platform on the edge of the
deep water. From the wooden platform you will notice three floating
platforms circling over the deep water in front of you. The three floating
platforms are all at different heights. Jump onto the lower platform, then
from there, jump to the mid-level platform. From the mid-level platform,
jump onto the highest platform and ride it until it approaches the left
side of the room. Once the platform reaches the left side, jump to the
ledge that you can see the chest on. Once you are on the ledge, open the
chest to receive an herb, then flip the lever that is slightly below to
the left. Flipping the lever raises the stone slab that was blocking a set
of stairs at the bottom of the room. After flipping the lever, make your
way back onto the mid-level floating platform. Ride the mid-level platform
towards the bottom of the room and jump off onto the wooden platform to
the left, once you get there. From the wooden platform, make your way to
the stairs at the bottom left corner and exit the room(note: there is a
large pile of rocks against the left wall here, bomb them and you will be
able to exit the reptile lair if you feel you are not quite ready). In
the room below, kill all the lizard men to cause the door at the top of
the room to open(note: walk near the three lizard statues to the right,
they will come to life, and you must kill them also). Exit through the
door between the two statues and you will be in a room with rising spikes
and a large pool of water. First walk past the spikes to the top of the
ledge. Next, jump to the small wooden platform above and pick up the small
white rock. While holding the rock, make your way around the room, jumping
between platforms where necessary, to the wooden platform closest to the
ledge in the top left corner with the lever on it. When you get to the
closest wooden platform, drop the small rock so that it is hanging over
the edge of the platform, towards the lever. Climb onto the rock, and
jump over to the ledge with the lever on it. Once on the ledge, flip the
switch, then go back to the previous room, where you fought the lizard
men. Once in the room where you fought the lizard men, look at the right
side of the room, a winding log ramp has now appeared. Use the ramp to
exit the room through the door at the end of it. You will now be in a
room filled with lizard men statues, some will come to life when 
approached. Make your way towards the top left side of the room and you
will find a lever. Flip the lever and the tile to the right will 
disappear, revealing stairs. Exit by the stairs. In the room below, make
your way to the top of the room by breaking the small stone blocks piled
against the ledges, into steps. Once at the top of the room, the three
lizard statues will come to life, but the statues themselves will not
disappear. You must now destroy the statues by repeatedly striking them.
When all three statues, plus any live lizard men, have been destroyed, the
wall next to the statues will break open, allowing you to enter the room
to the right. In the room to the right, avoid the fireballs being shot by
the busts to the right, and exit by the stairs to the rear. In the next
room, destroy the three lizard statues, then get the herb from the chest
at the top if you need it. After getting the herb, proceed to the lower
section of the room and break one block off the pillar directly to the
right of the small ledge with the chest on it. Climb onto the now lower
pillar, and jump to the ledge. Open the chest to receive a key. Once you
have the key, return to the first room(where the three floating platforms
are). Return to the wooden platform on the edge of the deep water, but
instead of jumping to the floating platforms, jump across the wooden 
platforms to the ledge at the left, in front of the waterfalls. Once on
the ledge, walk along it, behind the waterfalls and around the corner 
until you come to a locked gate. Use the key to open the gate, then walk
to the stairs on the other side and exit the room. The stairs lead to a
long hallway with a chest containing an herb at the top, and many stone
pillars at the bottom. Break open a path through the pillars(use the ball
and chain, certain pillars are breakable), so that you can reach the pool
of water below them to the left. Once a path has been cleared through the
pillars, jump to the ledge to the left that has the lizard men statues on
it. The top and bottom center statues will come to life when approached,
but the statues themselves remain. As before, you must break these statues
and all live lizard men that sprang from them in order to reveal the 
stairs to the left. Exit by the stairs once the statues and lizard men 
have been destroyed. In the next room, there are eight lizard man statues
that when approached will pulsate. The object of this room is to destroy
all eight statues. They can only be broken when pulsating, and they only
pulsate nine times. Since there are eight statues, that means you can only
miss once. Once all eight statues have been destroyed, a stairway is
revealed to the left. Exit by the stairs. In the next room there are two
warp plates. One leads to a dead end(for now), while the other one leads
to a save and regeneration point. There is also a door up the stairs to 
the top right, exit through this door. In the next room there are two
lizard statues, destroy them both(and any live lizard men), and a door
will appear in the wall, behind where they stood. Once through the door,
make your way through the small maze, avoiding the fireballs and jumping
over wooden platforms where necessary, to the stairs to the left. In the
next room there is a chest containing a strength tonic, and five lizard 
man states that come to life. Run past the statues and exit by the stairs
to the right. In the next room, there is a hidden doorway at the base of
the stairs, to the left, but it is locked. Remember where this door is,
as you will need to come back to it when you find another key. For now,
walk to the bottom of this room and exit by the stairs that are there. In
the next room, cross the wooden bridge, and you will see three circles of
lizard statues, four statues in each. Walk through the center of the
bottom circle of statues(there is a floor plate in the center), and all
the surrounding statues will come to life. After killing all the lizard
men, jump from the now empty stand furthest to the left, to the ledge
directly to the left of it. Walk down and around this ledge to the lower
wooden bridge, and cross it. Once across the bridge, open the chest to
find a life vessel, then flip the lever to make a floating platform 
appear at the top of the room. Once the lever has been flipped, make your
way back to the main section of this room, where the lizard statues are.
Once there, jump onto the floating platform, then onto the ledge above and
exit the room by the stairs that are there. In the next room, there are 
eight lizard statues, three of them you can break. Break the three statues
and any live lizard men that emerged, then jump from the middle right hand
stand, to the ledge with the switch plate on it. Trigger the switch plate,
and a second switch plate will fall onto the ledge towards the lower 
section of the room. Next, jump onto the empty stand at the bottom of the
room, and from there, jump onto the two stone blocks to the left. Jump
from the stone blocks to the top of the lizard statue above them, then 
jump to the ledge with the second switch plate. Trigger the second switch
plate to open the gate to the right. A small step will also appear between
the two statues down the passage to the left.(note: sometimes the gate
will open without having to trigger the second switch plate, depending on
what order you broke the statues in. However, this appears to be purely
random). After opening the gate, proceed through it to the next room. In
the next room are eight more lizard statues and a pile of stone blocks.
Break the stone blocks to reveal a switch plate on the floor. Trigger the
switch plate and the door to the room will shut and all the lizard statues
will come to life. After killing all the lizard men, the door re-opens,
allowing you to exit back into the previous room, where you will find the
door at the bottom, beneath the stone blocks, has also opened. Exit the 
room through the open door at the bottom and you will find a short 
hallway with eight more lizard statues. Run past them and they will come
to life. After killing all the lizard men, the tile on the floor at the 
bottom of the room will disappear, revealing a stairway for you to exit
by. In the next room, there are yet eight more lizard statues. Three of
them come to life when approached. Break all three statues and any lizard
men that emerge, and the tile on the ledge to the right will disappear, 
revealing another stairway. Exit by the stairway(jump from the empty stand
to the stone blocks, then to the ledge). In the room below, just exit 
through the door to the left. In the next room, walk around the ledge(jump
across the gap), to the lever on the left. Flip the lever to cause a 
floating platform to appear and begin circling over the pit of spikes in
the center of the room. Jump onto the floating platform, and use the ball
and chain to flip the second lever towards the bottom right, that the 
floating platform passes. Flipping the second lever will cause a second
floating platform to appear. Use the second platform to reach the ledge at
the bottom of the room. Towards the right side of the bottom ledge is a
giant statue of a lizard man, it is blocking you from entering the room to
the right. Walk up the stairs to the left side of the ledge, and exit the
room. In the next room, swim past the moving spiked balls in the water and
climb onto the single stone block to the right, at the top of watery 
section of the room. From the single stone block, jump onto the double
stone block to the left, then onto the ledge above. From the ledge, jump
onto the triple stacked stone blocks closest to the wooden platform in the
water. From there, jump onto the wooden platform and trigger the switch
plate that is there. This will cause the rock that was blocking the ramp
to the exit above, to explode. There is a gilded falcon in the chest in 
this room. Exit through the door at the top of the ramp. In the next room,
there are seven lizard statues blocking a giant lizard man statue at the
top of the room. Approach the statues and the regular ones will come to
life. The center statue can be broken, while the other six just send out
one lizard each. Break the center statue and kill all the lizard men. 
After doing this, jump onto the empty stand in the center, and drop a bomb
onto the giant lizard man statue at the top of the room. When the bomb 
goes off, the statue will break apart. After destroying the statue, return
to the room a few previous, where there was another giant lizard man
statue blocking your passage to the right(where the spike pit is). When
you get there you will see that the lizard statue that was here is now 
gone(it was destroyed when you blew up the other one). The triangular
floor plate that is surrounded by four small rocks is a regeneration 
point, and will replenish your health if you walk on it. Just to the right
of the regeneration point is a large group of lizard statues. Approaching
certain statues brings them to life. Kill the statues that come to life.
And make your way through the remaining statues by climbing over the empty
stands. Exit by the door on the other side of the statues. Once you are
through the door, an explosion occurs, and you are sealed in the room.
Walk to the top of the room and you will see two lizard statues in front
of a wall. There is an area of black between the statues and the wall.
Drop three or four bombs between the statues, but slightly higher. A hole
in the top wall will be blown open, and ten liza