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';####### || P R I M A L || || F A Q / / W A L K T H R O U G H || || Written by: Rob McGregor (mcgregorr@xtra.co.nz) || || May 24th 2003 || || Version FINAL || || Guide Completed || || No portion of this walkthrough may be reproduced without || || written permission from me. You may contact me at || || mcgregorr@xtra.co.nz for any authorizations, comments, or || || corrections or additions. Please make sure your subject || || line contains "Primal" in it somewhere however. || || || || If you wish to put this walkthrough on a web site, e-mail || || notification is needed. If you do wish to use this on a page || || in HTML please make sure you tell me before doing so with || || information on how and where it will be used. This document || || may not be sold or used for profit. || || || || This FAQ is not authorized by, endorsed, or associated || || in any way with Sony Computer Entertainment Europe or any || || associated or affiliated company(ies). This FAQ should not || || be confused with any publication that is distributed or || || authorized by Sony Computer Entertainment Europe or any || || associated or affiliated company(ies). Primal, all || || characters, locations, etc. (c) & TM 2003 by SCEE. || ------------------------------------------------------------------------------ 00 // t a b l e o f c o n t e n t s XX. Section --------------------------------------- | Last Updated | 01. Enter Oblivion: Introduction ------------------ | 16/04/2003 (Version 1) | 02. Characters ------------------------------------ | 16/04/2003 (Version 1) | 03. Enemies --------------------------------------- | 24/04/2003 (Version 4)*| 04. Item Pickups ---------------------------------- | 16/04/2003 (Version 1) | 05. Basic Information ----------------------------- | 05/05/2003 (Version 3) | 06. Walkthrough ----------------------------------- | 24/05/2003 (Version 4)*| 07. Tarot Cards ----------------------------------- | 24/05/2003 (Version 4)*| 08. Bonus Materials ------------------------------- | 24/05/2003 (Version 4)*| 09. Codes ----------------------------------------- | 21/04/2003 (Version 2) | 10. FAQ's ----------------------------------------- | 24/05/2003 (Version 4)*| 11. Revision History & End Bit -------------------- | 24/05/2003 (Version 4)*| * New/Updated section. ------------------------------------------------------------------------------ 01 // e n t e r o b l i v i o n : i n t r o d u c t i o n Welcome to this guide to Primal. I'm trying to keep this intro brief, so I'll get straight to the point. This guide is my first full walkthrough for roughly newly released game (I think it's beyond time, I've been doing FAQ's for over 4 years - and no, I'm not counting Biohazard Gun Survivor) so I'm hoping I'm not doing a bad job of it. I'll slowly be working my way through the various sections of this guide as I can, but I'd be glad to receive any help I can get, so if you have anything you want to know, do know, or whatever, then please feel free to contact me. Just make sure you include Primal in the subject line of your e-mail. Onwards... - Rob ------------------------------------------------------------------------------ Current Guide Completion: 100% COMPLETE To anyone who complains about it not being far enough completed, well settle down, I managed to do all of the first edition stuff in about a day... I was originally hoping I could push out the completed walkthrough within a week or so. But I was never promising anything... I wanted this to be a nice pet project, and not a nightmare. Pushing myself into something like that will likely only cause major headaches so please be patient. I've kinda wound down on rushing it, because before it was to get it done to help everyone but now it's just become a side goal to finish this. And I will do so in the very near future. If you're ahead of the guide, and stuck, please consult the GameFAQ's messageboard before e-mailing me. I can't answer each and every e-mail as quick as I'd hope as I've learned since I originally posted this guide. I've tried, I really have, but I just have too much to do... and answering e-mails will probably also begin to slow down the progress on the guide as well. A huge apology to all those who e-mailed me and didn't receive a reply. By the time I got to clearing a lot of e-mail, many questions seemed out of date to reply to. **** IMPORTANT NOTE **** If you are stuck somewhere in the game and don't want to read through massive parts of the guide then you can use Find to search for the part you're up to. Press Ctrl+F and then enter the name of the current area you're at on your map such as great temple or flooded dungeons and you'll be taken to the first mention of that in the guide. Everytime a character swap/primal change takes place I've noted the location which means this should work for nearly 99% of the searches in the game. ************************ ------------------------------------------------------------------------------ 02 // c h a r a c t e r s These character profiles are from Sony. I take no credit for these. < Jen Jennifer Tate is a survivor. Orphaned as a young child, her carefully constructed defense mechanism enables her to face whatever life throws at her. Feisty and confident, Jen finds her soul mate in the withdrawn, intense Lewis, lead singer in a rock band. Alternative and original in appearance, Jen isn't afraid to stand out from the crowd. The vibrant force in the relationship with Lewis, Jen knows that she is meant to be with him - no matter what happens - and knows their shared experience of personal tragedy binds them together. With her sharp wits and tough shell, Jen's survival instincts - and her love for Lewis - are about to be put to the ultimate test. < Lewis Like Jen, Lewis hasn't had the most auspicious start in life - he is tragically orphaned as a young child. But through Jen, Lewis has started to turn his life around. Her 'can-do' attitude and positive disposition have rubbed off on him, leading Lewis to try and fulfill his musical ambitions. Through his music, Lewis can feel truly liberated, and with Jen's encouragement, success seems not so distant a dream. But when his life is turned upside down after one of his concerts, Lewis will have to depend on his girlfriend like never before - can their spiritual connection ensure Lewis is returned to the real world? < Scree Scree is a gargoyle who, though small in stature, is indispensable to Jen as she journeys through the four realms of Oblivion. Within his small physical form are many outstanding qualities, not least an indomitable spirit, stamina, and much wisdom and experience which he imparts to his human companion. His grey and stony appearance allows him to blend into the background, making him a useful spy who can infiltrate the deepest recesses of the realms of Aetha and Volca. It has become his life's work to defend Order from the forces of Chaos. Loyal and noble, Scree welcomes new challenges and obstacles, through during his journey with Jen he will often be exposed to situations of which he has no prior experience. But his confident, philosophical nature will not allow him to lose his belief that he and Jen will succeed in their challenge, even though he constantly feels frustrated by the physical limitations of his size. But when danger looms large, Scree can through his agitators off the scene by turning himself into stone form. That danger often comes in the form of Belahzur, Scree's oldest adversary, for who he feels the greatest hatred and anger. Scree's powers also extend to being able to transfer his soul to other stone statues that are located around the four realms, bringing them to life while Scree cleverly camouflages himself from danger. His nimble form is even adept at rock climbing, a skill which comes in particularly useful for scaling the vertiginous mountain peaks of Aetha. < Arella Arella embodies Order and finds support from the demons of the Solum and Aquis realms. Like Abaddon, she is immortal and has no solid physical form. But her elemental manifestations are much more beautiful than those of Abaddon - she may reveal her face through a fluttering collection of butterflies, for example. Arella's close ally was Abdizur, a powerful but benign demon, who has pledged undying allegiance to the forces of Order. But Arella has not seen Abdizur since he vanished without trace some years previously. It is Arella who Jen meets first when she arrives in Nexus. And it is through the goddess of Order that Jen learns she has been chosen to defeat the forces of Chaos. < Abaddon Abaddon is the personification of Chaos. A godlike immortal character, he possesses no fixed physical form and is able to manifest himself through natural elements. His face may find its form in the burning embers of a fire or in a malign swarm of buzzing flies. Abaddon is supported by the demons of Aetha and Volca, who vow to assist him in his ambition to disrupt the balance of Nexus. Some years previously, Abaddon masterminded an attempt to use innocent parties to gain the advantage over Order. But his plans were thwarted and his nefarious ambition never realized. Many years later Abaddon has decided the time has come to put his evil machinations into action once more. < Chronos Immortal and wise, Chronos is a presence who observes the power struggle at play in Nexus and the dangerous shift of balance between the forces of Chaos and Order. Part of a huge, ancient machine known as the Oracle, Chronos is believed to be immortal and omnipotent, with the power to regulate and control the energies that are diffused around the realms of Oblivion. < Abdizur Abdizur is a powerful but godly demon who is a loyal and fearless defend of Arella. General of the armies of Order, Abdizur is that rare combination of physical strength and charm and eloquence. It is his expansive experience and military know-how that Arella relies on and his wisdom, pride, and noble attitude hint that he is in fact hundreds, if not thousands, of years old. But following a hazardous encounter with Abaddon, Abdizur has vanished without trace, believed to have sacrificed himself in his dedication to his goddess Arella. < Belahzur One of the most feared demons in the four realms, Belahzur possesses fearsome capabilities which he eagerly demonstrates in his position as general of the Chaos armies. Abaddon's right-hand man, Belahzur uses his formidable powers to enter Mortalis and violently abducts Lewis, the mortal Abaddon has chosen to help him in his destruction of Order. ------------------------------------------------------------------------------ 03 // e n e m i e s < S O L U M < Malkai "These aggressive and rugged Ferai hunters are fierce in appearance and character but are sensitive to fire and will retreat from it." The lowest form found in Solum are the Malkai. Their basic attack consists of rough slashes with their claws, and are easy to take out even with just Jen's knife. Their fear of fire will help out in the early parts of Solum as Jen explores without any ability to defend herself. < Ferai "The Ferai are an intimidating people, but are fundamentally a good demon race and aligned with Order. As the most common members of the Solum realm, these primitive people can often be found in the caves and underground dwellings the Ferai call hall." Commanded by the higher command, the Ferai are attacking anyone who seems to be a threat. The three different forms of Ferai are the Dwellers, Archers and two types of Guards. The Dwellers are the members of the race who don't fight, and you'll find them in various cave areas. The Archers are found in higher positions in fortresses and entranceways which require guarding at a distance. The two types of guards come with bladed gloves as well as those with an axe and shield. All the enemy Ferai are fairly strong and should only be approached in Jen's Ferai state. < A Q U I S < Tritons "Loyal soldiers of Green Man, this aquatic army follows the orders of their leader, Adaro." The main underwater soldiers you'll find within Aquis. Equipped with spears you'll need Jen's Undine aspect before they're attackable, thankfully you won't come across any of them until after that is the case. While they can be handled fairly easily on their own, if you find them in groups watch out as they can manage to take off quite a fair bit of Jen's energy quickly. < Anemones "Beware, these deadly killers make already difficult currents nearly impossible to navigate." These tentacle like things are found in pods covering narrow walls and entranceways around Aquis. Their ability to zap your energy comes from the various barbs over their length, which extends out of the pods as they sense people swimming nearby. They are easy to avoid by swimming close and under their pods. < Crabhounds "Serving as the Tritons' guard dogs, these crablike creatures can often be found either freely roaming the areas of the map or tethered to specific areas." Not encountered often, but surprisingly strong, the Crabhounds large Bulk makes it a prime target, especially if you can get to it's side or back. They are however very likely to cause you damage because their attacks aren't blockable, and so if you encounter many in a row, as you will do at one point in Aquis, then expect to be watching your energy levels very well. < A E T H A > Yaag "Aggressive and violent, these creatures are the guard dogs of the Wraith aristocrats." Fast and also surprisingly strong, especially in numbers, the Yaag are very common enemies for a lot of the exploration in Aetha. Their wide swipes, even at their small size can manage a large amount of damage if you're not careful. You're going to find them often in numbers as well which makes them an even harder battle. > Valkrie "Powerful guards stationed in the Wraith dungeons." The main Wraith enemies you'll find during the dungeon and mansion sections of the game. The guards have swords (and some have shields too) and will take a large amount of damage before being killed. There are more than one type of the Valkrie's apart from those who just slice and dice, including a version which carries a gun as well. > Aristocratic Wraith "The Wraith aristocrats are a truly evil demon race. Although physically hideous in appearance, their dress is a reflection of their extravagantly decadent lifestyle. The Wraith enjoy lavish banquets as the peasant class of Aetha starve in squalor." Thankfully you'll only have to fight the Aristocrats once. More information on them can be found within the walkthrough itself. < V O L C A > Salamanders "Located in the upper chambers of Volca, this zombielike slave race was created by the Djinn." The Salamanders' are the most common enemy in Volca and come in large numbers up to 15 at a time. While they aren't that powerful and can be easy to defeat, it is their numbers which make the problems of slowly eating away at your health. If you time it right, one to two strikes with the Djinn Long Fire Sword will kill them instantly, so keep this in mind when you fight. > Ghul "The tempestuous and sinister lower form of the Djinn." The Ghul, like most of the other middle classes of Oblivion come in numerous forms from bladesmen, to grenadiers, and shielded guardsman. They are relatively tough except that Jen's Djinn form allows you to reach stronger level against them which will give you the advantage in battle. The best idea is to use the Fire Sword again from a distance and take them out quickly. ------------------------------------------------------------------------------ 04 // i t e m p i c k u p s < Lodestone Looks like: A small golden orb. Lights up and bounces as Scree gets closer to it. Lodestones give Scree the ability to possess statues. You'll need 5 Lodestones for each statue you wish to possess, however once you've done so you won't need another 5 to possess that statue again. < Sprit Stone Looks like: A small rock with yellow glow. Sprit Stone is my name for these, as no name is given as far as I know. They fill Scree's health bar as he crushes the rock and absorbs the energy. < Energy Fountain Looks like: A yellow crystal stuck in the ground. The Energy Fountains allow Scree to completely refill his health bar (which Jen requires for her Primal state). It will generally fill a couple of bars worth before drying out. < Energy Gem Looks like: A small diamond shaped item, generally blue but changes colors as Jen gets closer to it. The Energy Gem allows Jen to stay in her primal state even when her health is entirely depleted. It refills the bar entirely with a new lot of health. < Tarot Card Looks like: A small white glowing card, usually hidden somewhere. The tarot cards are concept artwork you unlock. Collecting all of the cards in the game unlocks additional bonus' < Rope Looks like: A bundle of rope sitting on a barrel. The rope will be well used by Scree and Jen on their journey, allowing them to access areas they wouldn't have otherwise been able to reach. < Keys Looks like: Comes in various shapes and forms. Usually silver colored. Keys you'll find are usually on the dead bodies of enemies. There aren't too many times this will happen, but they've all been marked down in the guide. ------------------------------------------------------------------------------ 05 // b a s i c i n f o r m a t i o n Welcome to the basic information section. This area will cover all the basics you need to know about Primal. Let's continue. 05 // 01 // Menus and Controls >> M E N U S Once the game is loaded press X to go to the main menu. From here you have the choice of 4 main options. > New Game Begin a new game of Primal > Load Game Load a previously saved Primal game. > Options Fiddle with a variety of options. > Bonus Materials Check a selection of materials you have earned from the game. You can always navigate these menus with the same controls. Up and down on the d-pad or left analog stick will select your option. X will enter the menu's, while triangle will allow you to exit the current menu. Some of the menus themselves run on an glyph (or icon) system which splits the menu into categories. The option menu is one such menu, as is the pause menu within the game itself. Let's check the option menu to see how this works. Across the top are four different glyphs each representing a different set of options. The first is language, the second is display, the third is audio, and the final one is control. With one of these selected press down and then you'll be taken to the sub options of each category. From here you can press left and right or X to change the various options. > Language > Audio Language Select one of the various audio languages for the cast of the game. > Text Language Select one of the various visual languages for the cast of the game. > Subtitles Turns the text subtitles of the game on or off. Standard setting is off. > Display > Display Adjust Press X on this option to display the screen adjust option. From here press up, down, left and right to adjust the position of the screen to your best results. > Widescreen Allows you to select a widescreen option to see the game in widescreen. Obviously good for Widescreen TV's, not so much otherwise. > Status Display This allows you to set the onscreen status info between three states. Dynamic (appears when required), Never (never appears - you might as well be playing The Getaway or something), and Always... always onscreen. > Brightness Allows you to adjust the brightness level on the meter from left to right. > Audio > Combat Music Volume Allows you to adjust the combat music from 16Volt from either low to loud on the meter. > Ambient Music Volume Allows you to adjust the orchestrated ambient music from either low to loud on the meter. > Sound Effects Volume Allows you to adjust the sound effects from either low to loud on the meter. > Speech Volume Allows you to adjust the cutscene/events speech from either low to loud on the meter. > Control > Controller Vibration Switch the dual shock vibration on or off. > Camera Panning Switch the panning movement (that is the sweep from left to right) between normal or reverse. > Camera Tilting Switch the tilting movement (that is the sweeping up and down) between normal or reverse. > Combat Controls Switch the combat control movement between normal or reverse. Beyond that you also have the bonus materials menu. Each of the options will open up as you progress through the game. These include scene select, a card gallery and various behind the scenes videos. In the actual game, when you press start you'll be brought to a menu which functions much like the option menu, and does include the four glyphs for the option menus. It also has two more. The one you open the screen on which contains a map. You can focus in and out of the map using L1 and L2. The second new menu to the left is the game menu which has the save game and quit options. When you select to save a game you'll be taken to a select save file option where you can create a new file (in green) or save over an existing file if there are some. Quit, of course, quits the game. Apart from the two menus plus options there is also two sets of two icons to the left beside pictures of Jen and Scree. The top icons belong to Jen, the bottom to Scree. The large circle is their energy. For Jen, this will be at first be a large green circle, but as she gains each new form it will be split in half, then into thirds, and finally into quarters each indicating the amount of energy for each form. For Scree his circle will always be yellow and just get larger and smaller depending on the energy he has at the time. Beside each circle are small yellow icons. Jen's has a diamond shape, and Scree has a kind of octagonal shape. Each of these indicate the various picks ups you've made in the game. The diamonds are energy gems and the number beside indicates how many you have. The octagons are lodestones and again the number beside it indicates how many you have. For more info on both of these items, check the items section below. >> C O N T R O L S There are a large variety of controls within Primal to do with the game. Each control setup is dependent of the situation you're in. However the basic controls for both Jen and Scree are as follows: > Left Analog Stick Allows you to move the character. Pushing towards items will also allow them to scale any objects that are scaleable. Such as small walls, broken beams, walls (as Scree), etc. > Right Analog Stick Adjust the camera position. If you want to look up, down, left or right, this is how. Keep in mind however the camera is limited to physical space. It can't go through walls generally, so you'll find it does get stuck on things occasionally. > X Button The all important action button. Does all the tasks you need it to. It even cuts, chops, and slices all for just $29.99. Well actually it lets you open doors, break open barrels, pick up various keys and items, pull levers, and much more. > Square Button If you're in an area where there is more than one action, this button allows you to go through the list. It's not very well used as there is hardly many areas where there is more than one action to do at once. > Triangle The triangle button will have Scree and Jen converse over their next goal. Scree will generally tell you what is needed to be done next. > Select Pressing the select button will switch between Jen and Scree as the currently controlled character. > Start The start button brings up the map, save game, and options screen. > R1 Button If you've had the camera move on you to where you don't want it, the R1 button will center the camera behind Jen or Scree. Beyond that there are a number of character specific controls for each of the characters. They are as follows: Jen: > Left Ferai form. Pressing left on the D-Pad will change into the form. Holding left will summon energy for the form from Scree if he's nearby. > Up Undine form. Pressing up on the D-Pad will change into the form. Holding up will summon energy for the form from Scree if he's nearby. > Right Wraith form. Pressing right on the D-Pad will change into the form. Holding right will summon energy for the form from Scree if he's nearby. > Down Djinn form. Pressing down on the D-Pad will change into the form. Holding down will summon energy for the form from Scree if he's nearby. > Circle Secondary action button. For Undine form this is used to swim. Holding it down will swim normally. Pressing it, letting go, then pushing and holding it again will cause a boost. For Wraith form it can be used to timeshift, which slows time while you hold circle. This however drains your energy slowly as you use it. Jen has more controls which have to do with Combat, but these will be left for the combat section. Scree: > X With X and Scree you have the addition of the ability to possess statues beyond what X already does. Anytime that Scree is glowing yellow you can use this ability. Pressing X near enemies Jen has killed will also allow him to drain their energy to store for Jen's use. Beyond this it also allows you to use the Scree-specific Rope action once you have the rope and anywhere it's needed to be used. Near an edge that Jen will need to use a rope on, press X and Scree will automatically lower it and turn into a stone anchor. > Triangle Pressing triangle will allow Scree to dispossess the statues mentioned earlier. > Circle Allows you to turn Scree into stone and back again. 05 // 02 // Realms The world of Primal is split into several different realms. > Mortalis The human realm, or Earth as you know it. The game begins here where Jen is attacked and left for dead and Lewis is kidnapped. > Nexus The center of Oblivion. Here lies Chronos who balances the orders of chaos and order. The Nexus holds portals to the other four realms of Oblivion. > Solum Allied with order, Solum is a place of never ending night and cold. Home to the race of warriors, the Ferai and ruled by King Herne. > Aquis Also allied with Order, Aquis is a mostly underwater world in which it's race, the Undine, require purified water to live in. > Aetha Allied with Chaos, the dreary grey and wet world of the Wraith is situated in a series of mountain villages split into two classes. > Volca Also allied with Chaos, the dusty dry environments of the volcano in Volca hide the Djinn. 05 // 03 // Jen - Abilities/Forms/Energy > Primal Forms Jen's main ability focus' on combat, and to do so uses one of her four primal forms: Ferai, Undine, Wraith, and Djinn. Each of these has a series of highlights which you should be aware of. They are: > Ferai (Left on D-Pad) The Ferai are well known for their ability to jump, so it is no surprise that this is the main feature of the form. At any time should you come to an area where Jen comments that the ledge is too high for her to climb, this is when it time to use Ferai form. Speed is generally good in Ferai form and it is worth your time to change to the form if you're going to be doing a lot of long running around. Health is probably the most average of the lot, damage dealt is replaced as evenly by Scree's bar (that is one full bar of Scree's should replace roughly two full Ferai bars). > Undine (Up on D-Pad) Water form clearly. Anytime you're confronted by water it's time to switch to Undine form. Health is generally weaker in the water, but refills from Scree take less health because opportunities to refill the health are less. > Wraith (Right on D-Pad) Timeshift. Out of combat, using circle will give Jen the ability to speed through areas while time is frozen. This however uses some of Jen's Wraith energy. This is required for some of the puzzles in the game. Wraith Dodges. By pressing circle in the combat mode you can dodge around enemies. Pressing a direction will control in which way you dodge. Unlike the time shifting ability, these dodges do not use any Wraith energy. Speed with the Wraith form is otherwise slower than Ferai form, meaning for lengthy basic exploration Ferai form is still better. Health should last you in Wraith form for sometime. However the penalty for loosing your health is that refilling the bar is heavy on Scree's. Thankfully this is also offset by the fact that defeated Wraith's will refill Scree's bar further than other enemies and other forms of refilling energy are easier found later in the realm. > Djinn (Down on D-Pad) Offers two combat modes selectable by circle. A quick basic dual dagger style which does basic combat damage. Their speed is their strong point. The second is a sword which is slow, but powerful. Health seems to be similar to Ferai form in which it's more or less average. However the penalty for loosing your health again is that refilling the bar is heavy on Scree's stockpile once again. > Combat Controls There are a series of controls Jen undertakes when in combat mode regardless of the primal form you're currently in, with only a couple of minor variations. They include the following: > X In combat mode the X button functions as change target button. Pushing down on it hard will swap to the next target in the room. This isn't however a case of the next nearest enemy, but just the next in the cycle of current enemies. This is required though as often the enemy you're locked onto isn't the one which wants to start attacking. > Square In the combat mode, the square button removes the automatic locking on enemies. This can be especially needed if you want space between yourself and your enemies or if you need to recharge your energy in human form. > Circle Circle remains a secondary action button again, performing two options for Wraith and Djinn forms. In Wraith form, pressing circle plus pushing in a direction with the left analog stick performs a Wraith Dodge. This move allows you to dodge around enemies at will and attack them from the sides and back. It also doesn't cost energy like the time shift does in non-combat mode. In Djinn form, pressing circle switches between the two different attacks of either daggers and sword modes. > Triangle The triangle button in combat mode is a taunt button. It really doesn't seem to do anything to taunt enemies except just be there to look cool. Of course, be careful because it also leaves you open to being attacked. > R1 In combat R1 becomes your block button. You can't block all attacks nor can you continue to hold block constantly. Pressing block at the right time as well will not only allow you to block alone, but also strike back with a counter attack. > L1 In combat L1 is a spin attack which will take out enemies in it's radius. The longer range the current weapon is the longer reach you will have on the attack. > L2 In combat L2 is the left hand attack, using the knife Jen will gain sometime during the first realm. The pressure and use of attacks will differ the result, as will how it's used in conjunction with R2. > R2 In combat R2 is the right hand attack, using the special weapon that Jen will gain with each form, or in non primal mode attack with her right hand. The pressure and use of attacks will differ the result, as will how it's used in conjunction with L2. > L2+R2 Pushing L2+R2 has a dual effect use. The standard combat attack with these buttons is a heavy hitting attack that however takes a while to "charge" up and leaves you more open to attack. The second use comes into play once you've stunned an enemy (removed all their health bar) and need to perform a finishing move before they regain some of their energy and come back to fight once more. This finishing move with the two buttons will kill them off completely. > R3 The R3 button (which is to push down on the right analog stick) resets the camera to the default setting. > Energy (And the loss of) Jen is lucky enough to have up to five separate energy bars at once, one for her human form, and one for her each of her primal forms. None of these bars are linked, and are all kept separate from each other. Jen gains her energy from Scree who collects them from a variety of sources including items and defeated enemies. This energy only refills her different primal forms which is organized by the different directions on the D-Pad. If the energy for your current primal form runs out (and you have no energy gems to instantly refill the energy) then Jen will revert to her human form. Collecting this energy from Scree is dependent on you holding the direction required to change into that form (which is left for Ferai, up for Undine, right for Wraith, and down for Djinn). Jen has limited combat ability in her human form, and takes heavier damage than normal. The more damage you take as well, Jen becomes weaker and weaker... even becoming transparent. Jen's human energy refills itself if you can keep yourself out of combat, allowing you to switch between fighting and healing if you have no other choice. If you run out of energy completely you'll be given control of Scree and have to make your way to the nearest Rift Gate where he can collect Jen once more by using it as a summoning portal (press X to pull her through). The bars for both her human form plus each of the four different primal forms are also color coded so you know which is what. Yellow is used for her Human form, Green for Ferai, Blue for Undine, Purple for Wraith, and Orange for Djinn. 05 // 04 // Scree - Abilities/Forms/Energy > Climbing The first of Scree's main abilities is his ability of climbing certain types of stonewall by simply approaching them. Sometimes these walls have large ridges or heavy brick which look different from all the other walls around the game. These are all climbable as Scree. If you think a wall is climbable, walk towards it and if it is Scree will climb straight onto it. From there you can climb over the walls where it allows, including around corners and occasionally over the tops of the walls onto new platforms. When you wish to climb back down off the wall find a spot where you can get back down onto the ground (you can also use areas along the side of stairs as well sometimes) and push towards the ground. Scree will flip himself back upright onto the ground. > Possess Statues The second of Scree's main abilities is that of possessing stone statues for various tasks throughout the game. Anytime he's near an object he can possess he will begin to glow yellow with the energy he will use to possess the stone object. However before he can possess the statue he needs to have five Lodestones which will allow him to do so. Once you've located 5 stones (they glow and move around as Scree comes near to them, and some are hidden within barrels etc. but most are covered in the guide) you'll be able to possess the various stone objects by standing near them again and pressing X. Some of these objects open doors, others give bigger vantage points, some are actual doors themselves, and you'll even have a statue to possess which you'll need to fight with. When you're finished with the current possession, press the triangle button to dispossess the statue and return to normal controllable form. > Energy Scree doesn't require energy for himself, rather he collects energy for Jen to use in her primal forms which she draws from him. There are a number of items which contain energy such as spirit stones, energy fountains, and much more which he can collect pressing X. Apart from this, Scree can also collect energy from foes which Jen has killed, again by pressing X near the defeated enemy. 05 // 05 // Exploration > Actions Primal contains a dynamic action system. All basic actions required in the game are set to the use of the X button. The system contains all sorts of actions such as collecting items, opening doors, pulling levers, using ropes, picking up torches, lighting urns, and much more. For the rope, torches, and lighting urns - only Scree can do these actions once he has the correct items around. Once you've collected the rope, you'll be able to use it as Scree in various places for example. It will allow Jen to climb or decent areas which are too high for her to normally jump, even in Ferai form. Occasionally actions that you would normally have to do by swapping characters will be done automatically. For example Scree will occasionally collect energy from dead enemies by himself, and Jen will even fight enemies while you control Scree (although it's advised you do that yourself because the AI controlled Jen isn't the greatest). > Status At any point in the game you can check your status with triangle in two different ways. Pressing triangle will call upon Scree for help on the current goal, such as telling you where, who, or what to look for or repeating something from an earlier cutscene. Holding triangle will bring up a HUD onto the screen (unless you've checked always for the display in the options - in which case it's there all the time). The onscreen display will show both characters life bars, a compass, and numbers showing energy gems (left number) and lodestones (right number). > Characters Depending on what you're currently facing, you may require to swap characters to achieve your next goal. You may also need to swap characters to gain certain items or do certain actions not involved in the current goal either. Anytime you want to swap between Jen and Scree you need to press the select button. There are also several times where you will have to constantly swap back and forth between the two characters to solve a lengthy puzzle. All of these basic change situations will be covered in the guide, the only stuff that won't be covered is the change over when you wish to do non-goal related swaps. Keep in mind however that there will be times in the game where you can't swap characters and can only control one of the characters at that time. Generally the game will automatically put you into control of the playable character. Generally otherwise, unless blocked somehow, the non controlled character will follow you wherever you go. This system is not 100% perfect but works the majority of the time. Occasionally there will be doors, gates, levers, and other entranceways which require both characters in the area to open. > Searching The majority of searching in the game has been thankfully cut down by the map system which is shown when you open the menu pressing start. The goal of where you need to go next will always be marked with Jen's tattoo. If you can't see it on the current map then zoom out and you'll likely see it somewhere on the map, Items are fairly obvious and doorways are generally already open or clearly needed to be accessed. The only area not like this for example is a large series of doorways in the city areas of Solum. However the best way again is the same map system which will show you where to go next in the area you are in. > Gate Hopping The majority of exploration also requires the use of rift gates. You'll use them to travel to every realm as well as between areas of the realms so you don't need to backtrack large distances. Apart from the entrance gates from the Nexus, all rift gates require two people to operate the gates - by two handles on the sides of the gate. You'll need to grab one as one character, by pressing X, then wait for the other character to grab the other. From there you'll be asked to select another gate you wish to travel to with X again, before powering up the gate by... you guessed it, pressing X repeatedly until the gate opens. You can only visit areas you've previously been with the characters. Rift gates will automatically be activated once you've arrived in the area they're in. From there on they can be used as much as you like while you're in the realm. ------------------------------------------------------------------------------ 06 // w a l k t h r o u g h - Tarot Cards and cutscene have been marked as you reach them. The cards location is always explained in the paragraph or two leading up to it's listing. - Maps are mentioned as if the top is always north... of course this was intended anyway (thus the north point in the top left of the corner). - Once you have Jen's Primal form, stay in it for most of her exploring as you can. As Scree notes, she's more agile in this state. Faster, stronger. - Likewise, anytime you're having to run from location to location, use Jen in this form as she's quicker to move than Scree. Scree will catch-up as he has a boost ability (you'll see it sometimes). - Be a vandal. Smash everything you can. Barrels, vases, etc. Items can be hid anywhere. - If you're unsure of something switch characters or try different forms. If Jen says for example something about a ledge being too high to climb try Ferai form for example. - The partner system is not foolproof. Occasionally the other character not currently being controlled will stay behind or get stuck on something. Sometimes this is due to there being two paths for the characters, sometimes not. Just keep it in mind. - Press triangle and talk to Scree if you're unsure, he has a lot to say. - Anytime you still are stuck beyond the guide or a little lost, check the map (start button) or talk to Scree (triangle button). Scree will give you a "goal" to aim for, and generally your maps not only show where you are but also mark where you should be going. I've tried to cover everything, but I won't be surprised if some people still get lost... they are fairly massive worlds. ------------------------------------------------------------------------------ 06 // 01 // The Beginning Scene #1 - Lewis Is Taken Scene #2 - The Hospital Once you're past the lengthy opening movies, you'll be left standing still as Jen while Scree runs off into the distance. Welcome to the Nexus. NEXUS - MORTALIS PORTAL - JEN Follow Scree through the door way and up the stairways until you reach the next cutscene. Scene #3 - Jen Sees Chronos After the scene is finished Scree will run off, however before we follow him it's time to get the first Tarot card of the game. To the left side of where Screen went, if you look on the wall, will be an entrance to a stairwell. If you're still not sure about where exactly this is, open your map (start) and check the wall to the southwest of the Nexus Hub. Once you're down the bottom of the staircase, take the left path to it's end. There you will find a treasure chest with your first Tarot Card. Card #1 - "Justice" - Chronos Once you have the card return upstairs and follow Scree from where he is. He'll lead you into a large chamber. Once you reach other side a small cut scene will take place. By now Jen has probably just asked what you were all thinking about the tattoo on her back. Continue following Scree through the area, then step through the Rift Gate. ------------------------------------------------------------------------------ 06 // 02 // Solum Scene #4 - Entering Solum Now you know a little about Solum and the Ferai, and have some sort of reasoning why you're here. Let's get moving. SOLUM - CIRCLE OF KINGS - JEN Follow the path through the area. As will be noted, pressing select will swap between Jen and Scree at your wish, but for the time being Jen is who you should have. Once you reach a split in the path. The direction to the right (the west on the map) is currently a dead end, guarded by archers. So we'll be taking the path to the left. As you approach the cave a cutscene will take place in which Scree will tell Jen about the Malkai within the caves. Because it's dangerous for Jen to go on, Scree will volunteer to scare the Malkai away with fire. SOLUM - CIRCLE OF KINGS/MALKAI CAVE - SCREE Take Scree through the cave and out the exit on the other side. Once you're out, follow the path map area around to it's left. You will see another entrance to a small cave ("Fire Cave"). Go inside, and at it's end you'll find a fire is burning. Stand beside it and press X to pick up one of the burning pieces of wood. Now we have a torch, take Scree back to the Malkai Cave. In the area where the Malkai are, there is an urn where you can use the torch. This will scare off the Malkai, and allow you to bring Jen through the cave. Return to her at the cave entrance and there will be a cutscene. When the scene is over, control Scree (or Jen if you choose) and go through the cave to the valley on the other side. Ignoring the Fire Cave, head down the path to the right and into the opening of the valley. If you head to the left where the river is, you'll find the bridge across is broken, so instead head straight ahead where you can see a building. As you approach a cutscene will take place in which Scree shows off his rock wall climbing skill. Once the scene is over you'll be in control of him even if you were playing as Jen before the scene. SOLUM - VALLEY - SCREE Climb along the wall and through the gap caused by the missing top on the wall. Once you're on top, you can jump down the other side, then go down the stairs and open the door so Jen can get through. Now head up the stairs and try to open the gate. Scree will ask Jen to help him open it, and together they will push it open. You are entering the Ferai Villa. Run forward and a cutscene will take place. Scene #5 - Herne Ambush Once the scene is over, Jen will finally have something she can fight with, a knife, and a goal to reach - to find Jared. Scree will note it's time for him to scout ahead. Go towards the back of the villa where you will see a glowing stone. This is a Lodestone. As Scree notes to Jen, you'll find out the importance of these later on. It's time to put Scree's rock abilities into practice again, so climb down the hole beside where the lodestone was, and you'll find yourself in the villa basement. There is only one direction to go once you're at the bottom, so follow it. You'll end up crossing a small wooden bridge across the valley. Once on the other side of the bridge, follow the path to the left alongside the water, until you reach the broken bridge. As Scree notes, you'll need to find a way to get Jen over here. Go straight ahead and you'll be in a broken Mill where you can hear the sounds of the mill gears moving. The gears are at the end of the room, where there is another exit. Go out this exit and Scree will make a note about the tree by the riverside. It's time to push it over. So approach it and press X. Now we have it as a makeshift bridge, go across to the other side and head back towards the Villa. Jen should meet you half way. Return towards the makeshift bridge you created out of the tree, but be careful - you won't be alone. As you approach the broken bridge on your return, the Malkai attack. It's now time to swap to Jen and fight with your knife. SOLUM - VALLEY - JEN Okay, it's your first time fighting, but don't worry. As the onscreen info says, L2 performs a left hand move, R2 a right hand move, and L2+R2 performs a stronger move. Trying combos between the two should keep you healthy, and Jen's health will restore itself after you fight anyway. There are more moves than mentioned, which you should also know. R1 blocks attacks. Also if you block an attack at the right time, Jen will occasionally use it to counterattack. L1 is a spin attack, which is good should you be surrounded by enemies. When an enemy is near death, they'll stand stunned at which time you should press L2+R2 to perform a finishing move. Triangle will taunt your enemies. Finally, to change your lock on between enemies when fighting, press the X button, or to remove the lock on entirely so you can escape, press square. When you're finished fighting, continue towards the makeshift bridge and the mill. As you exit the mill another cutscene will take place in which Jen and Scree figure out what is happening to Solum. At this time, we're going to take a slight diversion as Scree to find another Tarot card. SOLUM - VALLEY/MILL - SCREE Head around the back of the mill area. You'll find there is a staircase, however it's blocked with rubble. Instead, follow the wall where the staircase actually is, and use Scree's ability to climb the wall and reach the top of the staircase. From here you can access a part of the 2nd floor of the mill, where you will find a Tarot card sitting. Card #2 - "The Fool" - Jen Err... umm, anyway, now that we have the second card, let's continue. Head up the stairway, away from the broken bridge. It is a dead end all the way at the top, but what we're interested in is the tower halfway up the stairwell. However if you check the door you'll find it's locked from inside. It's time to change back to Jen and gain access inside. SOLUM - VALLEY TOWER - JEN Head around to the back of the tower and you'll find there is a gap in the wall. A gap big enough for Jen to slip through. Do so by approaching the gap and pressing X, then go open the door to the tower so Scree can enter. Now they're both inside, you can head down the steps and into the Ferai Burrows. However, before we do so, it's time to get card #3. Switch back over to Scree. SOLUM - VALLEY TOWER - SCREE Get Scree to climb up the wall half way between the gap where Jen got through and the door. Here he'll be able to climb higher than elsewhere, because part of the wall is missing. From past this missing bit, head towards the right, and follow around until you're above the wooden platform. Climb down onto it and pick up the next Tarot card. Card #3 - "King of Pentacles" - Herne Once you've gotten the card, climb back down the way you got there and change back over to Jen. SOLUM - VALLEY TOWER - JEN Now we're done with that card collection, you can now head down the stairs into the Ferai Burrows. Follow the spiral stairwell down and go through the open areas until you get to a cutscene. Scree will ask some of the Ferai tribe about Jared. Once the scene is finished, continue following the path through the burrows. You'll come to a large waterfall. Don't go in the water, there is nothing there for you. Instead head up the stairwell to the left, and continue following the path to the top. Follow the path downhill, and at the bottom, it'll be noted you've hit a dead end. However, that wall in front doesn't look too stable. Follow the path to the left, into another dead end. However you may note that beside the lit urn is a wheel. It's too heavy for Jen to lift, so it's time to swap to Scree. SOULM - FERAI BURROWS - SCREE Get Scree to pick up the wheel, and walk all the way to the top of the hill you came down to get into the area. I'm sure you noticed the groove in the ground... it's time to send the wheel downhill. Walk to the top of the hill and a cutscene will take place. However before you go down, grab the torch on the wall to the left of the hill you just rolled the wheel down. Do so by pressing X near it. You'll need the torch to enter the area you've just gained access to. Once inside, follow the path to the left and climb up the couple of big steps. In the next room you can light the urn with your torch if you wish, and smash a couple of barrels. One has a Lodestone in it, so make sure you grab it. Go up the stairs, then through the hole in the wall. Smash the barrels blocking the steps, go through another room, climb up the wall and finally you'll be back outside. As you follow the path along, you'll note a cave off to the left. At the end will be a Rift Gate which you'll need to power up by tapping X a lot. Right now it's not much use, because we don't need to jump to anywhere else. But later on the various gates will become handy. If you want though you can go on a practice trip if you want. Or cancel it by pressing triangle before the rift is opened. When you're finished, return outside and continue following the path until you reach Jared's Lodge. SOLUM - JARED'S LODGE - JEN Just outside the steps you'll be attacked again, so fight on. Even with just the knife, the battle shouldn't be too hard. When you're finished head up the stairs and into the Lodge. You'll see blood, a couple of dead bodies, and signs of a battle... but not much else. Head towards the hole in the wall near the back, and a cutscene will begin. Scene #6 - Finding Jared's Horn Once the scene is finished, go through the back and up to the gate. Get Scree's assistance to help you open the gate, and follow the cave through. You'll eventually reach a point where the bridge has fallen. Scree will point out how he'll be able to get across, and we'll get to that soon, but first we need to get Jen to the other side. Back up from the edge a little and check the left (map west) hand wall. You'll note there is a small ledge. Press towards the wall, and Jen will flatten against it. Now side step around the wall, go across the gap, and repeat the sidestep until you reach the other side of the cave. Now you're over the other side, press select and swap to Scree. SOLUM - UNDERGROUND CAVERN - SCREE Scree can climb down the wall where the broken bridge is, then hop across the gaps and climb up the other side. Do so. Once you're on the other side, and meet back up with Jen, change back over to her. SOLUM - UNDERGROUND CAVERN - JEN Continue to follow the cavern to it's end, and you'll exit back outside. Follow the path along to a bridge. We're going to ignore the bridge for now, we'll be back. But first, it's time to go hunting for another Tarot card. Continue to follow the path up the hill from the bridge and into the cave at the top. Follow the path through the cave (Jen will duck under the broken cave brace) and back outside the cave to a lookout. You won't be able to get through the gate yet, but to the left will be a stairwell leading to the top. Upstairs, get ready for a fight with a couple of archers. When they're dealt with, check around the left hand side and you'll find a lever which will open the gate. However you'll need Scree's help to move it. After this, continue to go around the back of this upstairs area. Here you will find another Tarot card. Card #4 - "Strength" - Scree Once you've gotten the card, make your way back downstairs and through the cave to the bridge we passed earlier. As you reach the end of the bridge, a cutscene will take place. Scene #7 - Encounter with Devena Obviously the main doors are going to be locked, so we're going to have to find another path into the city block. Run up the stairs, and look to your left. This is the direction we're going to take. Follow the path along until you get to a point where it doesn't seem you can cross. However, the is a ledge Jen can cross here. Push up against the wall and you'll get across. Now it's time to get Scree across, so change to him. SOLUM - CITY WALL - SCREE Right beside where Jen managed to get across, press X, and Scree will jump onto the wall. Walk across the wall to the other side, then get down. Change back to Jen. SOLUM - CITY WALL - JEN Once both are across, you'll be able to gain access into the city through a hole in the wall. Most of the doors in the Poor Quarter are locked. If you check your map, you'll see you want to head southwest, so go towards the large open area there. You'll get into a fight here, but it's nothing you shouldn't be able to handle by now. When you're finished, follow the one alley out of the yard to get to the next section of the poor quarter. However, just as we enter this, it's time for another card. SOLUM - POOR QUARTER (2) - SCREE Just at the first corner of the alley heading straight for a while, is a house with a balcony. From the ground level, you should be able to see a barrel there. What you may not see is another card. To get the card, you need to be able to climb up the wall before the corner with Scree, then climb around the corner and onto the balcony. For the sake of making this easier over directions, he's a diagram taken from the bottom right corner of the map in the game _ ____| S - Is where Scree should start to climb up. He should __| ____ Then climb to the left of him, and around the | | corner to reach above the balcony, then down to |S | get onto it. __C_____| | C - Is where the card is. | _________ | | |__| Card #5 - "The Empress" - Arella Once you have the card, climb back down the way you got up, and switch back to Jen. SOLUM - POOR QUARTER (2) - JEN Continue following the straight roadway along, and around the corner. When you reach the next road, take the winding stairs you find half way, as the set at the end is blocked by rubble. Taking the middle set will bring you to a courtyard. Following the path around you'll find it leads you to a dead end, instead you need to go through the only building where there is no door. Once inside, climb up on the rock on the right hand side of the room. From here you'll be able to climb up another small level above the fireplace, and only what is left of the second floor. You'll note the hole in the wall across the street, so go towards it and Jen will jump the gap. Go down the stairs, and break the barrels blocking the path through to the next building, then go up the stairs in this new place. From the 2nd floor here, you'll be able to drop into the next house. From here, you'll see there is a small gap in the wall, which Jen will squeeze under, and then a hole in wall which will finally let you back outside. Follow the pathway, and climb the stairs. Once in the new yard, climb the next set. You won't be able to access the door to the building on the right yet, so just go straight ahead down the path until a cutscene takes place with some escaping Ferai. You won't be able to get where they're going right now, so don't worry about it. Instead, follow the path around the side of the building and across another bridge. At the end of it there will be another cutscene, and Scree will explain the reason for picking up the lodestones. You however don't have enough just yet, so we're going to have to find some more. Thankfully there is quite a few sitting around outside of the Great Temple. Change to Scree and get collecting. SOLUM - GREAT TEMPLE - SCREE Going clockwise from the statue, there is one sitting in the middle of the street; another hidden in a barrel on the southwest corner, near the great temple itself; one sitting by the gate on the western side; and another by the northwest corner, again by the temple. Once you have them all, return to the statue, and stand near the statue. Scree will use 5 lodestones to possess the statue and allow you to turn the light on the top of it when you press X near the statue. You need to use the left analog and point it towards the door to the temple. Once you hit the green gem with the lock, the door will open. Press triangle to get out of the statue. Once you're back in control of Scree, head inside the temple, and a cutscene will take place. Scene #8 - Interrupting Herne's Ritual Once the scene is finished, you'll have the added control of Jen's primal powers, currently Ferai. Holding Left will allow you to draw on power which Scree has stockpiled.... pressing Left will change Jen between Ferai and Human and vice versa. Should you run out of Ferai energy, then Jen reverts back to normal form. With Scree, you'll now be able to collect energy from killed enemies as well as various stones and items. Outside the temple, Jen will encounter her first enemies in her new form, and they'll be even easier to kill than they were before. Scree will be able to suck energy from the dead bodies by standing beside them and pressing X. I won't be reminding you to do this, so you'll have to change over to Scree and do this when you need to. Downstairs, below the temple, is another Rift Gate, however we don't need to use it right now. Instead, we need to go to the gate to the west of the temple. SOLUM - GREAT TEMPLE - JEN-FERAI With Jen's new powers, you'll be able to jump up to the top and climb around to the other side. On the left side is a broken piece of the gate you can climb on. From there, Jen will jump up to the top. Climb up a bit more and walk around the outside of the gate. From there, climb down to the ground, and move the lever so you can allow Scree to get through. SOLUM - GREAT TEMPLE - SCREE As you may have noted, there is a rock with energy coming off it. This is for Scree to collect, it's more energy for him to stockpile for you, so swap over to him and collect it. Once you've gotten it (and Scree has explained it's use to Jen), swap back to Jen. SOLUM - GREAT TEMPLE - JEN-FERAI Run down the next part of the bridge, then through the cave to the other side. This area is the hunt lands. Run up the steps leading to the large archway, you'll have another fight with the Malkai. Once it's over, go through the gate and head towards the campfire you'll eventually see in the distance. A cutscene will take place. Scene #9 - Talk With The Shaman Once the scene is over, check around the areas for some barrels to break. One of them should contain a lodestone (which you can collect with Scree). SOLUM - HUNT CAMP - SCREE Collect the lodestone. Change back to Jen. SOLUM - HUNT CAMP - JEN-FERAI Now that's done, head through the nearby archway to the hunt lands, and prepare to fight. Once you're finished fighting, if you check the small building in the middle of this area (and the middle of the lower map) you'll find an Energy Fountain. This will give Scree a full power bar which can be used for Jen. Before we exit the map at the south, it's time for another card quest. If you look at the south-east of the map, you'll see a wall with an area. As you approach it, you'll likely get into another fight. When that's done, you'll find a lodestone outside it you can get with Scree, so swap to him. SOLUM - HUNT LANDS - SCREE Grab the lodestone, then climb onto the wall. You'll notice more gaps in the brickwork which will allow you to get onto the roof of the building. That is your goal. Once on the top you'll find a card at the back of the roof. Card #6 - "Queen of Pentacles" - Devena Once you're done, climb back down the way you got there, and swap back to Jen. SOLUM - HUNT LANDS - JEN-FERAI Exit this current area by the exit in the south. Follow the forest path through the mountains, across the bridge, and along until you reach an archway. Here you'll have to fight your first proper fight with some of the Ferai warriors. At this time, I should note the difference between the Ferai and all other enemies before this point - you have to kill them with a finishing move once they're stunned. If not, their health will slowly regroup as they stand dazed, and they'll be back for fighting in no time. Perform finishing moves by pressing L2+R2 when the enemy is out of energy. When they're killed, continue following the path along and up the stairs until you come to a massive courtyard which is the Burial Grounds. Move quick as you'll have an archer shooting at you, and more Ferai to battle. Once they're all dead, swap to Scree. SOLUM - BURIAL GROUNDS - SCREE As Scree, check the east side of the courtyard for a lodestone and spirit stone sitting near a broken rift gate which Scree can collect. There is also a lodestone by the door, in one of the vases, which can be collected, and one more over by the western side of the courtyard... in the snow north of the Rift Gate there. Once you're ready, you can go approach the statue outside the temple. Firstly, you'll need to ignite the light by using a torch (there is one by the stairs entering the courtyard if you don't already have one). Then you can use the 5 loadstones you should have to possess the statue. However you'll find something is missing from the door. Leave the light pointing towards the door where the gem should be, then leave the statue by pressing triangle and then change back to Jen. SOLUM - BURIAL GROUNDS - JEN-FERAI It's time to go back to the hunt camp. Backtrack all the way to where you had the meeting with the Shaman. Another cutscene will take place in which you'll persuade him to help. With the piece now in your grasp, return back to the burial grounds and use it on the door. With the light still on the door as I mentioned, it should open right up. Head down the stairs, and fight the Ferai at the bottom. Then make your way into the main chamber, and do likewise again. Once they're all defeated, you'll have two doors to look at. The one on the right, a heavy metal door, is locked so you can't gain access just yet. The one on the left is a more easier door to get past, so go for that one. Scree will still come in and help Jen. Once it's open, follow the hallway into the main chamber. You'll have more Ferai to take care of too. Once that's done there are three rooms to check out. The first room you passed as you entered, on the right (east) side, has a lodestone, as well as a wall you need to climb as Scree, so change to him. SOLUM - THE NECROPOLIS - SCREE Grab the lodestone, then check the southern wall near the urn. If you look up you'll see a hole in the wall. Climb up the wall, and enter the tunnel. As you follow it through, you'll find it leads to the lower hallway on the map. At the exit, the path to the left is currently a dead end (the door is locked) but the path to the right will allow you to open the previously locked door. We needed to do this sometime, so it's good we did it now. Once you've opened it, return back to where Jen is, and we'll explore the other two rooms. The second room has a couple of spirit stones, which you may or may not need. It also has Jen's first pickup, so swap back to her. SOLUM - THE NECROPOLIS - JEN-FERAI The item is an energy gem. This will fully restore Jen's energy should she run out while fighting enemies, instead of reverting her back to human form. The third door has a gate in the way, which you'll need Scree's help with. Once inside a cutscene will take place. Scene #10 - Jared Found Once the scene is over, you'll have a new goal to undertake. From here you need to exit the Necropolis and go back outside to the burial grounds. It's time to use the Rift Gate on the west side of the courtyard. You need to select: Solum - Great Temple All right, so we're back at the Great Temple. We need to backtrack from here just a short while to where we saw the Ferai jump up the building. Jen now has those abilities, so it's time to make use of them. Make your way back across the bridge, and fight the Malkai who attack. When they're dead, continue along the path and then climb up the wall where we saw the Ferai jump. Once up the top, drop down inside and make your way up the small set of stairs. Open the door here so that Scree can get inside. Once he's caught up, go back inside and go through the open doorway in the house. There is a barrel out the back with some energy in it (energy in a barrel... what will they think of next?) and then make it through the next couple of rooms until you come outside into the Plaza. Here there will be some Ferai to fight. If you search around there are a few item pickups around, but most of them are energy based, so if you don't need them, then it's okay. The most important pick up is for Jen, and is located in the small little "room" to the northeast of the map - an energy gem. There is also some barrels here with items too. When you're read to exit, head to the south-east. Right near the words "The Plaza" on the map, is some stairs leading up to a large door (there are some Ferai warriors here). The door won't work, but if you follow the path around the side of the building to the left, you'll find there is a hole in the wall leading inside anyway. This is The Forum. Once through the back of the building behind the throne sitting there, is a stairwell leading down. Once you approach the door downstairs a cutscene will take place which allows you to gain access inside. Once you follow the path down inside, you'll come to another camp and what looks like 3 different paths. Really it's two leading to a small cove area, and a 3rd which is the proper exit. The two to the left and middle lead to the cove, which doesn't have much in it. The right side path, is the exit you need to take. Follow the path beyond it further until you get to another opening. Here will be a gate that Jen and Scree will both have to push open. One past that and down the path a small bit more, you'll be in the city's sewer system. The path to the right of the exit is a dead end, so go left. There will be a couple of enemies to fight, but nothing major. When you get to the main chamber there will be 4 directions to go on the map. Only 2 are important however. The first one you want to take is the south choice. However it's only important for Scree to do anything more than climb the ladder. At the end will be lodestone which you should collect. SOLUM - SEWERS - SCREE Collect the lodestone. We're going to leave Jen her for a second, and get Scree onto the northern path. As you may have noted the ladder is broken, so Scree is going to have to climb the wall. From the south branch, don't climb back down to the ladder, just climb over the edge of the wall. You can now climb right around to the other side and get onto the north path. Of course you can climb the wall anywhere in the main sewer chamber, it's just easier to do it from the south seeing as you had to collect the lodestone anyway. Once your standing straight... well as straight as Scree does anyway, switch back to Jen. SOLUM - SEWERS - JEN If you guessed Jen is going to do more ledge walking, you'd be correct. Take Jen to an area beside the southern ladder, and then push to the ledge. She'll get ready to ledge walk. Follow it around, run along the area you can, then ledge walk around again until you reach the northern path and meet back up with Scree. Now run north until you reach the ladder you can exit the sewers with. You'll now find yourself in a series of Jail cells. As you exit the first room, the path to the left is blocked. Ignore the door leading out, we'll get to it in a second, but continue to your right. Another blocked off area will be here, but there are some spirit stones if you need them, as well as some barrels. Kick the barrels open, and you'll find one of them contains an energy gem. Return to the door we just ignored, and enter the main cell block. Run towards the back and fight the Malkai who attack. Once they're dead, you need to enter the only open Jail cell - it's the one on the southwestern end of the area. Once inside, climb up to the 2nd floor. Right in front of you should be some barrels - one which contains a lodestone which Scree will grab. SOLUM - CELL BLOCK - SCREE Grab the lodestone. Change back to Jen. SOLUM - CELL BLOCK - JEN From here there are two places to go you can see on your map, however it's not so important to go for the rift gate area to the left from the 2nd floor right now unless you really need some health. Instead just go through under the arch at the end of the block. Get Scree to grab the lodestone. SOLUM - CELL BLOCK - SCREE Grab the lodestone. Change back to Jen. SOLUM - CELL BLOCK - JEN Now head around the rubble and up the stairs. As you reach the top, you'll be asked if you want to save, as saving is blocked during the next section of the game. Save if you wish, then a cutscene will take place. Scene #11 - Encounter At The Coliseum SOLUM - COLISEUM - SCREE We're now in control of Scree as tries to find a way to fight Belahzur. Firstly we need to grab the loadstones scattered around the coliseum. There is one in front of the main stand; one to the right of the eastern metal gate, one on the east side of the southern metal gate; one on the west side of the southern gate, and one by the rubble of the coliseum in the southwest side. With all these loadstones in possession, approach the statue of Abdizur and press X to possesses the statue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #1 - BELAHZUR Fighting as Abdizur, or rather the statue of Abdizur, is no different as fighting as Jen (as the game notes). The only lack is really the spin attack with L1. The start of the fight is no different than normal, a general fight with any foe. However when you get Belahzur's energy down to a certain level, he'll jump out of the way and up onto the sides of the Coliseum. From here he will throw 3 fire balls at you. These are easy to dodge just as long as you don't run out of space to dodge them. The best idea for this is to run to one direction until the first fireball lands and misses, then change direction and run the other direction. Then after the second lands and misses, go back to running the other way again. For example running left, then right, then left again, to avoid all the fireballs. Once you've dodged the three fireballs, Belahzur will jump back down and fight you again as normal for a short while before again jumping up and repeating the fireball events. This will continue until either one of you is dead. Generally however, given the ease of this fight, it'll be Belahzur who will likely die first. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once the fight is over, and the cutscene is over, you'll be back to normal however you'll need to possess the statue of Abdizur again to open the eastern gate. Once there, the statue will be automatically left there so that it holds the gate open so Jen and Scree can gain access past it. Once through you can follow the path into the city. However once you're through to the first doorway, you'll be attacked by some Ferai. Time to swap to Jen. SOLUM - CITY LIMITS - JEN Should probably change Ferai form too. Go primal! SOLUM - CITY LIMITS - JEN-FERAI Take on the enemy. Once you're through the doorway, you'll be in a large courtyard with a statue in the middle. While the north west path is where we need to go, it's time to make another side trip while we get another card. Just to the north of the statue in the courtyard, you'll find there is no door leading into a building. If you follow the path that leads through various rooms, and buildings you'll find yourself outside the city wall again. However this time there is a cave (as well as a energy fountain too should you need it). Enter the cave and you'll get so far before some barrels block your way. Break them and gain access to the back room. Inside you'll find some spirit stones, an energy gem, and another Tarot Card. Card #7 - "Ace of Pentacles" - Ferai Aspect Now you have that card, return to the courtyard with the statue and follow the path to the northwest. As you round some of the corners, there will be more Ferai to fight, of course, so take them on. Continue to follow the only path you can take, over things, and around corners, until you reach the large open area which is the City Barracks. Scene #12 - Fight In The Barracks As with the last open area, there are pickups to be found, again health oriented... I'll leave them to you. As with anymore enemies to fight. When you're finished, head towards the west side of the map, and to the towers at the highest point. Of course there are more Ferai here to fight as well. At one end of the bridge is a gate you can't open. The other a room with a locked door. However the room also has a hole in it's wall that Jen can slip through... so do so. Once through open the door so Scree can get inside, then have both of you move the lever so you can open the gate at the other end of the bridge. Easy as that. Run to the other end of the bridge, but be careful of new enemies about. Once through to the new area, ignore the buildings on the left and right, and continue to follow the path through. You'll arrive in a clearing, however you won't be able to access the Gate House which is located here. Instead, continue following the path until you come to another bridge which has collapsed. Jen needs to take the top path, and shimmy along the ledge to the other side past the rock wall. Once you're on the other side, it's time to swap to Scree. SOLUM - GATE HOUSE BRIDGE - SCREE Scree needs to climb onto the wall below where Jen got across and walk along the wall. Once you're on the other side, swap back to Jen. SOLUM - GATE HOUSE BRIDGE - JEN-FERAI Continue following the path past a watchtower. Keep an eye out though, because there will be an archer shooting at you. At the end of the path, kill the Ferai guarding and reopen the gate which closed. Make your way down the stairs, killing anymore enemies around. At the bottom of the stairs are two chambers. One with a rift gate, the other an energy fountain. Continue following the hallway until it splits in two. The left path with the stairs going up leads to the watchtower from earlier. Inside the tower is an Energy Gem. As well you can kill the pesky archer from before. The right path leads around the corner and downstairs, further into the Guard Rooms. As you get into the main Kitchen area, you may note a lodestone on the beam across the kitchen. Scree will be able to climb the wall and get this. However only after a cutscene which takes place at the bottom of the stairs. SOLUM - KITCHEN - SCREE Climb the wall just below the lodestone. Climb up and above the beam then onto it. From there grab the lodestone, then return to the floor the same way you got up there. Change back to Jen. SOLUM - KITCHEN - JEN-FERAI The door at the end of the kitchen is locked, so go through under the arch on the side wall across from the fireplace. It'll open out into another room, however the door will be locked behind the approaching Ferai and you'll have to take them on. Once they're dead, ignore the locked door, and open the gate using both Jen and Scree on the west wall. From here go up the stairs and make your way outside. Follow the path around the outside. If you need any extra health it's here as well. Once you've made it over a number of rocky steps, you'll reach the path again. At the top will be a large glowing rock. This is a summoning stone. If you get separated from Scree, it will allow you to bring him back to you. It's not important now, but might just be later on. Continue on along the path, and take on the Malkai who attack. As Scree will note, in the center of this area is a large statue of Herne. Move over to the large tower. It's time to swap over to Scree. SOLUM - HERNE STATUE - SCREE Climb up onto the wall... You need to follow the brick pattern as it wraps around to the right, through the gap left by the break in the trimming. Once you're around on the right side of the statue, follow it upwards and into the top of the tower. Once at the top a cutscene will take place in which Scree will tell Jen to wait while he finds something to help get her up to the top. What you need to find for Jen to get to the top of the tower is a rope. Firstly, you should grab the torch on the wall so Scree can see where he's going. After that, head down the stairs to the bottom of the tower, and follow the path underground. Once into the chambers, there will be a quick scene of a quake. If you look to the left of where Scree is left standing, you'll see a piece of floor which looks ready to collapse. You need to make it happen. To do so, you need to pick up for green vases and carry them to the area which will collapse. All 3 of them are within this Pantry area surrounding the floor which will break away. Once the 3rd one is added, you'll drop down into the pantry below... attached to the kitchen you went through earlier. In here will be the rope you were looking for. There are two ways to get Scree back to Jen from here. Either climb back up the wall, and go through gap you just made in the floor, then follow the passage way you came down to return to the top of the tower to use the rope. Or you can switch back to Jen and use the Summoning Stone we passed earlier to collect Scree, then have him climb to the top again and use the rope. Either way will work, but once you've returned to the top a cutscene will take place. Press X to use the rope, then control will be given back to Jen. SOLUM - HERNE STATUE - JEN-FERAI Walk up to the rope which is dropped, and press X. From here you'll want to push up on the analog stick to climb (and push down to descend as well - but we don't want to do that here). Switch back to Scree so he'll stop holding the rope and return to normal. SOLUM - HERNE STATUE - SCREE Press X to return to normal. Then change back to Jen again. SOLUM - HERNE STATUE - JEN-FERAI Make your way down the tower, and through the underground passageways again. Follow through from the pantry and you'll find a lot of barrels in your way. Smash them, then follow the path around two more corners, and into another large chamber. Once in this room, you'll have a choice of straight ahead or a path to the right. Straight ahead is what we want, but it's time for another card quest, so take the right path. Not too hard this one... it's a chest sitting on the north side of the hall beside a bolder. Card #8 - "The Hermit" - Shaman Return to the previous room, and follow the northern path we haven't gone down yet. Go around the corner, and step through the hole in the wall. Go through this room, and down the hall. There will be a door on the left wall (which if you look at the map is marked "Jared's Rooms") however we don't have access just yet. Don't forget this door however, we will be back. There is a room on the right of this hallway as we move down it, which has a lot of barrels and vases in it. One of the barrels contains an energy gem, so don't miss it. Continue following the hallway along and around corners and over fallen pillars until you reach another massive chamber, watch out for any attacking Ferai too as there is quite a few around here. Once they're dealt to, you have three directions to go. The one on the east side is a locked door, so it's counted out for now. The north one goes upstairs, and the south goes down stairs. It seems clear that we should continue going downwards, so the southern set is the one to go for. The large metal and wood gate requires both Jen and Scree to open. Once down the stairs, you'll be in a banquet hall. However you'll find that the exit doors are locked. Time to go back I guess... however as you run up the hallway back the way you came, there is a chance quake which knocks the doors down for you. I love coincidences. :) Return to the now removed doors, and you'll be in another room with 3 more choices. The south choice leads to some stairs going back up. If you follow them you'll have one Ferai to kill, and you'll find you're actually at the gate house you passed some time back. The small north door is where we want to go, but not just yet. Yes, again, it's time for another card quest. Taking the western path through the west doors, you'll have climb over a fairly large gap near the north wall of the room. Once through, follow the door to the right, and into this first room. Again however, it's an easy card find with it just being found in chest on the western wall. Card #9 - "Knight of Pentacles" - Jared The path to the north of here, just takes you back to the area near the kitchen, so it's not really worth returning back. Instead just make your way back towards the banquet hall, and take the northern door and down all the stairs into the throne room. From here, run all the way to the back of the throne room, to where the actual throne is. Here you'll find a key sitting on one of the thrones. This is the key to Jared's Rooms, which we past earlier. You remembered to take note right? Time to head back there, however on the way out you'll be asked if you wish to save. Do so if you wish, then a cutscene takes place... Scene #13 - Devena Ambush ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #2 - FERAI ONSLAUGHT After the scene, you'll have six Ferai to kill. However apart from their numbers, they should be taken on as usual. I only count this as a boss fight, because the game seems to have decided to treat it as such. Just be careful not to be targeting an enemy who seems reluctant to fight and then be attacked in the back by one or two who are. Quickly cycle through targeting with X. At six, this part is the most hardest due to the number of enemies you can possibly target... you'll still likely end up targeting the wrong ones, but as long as you're facing forward, any enemies in your way can be hit. Using the spinning attack is also good should you be crowded by many of the enemies at once. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ IMPORTANT: I've had quite a few people e-mail me over this, so please take note of this. The key you have just picked up is not the one needed for The Necropolis. This key opens Jared's Rooms, which you will need to ever so slightly backtrack for. Once in here you will be on your way to getting the key for the Necropolis. Please take note of this. Once the fighting is over, have Jen and Scree push the doors open in the Throne Room, then head back upstairs and make your way back to Jared's Rooms. Watch out for any new Ferai on your way back through as well. Once through the door and into Jared's Room's, make your way through the hole in the back of the wall, and down the hallway. Follow it through, taking on any enemies, until you reach the rooftops outside. As you walk around the outside, be careful of the archers as you take each one on. Once you get around the far side of the outside rooftop walkway, go through and up the stairs to the other side. Here you can climb onto the roof in the corner and some healing items and an energy gem. Climb back down and enter the door leading inside. Go down the stairs and you'll find a choice of two ways by a fireplace, left or right. We currently want to take the left path into the large rooms. Follow the hallways and rooms through until you reach Devena's Rooms, where you'll find a couple of Ferai to take on. Once they're gone, head up the stairs. Here will be at least one more Ferai to kill coming in from the room at the back. One it's dead, head into the area where it was, and go up the three flights of stairs. And finally, sitting on the back wall of this room is the key we've been looking for. Return downstairs and head back towards to the last choice we made between left or right after coming down from the Rooftops. Watch out for any new Ferai around. Once you're at the area where we made the choice, we now want to take the right path, which should now be straight ahead. It leads downstairs, and comes to a stop at a door Jen will open, and surprise, surprise, we're back in the massive chamber room again. Now it's time to take the northern path from here. Get Jen and Scree to open the wooden gate, and then head up the stairs. Once you get to the top and outside, there will be more Ferai to kill. You'll notice you're in the courtyard of the area you went around in the Rooftops. Head to the far side, and there will be open doorway leading downward. Follow the hall down and you'll be taken to another Rift Gate. Use the Rift Gate here to go to the ones in "Solum - Burial Grounds" and you'll be on your way back to Jared. Go back across the courtyard and up the stairs into The Necropolis. Scene #14 - Return to the Necropolis Make your way back into the main chamber and meet up with Jared. You'll have plenty of enemies to take on, but thankfully you'll also have some extra help from Jared. I hope you followed this guide earlier and got the single gold door open in this chamber too, because that's where we're heading. Make sure you have Jared following you, or else you won't be able to complete this next part. IMPORTANT: Apparently I've underestimated the idea of exploration or skim use of this guide at times. If you haven't opened the gold door in this chamber then please hit Ctrl+F and insert this text into the find option: SOLUM - THE NECROPOLIS - SCREE This should take you to the part of the guide that explained how this door should have been opened. Appologies to all who were confused about opening the golden doorway. Follow the hallway at the south around. Refill your health and Scree's bar from the fountain if you need it, as you pass, then head towards the end where there is a gate. With Jared there, as you approach it you'll trigger the event, and you'll be asked if you wish to save. Do so if you wish. Afterwards there will be a cutscene. Scene #15 - Devena's Body Found Once the scene is over it's into another Ferai onslaught... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #3 - FERAI ONSLAUGHT #2 Same as before, except this time you have Jared helping you. There eight Ferai to kill, however this time in two swarms of three and one of two. As before, just be careful not to be targeting an enemy who seems reluctant to fight and then be attacked in the back by one or two who are. Quickly cycle through targeting with X. Using the spinning attack is also good should you be crowded by many of the enemies at once. Jared helps a lot though by distracting enemies. One the eighth enemy is killed, another cutscene takes place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scene #16 - Shapeshifter Destroyed After the scene, with Solum changed for the better, Jen and Scree return to the Nexus. NEXUS - SOLUM PORTAL - JEN You've unlocked your first Bonus Feature. A small featurette on the main voice actors. You can access it through the main menu. Bonus #1 - Actor's Featurette Once you've made your way out of the Rift Gate, through the doors and down the steps, another cutscene takes place. Scene #17 - Jen Meets Arella Now the scene is over, follow Scree to the next Rift Gate, which will take you to the next part of Oblivion, Aquis. ------------------------------------------------------------------------------ 06 // 02 // Aquis Scene #18 - Entering Aquis AQUIS - TEMPLE LAGOON - SCREE Once the cutscene is over, you'll be controlling Scree in the water. Walk forward and drop down the next little ledge. From here take the path to the right (the left leads to a dead end) and you'll drop down another small ledge. Again, there are two choices. The path to the right which looks like it goes into a cave is the way out of here, it will lead you back to Jen. Instead ignore it for now, and take the path to the left. You'll come to a ledge with the temple right in front of you. Drop down a couple of ledges and then follow the path to the bottom of the temple in front of you. As you walk around the outside of it, you may notice some white pillars which look like they have grooves on them. Scree can use these to climb up and into the Temple. Once you're inside, approach the water being sucked into the middle of the room and a cutscene will take place and Scree will be sucked through a tunnel. You'll be back outside on the ledge. Now we need to figure out how to reverse the flow of the water. Return to the bottom of the path, and climb back inside the temple. Scree will comment on what you have to do. Instead of approaching the water being sucked through in the middle, look around the room until you see a lodestone. Collect it, then look to either side of it. It's time to do some more climbing. Climb up the pillar on either side, then move around the inside of the pillar and climb down onto the platform. Here should be a valve which you can use. Approach it and press X, then press towards the right with the left analog stick. The water will reverse it's direction. Climb back down and approach it and a cutscene will take place in which Scree is taken upstairs. Up here is two ladders leading to platforms on the outside. One leads to a small platform with a lodestone on it. The other leads to a larger platform which has another ladder leading to the very top of the temple. Once you're there, another cutscene will take place setting up what is happening in Aquis. Scene #19 - Scree Meets Aino Once the scene is over, make your way back down the ladder and drop off the platforms around the outside of the temple. Now is time to make your way back to Jen using the path I mentioned earlier. You probably dropped right to the bottom, so find the lowest point leading onto the walkway and climb up. Follow the path until you see the two ledges you dropped down onto when first coming to the temple, and climb up them. From there follow the path straight ahead. You'll come to a large cave like area with a lodestone in it. Collect the stone then begin climbing up all the white ledges in the area. Once you're up the second one, you'll have to follow the slope up before you can get to the third. The forth can be walked onto, then climb up to the fifth. From here follow the path around to the right and Scree will jump a gap. After that, climb up to the sixth ledge and then follow the path around to the left. From here you'll be able to exit the water. There will be one more ledge to climb up on, then you'll be right near Jen. Walk towards her and a cutscene will take place. Scene #20 - Scree Gives Jen A Gift AQUIS - TEMPLE LAGOON - JEN-UNDINE Once the scene is over, you'll be in the water as Jen. As the info on the screen says you need to use circle to swim. Holding it, then releasing it, and then holding it down again gives you a short boost as well. You need to head for the object with the green flashing lights. Below it is actually a tunnel leading through to the next Lagoon. Follow it through and you'll be lead to the Dam Lagoon. Head closer to the surface, until you can see a ledge with some object with yellow energy coming out of it. As you swim closer to it, you'll find it is a summoning stone. Get in front of it and press X, and Jen will pull Scree through. Both of you are now in front of the Dam where you need to be. Change over to Scree. AQUIS - DAM LAGOON - SCREE Run over to the big semi-circular object on the side of the Dam. Firstly, grab the lodestone sitting beside it, then from there push X. Scree will possess the entrance way. From here, rotate the right hand stick clockwise and the entrance will lower. Change back to Jen. AQUIS - DAM LAGOON - JEN-UNDINE Swim inside and rotate the valve at the back of the room to the right. Another cutscene will take place. Scene #21 - Aino Rescued Once the scene is over, follow Aino through the Lagoons until you reach the back of the Dam Lagoon, where another cutscene will take place. Scene #22 - Pollution Found Once the scene is over, you'll be able to go through the now open gateway. However before you do, it's time to go on another card quest. Check your map for the area labeled "Beach" within the Dam Lagoon. Head towards it, then surface on the top of the water nearby. Don't climb onto the land just yet. If you look around, you should see there is a rock pillar in the middle of the water just north of the "Beach" previously mentioned. At the bottom of the pillar is a small piece of land you can climb onto. Once you're out of the water, you will need to quickly hit up on the d-pad to change Jen out of Undine form. AQUIS - DAM LAGOON - JEN On land her energy will slowly be zapped away while she stays in this form. Thankfully in this area it will be recharged once you re-enter the water. Anyway, collect the next Tarot card sitting on the small piece of land. Card #10 - "Queen Of Cups" - Aino AQUIS - DAM LAGOON - JEN-UNDINE Now you've gotten the card, change back to Undine form and quickly dive into the water. Now make your way back north to the gate that Aino and Jen opened and down the tunnel beyond. Once you're out of the tunnel you'll probably find yourself in your first fight. The game will also note that in polluted waters, Jen's energy won't renew itself. This is important because if Scree isn't around to help and Jen looses all her energy in a fight (and has no Energy Gem's) then she'll drown and it's game over. Combat isn't any different than with the Ferai form, except Jen's attacks have more range on them in Undine form. Swim to the north and follow the path around towards the bottom of the Caverns. If you try to take the north path, Jen will comment on the water currents holding her back, so continue into the large cavern. The first think you'll likely see is more green flashing lights going around a circle, however that path is blocked off. What you're wanting to go is find a way in there however. Check your map and you'll see a path to the south, with a circle somewhere along it. The circle is where you need to go. This is the Engineer's Room. Watch out for any enemies around as well. As you swim towards it, do your best to avoid the Anemones which come out of the sides (I personally do this by swimming below the pipes on one side, and they'll generally be unable to reach underneath). Once through safely, swim upwards and into the Engineer's Room. Once inside a cutscene should take place in which Jen notes all the locations for the station. Once the scene is over, push the button above the panel with X. This will open the doorway into the area we passed earlier with the flashing lights going around in a circle, so it's time to swim back. Watch out for any new enemies around as you swim to it. Once through the tunnel you'll be in the Priming Station. The goal here is to get the cogs in the middle aligned. To do this you're going to have to make a dry land trip. Right near the entrance you came through on the right side of the room, you'll find a platform you can climb up onto and out of the water. Quickly change to normal form. AQUIS - PRIMING STATION - JEN Climb the ladder, and walk through to the side chamber. Climb back down the ladder, and get ready to go back into the water. Change back to Undine form. AQUIS - PRIMING STATION - JEN-UNDINE Quickly jump into the water, and swim for the middle of the room. You'll note a huge object located in the center, and to the right of it a valve near the floor. Swim to the valve and use it by pressing X. From here, push the analog stick to the left until a cutscene takes place. Jen should state that one of the cogs is now in place. NOTE - I've realized that the direction you push will be dependent on which way you're facing when Jen grabs the valve. When I did it, Jen was pointing towards the gear, however you can also have her grab it and be facing the rock wall. If this is the case, you'll be wanting to push the analog to the right side instead of the left. Either way you need to push it until Jen makes the comment about the gear being in place, so just try either way until she does if you aren't sure which way you should be pushing. However keep in mind that if you push it one way which is wrong, you'll have to push it back the opposite way twice as long (once to reset it - you'll get a cutscene of that - and then once more to finally set it). Once that is done we need to return to the main chamber, so make your way back the same way you got here. Swim over to the platform and climb up. Change back to human form. AQUIS - PRIMING STATION - JEN Climb the two ladders and then walk through to the main chamber. Climb back down the ladder, and get ready to go back into the water. Change back to Undine form. AQUIS - PRIMING STATION - JEN-UNDINE Swim to the other side of the main chamber, and make your way to the rear of the priming station. You'll find there is another platform you can climb up onto out of the water. Quickly change to normal form. AQUIS - PRIMING STATION - JEN Walk across and climb down the ladder into the other side chamber. Once on the platform below, you'll need to walk around and climb down another ladder to yet another platform below that. From here change to Undine and jump into the water. AQUIS - PRIMING STATION - JEN-UNDINE Same thing as before. Swim to the middle and go for the valve to the side. Grab the valve with X and push it towards the left (or right if you're facing the wall as mentioned earlier). Once this is done, Jen will mention all she has left to do now is hit the master switch/button. Swim back to the platforms that allowed you to gain access to this area, climb up on the platform and switch back to Jen's human state. AQUIS - PRIMING STATION - JEN Climb the ladder and walk to the other side. Switch back to Undine form and jump into the water. AQUIS - PRIMING STATION - JEN-UNDINE Swim to the main gear hold in the middle of the station. If you look in front of it near the ground, you'll see a shiny gold object with blue light coming from in front of it. This is the main switch. Grab a hold of it with X and push to the right until a cutscene takes place where the power comes on. Scene #23 - Priming Station Activated Once the scene is over, Jen will make comment on getting the sub stations up and running. Exit the Priming Station. Now it's time to start on the sub stations. We might as well get the first two easy ones out of the way, and let Scree gain access to the Bay Caverns area. You're probably in need of some energy by now too. Head back towards the Engineer's Room. Beyond where you needed to swim up into the room is a gate which was previously locked. Because you now have power you can open this gate with the blue button near it's top. This will allow Jen to have another path to make it back to the Dam Lagoon and a path for Scree to access the Bay Caverns area as needed. However we will stay with Jen for the time being. AQUIS - SUB STATION MISSION #1 - JEN-UNDINE The first substation requires you to return all the way back to the Temple Lagoon from the start of the Aquis Realm. Once you're there, look across from the temple and you'll see a iris style gateway with another blue button above it. This leads to the temple substation. If you're still not sure, it's been marked on your map. Once the gate is open, swim along the corridor until you reach the actual substation. Now we need to look at the base of the station, and you should find another valve you can turn. Grab it with X and keep tapping right until there is a cutscene as Jen powers up the station. Now you need to swim around to the back of the substation and look for a metal hub with a lever beside it. Flick the lever over and a lid will open on the hub. Now that that is done, on to the next mission. AQUIS - SUB STATION MISSION #2 - JEN-UNDINE Return to the Dam Lagoon and make your way to the area labeled Beach. You need to climb up onto the beach and quickly change into human form. AQUIS - SUB STATION MISSION #2 - JEN Walk into the cave nearby and then walk into the water until Jen won't go any further. Change back into Undine form. AQUIS - SUB STATION MISSION #2 - JEN-UNDINE Follow the tunnel along until you reach the next blocked gateway. Again, open the iris using the button in at the top and swim inside the station. Once more you need to turn the valve at the base of the sub station and open the door to the hub for the filtration system. Once that's been done, make your way back to the Dam Lagoon, changing into human form as you go across the beach, and back to Undine as you get into the water. Now we're back in the Dam Lagoon, we're going to have to make a detour. As you may recall, Jen can't get any further north of the caverns due to strong currents but that's the direction where the rest of the substations are. Thankfully we can take Scree there. Hopefully Scree should still be around the Dam from earlier on, but if not use the Summoning Stone there to bring him back to the Dam. Once he's there, change over to him. AQUIS - DAM LAGOON - SCREE Just to the right of the Dam entrance you possessed earlier is a tunnel way which you would have used as Jen on your return here. Follow it through to it's end. Across from you is an entrance to an area with a Rift Gate (and the path to it goes around to your left). But ignore all that and just step off the platform and sink to the bottom like a Scree... sorry, stone. Or as only Scree can. Once your at the bottom use the energy fountain if you need to, then go through the tunnel to the Bay Caverns area. From here, check your map to get your bearings if you're unsure. We need to head towards the top path leading away from the map (which may or may-not be labeled "Water Current" - it depends on if you checked it with Jen). Walk along the bottom of the pathway leading out to the north where Jen was stopped from entering, until you see a boulder on the side of the pathway near the corner. Beside the boulder will be a hole in the wall. It is this small hole which is causing the strong current. Push the boulder towards the hole so that you block it. That's all you need to do with Scree for now, so change back to Jen. AQUIS - DAM LAGOON - JEN-UNDINE Swim either way you have open to you from the Dam to the Bay Caverns. You should now find you can swim up the channel that was once blocked by water currents thanks to Scree's efforts. Continue to follow the path, and avoid the new set of Anemones until you find yourself in the Bay. The Bay area is massive, so it's going to be easy to get lost if you're not careful. However we won't be hanging around here long, so you don't have to worry too much. But before we get on with the game, it's time for a card quest however. Check your map. In the southeast corner of the map is a rift gate. Just north of that point is a small shelf of land leading off the tunnel where the rift gate is. This is actually above water as you may expect. Swim towards the large circular structure in the middle, then surface near the piece of land and change to human form. AQUIS - BAY - JEN You'll find it's a beach you can walk on. At each end of the beach is a tree with eggs below it. There is one near a summoning stone which has 3 eggs. A couple of these have energy in them should your break them. At the tree at the other end of the beach there is 2 eggs, one of which has the card we're looking for. Card #11 - "Ace Of Cups" - Undine Aspect Now that we have the card, lets continue. Walk back into the water until Jen begins to wade then switch back to Undine form. AQUIS - BAY - JEN-UNDINE Now it's time to swim to the western side. Once you get around the central building you should see a mushroom shaped building with flashing lights circling it's "windows." You need to go below it's lip to find an entrance that leads inside, but watch out because you'll have an enemy to fight too. Once he's defeated, swim inside. You'll see a closed door and a another blue button to push. Do so. Swim through the now open door and avoid the Anemones through the tunnel as best you can. Part way along you'll see a summoning stone. Use it to bring Scree through to the tunnels area. Once he's through swim downwards a little, then forward again and you'll come to a vent gate where a cutscene takes place. Scene #24 - Adaro Seen Once the cutscene is over, push X near the gate and Jen and Scree will push the cover down. Swim through and you'll be in a 4 way junction. To the north is another closed iris gate (with no button), however there is a ladder and a hole leading upwards into a chamber with a Rift Gate, a lodestone, and a some healing items. Watch out as Jen though as there are some Anemones planted along the way up and the camera isn't too forgiving as it changes direction. My advise is to stay as close to the ladder as you can if you go up there. To the west is another closed iris gate, however this one does have a button. The only problem is that it's lacking power. So that only leaves one other direction to go in, and that is to the south. Follow the tunnels towards to the south. Once you check your map you'll see that there is a straight tunnel with a substation at it's end, and three small tunnels leading off to a chamber on the side. If you swim towards the substation, you'll find the water currents will drag you down the side tunnels and into the chambers. That's okay though because we need to open a hub here anyway. So once you're in the side chamber, find the hub and the lever to open it and use it. Now we need to change to Scree. AQUIS - TUNNELS - SCREE Hopefully you've had Scree either follow you, or he's somewhere not far behind, or standing on dry ground near the previous rift gate I mentioned. In any case you need to have him go towards the area where we just were, where the Water Currents drove Jen into the side chamber. Across from the second small tunnel leading to the side chamber (on the south side of the map) you'll see another boulder you need to push a few times to block yet another hole which is causing the shift in currents. The difference here is however, there is two holes causing the currents. If you scout the wall ahead of where the boulder starts, you'll see both of them. You need to block the 2nd of the two holes with the bolder. Ignore the 2nd one. By doing so, you'll allow Jen to be able to use the eastern most tunnel of the three leading away from the chamber and allow her to continue on towards the next substation. Change back to her now. AQUIS - TUNNELS - JEN-UNDINE Now back as Jen, swim out the left most tunnel (when facing towards all three). You should find now that it has no water current pushing you away. Once you get to the end, make a left and make your way towards the next substation. Watch out though because there will be a couple of enemies blocking your way. Once you've defeated them, push the button to open the iris gate and continue to follow the tunnel. Also, if you get a note about bringing Scree, then make sure you go and take him to through to the last iris gate and into the chamber with the substation. Change back to Jen and he should follow. Once you get there, a cutscene will take place in which Jen will refuse to kill a engineer for the good of all Aquis and Oblivion. You now have to rescue him somehow. Once the scene is over, check the large pillar sitting in front of the substation. On one side it the valve we can't touch, but if you check around the other side at the top, you'll find a switch. Once you push it, a scene will take place which show the iris gate with no switch near the last rift gate opening. Time to change to Scree and make the slow trek towards the now open iris gate. AQUIS - SKELETON SUB STATION / SUB STATION MISSION #3 - SCREE Once you get to the now open iris you can take Scree inside (with Jen you'll find that new water currents block your path). Walk around to the back of the substation and Scree will make a note about having to gain access to the control room. Firstly however we're going to open the hub here and also go on a card quest. Behind the green eggs at the southern most point of the room, to the left of the control room (that is while facing it) you should find the lever for the hub. Once you have it open, you'll need to find it. Go back towards the control room at the southern end, then follow the wall around to the west. You should pass a valve, which we will come back to in a second, and then just north of that should be the hub. Walk up to it and look inside. You should see there is a card in the bottom. Hop in and collect it. Card #12 - "Knight Of Cups" - Glakk Return to the aforementioned valve south of the hub. Press X and turning it and it will give Scree access to the control room at the southern most point, by lowering and access platform to get inside. Once inside, you'll find another valve which you can turn to power up the Nest Substation in another cutscene. However the final thing you need to do is grab the handle (the stick with the white ball on top) which is sitting to the left of this valve you just used. This is what we need to free the engineer. AQUIS - SUB STATION MISSION #4 - SCREE You now have to make your way back to the previous Skeleton Sub Station where the engineer is. If Jen is still at this Substation then you can just switch to her and get her to use the Summoning Stone to bring Scree there. Once you're there make your way around to the back where the hub is that Jen checked out. As you may have guessed the hub is missing a small handle, which is what we collected with Scree. Stand beside it and press X and Scree will use the item. Now that is done, flick the large handle so the hubs lid can open and the engineer can escape. A cutscene will take place with exactly that. Now you can go around to the proper valve and power up this substation. 4 down, 1 to go. Change back to Jen and swim to the last remaining iris gateway left from the original 4 way path, as it now has enough power to open. AQUIS - SKELETON SUB STATION - JEN-UNDINE Swim back towards the last iris gateway we have left to open for now. When you reach the water currents area, the unblocked current will take you down the 2nd tunnel way in the middle, however you'll be able to use the first (western most) tunnel still. Essentially this means a small diversion between the first and third side tunnels every time you want to come through this area, however you won't be coming back. Once you arrive at the gateway, watch out for enemies around, then push the switch at the top of the iris to open it. Follow the tunnel along until there will be a cutscene and Jen will be blocked in by a landslide. In the new area you are in, fight any enemies around, the follow the only way you can go and open the next iris gateway, and swim through. This new area you are in is called the "Spike Pit" - appropriate I guess given all the pillars are like spikes and the room is filled with Anemones too. If you look at your map you'll notice there is a huge gap running along the far southern wall, but if you actually go there, there is just a rock wall. This is because you need to swim upwards. You'll then notice there is a patch of water which will lead out into the open air, and you'll find your right beside another beach. Once you get near the beach you'll notice there is a large crab to fight. Wade up the back until Jen starts to walk then press Left on the D-Pad to change from Undine to Ferai form. AQUIS - APOSTIES MOUNTAINS - JEN-FERAI Attack the crab until it dies. Blocking is a must here as its attacks are strong, but general attacking from Jen will easily defeat it. Once it's dead, it's time to go on another card quest. This one is easy though, so don't worry. From where you are on the beach, check your map. On the northern most point of this area in the mountains is where we will find the next card. To do that, all you need to do is walk around outside the water-hole you just climbed out of. Behind one of the small rock pillar surrounding the waterside you will find the next tarot card. Card #13 - "King Of Cups" - Adaro Now that we've gotten the card, make your way back around to where you fought the crab, and follow the pathway beyond leading between the mountains. It will come to another circular cavern with a hole in the middle. If you look into the middle, you will see water. Time to change into Undine form and dive into the water. Press up on the d-pad. AQUIS - APOSTIES MOUNTAINS - JEN-UNDINE Diving in now, all you need to do is swim back to the surface of the water you landed in. From here, check around the outside of the water and you should see a tunnel leading back out. You'll need to change back into Ferai form once you climb out. AQUIS - TUNNELS - JEN-FERAI Run along the tunnel until you meet another crab. Kill it like you did the last one or ignore it, either way continue on. You'll find yourself in a large cavern at the end. Make your way down the path to the bottom (the egg has nothing in it). At the bottom, cross across the shallow water on the right of the bridge, and over to the Summoning Stone. Pull Scree through it with X. Refill your energy if you need it, and Scree's as well with the energy fountain nearby. If you check your map, you'll notice a small path going north, which is under the water. Ignore this as it only leads back to where the rockslide happened earlier. Instead you're going to use your Ferai form to climb. Return to where the Summoning Stone is if you aren't already there. Hop up onto the nearby ledge. Your Ferai form will be more than capable of making it. Follow the path around to the left and hop up another small ledge, then another medium sized one, and finally another small one. From here you're going to have to shimmy around the wall to the right, in the area you would have noticed as you climbed up. Once you've finished the lengthy side stepping, you'll find another ledge to climb up. Follow the path around to the left again, and Jen will jump the gaps across. Continue following the path, and climb up one final massive ledge. Change to Scree AQUIS - TUNNELS - SCREE From where you are near the summoning stone, make your way across to the other side where Jen originally came down. You should find a huge black wall with little grooves in it which Scree can climb. Have him climb onto it and all the way to the top, and you should find Jen standing right at the top waiting. Change back to Jen. AQUIS - TUNNELS - JEN-FERAI Follow the ledge around until you come to a doorway. There is lever right beside it you can use to open it. Press X and Jen will open the door. Go through and you'll find two crabs to fight. Kill them then continue on through the tunnel. At the end you'll come to another cavern ("Undine Statue Cave") and there will be two more crabs to fight. Also if you search around you will find some eggs, of which one has a lodestone in it. AQUIS - TUNNELS - SCREE Grab the lodestone. Change back to Jen. AQUIS - TUNNELS - JEN-FERAI Walk around to the far side of the room, and you'll see another entrance which Scree can possess. Jen will also make a note of it being too shallow to dive in. Change to Scree. AQUIS - TUNNELS - SCREE Another black wall sits beside the statue you can possess. Go over the edge and climb down. You'll find another lodestone on one side which you can collect. Then press X to possess the entrance. Rotate the stick clockwise and continue doing so until the entrance opens as far as it can and a cutscene takes place. Water will begin to fill in the hole and will allow Jen to dive in. Change back. AQUIS - TUNNELS - JEN-FERAI Run around to near the entrance where you came in. Move to the ledge, change to UNDINE form and get ready to dive in. AQUIS - TUNNELS - JEN-UNDINE Dive into the water and then surface. You'll need to climb up on the ledge where the tunnel is, but as you would have noted there is the crab waiting there for you. Climb up and change to Ferai. AQUIS - TUNNELS - JEN-FERAI Take on the crab. Once you've killed it, follow the tunnel until you reach another lot of water. Change to Undine and dive right in. AQUIS - SUB STATION MISSION #5 - JEN-UNDINE As soon as you get into the water you'll be under attack. There are two Undine guards as well as a large crab to take on. The Crab has the added annoyance of being able to spit at you, so while you're taking on the Undine you can still be hit. Use your attack reach to your advantage here, especially with the crab. Once they're all dead, turn the valve on the front of the substation (at the top of the steps) and a cutscene will take place. All substations cleared. Now to finish up the job, we need to head to the purification tower and clean the water. Swim around to the back and open the hubs lid with the lever. From there swim directly upwards from the lever, and you should see a hole which you need to swim through. This will lead to the next tunnel. However watch out because there are another few Undine guards on your next series of tunnels. Continue to follow the tunnels to the north, there is only one direction you can really go as you follow most of them. However at a point they come to a split. The left path leads to a wide open area with some steps and land, the right goes to another iris gateway. You should head towards the left path first. Climb out of the water and onto the land. Change to normal form. AQUIS - TUNNELS - JEN Located here is a rift gate, a summoning stone (which you should use to bring Scree here), an energy fountain, and some eggs. One of the eggs also contains a energy gem for Jen to collect. Once you've collected everything and brought Scree through the Summoning Stone, it's time to jump back into the water. Go to the edge and change back to Undine form. AQUIS - TUNNELS - JEN-UNDINE Swim back down to the path selection and swim straight ahead towards the iris gateway we passed earlier. With all of the substations online, it has power. Hit the switch above it and go through once it opens. You'll now be inside the Purification Tower. Swim upwards, and once approach the next iris it will open for you. Once you're through, you'll be asked if you want to save or not. Do so if you wish. Either way, a cutscene will then take place. Scene #25 - Adaro Confrontation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #4 - ADARO Adaro requires a lot of work, mainly because you can keep beating the crap out of him, and he'll come back for more. What you firstly need to do is whittle down his health to nothing. You can keep simply using basic attacks until he blocks (which is usually around after he looses half his health), then it would be a good idea to use L2+R2 attacks until he's off guard again, in which time you can knock out the last of his bar. Once he's lost his health, he'll be stunned for some time, and the camera and Jen should adjust to show where Scree is. Swim towards Scree and help him move one of the valves around the outside, simply by pressing X while near it. Once it's done, Scree will run to the next valve however, you'll only have enough time to do this one at a time. You'll have to go back into the center of the tower and attack Adaro again. The biggest pain about taking to long or even trying to get back into the center is this ink stuff he spits at you now and then. The best way around it as you're coming into fight him again, is to dive deeper and then come up right below him where he'll likely not attack like that. His physical attacks do some heavy damage too, but he doesn't do them enough to be of much concern. Most of the time he's just open to attack or blocking heavily. You'll have to repeat this strategy of fighting, valve opening, fighting, again and again until all the valves are opened. Once you've done that you'll need to go in and finish off Adaro one last time before the fight will end. If you get disoriented while trying to find Scree with the valve, swim around the whole platform following each valve until you find him and the valve. The game gives you an extra length of time than is needed just to open one valve so that you can find Scree if you loose him, but just not enough for opening two in one go. Once Adaro is properly defeated a cutscene will take place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once the scene is over you will have the Undine key. Continue to swim upwards, and another iris gate will open for you. Continue to swim upwards until you reach the surface. Time to climb out. Change to normal form. AQUIS - PURIFICATION TOWER - JEN Once you're out of the water, climb up one of the ladders on either side of the room. Once up to the next level, walk around the outside until you see another ladder on the pillar in the center of the tower. Once you reach the top of this ladder, walk around to the other side and go inside the pillar. Use the summoning stone to get Scree. Time to change over. AQUIS - PURIFICATION TOWER - SCREE Climb up the ladder inside the tower, then once at the top go outside have have Scree jump across the gap to the other side. From here, climb up the mesh on either side, and follow the walkway around and into the center. Climb up another ladder and inside once more. More ladder climbing is to be found inside here as well. Climb up, walk around, climb up, and then walk forwards. You'll be standing right in front of the place where you need to use the Undine Key. But before we use it, it's time to get another tarot card. From where the Undine Panel is, you can either walk around the outside of the entire tower looking at the view, or walk around inside, near the central pillar you came out of. To find the next card walk around inside, around to the back. Sure enough, there should be a card just sitting on the ground. Grab it. Card #14 - "The Lovers" - Jen + Lewis Now you have the card, go back around to the front of the tower and use the key on the panel. A cutscene will take place. Scene #26 - Aquis Restored Once the scene is over, Jen and Scree will return to the Nexus. NEXUS - AQUIS PORTAL - JEN You've unlocked your second Bonus Feature. A featurette on the making of Primal. You can access it through the main menu. Bonus #2 - Making of Primal Featurette Run down the corridor from the rift gate, and as you run ahead another cutscene will take place. Scene #27 - Arella Weakening Now that that's hit you like ton of bricks, although surely answered more than enough of your questions and speculations, continue to follow Scree as he leads you through the Nexus to the next rift gate, and to Aetha. ------------------------------------------------------------------------------ 06 // 03 // Aetha Scene #28 - Entering Aetha Once the scene is over, Jen and Scree will be left to make their way to the village. However first, there is a card very nearby we should collect. Leading down from the rift gate is some steps on both the left and right to a platform lower than the gate one. You'll be able to see some spirit stones in the corner to the right. Follow these stairs down and turn to face the gate you just came through. You'll find there is a room underneath. Go down the small stairs leading into it and at the back of the room you will find a chest, which if you open it you'll find another Tarot card inside. Card #15 - "The Devil" - Belahzur Now you've gotten the card, make your way back up to the rift gate, then go up the stairs behind it to the tower overlooking the "portal". You'll find there is a large gate blocking your way, and you can't open it - even if Scree helped. Seems it's time to do some climbing. Change over to Scree now. AETHA - PORTAL KEEP - SCREE At the base of the stairs to this tower, you'll see some moss growing on the wall. It is here where Scree can begin to climb the wall. Climb up a way then go around the corner to the right and follow the wall around to the other side of the tower. Here, the gate you can't open will be able to be opened. Climb down onto the ground and then flick the lever to let Jen through. But we're not finished with Scree yet. As you may have noticed, there isn't really a way down to the platform below. It's time to use the rope again. Get close to the edge and press X, and Scree will drop the rope and turn to a stone anchor. The game will automatically swap you over to Jen. AETHA - PORTAL KEEP - JEN Go up to the now dropped rope in front of "Anchor Scree" and press X. Jen will grab a hold. Pushing down on the analog stick, you'll make your way to the bottom of the wall. Once you're on the ground, press the select button and change to Scree. AETHA - PORTAL KEEP - SCREE Press X once more and Scree will turn back to normal and pull the rope up. Now go to the edge and continue walking forward so Scree will climb down it. From here go straight down to the bottom and meet up with Jen. Change back to her now. AETHA - PORTAL KEEP - JEN Follow the walkway down and alongside the keep, and down into another room underneath it. Another gate blocks your path back outside the front, but thankfully this one can be lifted by Jen and Scree. Follow the single path around. Jen and Scree will make the gaps across fine. As you get into the next section of the map, and under the start of the village, you'll get into your first fight here in Aetha - with some weird dog-like creature known as the Yaag. Change into Ferai form if you aren't already in it. AETHA - LOWER VILLAGE - JEN-FERAI The Yaag aren't too difficult by themselves, but you're going to be seeing a lot of them, and most times in groups as well. This will begin to become a major drain on your energy, so be careful when fighting. Make sure you always refill Scree's energy bar as well whenever you can, especially from enemies you've killed. You'll more than likely need it. Continue to follow the path around and up a hill until you enter a courtyard. There will be a few Yaag to kill too, so watch out. Once they're dead, there are two smaller paths to take, separated by a wall. One is a dead end but has an energy fountain in it. Refill Scree's energy if you need to here. The other goes down a small hill and then up some stairs, leading to a door. This door can be opened, so do so. Once inside, follow the doorway to the left and then through to the next room. Go out the door at the back and head up the stairs you'll find. Go through the next room, and into a hallway. At the far end of the hallway are some barrels which one of has some energy if you need it. But at this time I'm sure Scree doesn't need anymore. Instead open the door nearest to where you entered the hallway and you'll find yourself back outside in the Lower Village. The funny thing is, there is all this space and nothing to really explore. You'll need to exit the village area from just around the corner from where you entered it. However there are 3 Yaag around if you want to fight something. Make your way up the stairs just around the corner from where you entered (if you're unsure of exactly where - check your map, they're in the south-east corner). Once at the top there will be another Yaag to fight. Once it's dead, follow the path around the corners and onto another wooden bridge. And again, more Yaag to fight both as you just reach it and then three more as you reach the end of it. Once they're dead, ignore the path straight ahead of the bridge you just came across (it's a dead end) and take the path leading uphill off to the east. Go straight up the stairs and inside the next room. There are some barrels here, which one has some more energy for Scree to collect. Open the door on the other side of the room and make your way down the stairs outside to the upper village. A couple of Yaag will approach from the area to the south of the stairs, so kill them as the approach. There isn't anything in the direction they came from, so continue east up hill and along the wooden walkway. Follow the walkway around and eventually you'll be confronted by even more Yaag. Kill them and continue to follow the winding walkway until you reach a large courtyard. The main square of the village. Once you enter into it a cutscene will take place. Scene #29 - The Village Offering Once the scene is over you'll be tasked to follow the person you saw from the main square. However before we do it's time to go on another card quest. To the north of the city square will be a half down gate. Jen will squeeze underneath (Scree will fit just fine) which will take you to another walkway. Follow it to it's end and you'll be attacked by some Yaag. Once they're dead, go inside and you'll be in a farm. However there will be more Yaag to take on. Once they're dead, check inside the barn on the eastern side of the farm. At the back will be a chest which contains the next tarot card. Card #16 - "The Tower" - Nexus Now you've got the card, run back to the main square how you came from there and follow the path to the south out of the main square. As you reach the other side of the arch, you'll see to your right a whole lot of barrels. We're going to make a quick side trip. Smash the barrels in your path (you don't have to break all of them but do so if you feel like it) then follow the thin walkway right along and around to it's end. You'll find an energy gem which Jen can collect. Make your way back to the main path and go across the bridge and into the courtyard of the manor. A cutscene will take place showing the guy you're following escaping up the stairs and into the manor. Once you're into the courtyard however watch out because there are some more Yaag around ready to attack. Once you've killed the 3 which attack you, make your way up the stairs and into the manor where the guy went. Once you're inside, head towards the back of the main room and you'll see the guy escape out the back in a cutscene as you get close. However before we follow him, it's time to go on another card quest. To the left of where you're standing once the scene is happened, you'll find a ladder. Climb up it and you'll be on a balcony above the 2nd floor. Follow it to it's end nearby the ladder and you'll be in a bedroom. Just to the left of where you entered will be another chest, with another card in it. Take it. Card #17 - "Queen of Swords" - Empusa Once you've gotten the card, head back downstairs and open the door the guy escaped through. Follow the walkway around the back of the building and down underneath it. Open the door and walk inside, make your way through the room and down the stairs at the back. Once into the cellar area, break open some of the barrels at the top. One of them has some energy in it. Make your way down the stairs to the bottom level. At the bottom Jen will hear something and then you'll hear a voice telling you to leave. Of course we're not going to do that. Continue down and into the center of the room. You'll notice the panel in the floor which just doesn't look right. So now we need to figure out how to open it. I will admit this took me a bit to work out the first time, but you need to pull the taps on the large barrels in the bottom of the cellar. But which one? Well it's the 2nd to the south-east corner of the room. Once you do so, a cutscene will take place. Scene #30 - Trapdoor In The Cellar Once the scene is over, you'll need to exit from the now-open-door at the north-east corner of the cellar. It will lead to another walkway leading back to and through the basement of the main square. Another cellar. From here you'll find another path leading across below a broken bridge that leads from the main square. However from down here we can make the large jump across to the other side. Once over there, take the path to the right and head up the two sets of stairs. Once you're up them, turn to the left and make your way up another long set of stairs so that we're now up to "ground" level. A cutscene will take place at the top. Scene #31 - The Ghost Once the scene is over, continue following the path ahead and make your way through the small archway entrance into the cemetery. In this lower courtyard, to the south of the actual map, there is a lodestone if you wish to collect it with Scree. AETHA - CEMETERY - SCREE Grab the lodestone. To the north is a energy fountain you can refill Scree's energy with. Otherwise, continue following the path and head up the stairs to where the swirling white light is, and another scene will take place. Once the scene is over change to Jen. AETHA - CEMETERY - JEN-FERAI Turn around and make your way up the next set of stairs to the gibbet. Before heading inside, if you look up you'll see a pole with a cage on the end of it. That's where "the duke's" bones are. Go straight through the room and out to the back. Just to the north of the exit you came out of is a wall which Jen can leap up when she's in Ferai form, which you should still be at this point. So jump up it. Once you're at the top, make your way around to the front of the gibbet. Walk onto the beam at the front and press X and another scene will take place. Scene #32 - The Incident With The Ear Once the scene is over, as the one-eared Scree, take the Duke to the grave we were at earlier. Once you get there press X and another cutscene will take place. Once the scene is over, begin to make your way out of the cemetery and back towards the way we arrived here. However watch out because there will be three or four more Yaag around. Once they're done with make your way back down the path, back down the three flights of stairs and across the lower level of the broken bridge. Go through the main square cellar, across the other walkway, and back into the manor's cellar. Another scene will take place once you get inside. Scene #33 - A Plan Is Hatched Once the scene is over follow "Ol' Pug Face" to the well. He'll take you back upstairs and through the manor and courtyard. Once out of the courtyard you'll have to take on heaps more Yaag, but hopefully he'll help you in fighting most of them. Once they're dead, continue following him through the main square, down the winding path to the upper village. As you come along here, there will be more three more Yaag to kill. Once they're gone, continue along the path then go up the stairs and through the village building you used to get to the upper village originally. From the other side of the room go down the stairs and down the pathway, turn right and go across the bridge, through the winding path and back down the stairs into the lower village square, and towards the well in the center of the square another scene will take place. AETHA - LOWER VILLAGE - SCREE Time for Scree to go to work it seems. From where Scree stands push forward and he'll climb over the edge. Head straight down the well as far as you can, then walk around the wall until you're on the opposite side. From there you can climb down into bottom and wade into the water. Press X here and Scree will dunk his head into the water along with the bottle (it's kind of funny looking) and collect the full bottle of water. Now you can climb back up to the top the same way you got down. Once you're at the top change back over to Jen, because four more Yaag are coming. AETHA - LOWER VILLAGE - JEN-FERAI Kill the Yaag then head up the stairs. We're making our way back to the main square again, so around the corner, over the bridge, up the path to the east, up the stairs, through the room, down the stairs, along the winding path, and back into the main square again. As you approach the stairs you'll be once again asked if you wish to save. I guess you know what's coming up then. Save if you wish to or don't save if you want to, then another cutscene will take place. Scene #34 - The Fake Offering ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #5 - VALEERA Valeera a.k.a. "Xena" (man, was that ever a bad in-joke), a.k.a. "that bitch with the sword", is a fairly easy fight that just requires some timely hits and blocks in Ferai form. Valeera, as Wraith do, can timeshift at will, so that's really her most challenging aspect but she generally keeps in close quarters a lot anyway because it's the only way she can attack. Blocking correctly, especially when knocked off balance, will result in good counter attacking which is a heavy hitter. Anything that has force behind it, such as spin moves and wide slashes also has a good impact against Valeera. Trying to unleash a good combo is a good way to whittle down her health. Once she's dead, another cutscene will take place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once that scene is over, there will be one more in the cemetery. Scene #35 - Bones Laid To Rest And Jen will finally have her Wraith form. I'm sure you noticed that tombstone that Jen smashed to bits read "R.I.P. Laura Cruft" too... Nice ribbing there Studio Cambridge :p Once the scene is over it's time to try out the wrath or of the Wraith, as a silly little Yaag decides to attack you. Kill him easily in your new Wraith form. You can also time-shift by holding the circle button, but keep in mind that doing so slowly zaps away your energy. You can however perform a "Wraith Dodge" by holding circle and pushing a direction on the left analog stick. Comes in handy. Once you're ready to go, make your way back up to the gibbet and through the other side. From here follow the area beside the fence behind until you reach a wooden arch and another path. Follow the path along and up into the mountains. Continue to follow the path into the clearing and then walk up the stairs and pull the lever with Scree. As you may note, the gate closes again before you can even get close to it though. What you need to do is as Jen gets Scree to help open the gate again, hold down circle to timeshift. This way the gate will stay open and you can run inside. After you have then you can let go and the gate may or may not stay open until Scree goes through. Refill your energy off Scree if you can/need to and get him to collect the sprit stone there to refill some of his energy if he made it through the gate. Follow the hallway around and you'll come to an area filled with water. Walk as far you can then change into Undine form. AETHA - DUNGEON DOCKS - JEN-UNDINE Swim into the room and across to the tunnel on the other side. Swim through the tunnel and into the next room. Swim up the edge, climb up onto dry land and change back into Wraith form. AETHA - DUNEGON DOCKS - JEN-WRAITH Run up the stairs and around the corner. You'll see a rift gate ahead of you, and if you turn around to the left you'll see a summoning stone which you can use to bring Scree here. Speaking of which, you might have seen a lodestone back in the water just near where you exited the water. AETHA - DUNGEON DOCKS - SCREE If you wish to collect it, change to Scree, then go get it (he can climb down the walls). To get him back however, It's quicker just change back to Jen and use the summoning stone again to bring him back. Change to her now. AETHA - DUNGEOM DOCKS - JEN-WRAITH Bring Scree through using the summoning stone. When you're ready, head down the stairs nearby, change back into Undine, and swim into the next room. AETHA - FLOODED DUNGEONS - JEN-UNDINE Once down the stairs and into the room, swim right through the nearby entrance and along the left. However you'll find there is a gate blocking your path which you can't open. If you look the left of the gate though, you'll see one of the cells has a large hole in it's bars which you can swim through, and it leads to an adjoining cell which has a hole in it's floor. What luck! Go through the hole and swim down and you'll find yourself in another set of dungeons. Once you're in the main room, swim down to the bottom and then swim to the end of the block. From there swim back up and face the way you came, and you should see another cell has holes in it's bars because there will be light coming through. Swim through the hole and then surface, and you should find you can climb up on the eastern most side. Change back into Wraith form. AETHA - FLOODED DUNGEONS - JEN-WRAITH From here, walk through the destroyed cell, and through the hole in the wall, and if you check your map you'll see that you're on the other side (and slightly above) the blocked gate we couldn't get through. It looks like there is a gate blocking your path though, but really you can squeeze Jen through the gap at the southern end of it. Run along the hallway and go through the door at the end. You'll find you're just above the water on the other side of the gate. Pull the lever that is here and the gate will open. Now it's time to bring Scree here. AETHA - FLOODED DUNGEONS - SCREE Scree should still be upstairs before the flooded Dungeon area. Take him down the stairs and into the next room. There are two spirit stones here for him to collect if he needs them. Go through the door beside them (or where they were) and follow the path to the left. Go to the end and through the now open gate. Grab the next spirit stone if you need it, then head up the stairs and out of the water to where Jen is. Change back. AETHA - FLOODED DUNGEONS/CAGE CHAMBER - JEN-WRAITH Go down the stairs from where you just were and there will be another slightly flooded room but you won't need Undine form because it only really enough to make it a quarter the way up Jen's legs. This puzzle is one of the more interesting in the game because it's one of the more complex ones. Anyway, the first thing we need to do is get Jen to climb up onto the broken cage in the middle of the room. The one that is sitting in the water on it's side. Once she's there, switch to Scree. AETHA - FLOODED DUNGEONS/CAGE CHAMBER - SCREE Have Scree go towards the cage Jen should be standing on, then check the wall to the left of the cage (south on the map). Scree should climb right up it. Climb up above the ledge through the broken section and then around and down onto the walkway. From here walk around to where you can see a whole lot of levers. Each one of these can be moved in four directions using the analog stick. Go to the first one you should have come to (the left/southern most) and press X to grab the lever FIRST LEVER - Push Up - Moves it forward Push Left - Moves it down Push Left - Moves it down Switch to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH From the cage you're on the ground, jump up onto the first cage Scree just lowed in front of you. Once on top switch back to Scree. AETHA - CAGE CHAMBER - SCREE Staying with the first lever... FIRST LEVER Push Right - Moves it up Push Right - Moves it up Push Down - Moves it backwards Press triangle and Scree will leave this switch. Now move on the second lever and press X to grab it. SECOND LEVER Push Down - Moves it backwards Push Down - Moves it backwards Switch to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH From where you are on the first cage, jump to the second cage just moved in front of you. Once there, switch back to Scree again. AETHA - CAGE CHAMBER - SCREE Staying with the second lever still... SECOND LEVER Push Down - Moves it backwards Push Down - Moves it backwards Press triangle again and move to the third switch... X again of course... THIRD LEVER Push Right - Moves it up Push Right - Moves it up Push Up - Moves it forward Switch to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH From where you are on the second cage, climb down to the third cage Scree just placed beside you. When you're on it, switch back to Scree again. AETHA - CAGE CHAMBER - SCREE Staying with the third lever... THIRD LEVER Push Left - Moves it down Triangle to exit and switch to the forth lever. FOURTH LEVER Push Down - Moves it backwards Push Down - Moves it backwards Switch to Jen. (Sometimes if you left her close enough she'll do this automatically for you, which is a bonus.) AETHA - CAGE CHAMBER - JEN-WRAITH Jump across from cage three to cage four. Then change back to Scree. AETHA - CAGE CHAMBER - SCREE Change over to the fifth lever... FIFTH LEVER Push Left - Moves it down Push Down - Moves it backwards Push Down - Moves it backwards Switch to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH Climb up from cage four to cage five. Change back to Scree. AETHA - CAGE CHAMBER - SCREE Staying with five... FIFTH LEVER Push Up - Moves it forward Push Right - Moves it up Switch to Jen. (Again, sometimes she'll do this automatically for you, which is a bonus.) AETHA - CAGE CHAMBER - JEN-WRAITH Jump from cage five to cage six. Change back to Scree. AETHA - CAGE CHAMBER - SCREE The sixth lever is broken, so jump ahead to the seventh. SEVENTH LEVER Push Right - Moves it up Push Down - Moves it backwards Push Down - Moves it backwards Change to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH Climb down from cage six to cage seven. Change back to Scree. AETHA - CAGE CHAMBER - SCREE Still on seven... SEVENTH LEVER Press Up - Moves it forward Change to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH Climb up to cage eight. Almost there. Change back to Scree. AETHA - CAGE CHAMBER - SCREE Change to the eighth and final lever. EIGHTH LEVER Push Up - Moves it forward Switch to Jen. AETHA - CAGE CHAMBER - JEN-WRAITH Walk off the eight cage onto the platform. Follow the platform around then shimmy along the thin part of the wall, then at the end jump down to the level below. Now to get Scree to catch up. AETHA - CAGE CHAMBER - SCREE Press triangle to get Scree to release the lever. Go back the way you got up to the levers and climb down the wall to the ground. Walk across to the other side of the room, then climb the wall nearest to the platform which had the levers on it. It will allow you to get onto the platform area where Jen arrived to. Grab the lodestone then climb back onto the wall and follow the platform around. Climb back down, grab the sprit stone if you need it, and then follow the path until where Jen had to shimmy across. Climb back onto the wall and go across the gap, then get back on the platform. From there hop back down to met Jen. Change back. AETHA - CAGE CHAMBER - JEN-WRAITH Now that that is behind us, you'd probably be best to save. :p Follow the path you've now entered down to it's end on the current map, where another couple of sprit stones await. As you move forward you'll find part of the tunnel has collapsed, although it's okay because you can climb over the rubble in the way. Continue through a doorway into a small room, then to the right and through into another short hallway. At it's end is a locked door, some barrels (one has some energy) and an open path to the right. Go through the open path. Once you're in the next room there will be some more Yaag to take care of. There is a fountain at the end of the room, but it's reason for being there is because you're going to have to make a big time shift from one end of this hall to the other. Grab the lever just near the door. With Scree's help you'll open it, but use the time-shift before you completely open it. Now make your way towards the open gate with circle still held down. Once you're through you can then let go. Scree should hopefully have managed to tail along with you (How he manages to keep up with Jen's time shift I'll never know). If not there is a Summoning Stone along the hallway anyway. Speaking of which, make your way along it. At the corner will be a spirit stone, and there is also some more energy in one of the barrels. Continue forwards and you'll arrive at another metal doorway where a cutscene will take place. Scene #36 - The Torture Room Once the scene is over, you'll have the guards to contend with. Taking them on is much like your fight with Valeera earlier, except now you have the added advantage of Wraith form. The wraith dodge will help you lots especially, but the distance and heavy knife combos of the form will also work well. Once they're all dead another cutscene will take place. Once the scene is over, go check the guards you killed. One of them has a key which you need to collect. Once that is done, check the small hallway off the south east corner. It goes back towards the area you came from, the metal door that was shut earlier. There are some barrels around here. One has a lodestone, but there is another two sitting in front a chest, and the chest contains your next tarot card. Card #18 - "Ace Of Swords" - Wraith Aspect Change to Scree and grab the lodestone. AETHA - TORTURE ROOM - SCREE Grab the lodestone. Change back to Jen. AETHA - TORTURE ROOM - JEN-WRAITH Once you've grabbed the card and the stone, head to the south-west corner of the torture room, and push open the door there. Head up the stairs and around the corner, then up the next couple of sets of stairs into another rift gate room. There will be a quick cutscene where you meet a fellow who decides to help you out, and then you'll be under attack from some more guards. Once they're dead, you'll probably need more energy so it's good there is some spirit stones around as well as the energy you can get from the dead bodies. Also check the eastern corner of the room, there is a barrel with a lodestone there. AETHA - CELLS - SCREE Grab the lodestone. Change back to Jen. AETHA - CELLS - JEN-WRAITH Continue towards the stairs where the exit of this room is with your helper in toe, and you'll find another gate. Lift it with Scree's help, the go up the stairs. Turn the corner and go up the next couple of sets of stairs and you'll be in the walkway cells area. Just to the right of where you enter (the western most corner of the room) are some barrels. Kick them open and you'll find an energy gem for Jen in one. Walk up the stairs and make your way down the left walkway path through the cells. At the rear of the block, turn left to face the east and go past some spirit stones to another area. To the left is metal door which is locked, to the right is a room leading to a door you can push open. This leads to an area downstairs. Once at the bottom you'll have some more guards to take care of, and another one has another key for you to collect. Make sure you grab it. When they're all gone also check the back corner for a lodestone you can collect. AETHA - WALKWAY CELLS - SCREE Grab the lodestone. Change back to Jen. AETHA - WALKWAY CELLS - JEN-WRAITH Go back upstairs and then follow the hallway at the top where you made the left/right path choice to it's western end. Here you'll have the same thing - a locked door and the same entrance leading downstairs. Open the door and go downstairs. More guards. Another lodestone to collect. AETHA - WALKWAY CELLS - SCREE Grab the lodestone. Change back to Jen. AETHA - WALKWAY CELLS - JEN-WRAITH Head back upstairs and now you can use one of the locked doors (that was the key from earlier) to gain access to upstairs. It doesn't matter which of the two doors, they both go to the same place. Walk across the walkway and then head up the stairs, follow it around the corner than then to the top of the next stairs. Another statue and doors you can't use - clearly you should know what to do. AETHA - UPPER CELLS - SCREE Hit the barrels and grab the lodestone in one. Now it's time to possess the statue. Stand near the statue and press X, and Scree will possess it. Now you need to make the statue tip. Press X to start it tipping. Let it drop back then when it starts to swing forward hit X again to give it more momentum. After 4 or 5 well timed presses of X it should tip and break down the door. Switch back to Jen. AETHA - UPPER CELLS - JEN-WRAITH As you enter (you might need to walk to the other side of the statue) more Wraith guards shall appear. Take them on then approach the back of the cells. There you'll encounter some new type of guards. They block a lot, so you're going to have to use heavy hits and combos to do damage. Thankfully with your current helper you'll keep them off guard a lot easier. Once they're dead, you can have Jen and Scree open the doors to the back. After this your helper leaves. Make your way up the stairs to the next floor and a cutscene will take place. Scene #37 - Jen Is Captured AETHA - MANSION - WEST WING - SCREE Scree is now left alone by himself after Jen's capture. The circular room your in has three different exits other than the one you came out of. There are two hallways to the east and west and another door to the south which leads into a large courtyard. Also in the current rooms are a couple of chests, one of which contains some energy, so grab it if you need it. The two hallways to the east and west are dead ends, leading to doors which are both locked. So instead head through the southern entrance and down the short set of stairs into the courtyard. At the bottom of the stairs are three different paths. The one to the west leads to a rift gate. However over in the garden to the south of it is a lodestone which you should collect. As you get closer to it, you should see the light and jumping stone from behind one of the plants along the side. The eastern path leads to an open area with an energy fountain if you need it. The southern path follows east at a corner and goes up some stairs. Go along the path and up the stairs. Once you're at the top go through the door and head to the west. At the end of the room you can go through a door or go down some stairs facing east. Go down the stairs and into the seating. If you check either side of the bottom of the podium area at the front of the seating there will be two chests, one of which contains another lodestone. Go back up the stairs you got down here from and go open the western door we ignored earlier. Once through you'll be in a library. From inside the door you can go downstairs or upstairs. We're going upstairs. Follow the walkway around until you reach the western end of the library where there will be a small bust of Raum. Press X and Scree will push it backwards, starting a cutscene showing the opening of a trap door on the bottom floor. Continue to follow the second floor around to it's end where you will find an energy gem. Make your way back down stairs and then down again to the bottom floor of the library. Head around to the corner and to the open trapdoor you saw. Go through the tunnel and follow it to it's end, then go around the corners at the end and into the Armory. In here there are some chests which you can open. The 2nd one on the southern side has another lodestone. Once you've grabbed it, make your way to the stairs at the eastern end of the Armory. Make your way around the corner (much to the delight of one of the talking heads) and up the next long set of stairs at the top. Once you're there, open and go into the door on your left, and a cutscene will take place. Scene #38 - Scree Overhears A Tantrum Once the scene is over, head to the northern point of the Ballroom's 2nd floor you're on. It'll be a dead end, but there is a chest there with an energy gem in it. Return to where you entered, and continue following the balcony around until you find an open door leading into a hall. However, don't start to go up or downstairs in front of you, instead make your way to the east of where you entered, parallel to the Ballroom, which will take you over a small raised area. Once you're down the stairs you'll find another open door leading back into the ball room, just however on the other side of the 2nd floor balcony instead. Make your way to the end of the balcony and there will be another chest to open. This one however contains another Tarot card. Card #19 - "King Of Swords" - Raum Once you've grabbed the card, return to the main hall where you were before. Scree won't go down the stairs too far due to the guards, so instead follow the stairs upwards further and follow the balcony around to the south side of the 2nd floor where you'll find another door which gives you access outside to the main courtyard. From here you can turn left or right along the balcony. Firstly turn left (south on the map) and make your way to the corner. From here, climb the wall of the main hall, then get Scree to climb around the corner. Here you'll find there is a short platform where yet another tarot card sits. Collect it. Card #20 - "The Hanged Man" - Watcher Once you've gotten it, climb back on the wall and make your way back down to where you started. Run back to the door you entered the courtyard with and continue along to the next (northern) corner where you'll find another lodestone. Here will also be some water running down which is supposed to give you the clue to also climb up here. Do so. Once you climb up and around the corner, you'll find this area isn't blocked off like the other corner was. Instead it leads along to a ladder with more water running down beside it. Grab the spirit stone if you need it, then make your way to the end of the area and up the ladder to the roof. From here, follow the small gap in the sections of tiles and run up to the wall leading into the tower. Scree will jump up to the next level. Then jump up once more to make it through the open window on the right (southern most) side. Walk forward and drop onto the stairwell. Walk down the stairs to the next level. From here you can go down the stairs to the bottom of the room if you wish. There are a couple of chests, one which contains energy as well. The exit on that level leads down a series of stairwells and eventually leads to a door which is on the 2nd floor of the ballroom. You would have passed it earlier. Instead of that, follow the stairs back up and around the other side, and continue to follow the stairs and hallways as they snake around the inside of the tower until you reach a doorway. This leads into Raum's Lab at the top. Open the door and go inside. Once inside, you should grab the lodestone and the energy gem before getting Jen. The lodestone is located in a chest on the western side of the lab. As for the gem, there is a scaffold looking library ladder which you can climb to the top of and grab the gem on the eastern side. Once you've gotten it make your way back down to the floor. Once you've gotten everything, climb the stairs to the iron maiden where Jen is located and a cutscene will take over. Scene #39 - Jen Is Found AETHA - RAUM'S LABORATORY - JEN Now were back in control of Jen, however she's lacking any weapons and her vambraces. Make your way out of the lab and all the way down the stairs to the bottom of the tower. From there, follow the next series of hallways and stairwells until you arrive back down in the Ballroom. Make your way back into the main hall from here, and follow the 2nd floor walkway back around to the southern side and back out to the main courtyard. Once through the doors, take the path to left and follow it right around. You'll find a lodestone for Scree to collect and an open doorway into the eastern wing of the mansion. AETHA - MAIN COURTYARD - SCREE Grab the lodestone and then change back to Jen. AETHA - MAIN COURTYARD - JEN Enter into the wing and make your way around either side of the walkway to the northern end. You'll find some stairs to go down which will eventually lead to a large set of doors that both Scree and Jen will need to push open. You'll be down in the Banquet Hall. Run to the far end of the hall and go through the next couple of doors until you find yourself in a lounge like area. There is a chest near the piano which has another lodestone in it which Scree should grab. AETHA - SITTING ROOM - SCREE Grab the lodestone. Change back to Jen. AETHA - SITTING ROOM - JEN There are two sets of stairs to go from here. Up or down. The down is a dead end so instead head up the stairwell until you reach Raum and Empusa's bedroom. In the northern corner you'll find another lodestone to collect as Scree. AETHA - RAUM AND EMPUSA'S BEDROOM - SCREE Grab the lodestone then change back to Jen. AETHA - RAUM AND EMPUSA'S BEDROOM - JEN Now you've gotten that head towards the small wardrobe at the back of the room and another cutscene will take place. Scene #40 - Fancy Dress AETHA - RAUM AND EMPUSA'S BEDROOM - JEN-ARISTOCRATIC WRAITH Now we have Jen all setup it's time to go to the ball. We need to backtrack all the way to the ballroom, so make your way down the stairs and go back into the Banquet Hall. You don't need to worry about any of the guards around while you're in this disuse of course. Make your way to the other side and up the stairs, then make your way from there to the exit out to the main courtyard. Follow the walkway around the outside of the main courtyard to the main hall. Follow the walkway again around the hall, then make your down from the walkway into the center of the main hall, and head towards the ballroom. Another cutscene will take place. Scene #41 - The Wraith Ball Once the scene is over, you'll be in the East Wing again, this time off the side of the ballroom. Make your way into the adjoining room, and then down the stairs to the walkway. Follow the hallway along until you reach the circular room in the center. The guards will tell you about the Dark Maze and how Elizabeth likes to play there. However the gate is closed for now, so we'll have to ignore it. After that, continue along the walkway leading away from the circular room, and you'll eventually come to a stairwell and a door. Climb the stairs and open the door and you'll be back in the sitting room. From here, climb back up the stairs so you reach Raum and Empusa's Bedroom once more, then go towards the wardrobe area and a cutscene will take place where Jen will change back into her normal costume. You'll automatically be taken straight back to the Lab (I have no idea how they'd manage it with the guards around and the event going on in the ballroom but *shrugs*) where Jen will get her vambraces and knife back. Scene #42 - Vambrace Retrieved AETHA - RAUM'S LABORATORY - JEN Now it's time to go back to the West Wing to Elizabeth's room to get the key for the maze. However we will need a key to get there first. Make your way down all the stairs again to the bottom floor. But watch out because there are some Wraith guards about, so I guess it's time to change to Wraith form. AETHA - RAUM'S TOWER - JEN-WRAITH Time to kick some wraith butt. Once they're dead, follow the path back down the stairs to the ballroom. From there, make your way into the main hall and back down to the main floor. More Wraith will come and attack, so be ready. Check the bodies of the enemies killed here as one of them will have the key we need to get into Elizabeth's Room. Once you've killed them all and got the key, approach the two large doors to the south and open them with Scree's help. You can finally properly access the Main Courtyard. Once outside you'll find some more Wraith to take on. When they're killed, walk down to the fountain in the center of the courtyard and climb inside. There are a couple of spirit stones and an energy gem to be collected. Once you've gotten them, return to the doorway where you entered the courtyard, except follow the path around the building to the north west. Here you'll find another entrance leading back into the west wing of the mansion. Pull the door open and walk inside, and you'll find yourself back in the library again. Walk down the stairs and go down the next set to the bottom of the library. Go towards the doorway on the southern side and take out the Wraith guard blocking the doorway. Once he's gone, unlock the large door then with Scree's help open it. Once you're through, make your way up the stairs to the left and follow them around to the long set of stairs leading all the way up to Elizabeth's Chambers. Once you're at the top, you'll find another guard is blocking the door into a further room, so take him out and walk inside. You'll find there is another set of stairs to climb to get to a 3rd floor, so make your way up the next set of stairs and a cutscene will take place once you're at the top. Scene #43 - How To Get Into The Maze? Once the scene is over, you'll be back down on the 2nd floor... and not alone. Kill the wraith and make your way back down stairs. The previously closed doorway leading down the long corridor will now be open, so you can either follow the hallway down and around the corner to the circular chamber where Jen was originally captured, or make your way through the Library and Altar rooms, and back out to the Western Courtyard. Once you've followed either way into the courtyard itself, make your way to the rift gate at the southern end. Activate it and select the gate to Mansion East Wing. Once you're through the gate, turn to the left and head back into the adjoining room again, and then down the stairs to the walkway. Watch out for any Wraith around. Follow the hallway along until you reach the circular room in the center for the second time. There will be a huge swarm of six Wraith around so take them all on carefully. Once they're gone and you've taken out the seventh Wraith, a guard near the Maze, head down the steps into the Dark Maze which you now have the key for thanks to Elizabeth. With Scree's help you'll get the gates open. Once inside Jen will note the obvious about mazes... however thankfully you can cheat your way through this maze. Swap over to Scree. AETHA - DARK MAZE - SCREE As Scree, stand under the gateway you just opened. As you may note he's glowing a bit, which means there is something to possess nearby. This is the head on top of the gate itself. Press X and Scree will possess the statue giving you an overview of the entire maze. This is coupled with the fact Jen will give off a beam of light as a marker where ever she is in the maze. This will allow you to find your way around swapping between the two as much as you like. However before with do anything else, lets use this ability to get another Tarot Card. Swap back to Jen. AETHA - DARK MAZE - JEN-WRAITH To get the card we're going to do this in steps. The directions left and right are from behind Jen. Please keep this in mind. 1. Facing away from the gate you opened to get inside, take the second path on the right side. 2. Follow it around to the right and then into a new area which has three splits. Take the first left you can here. 3. Follow the corner around to the right and there will be another split. Take the path to the left. 4. Follow the path, then take the right path at the next split. 5. From here it's all one path to follow until you reach a dead end where the card will be sitting. There is a two left corners, three right corners, then a final left at the dead end where the card is. Card #21 - "Knight of Swords" - Elizabeth Once you've gotten the card backtrack to the start and we'll properly get on with this again. Once more in steps. The first lever: 1. Facing away from the gate you opened to get inside, take the second path on the right side of the yard. 2. Follow it around to the right and then into a new area which has three splits. Take the first left you can here. 3. Follow the corner around to the right and there will be another split. Take the path to the left. 4. Follow the path, then take the left path at the next split. 5. Follow it to the next split, and take the path to the right. 6. Take the next two left corners, a right, and then another left until you reach another split, where the left is a dead end. 7. Take the right path and you'll be in a small area between the two gates in front of the yard. 8. Take the path to the back of the small area. Follow the corners right and two lefts, until you come to another split. 9. Take the path to the right until the end where there will be another split. 10. Take the path to the left, and ignore the path branching off to the left. Go to the end and turn left. 11. At the next split go right, then left at the next split, then around the corner to the right and you'll be in a small yard with a green light and a lever. Pull the lever. Now that's done the maze will shift and we'll need to find another way to the second lever. 12. Take the exit that opened across from where you pulled the lever and take the corners left, right, left and right again and you'll find yourself back in the main yard where Scree is. 13. Again, facing away from the gate you opened to get inside, take the second path on the left side of the yard. 14. Go straight ahead and around the corner to the left, then make two rights, and a left. 15. When the path splits, take the path to the right. Then as it splits again right after, take the path to the right once more. 16. At the end, the path splits once more. Take the path to the left, and follow the two right corners and one left corner until you reach the small area between the two gates in front of the yard again. 17. Take the path to the front left of the area and ignore the first left you pass, and take the corner to the left at the end to reach another split. Take the path to the right. 18. At the next split just after, take the path to the right, then at the next split take the left path. 19. Follow the corner to the left, then at the next split take the left path again. 20. Take the corner to the right and you should see a pillar on the wall in front of you. Take the right from this corner and follow the path to the next lamp and lever. Pull the lever. Now that's done, the maze is fully opened. Take the path to the south of the lamp and it'll lead you on a winding path right back to the yard where Scree is. Swap back to Scree. AETHA - DARK MAZE - SCREE Press triangle to dispossess the statue. Swap back to Jen. AETHA - DARK MAZE - JEN-WRAITH Run to the end where the maze opened up and there are some doors. There is also a summoning stone and a energy fountain here if you require them. When you're ready go through the doors with Scree's help. Follow the stairs down and go around the corner. There will be another guard down here. I don't know if this was a bug or not, but the one I got was incredibly lazy and didn't do anything but stand there while I slashed the crap out of him, not even blocking. Anyway, continue down the next flight of stairs and through into another set of cells. As you make your way across there will be a few more Wraith to take care of too. When they're dead continue to the large doors at the far end which Jen and Scree will open. Take the path down to the left and carefully down the stairs. Watch out for the first, and err only... in a new set of Wraith guards, a rifleman. He obviously has a guns and also has a double bayonet on the end of it for close combat. Fairly deadly. Once he's dead, continue down the stairs into the large room which will be labeled as the Blood Machine. Continue down the stairs to the bottom and towards the Blood Machine and a cutscene will take place. Scene #44 - The Blood Machine Once the scene is over, Jen and Scree need to make their way back to the Ballroom. Return up the stairwells to the Dark Maze. Make your way back to the circular room, where you will be told where to head, and take the path to the left (going to the northeast). Follow the hallway back to the rift gate that got you here, but head into the open doorway on the left which leads into the Ballroom. As you enter you'll be asked if you wish to save. You know what that means. Save or don't save and then a cutscene will take place. Scene #45 - Confronting Raum And Empusa ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #6 - RAUM AND EMPUSA Double the enemies doesn't really make this any harder than a standard fight. With Empusa on the ground, it's best (and basically the only thing to do) to take her out first. She's quick with her whip so it's not very useful to stand in front of her and try and take her on that way. Use your Wraith dodges (Circle and a direction) to avoid her attacks and attack. At the same time Raum will be floating around occasionally firing energy streams at you... or more to say randomly around until it latches on. This seems to leech a large bit of energy at once, so try to avoid it and concentrate on Empusa still. Once Empusa is down a cutscene will take place between Raum and Jen. Once it's over Raum will be back to flying around like a loon shooting more energy at you. Dodge this by either just running around in circles or if you've entered combat mode, by using your Wraith dodges again. Eventually Raum will quit doing this and come down to the ground for a short while. At this stage you need to take him on exactly like you did with Empusa, but you also need to stay close to avoid him taking off again quickly. He will eventually launch off the ground again at some stage, however you will just need to repeat the circle of dodging the energy attacks and attacking Raum as he lands and stays on the ground until he is stunned. Once that happens, pull out your finishing move (L2+R2 of course) to kill him. When that's done, another cutscene will take place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once the scene is over, Jen and Scree will return to the Nexus. NEXUS - AETHA PORTAL - JEN You've unlocked your third Bonus Feature. An interview with 16Volt about their music in the game. You can access it through the main menu. Bonus #3 - 16Volt Interview Run down the corridor from the rift gate, and as you run ahead another lengthy cutscene will take place. Scene #46 - Chronos Killed Once the scene is over you need to follow Scree into the portal leading to Volca. Follow through the two doors and into the chamber on the other side. Make your way across and through the door into the courtyard for Volca and through the open Rift Gate. ------------------------------------------------------------------------------ 06 // 04 // Volca Scene #47 - Entering Volca Once the scene is over Scree and Jen will be standing in an open area of The Crater. Make your way up the three flights of stairs in front of you, and into the Central Shaft. Straight ahead of the circle on the floor as you enter the shaft, you will find a lodestone, so change to Scree and collect it. VOLCA - CENTRAL SHAFT - SCREE Grab the lodestone. Return to the circle on the floor from the entrance and face towards the rift gate. Take the stairwell leading down to the left and follow it to it's end. Stand near the edge of the dead end near the wall and press X and Scree will drop the rope for Jen, and you'll swap back to her. VOLCA - CENTRAL SHAFT - JEN Climb down the rope by approaching it and pressing X. Climb down the wall to the bottom then once you're back on flat ground change back to Scree. VOLCA - CENTRAL SHAFT - SCREE Press X and change back to normal form then walk down the wall to the bottom to meet back up with Jen. Follow the wall around to south if you want some extra energy (smash the two rocks you'll find for it) then return back to where you came down and continue to follow the path north. You'll jump a gap and then have to climb up a small ledge which is the top of a giant doorway. Follow it to the far end then climb down onto another piece of rock at the other end. From here there will be two more ledges to climb down then you'll find yourself at another ledge. Press X near it and Scree will drop the rope again, and the game will switch back to Jen once more. VOLCA - CENTRAL SHAFT - JEN Climb onto the wall and make your way down to the rope to the floor once more. At the bottom change once again back to Scree. VOLCA - CENTRAL SHAFT - SCREE Press X to change back then walk forward and climb down to the bottom of the wall to meet back up with Jen. Make your way north again and drop down the small ledge so that you're right in front of the large doorway. Except there doesn't seem to be any obvious way of opening it. You need to grab one of the torches and light the two urns on each side of the doorway to get them to slide open. You'll be seeing these regularly. Once it's open you can walk inside and a cutscene will take place. Scene #48 - Awakes Once the scene is over, Jen will be given her Djinn form, which you can change to and refill energy for by pressing down. Walk towards the next one of the torch doors and open it using the torch Scree has. Walk down the hallway and into the next room. As you enter the torches you lit will serge fire into the room lighting the entire room and bringing your first set of enemies, Salamanders. Time to switch over to Jen. VOLCA - ENTRANCE CHAMBER (2) - JEN-DJINN Before you fight you should know that Jen has two weapon forms in this primal state, which can be selected by pressing circle. The form you start with is two moderately powerful fire daggers which are generally fairly standard speed of most of the weapons in the game. However if you press circle this will be changed into a long fire sword which, while slow to use, is also very powerful. You can choose which is best for you or the fights and then kill the Salamanders which attack. Once they're gone check the chests against the wall behind the riftgate. One of them contains a lodestone which Scree can collect. VOLCA - ENTRANCE CHAMBER (2) - SCREE Grab the lodestone. Once that's collected, switch back to Jen. VOLCA - ENTRANCE CHAMBER (2) - JEN-DJINN Make your way out the other side of the room and continue along the hallway until you reach a large circular chamber which is the Chalice of Sut. Here there will be a large swarm of Salamanders... roughly 11 or 12 which you will need to kill. Once they're all dead, collect their energy if you need it, then with Scree's help push the door open at the back of the room, and continue through to the Lava Pit. As you enter, just as before, everything will light up in the room. To the north is an archway which will, as you follow it, lead into another small room. However you'll find that the doorway within this room is locked from the other side. At the back corner of the room is a lodestone for Scree to collect, so swap over and collect it. VOLCA - LAVA PIT - SCREE Grab the lodestone. Change back to Jen. VOLCA - LAVA PIT - JEN-DJINN As you'll have noted by now, there is a small water filled hole in the middle of this room. Stand on the edge of it and change to Undine form. VOLCA - LAVA PIT/WATERWAY - JEN-UNDINE Dive into the water and swim down. This waterway will take you through a series of connected rooms. Swim along and surface at the first waterhole. Climb out and change to human form. VOLCA - WATERWAY ROOM 1 - JEN You'll see a lever on the side of the room, so press X to move it. It'll open a gate somewhere. Go back to edge of the water and change back into Undine form. VOLCA - WATERWAY - JEN-UNDINE Dive back into the water and continue to follow the waterway until you reach a larger room with a gate blocking your exit. There is however a path heading upwards again to another area where you can surface on dry land. Swim up to the top and climb out. Switch to human form again. VOLCA - WATERWAY ROOM 2 - JEN You'll find another lever to pull, this one will open the gate that was blocking your path down in the waterway. Go back to the edge of the water and change back into Undine form again. VOLCA - WATERWAY - JEN-UNDINE Swim back down to the bottom and through the now open gateway. Swim forward to the dead end, then swim up a level. You'll see there is another closed gate to the south, and another area you can climb out of right above you. Swim up once more and climb out onto land again. VOLCA - WATERWAY ROOM 3 - JEN Once more in human form to switch another lever. However this won't open the gate we just passed. You might have gathered by now that actually it was the first switch which opened the last gate... but you also can note now that this room is connected to where you started. Use the summoning stone in here to bring Scree though. Once you've done that, go to the door in the corner of the room, and use it to get back into the room where you started. Walk up to the pool once again and change to Undine form. VOLCA - WATERWAY - JEN-UNDINE Dive back into the water and swim along the path to the first Waterway room again. Surface and change back to human form. VOLCA - WATERWAY ROOM 1 - JEN Pull the switch again and then return to the water. VOLCA - WATERWAY - JEN-UNDINE Swim back the way you came to the Lava Pit, then surface again, and change back into human form. VOLCA - LAVA PIT/WATERWAY ROOM 3 - JEN Run back into the 3rd waterway room. The rest of this doesn't require Jen, but rather Scree... so change over to him. VOLCA - WATERWAY ROOM 3 - SCREE Walk into the water and Scree will sink right to the bottom. There is a lodestone here in the corner of the room for him to collect. From where you collected the lode stone, climb up the west wall, the follow it around to the south and on the small part you can climb on the ledge to the west. Follow it around onto the front of the ledge then climb up and you'll be in front of the gateway that Jen just opened. Follow the hallway to the end, where there will be another lodestone to collect, then climb up the wall and you should be back in the Lava Pit with Jen. Climb up the stairs and Scree will begin to glow, telling you it's time to possess another statue. Press X and you'll possess the statue. Once that's done, press X and it will pull the lever it's holding to move the statue in front. Once that's done, press triangle to dispossess the statue and then change back to Jen. VOLCA - WATERWAY ROOM 3 - JEN Run back through the room past the pools and back to the main part of the Lava Pit. Walk around to the far side and use the summoning stone to bring Scree back over to this side. Nearby the summoning stone are some rocks to break, one of which contains a lodestone. Time to swap to Scree. VOLCA - LAVA PIT - SCREE Grab the lodestone, then head towards the wall on the eastern side of the pit, beside the Chalice room you previously came from. Grab the torch on the pillar beside it then climb up and find another ledge overlooking the pit area which also has a lodestone sitting on it. Grab it, then check behind you for another doorway. This is a smaller version of the torch doors, so light the urns on either side and the door will open. However before we go inside, we have to get Jen up here. Go near the edge again and press X, which will drop the rope off the side and the game will switch back to Jen. VOLCA - LAVA PIT - JEN-DJINN Climb up the rope to the ledge where Scree is, then change back to Scree to turn him to normal form. VOLCA - LAVA PIT - SCREE Press X to change back to normal form. Switch back to Jen. VOLCA - LAVA PIT - JEN-DJINN Go through the door and follow the tunnel until you reach a large cave which will light up as you enter it. More Salamander's will attack so take them out. Once they're gone, check the northern most side of the cave your in and you should see a white light sitting on the ground beside some lava. If you walk behind a rock near the north wall you can reach the area with it, the next Tarot Card. Card #22 - "Ace of Wands" - Djinn Aspect Once you've grabbed it make your way back around to the middle of the cave and follow the path to the south. There will be another rock here near the large pillar you can break open which contains another lodestone. Change to Scree and collect it. VOLCA - SALAMANDER CAVERN - SCREE Grab the lodestone. If you need it too, collect the energy from the killed Salamanders as well as two spirit stones you can find in the area. After that, make your way out the south entrance to the cave and follow the winding pathway down into another circular room. There are four chests here, two of which contain energy and yet another lodestone. When you're ready, change back to Jen. VOLCA - OIL FALL - JEN-DJINN As you will have noted there is a curtain of fiery red oil blocking the other exit to this room. To get past it we're going to need to change to Wraith form and use the timeshifting ability it has. VOLCA - OIL FALL - JEN-WRAITH Approach the oil and watch it for a while. As you'll note there is a small gap every now and then of which in timeshift mode will allow you to walk through. Saving first would be a good idea because this can chew through a lot of energy if you're not careful. Wait until it's about to happen then press circle, then as it gets completely clear run through the gap. If you timed it right then you'll make it through easily. Just past it, you'll find a valve which will switch it off. Also in the next room is a summoning stone to bring Scree through, and a lodestone beside it to collect with him. VOLCA - OIL FALL - SCREE Grab the lodestone then follow the path to the north which will lead back out to the Lava Pit. Here will be another lodestone to grab, so do so then go west and up the stairs. At the end will be another statue to possess, so do so by pressing X, and then once you have press X again to move the statue. Once you've done that, dispossess the statue and change back to Jen. VOLCA - LAVA PIT - JEN-WRAITH Switch back to Djinn form again. VOLCA - LAVA PIT - JEN-DJINN Now it's time to backtrack. Make your way back to the Oil Fall, and switch it off at the valve before it if you haven't done so already. Make your way up the spiral walkway to the Salamander Cavern again. There will be a couple more Salamanders to fight so watch out. Exit at the back of the cave and on to the ledge again. It's time to change over to Scree so Jen can get down. VOLCA - LAVA PIT - SCREE Go near the edge and press X to lower the rope again. VOLCA - LAVA PIT - JEN-DJINN Climb down the rope to the bottom of the wall then change back to Scree. VOLCA - LAVA PIT - SCREE Press X to change back to normal form. Change back to Jen. VOLCA - LAVA PIT - JEN-DJINN Go to the summoning stone and pull Scree back out. Now make your way to the lowered wing on the statue and walk right across the lava pit using it as a bridge to the far side. On the far side, kill the enemies which attack. Get Scree to use the energy fountain if you need it, then continue follow the path to the west. Drop down a couple of levels, then follow the path slightly uphill to reach the Central Shaft. Follow the path along until you reach a large chamber with two different exits. One covered by larger Oil Fall, the one in front another large torch door. Go for that torch door first. Change to Scree. VOLCA - CENTRAL SHAFT - SCREE Light each urn on both sides of the base of the stairs to open the doorway. Change back to Jen. VOLCA - CENTRAL SHAFT - JEN-DJINN Run along the hallway and fight the guard blocking the doorway. Watch out though because there is another Djinn firing at you with fire grenades from his bazooka. If they don't hit you directly, you'll have about 5 seconds before the explode. They have quite a wide blast radius so watch out. Once the guard is dead, go into the hall where there will also be some Salamander's to take out. Once they're gone you can take out the Bazooka Djinn. In here is a rift gate and an energy fountain, in the south east corner. But if you check the north east corner you'll find a chest which when opened contains the next Tarot Card. Card #23 - "The Hierophant" - Lewis Make your way back out of this chamber and back towards the earlier path selection. We're going to have to make use of the Wraith form again to get through the large oil fall we saw earlier, so head there and stand before it. Change over to Wraith form. VOLCA - CENTRAL SHAFT - JEN-WRAITH Time it well and use your time shifting ability to make it through the large oil fall. Once you make it through, go to the bottom of the small stairs and use the valve on the west wall to turn off the oil and allow Scree to come through. Change back to Djinn form. VOLCA - CENTRAL SHAFT - JEN-DJINN Run to the end of the hall and make your way into the Lava Temple. Once you make your way into the center of the room you'll have to fight a whole lot of Salamanders, probably about 14 or 15 of them. Once they're all dead a cutscene will take place. Scene #49 - Jen Takes A Turn For The Worse VOLCA - ROYAL CHAMBERS - SCREE Time to rescue Jen again it seems. Hop down from the platform to the lowest level of the room. In all four corners of this long room are lodestones, so collect them all then make your way to the eastern most wall if you're not already there, and look for another small torch door you'll need to open. However you'll find that this one opens differently. As you get close to it Scree will begin to glow... there is a statue above the door which you can possess. Press X to do so. Once you've taken over the statue, rotate the left analog stick anti-clockwise a few times until the statues mouth opens and pours hot oil into the hole on the floor, opening the doorway. Press triangle to return to normal form, and make your way through the open doorway. In the next room you'll see another torch door, however there will be light it with. In the center of the room is a pedestal with some sort of large vase sitting on it. To the left and right of that are two circular pads which react when weight is put on them. Pick up the vase and carry it to the pad on the northern side. Drop it on the pad, then walk up the wall to the top and follow the path around inside. Here you'll find a lodestone as well as a torch on the back wall. Make your way back out to the central chamber and collect the vase again. Carry it to the pad on the southern side and then climb up the south wall through the now opened gate at the top. Follow the path through, and look out for some treasure chests in the small room to the north. One of them has a lodestone. Once you've grabbed it, light the two urns on the southern side to get through another small torch door. Inside the room you'll find an valve which fills the urns for the large door back downstairs with oil. Climb back down into the main room and light the oil filled urns with your torch so that the large door now opens. Make your way down the corridor, watching out for the flame grenades which go off as you walk along. There is a lodestone to grab part way along the corridor too. Make your way up the stairs at the end, and around the corner through the open door into the next chamber, the Oil Bath Room. It will light up as you enter it. Check the corner in the northwest, as well as that in the southeast for two more lodestones. Once you've grabbed the lodestone in the southeast, climb the south wall as far up as you can, then climb over to the eastern wall and follow it along until you reach a walkway. Climb down onto it and follow it across to the room to the western wall. Climb onto the wall, and follow it to the north until you reach another walkway you can climb down onto. Follow the path back across to the eastern wall. Grab the lodestone on your way there. Climb onto the wall again, and continue to follow it north and around the corner onto the back wall. Follow it around until you can drop down onto the platform with a statue on it, where you'll find you can possess the statue with the X button. Do so then rotate the left analog stick clockwise so that the mouth of the statue closes and the oil stops. You'll find it leaves an exit open for you. Now you need to dispossess the statue with triangle look behind the statue for a hole which will take down into the area where the oil was previously. Follow the now open gap out the back and come into a large area which is the Pipe Room. Instead of climbing down from here, you need to turn around and face the way you came, and then climb up the wall on either side of the entrance. Climb up for quite a distance between two statues until you reach the top of them. If you check the statue to your right (the west statue) you'll find an energy gem sitting on the ledge. Grab it, then continue back onto the wall. Climb around the top of this same statue, and around some vents to where you'll find a pipe which leads across the room. Make sure to grab the lodestone on your way across too. Run right to the northern wall end of the pipe and climb up onto the wall itself. Go towards the east side of the wall until you have to climb upwards. Do so and then climb down onto the highest platform at the northeast corner. Walk across the platform until you reach another pipe to walk across. At the end of the pipe you'll find there is a lever to pull, but before you do that climb on the southern wall behind the lever. Climb down to the right and go under the platform with the lever on it. You'll find another platform with another large pipe heading back the way you came. Except here you'll find it leads to a dead end but at the end will be your next Tarot Card. Card #24 - "King Of Wands" - Iblis Once you've taken the card, walk back across the pipe and climb back up the wall to the lever we passed before. Once you're back to the lever press X to pull it. This will open a trap door on the other side of the pipe in front of the lever. Make your way back across the pipe and climb down inside the open doorway. Climb all the way down to the bottom of the pit, then follow the path through the pipes until you reach another walkway to climb down into. Climb down the wall and follow the path to the east until you reach a gate which Scree can push open (more like break open). Once you do, climb down the wall to the floor below. This is Malikel's Temple. Use the energy fountain here if you need it, then head up the stairs at the eastern end of the room. Once you enter the temple itself, a cutscene will take place. Scene #50 - Scree Meets Malikel Once the scene is over take the path heading south. You'll reach an open rocky area in which if you look around you'll find some spirit stones to the north east, as well as some breakable rocks of which one has a lodestone to the west. Once you've grabbed them, look for the winding path leading out of the area to the south. It will take you on into the central shaft once more. Continue to follow the winding single path along and you'll find it leads back into the Lava Temple where Jen originally pushed Scree down into the pit. Once you reach the temple itself, continue straight forward, because we are heading for the area to the west, into the actual temple itself. As you enter the main circular chamber of the temple you will be once again asked if you wish to save. Press X to save or Triangle to cancel, and then a cutscene will take place. Although I really would stress a save at this point especially. Scene #51 - Jen Vs. Scree ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #7 - IBLIS' PUPPET - DJINN JEN While it seems Jen can't hurt Scree in his current form, if she does hit him enough times in succession it will cause a game over... Scree begins to jump between normal and rock forms before he just turns into a rock. So make your way quickly around the room collecting all the lodestones you can. There should be five of them scattered around the outside of the room. Once you've collected them all make your way to the back of the room where there will be a small statue for Scree to possess. Once you change over to this statue you are open to being properly damaged, so keep that in mind as well. It is the only way however you will be able to beat Jen. The combat controls with the statue are no different that when fighting with Jen (or when Scree possessed the statue to fight early in the game as well) however you're going to be in for a lot of close combat against Jen, so it's a good idea to block and move a lot. This is probably the toughest battle you've faced so far, but playing it safe will still make it easy. Attacking when Jen is open or from her side or back is your best goal to winning this fight, basically circling around her and taking the time to attack and then block. Still the amount of damage Jen can dish out is fairly high if she catches you, so blocking when you can't move out of the way and then keeping agile and circling her is your best strategy. Combined with attacking hard when she's wide open, you should be able to easily finish her off before she finishes you. Once the fight is over a cutscene will take place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VOLCA - LAVA TEMPLE - JEN-DJINN You'll probably want to make sure you refill your energy from Scree first. Once you've done so make your way back out into the center of the temple and back along the winding path Scree took to get back here down to the Central Shaft. We're headed back for Malikel's Temple again. Follow the path through the open area, taking out the enemies you'll find here. Open the doors with Scree's help and then run down the hallway to the temple and when you reach the throne again another cutscene will take place. Scene #52 - Jen Meets Malikel Once the scene is over, walk through the doorway that Malikel opened, which leads into the Lower Chambers. As usual, as you walk further into the room the area will light up more. There are four chests in here of which two hold items - some energy and a lodestone. VOLCA - LOWER CHAMBERS - SCREE Collect the lodestone. Change back to Jen. VOLCA - LOWER CHAMBERS - JEN-DJINN Once you've done that, make your way through the other doorway in this room and down the hallway, through into the next chamber where some Djinn will attack. Once they're dead you'll find there are six chests to check out at the start of the room, two of which contain energy. Grab the energy gem from the north side, then check the two remaining chests at the western end of the room. One contains a lodestone. Further down the room you'll find there is more lodestones to collect sitting behind some pillars to the south side of the room, and then another to the south west. VOLCA - LOWER CHAMBERS - SCREE Grab the lodestones from the south sides and the one from the chest. Approach the statue at the western end of the room and possess it with X. Move the left analog stick clockwise to stop the oil, then press triangle to return to normal. Climb through the gap now open in the wall and smash the rocks in the cave to find another lodestone. Follow the tunnel through to the end and you'll arrive in the Magma Plinths. There are more Salamander's to take out here so change back to Jen. VOLCA - MAGMA PLINTHS - JEN-DJINN Drop down the couple of steps after the room lights up and take on the Salamander's in here. You now need to take the path around to the north and follow each of the small jumps as you make your way across the winding path. Once you make it close to the center of the room (and killed some more Salamander's) there will be some breakable rocks, of which one contains a lodestone. VOLCA - MAGMA PLINTHS - SCREE Grab the lodestone. Change back to Jen. VOLCA - MAGMA PLINTHS - JEN-DJINN Jump across the next gap and kill all the enemies which approach. Jump the next two and kick the next set of rocks for some energy. From there you'll need to jump across four more rocks before you come to another lodestone. VOLCA - MAGMA PLINTHS - SCREE Grab the lodestone. Change back to Jen. VOLCA - MAGMA PLINTHS - JEN-DJINN Once you have, follow the current rock to it's end, then you can drop down to a lower level. Follow this new path across a few more jump areas and ledges you'll need to climb up. Eventually you'll come to a couple of spirit stones if you need them, and then find your way down another winding path into a cave. This will take you to the Lava Falls. Just after you enter the Lava Falls there will be some rocks to break to the south, one of which contains a lodestone. Change over to Scree. VOLCA - LAVA FALLS - SCREE Grab the lodestone, the continue to the south and you'll find another near some pillars. After you've grabbed that one as well, then it's time for Scree to do some work. Walk towards the southern most wall and climb up onto it. You're going to have to walk right over the archway below the falling lava and down across to the other side. Once you're down on the ground on the other side, you'll find a lodestone sitting on the ground, so grab it. Then switch back to Jen. VOLCA - LAVA FALLS - JEN-DJINN Time to get Jen across to the other side. Go to the north wall and you should see the small ledge around the cliff face. Walk Jen up to the wall so she pushes against it, and then shimmy along the wall to the left as far as you can. Eventually you'll arrive at a larger jut of rock which you can then walk across, and then jump and walk over the more of these rock platforms. However before she can climb onto the last one, there will be a tremor and it will fall. Change back to Scree. VOLCA - LAVA FALLS - SCREE Just across from the exit door from the area is a large pillar, which you'll note if you get close will make Scree glow. It's time for more possession. Press X and Scree will take over the pillar. Just as earlier you'll have to press X at the right time in order to tip the pillar causing a domino effect and creating a bridge to where Jen is. Once you've knocked over the pillar, press triangle and when Scree is back to normal, swap over to Jen again. VOLCA - LAVA FALLS - JEN-DJINN Climb up onto the makeshift walkway and over to Scree. Once you're on the level ground, push open the doors with Scree's help and go through into the chamber which contains a rift gate and some enemies. Once they're dead, switch over to Scree so we can open the door to the south of the room. VOLCA - LAVA FALLS (2) - SCREE Run to the north side of the room where you will find the next urn to light which will open the door at the southern end of the room. Once it's open, switch over to Jen because more enemies are on their way. VOLCA - LAVA FALLS (2) - JEN-DJINN Take out the guard blocking the newly opened exit and make your way down the long hallway. Make your way down the set of stairs and continue the trip down the next section of the hall until you reach another torch door, however this one doesn't have any obvious way of being lit. Change over to Scree again. VOLCA - LAVA FALLS (3) - SCREE Climb up the thin section of scaleable wall on the eastern side of the hallway near the door. Once you're at the top you'll find a lodestone as you walk along, as well as an urn to light at the far end. Once that is lit, return back the way you came and climb back down to the floor. From here climb up the other, western side of the hallway directly across from where you came back down. Up here will be a spirit stone if you need more energy, and at the end the second urn you need to light. Once you've lit it make your way back the same way you came and climb back down to Jen. Before you make it the door will likely have already opened. Once it has done so, walk through the new open area and open the door at the end with Jen's help. This is the Sanctuary of Immolata. Change back over to Jen. VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN As you enter be careful as there are Djinn Bazooka's firing the fire grenades at you from up above now and then. At the southern end of the room is another torch door which has 4 ground wells which need to be filled to open the door. These all have their own separate rooms off this main one. One to the west, to the east, to the northwest and the northeast. We will begin by heading to the entranceway to the west. Staying on this bottom floor, head towards the west wall and go through the doorway there. Make your way down the long flight of stairs and hallway until you reach the circular room at the end. As you'll note there is a fuel trail running through the center of the room, and it is this which needs to be lit. To do so, switch to Scree. VOLCA - FLAME IGNITER (WEST) - SCREE Run to the southern side of the room where you'll find a lodestone and notice there is another statue up the top which would light the area in the center. Climb up the wall to the left of where the lodestone was until you reach the top. Follow the walkway around to the end here until you find a small cube with a dish sitting on top. Use your torch to light it. Make your way back following the flame trail and climb back down the wall to the ground. From here, go around to the other side of the statue and climb up the other wall. You need to repeat the same thing here of running to the end and lighting the dish to finish igniting the flames in this room. Once you have, climb back down to the ground. Make your way back upstairs to the Sanctuary Of Immolata. From the exit from the west side, go south until you reach the stairs a the southwest corner. At the middle of the stairs you'll find another lodestone, so grab it. After doing so it would be a good idea here to change back to Jen. VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN Continue up the stairs until you reach the top and take out the Djinn Bazooka who is waiting here for you. Follow the pathway until it's end and go through the small doorway and down the narrow hall until you reach the second Flame Igniter area. Run into the room as far as you can and when you get to a ledge, change over to Scree. VOLCA - FLAME IGNITER (NORTHWEST) - SCREE Go near the edge and press X. This will drop the rope again so Jen can climb down, and switch back automatically to Jen. VOLCA - FLAME IGNITER (NORTHWEST) - JEN-DJINN Approach the rope and press X to climb down. Make your way down to the bottom, and onto solid ground. Before we go to continue however, look to the north side of the platform you came down to. You should be able to see the next Tarot Card. To get it, push against the wall to the north and Jen will be able to shimmy all the way along the wall until she can get the card. Card #25 - "Queen Of Wands" - Malikel Once you've gotten the card, shimmy back across to the platform where you got to from the bottom of the rope. Now we need to shimmy to the south side of this platform, the opposite direction of where we just went to get the card. Once you get to the end you'll come face to face with a brick wall, which Jen will comment as being too high for her. Of course you've probably heard this before too. Time to change to Ferai form. Push Left on the D-Pad if you've forgotten how to. :) VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI Now you can jump up to the top of the wall just by pressing X. Stay in Ferai form, because we'll need it again. Follow the wall around and climb up on to the rock. Follow that around and jump onto the central ring which we have to light. Now change back to Scree. VOLCA - FLAME IGNITER (NORTHWEST) - SCREE Press X to change back to normal form. Back up a little and check the south side of the wall back from where you just dropped the rope, just behind the pillars. You can climb up here and walk across the top. From there climb back down the wall and you'll be just where Jen was. Once you reach the flat ground, climb up onto the rock and walk and then jump across to where Jen is on the circular platform. From there go to the western side and climb up the wall there to the top. Now at the top, press X again so that Scree will drop the rope for Jen. VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI Grab a hold of the rope and climb up to the top of the wall. Once you're at the top, change back to Scree. VOLCA - FLAME IGNITER (NORTHWEST) - SCREE Press X to change back to normal form, then approach the lever and push it with X. Jen will help. Once that is done have Scree drop the rope again so Jen can climb back down. VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI Grab a hold of the rope and climb back down. Once you're at the bottom switch back to Scree. VOLCA - FLAME IGNITER (NORTHWEST) - SCREE Press X to change back to normal form. Climb back down the wall to Jen, then climb up to the center of the circular area which now has oil. Light it with your torch. 2 down, 2 to go. Climb down and jump across the gap to the rocky area, then climb down onto the stone wall area below it. From here climb back up the wall and across to top to return to the first part of this room. Approach the ledge again that Jen originally used and press X to drop the rope once more. VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI Back to Jen now, do the same as Scree and jump across to the rocky area and move over to the stone work. Drop down the wall you had to jump up in Ferai form (this is why you're still in this form as she won't jump down if you're not in it), then shimmy along the wall again until you reach the middle platform and Scree's rope. Climb up the rope to the top then change back over to Scree. VOLCA - FLAME IGNITER (NORTHWEST) - SCREE Press X to return to normal then change back to Jen. VOLCA - FLAME IGNITER (NORTHWEST) - JEN-FERAI Change to Djinn form (down on the d-pad). VOLCA - FLAME IGNITER (NORTHWEST) - JEN-DJINN Now that's done, make your way back out the small corridor to the Sanctuary of Immolata. Take out the new Djinn Bazooka then go back downstairs and approach the other stairwell in the southeast corner of the room. Half way up the stairs is an energy fountain if Scree needs to collect more energy for you. Otherwise continue to the top and take out the next Djinn Bazooka up here. Once you've done that, change over to Scree so you can collect the lodestone halfway along the hallway up here. VOLCA - SANCTUARY OF IMMOLATA - SCREE Grab the lodestone near the edge halfway along, then change back to Jen. VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN Continue along the path and go through the doorway into the winding walkway. Eventually you'll come to an open cavern where a door blocks the way to the next igniter. Switch to Scree. VOLCA - PRE-IGNITER (NORTHEAST) - SCREE Climb the wall on the eastern side of the area. You should find a lodestone near the southern end, as well as a switch on the floor. However at the northern end will be a vase like stand again which you'll need to pick up with X and take to the switch on the floor. Take it there and drop it on the button, then climb back down to the ground and swap back Jen. VOLCA - PRE-IGNITER (NORTHEAST) - JEN-DJINN Time to change back to Ferai form again. Press left on the d-pad. VOLCA - PRE-IGNITER (NORTHEAST) - JEN-FERAI Jump up the wall on the west side of the room, the side that Scree didn't go up. Once you're at the top, just step on the button so that the door will open to the Igniter Room. Change back to Scree again. VOLCA - PRE-IGNITER (NORTHEAST) - SCREE Walk through the open gate and into the flame igniter room. Climb up to the center of the circular area and light the urn with your torch. 3 down, 1 to go. Go to the back of the area and grab the lodestone. There are two chests here, but they are empty, and another vase thing which you can grab. Push X to pick it up, then walk back towards Jen. When you reach the area where the door is, drop the vase where the door would shut. Jen is going to step off the switch and it will stop the door from entirely closing. When you have it in the right place, switch back to Jen. VOLCA - PRE-IGNITER (NORTHEAST) - JEN-FERAI Step off the switch and if it was placed correctly, the door won't entirely shut. If this is the case then you can hop down off the platform and go join Scree by the door. Walk through under it and walk into the Flame Igniter room. From there go to the eastern wall and follow the path through the rock there until you reach a ledge overlooking the Central Shaft again. Clearly you're not going to get down here normally, so you'll need to have Scree drop the rope. VOLCA - CENTRAL SHAFT - SCREE Go near the edge and press X to drop the rope. VOLCA - CENTRAL SHAFT - JEN-FERAI Grab a hold of the rope and walk down to the bottom. From there, go north and then jump the gap into the main part of the chamber. However there isn't much to do here yet. Take the path to the west which leads into a small room, and around a corner to the north and down some stairs. Go through the next dark room and down the next set of stairs to a dead end. However to the left of the dead end you'll find a valve which you need to use. Press X and it will allow you to get access to the final igniter door from the Sanctuary of Immolata. Now it's time to back track. Make your way back up the stairs to the main chamber. Jump back across the gap and then switch back to Scree to get him to drop the rope again. VOLCA - CENTRAL SHAFT - SCREE Again, near the edge press X to drop the rope for Jen. VOLCA - CENTRAL SHAFT - JEN-FERAI Climb up the rope and once at the top, change back to Scree once more. VOLCA - CENTRAL SHAFT - SCREE Press X to change back to normal form. Time to back track still. Make your way through the tunnel and the Igniter room, under the partially open gate, through the chamber and tunnel, back into the Sanctuary of Immolata, down the stairs and then check the small doorway on the eastern side of the Sanctuary of Immolata. You need to light the two urns on each side of the door with your torch, then the door will open. Make your way up the first set of stairs, and grab the lodestone in the first area. Once you've done that, go up the next set of stairs and back out into the chamber. If you check near the edge of the Central Shaft you'll find another lodestone to pickup as well. Before we continue to get the final part of the door open, it's time for another card quest. Go near the area where Jen originally came across to get into the cavern area. Right on the edge beside where she jumped across, press X and Scree should drop the rope (you might need to move a little to the left if he's not dropping it where she jumped across). VOLCA - CENTRAL SHAFT - JEN-FERAI Grab the rope and climb down to the bottom. Once you're down there, kick the three rocks open and you'll find the next Tarot Card. Card #26 - "The Emperor" - Abaddon Once you've grabbed it, go back up the rope and swap back to Scree. VOLCA - CENTRAL SHAFT - SCREE Press X to change back to normal form. Head north, back towards the flame igniter down here in the cavern, and you'll see there is another pillar here in the center that you need to possess and topple over to form a bridge. Approach it and press X to possess it. Once again you need to time more presses of X to make it fall, and once it has press triangle to return to normal form. Jump up on the makeshift bridge and make your way across to the center where you can light the final igniter. That will light up the entire door and make it open. Now we need to backtrack across the makeshift bridge and down through all the stairs and back into the Sanctuary of Immolata. Do so then go through the now open doorway and into the next area of the game. The path splits in two directions here, but it doesn't matter which way you go as they both go to the same place. Again it would be a good idea to switch to Jen here. VOLCA - SANCTUARY OF IMMOLATA - JEN-FERAI Change to Djinn form (down on d-pad). VOLCA - SANCTUARY OF IMMOLATA - JEN-DJINN Make your way down the stairs and then fight any enemies around. Check the numerous chests around for some energy, then go down the single path to the south you come across, down the stairs, and straight ahead until a cutscene takes place. Scene #53 - Entering The Hall Of Gods Once the scene is over you'll have to figure a way to get across the room. If you check the small square area to the east of where you're standing you'll find a summoning stone and a lodestone. Time to change to Scree. VOLCA - HALL OF GODS - SCREE Grab the lodestone and then check the eastern edge. You'll see below this area there is a walkway at the bottom. Stand near the edge and press X so that Scree will drop the rope, and the game will go back to Jen. VOLCA - HALL OF GODS - JEN-DJINN Grab a hold of the rope and climb down to the bottom of the wall. There isn't much else we can do here with Jen for now, so switch back to Scree. VOLCA - HALL OF GODS - SCREE Press X to change back to normal. Go back towards the center of the hall and go directly across from the summoning stone from before. Here you will find another wall you can climb down which will take you to a rocky platform below. Once you're at the bottom, break open a rock slightly south to get some energy then climb up the next bit of rock. Once you're on the top of it check the next lot of rocks for a lodestone. Once you've grabbed it climb down the other side and continue to follow the path until you reach the base of the massive statue. If you notice there are ropes at different parts of the room which anchor the statue. What the plan is to do is to cut all of these ropes. The first of these ropes is very easy, walk behind the statues southern side and you should see a rope connection there. Just use your torch with X to burn the rope. Once you've done that grab the nearby lodestone. From here you need to climb down the southern wall right beside it. This will lead down to another pathway which will take us to the area on the west of the hall, where another rope is. Follow the path to it's end and then climb up the wall there. Once you're at the top of the wall go forward until you find the next rope connection and again press X near it to burn the rope. Before we leave this area and return to the central platform where the statue is, there is another Tarot Card to find. From the rope connection head to the northern end, you'll see a lodestone you can collect. Do so then go around underneath the various statues of the gods to the western side of this area. Behind the statues will be a row of chests which you can open. One of these has the next Tarot Card. Card #27 - "The Star" - Abdizur Once you've grabbed the card make your way back to the southern end of the platform and climb back down the wall. Follow the path back across to the central platform and climb back up the wall to the base of the statue. From here, head to the east side of the base and you'll see below another pathway which leads to the platform located over in the east side of the hall. Climb down the wall to the path and follow it along. Break the rocks you find for some more energy if you need it, then reach the end of the wall. If you try to climb up at the low part of the end then Scree will say it's too high for him to jump, but you just need to move more to the east, to the highest point where he can jump up. Once you're on top of the platform, head to the next rope connection and once again burn it. Make your way back to the south and down to the pathway that got you here, follow it to the end and climb back up the wall to the base of the statue. Once you're right at the top of the wall, stand near the edge facing the path and press X so that Scree will drop the rope down. Now it's time to switch back to Jen. VOLCA - HALL OF GODS - JEN-DJINN Walk towards the statue at the southern side of the platform your on. Jen will make a massive leap across to the statue. From here you can walk around it to the south and make your way to the area Scree was just at where he burned the rope. Once you've reached the rope, continue south until you reach the large drop down to the path to the statue base. Jen won't jump down here until you change into Ferai form (left on the d-pad) so do so. VOLCA - HALL OF GODS - JEN-FERAI Jump down the ledge and walk along the path until you meet back up with Scree's rope. Climb up the wall to the top. Run around to the north side of the statue, where you should find some stairs leading up. Once you're up the stairs take the path either left or right and follow the path as far as you can until you have to shimmy around a ledge. Do so and you'll reach another path on the other side. Continue around the path until you get to the most northern point of it. From here, hoping that your still in Ferai form (which you need to be to do this), face to the south and press X. Jen should jump up onto a higher ledge. Move forward and press X again and she'll do it once more and you'll be at the top of the platform where the final rope is. Approach the summoning stone on the east side and use it to pull Scree through and up here with Jen. Now switch over to him. VOLCA - HALL OF GODS - SCREE Run towards the final rope connection and press X to burn it once you're there. That's all the ropes done, so now switch back to Jen. VOLCA - HALL OF GODS - JEN-FERAI Time to make your way back down to the base of the statue. Jump back down the two ledges you needed to climb up to get to the top (Ferai form still of course) and then follow the path either left or right to the shimmy point. Make your way around the ledge then continue around on the path and down the stairs. Go around to the east side of the statue base and you should find another summoning stone you can use to pull Scree though. Do so and then switch back to him again. VOLCA - HALL OF GODS - SCREE Take Scree to one of the other three sides of the Statue's base. You'll find you can climb up the wall. Do so until you reach the top (you'll find you can't climb right on top of the base if it's going to be in the way of where the statue will land so either move to the east or the west side of the statue). Once you're on top press X and Scree will take a hold of it. With all of the ropes cut the possessed statue is open to being pushed over in the exact same way as the earlier pillars we toppled. Time your presses of X once you start it and eventually the statue will fall to make another bridge. Once it's over, press triangle and change back into normal form. Approach the edge of the base and drop the rope (you might need to cycle the actions with square so you don't repossess the statue) so that Jen can climb up. VOLCA - HALL OF GODS - JEN-FERAI Change to Djinn form again. VOLCA - HALL OF GODS - JEN-DJINN Climb up Scree's rope to the top then change back to Scree. VOLCA - HALL OF GODS - SCREE Press X to return to normal, then change back to Jen again. VOLCA - HALL OF GODS - JEN-DJINN Climb up the statues feet and then make your way across it's back to reach the southern end of the hall. Climb up into the area, and watch out for the fire grenades which drop and the Salamander's who attack. Once you've made it through safely, climb up the stairs and then attack the guard blocking the exit. Once he's dead, press X to open the doorway into the next area with Scree's help. Follow the winding hallway until you reach the next chamber. Watch out for fire grenades on your way, and fight the Djinn guards and Salamander's who attack in the chamber itself. Once they're dead, you can go explore the Rift Gate area to the east, but it only has that gate and a energy fountain in it, or change over to Scree so you can open the doors to the south. VOLCA - POST-HALL OF GODS - SCREE Use your torch to light both urns and open the torch door. Follow the hallway along and you'll enter the Goliath Sanctum. Once again you'll have to light two urns to open a torch door. Once the door opens you'll be asked if you wish to save. I'd advise you to do so, but don't if you wish. Then a cutscene will take place. Scene #54 - Meet Goliath ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #8 - GOLIATH STATUE Clearly your first thought is how the hell you're going to take on this statue. Obviously there is no easy way to actually combat it, so you'll have to figure out how to disable it. As with all of Volca, light and heat is it's source of power. You'll need to go around pushing off as many of the smaller lamps and urns as you can, and try and hide behind the larger ones so that Goliath will smash them to bits. Scree will also go around the top level taking out the ones up there. As for attacks themselves, Goliath has a number of them which include basic fist smashing, spawning Salamander's from his hands, and causing bursts of light and heat. All of them are fairly easy to avoid (or destroy) except for the latter which will effect you somehow regardless. Just try to keep as far away from him as you can to reduce the effect it has. Once you've basically pushed all of the lamps off once side, Goliath will decide to be helpful and smash down some of the roof to cause a path so you can get back across to the other side and continue destroying all of the lamps. Once they've all been pushed off the room will get dark and Goliath will power down. Once that is done a cutscene will take place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go through the door that was opened and follow the path along. You'll find there is a lot of lava rocks to break open along here, most contain energy and one of them by itself on the northern wall contains the final Tarot Card. Card #28 - "Knight of Wands" - Goliath Once you've taken the card, continue along the path until you reach the next chamber where another cutscene will take place. Scene #55 - Scree Takes A Tumble NEXUS - VOLCA PORTAL - ABDIZUR Once the scene is over you'll be playing as Sc... Abdizur and you will have unlocked the forth bonus feature, one of the earlier trailer videos for Primal. You can access it through the Bonus Materials menu from the main menu. Bonus #4 - Trailer Video Run down the corridor from the rift gate, and make your way to the end of the hall. Just before the doors into the center of the Nexus open, you'll be asked if you wish to save. Do so, then another cutscene will play. Scene #56 - Final Square Off When the scene is over you'll have to fight Lewis who has become an amalgam of all the strongest parts of the four realms of Oblivion, and who can also shift forms when required thanks to Abaddon's presence. However this is going to be a fight of four parts, each with Jen in different forms. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #9 - LEWIS - FERAI - SOLUM COURTYARD This fight is fairly straight forward. You are in Ferai form, although you aren't bound to just the Ferai form, so if you want to switch to a more powerful form such as Djinn do so. Just keep in mind that speed is better than strength here because Lewis is fast. Keeping distance can be hard. You need to whittle down his health bar to roughly 3/4ths. At some point he'll also likely teleport himself and start throwing his weapons at you like a fireball. Dodge the attacks and get back in close to attack if he does. Once you've taken so much health off him, both of you will be teleported to the next battleground. After each fight your health will be refilled, so don't worry. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #10 - LEWIS - UNDINE - AQUIS COURTYARD Undine is fairly easy. Attack with a hard R2 press constantly and Jen should be able to keep attacking Lewis at a far distance and whittle down the next quarter of his bar easily. At some point he'll teleport and then use the inky black attack that Adaro used in Aquis. Dodge this as best you can (swimming wide is the way to go) and then get back in close and attack again as before. Swimming fast (by pressing circle, then letting go and then pressing and holding it again quickly to give you a boost) will really help with this part. Eventually you should be able to take him out and you'll both teleport to the next fight. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #11 - LEWIS - WRAITH - AETHA COURTYARD Wraith dodges are the way to go here. Combined again with hard R2 attacks from a distance. Keeping in circles is the way to slowly remove the next quarter of Lewis' health bar. After so much damage Lewis is going to also start using timeshifts to go all over the room. Keep up the dodges so that Lewis can't come into attack or just stand and block so he can't hit you either. After he's done this a few times he'll return to trying to kick Jen's ass, so go back to your previous pattern of dodge circling and attacking when you can. He may repeat the timeshifting again so watch out. Once you've taken down his health to the final quarter, both of you will go and teleport to the next location. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #12 - BELAHZUR - NEXUS Surprised huh? It's not yet time to finish the battle with Lewis, instead it's time to kick some butt with Abdizur. The battle controls are the same as they are with Jen, however Abdizur is quick to move and packs a punch, especially on hard R2 hits. Come in close to Belahzur and start to beat the crap out of him boxing style. A nice powerful combo will easily take down a lot of his health as well. Block when needed then go back to punching. If you don't get in there early enough, Belahzur may begin to repeat the cycle of events that he did back in Solum and jump up to the edges of the area and start throwing fireballs again. Because of the angles, either block or dodge the shots and wait for Belahzur to return to fighting. When you take down Belahzur's health to a certain level, he'll jump to the center of the room and start throwing energy around. Disengage the combat lock by pressing Square, then run around the outside of the arena. You should find a shield which has a mirror on it. Pick it up by pressing X and then make your way to one of the areas which has a circle of light on it. Once you're standing in it, hold R1 to block and the energy attacks should be bounced off the shield and back at the area above Belahzur. Once you've done that, Belahzur will come back down for some more hand to hand combat. Fight him again until he returns to the energy spot then go to the next circle of light and repeat the destruction of the energy conductor. Repeat this twice more to finish him off. This can be quite a lengthy fight as far as the fights in Primal go, and especially a pain if you die because you'll have to start back from the scene before the first fight with Lewis to get back here again. Good idea if you did save there then, but if you didn't you can select the scene from the Scene Selection in the Bonus Materials menu. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #13 - LEWIS - DJINN - VOLCA COURTYARD Back to Jen and Lewis, and here we are in the Volca Courtyard. Open up on the fighting, then switch to the long sword by pressing circle. Time to hit hard so keep hitting down R2 as hard and as often as Jen can strike with the sword. The amount of damage it does will get rid of the last of Lewis' health much quicker than he can take it off you. Once you've managed it the next lengthy cutscenes will take place, leading to the end of the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scene #57 - Jen's Victory Scene #58 - Credits (+ Extras) Bonus #5 - Next from Cambridge... Bonus #6 - Coming Soon... You've finished Primal. Congratulations. Stay for the credits and check the final scenes and extras afterwards, including a sneak peek at SCEE Cambridge's next project. Plus check the Bonus Material's for another bonus item - a trailer for SCEA's War of The Monsters. ------------------------------------------------------------------------------ 07 // t a r o t c a r d s Here is the layout of the card gallery following the listing in the game: 07 11 18 22 02 05 26 03 13 19 24 23 14 01 06 10 17 25 08 04 20 09 12 21 28 15 16 27 01 - "Justice" - Chronos 02 - "The Fool" - Jen 03 - "King of Pentacles" - Herne 04 - "Strength" - Scree 05 - "The Empress" - Arella 06 - "Queen of Pentacles" - Devena 07 - "Ace of Pentacles" - Ferai Aspect 08 - "The Hermit" - Shaman 09 - "Knight of Pentacles" - Jared 10 - "Queen Of Cups" - Aino 11 - "Ace Of Cups" - Undine Aspect 12 - "Knight Of Cups" - Glakk 13 - "King Of Cups" - Adaro 14 - "The Lovers" - Jen + Lewis 15 - "The Devil" - Belahzur 16 - "The Tower" - Nexus 17 - "Queen of Swords" - Empusa 18 - "Ace Of Swords" - Wraith Aspect 19 - "King Of Swords" - Raum 20 - "The Hanged Man" - Watcher 21 - "Knight of Swords" - Elizabeth 22 - "Ace of Wands" - Djinn Aspect 23 - "The Hierophant" - Lewis 24 - "King Of Wands" - Iblis 25 - "Queen Of Wands" - Malikel 26 - "The Emperor" - Abaddon 27 - "The Star" - Abdizur 28 - "Knight of Wands" - Goliath To find the locations of each of the cards, press Ctrl+F and put "Card #" and then the number of the card. Above the card will be the information for their location. There is no particular reason for trying to list locations for the cards here as it's easier to find their position through following the info in the guide. ------------------------------------------------------------------------------ 08 // b o n u s m a t e r i a l s Primal contains a number of short features which are unlocked after certain stages of the game. All of them can be viewed through the Bonus Materials menu. Bonus #1 Bonus = Actor's Featurette Gained = Completing Solum Contains = A short feature which covers the casting of the main actors and their work in Primal. Bonus #2 Bonus = The Making Of Primal Gained = Completing Aquis Contains = A short feature which covers the creation of the game, talking with those involved in it's creation. Bonus #3 Bonus = 16Volt Interview Gained = Completing Aetha Contains = A short featurette which talks to 16Volt about their music in the game and explains how they got involved. Bonus #4 Bonus = Trailer Video Gained = Completing Volca Contains = An early trailer for Primal Bonus #5 Bonus = Next from Cambridge... * Gained = Completing The Game Contains = A sneak peak of Sony Cambridge's next videogame project. * - You'll see this after the games ending credits are finished. To rewatch it you will need to go into the scene menu in the bonus materials option and pick Scene #58 - Credits. Bonus #6 Bonus = Coming soon... Gained = Completing The game Contains = A trailer for SCEA's War Of The Monsters videogame. ------------------------------------------------------------------------------ 09 // c o d e s Here is the list of all the currently known codes, from various sources. I also take no credit for finding these. To use these codes, you need to hold L1+L2+R1+R2 for 5 seconds at either the main menu or bonus materials menu. Once held long enough, a hidden menu will appear titled Magic Codes. Various cheat options are here with a series of A's beside them. The value of these letters can be toggled by highlighting one of these and holding down X and using the D-Pad left or right to switch characters (A through Z). Once the code is in press square to enter it, or press triangle to exit the menu if you wish to cancel. NTSC-U/C "United States" Version - SCUS-97142 From GameFAQ's and GameWinners Invulnerability: MONSTROUS Solum: Unknown (10 letters) Aquis: Unknown (9 letters) Aetha: Unknown (8 letters) Volca: Unknown (9 letters) Gallery: Unknown (9 letters) Easykill: DEMONISE Bonus A: Unknown (9 letters) Bonus B: PRIMAL Bonus C: DEMONREALMS Bonus D: MORTALIS Bonus E: OBLIVION PAL "European" Version (Regular and Collectors) - SCES-51135 From PrimalGame.com's VIP Area Invulnerability: DEMONISE Solum: SNOWFLIGHT Aquis: CHARYBDIS Aetha: FLINTLOCK Volca: SUNSTONE Gallery: ARCANUM Easykill: MORTIFIC Bonus A: SEABREEZE Bonus B: AURORA Bonus C: PSYCHOSIS Bonus D: MIRRORY Bonus E: ASCENDENT ------------------------------------------------------------------------------ 10 // f r e q u e n t l y a s k e d q u e s t i o n s I'm leaving this space open for some FAQ's. I really should know some by now but I only know what's in this guide so far. If you have any questions that needed to be known, please feel free to ask. mcgregorr@xtra.co.nz - Primal needs to be in the subject line so I know what it is you're talking about :) < G E N E R A L F A Q ' s Q - Can you use Jen's various forms whenever you want? A - Basically. Unless they're restricted by the environment (i.e. you can only use Undine in water, Ferai on land etc.) you can change at any time once you earn the form. Q - Can you revisit a realm once you've finished another? A - Sadly, no. Q - I'm having trouble getting Jen to switch between Undine and other forms. Or just one form to another. Whats the problem? A - Quite a few people e-mailed me about this and at first it seems like another bug, but Michele (Herring?) e-mailed me back to say it's due to sensitivity settings in the options. Try lowering the amount and hopefully it'll be a little more repsonive to your presses. < S O L U M F A Q ' s Q - I picked up the key from the throne room, and went back to the Necropolis but it didn't work. What's wrong? A - It's not the key for there. The key you picked up is for Jared's Rooms which you passed a very short while before getting the key. Check your map for the area named as such and head towards it. < A Q U I S F A Q ' s Q - I need to possess the statue at the start of the realm to save Aino but I'm short on lodestones. Where are they? A - There are 5 to collect: - Two in the Temple. One near water vortex, and another somewhere on the roof. You need to check the other ladder once you reach the top of the vortex. - On the path back to Jen - In the Temple Lagoon, look for a summoning stone somewhere near the Temple. Pull Scree through it, and just north you'll find a lode stone to collect. - By the dam. Q - How do you align the cogs? A - Well to avoid repeating everything I said earlier in the guide then just search the guide for it. Push Ctrl+F and in the search box put the following: AQUIS - PRIMING STATION - JEN It should take you to the right part of the guide. Q - Jen is blocked by water currents. What do I need to do? A - You need to change to Scree and walk into the area with current. You'll find there is always a boulder to push in front of the source of the current. Q - How do you save the engineer? A - Check behind the pillar in the room where the engineer is. At the top is a button which will help lead you to the item you need to find. That's all I'm going to say here, if you are still stuck after that - check the guide above. Q - I've gotten Scree up to top of the tunnel chambers, but I don't see any visible path for Jen. There is one ledge which Jen says is too tall for her to jump to. What do I have to do? A - The ledge which Jen makes the comment on is your goal. To get up there you need to use Ferai form (Left on the D-Pad). From there will be a series of ledges which will let you reach the area where Scree got to. George Koumas e-mailed me back with the actual answer to this one. You can use the rope to pull Jen up with. Somehow that idea escaped me. Thanks George. :) Q - I've opened the second doorway I needed to possess with Scree and filled the pool? What next? A - Just take Jen around to the edge, change into Undine form, and dive right into the pool. Surface and climb out the tunnel in the side and take on the crab there. Q - How do you gain access to the purification tower? A - Once you've powered up the last substation left in the tunnels, swim around the back and look up at the roof of the room. There is a hole in the top marked by lights. Enter it (watching out for enemies) and and follow the tunnels until the path goes to a split. The left path goes to a rift gate location. The right path goes to an iris gateway which you'll need to open. It is this gateway which leads inside the tower. You DO NOT need to use the rift gate and try to access the tower from outside in the Bay. You can't do so, there is no way in. Q - Scree gets stuck at the top of the purification tower before being able to use the Undine Key because he can't go any further without Jen even though she can't go any higher. What can I do? A - Make sure you do have Jen as high as you can take her. Also make sure she's on the side closest to the panel where you need to use the key so that Scree can make it to the top and explore right around the top if you also want to collect the tarot card there too. < A E T H A F A Q ' s Q - What do I need to do at the start of the realm? I can't find the exit. Q - Scree needs to climb around the tower to the north of the rift gate. Once on the other side you need to get him to pull the lever to let Jen through. From there press X near the ledge to lower a rope for Jen to use. Take Jen to the bottom of the wall and when she is, switch to Scree and climb down to her. Q - When Scree needs to go down the Well, what do I do at the bottom? A - Just walk into the water at the bottom and Scree will fill the bottle. From there just climb back up to the top and everything will be handled automatically. I've been e-mailed by a few people saying there is a glitch where Scree won't climb down to the bottom of the well. All you can do in this case is reload an earlier save or use the scene select to continue from the last scene and hope that it corrects the problem. Q - Where do I go once I've gotten Jen's Vambrace's back? Scree mentions something about Elizabeth's room, but I don't know where to go. A - From the top of Raum's tower you need to go back downstairs to the ballroom. From there go into the foyer of the mansion and kill the Wraith. One of these has a key which you need to get when they're dead. From there, exit to the main courtyard and follow the path around to the northwest. Here will be a door which leads back into the library Scree went through earlier. Make your way downstairs to the bottom of the library and exit through the door at the back (there will be a guard in the way and you'll use the key you collected shortly before). From here will be a couple of sets of stairs to climb before you reach Elizabeth's room. If you need more detail than this, please refer to the walkthrough. < V O L C A F A Q ' s Q - In the 3rd Flame Igniter room, how do you continue in the game to light the fourth? I see a cup thing which Scree can collect... is that supposed to go where Jen is standing? A - No. Instead you need to use it as a wedge to keep the door open. Place it where the door closes and then change to Jen and step off the button on the ground. The door will close but not entirely, leaving a gap for Jen to climb under. At the back of the room will be another path leading back into the central shaft, where you can climb down with Scree's rope. If you need more help after that, consult the guide. That is what it's there for. ------------------------------------------------------------------------------ 11 // r e v i s i o n h i s t o r y & e n d b i t revision history: version final (aka. version four) - 24th May 2003 - 260K Fourth update and guide complete. Another length break, but one that had many reasons to be not finished until now. I did however keep my promice from what I told Jon at IGN here - http://faqs.ign.com/articles/410/410123p1.html The guide has been finished and the enemies, tarot card, and bonus materials sections finished. A couple of FAQ's have been added, but just about everything is covered by the guide. I hope you've enjoyed it. This guide has had two minor sets of updates, but nothing major than some notes and corrections. Oh and to Chris Andrews - thanks for your e-mail. I only wish I could go back and add a lot of it in, they're some good additional tips. :) version three - 5th May 2003 - 192K Third edition. A longer break this time... I really had a lot of my plate recently, and any web time has really been devoted to my website as it makes the merger with Resident Evil Fan. I've also managed to miss out on a lot of e-mails that needed to be answered, and I apologize to those who e-mailed me for answers. In any case the guide has been completed up until the start of Volca. The guide again has been the bulk of the current update, however I've managed to add in a decent amount of basic information, some FAQ's, and the tarot card section. More to come... - More to the walkthrough. - Enemies section. - Tarot card section (Up to 21 in the walkthrough). - Bonus materials. - More updates to other sections. version two - 21st April 2003 - 109K Second edition. The guide is taking me a tad longer than expected, but of course a lot of that has to do with the fact we've had Easter weekend and I've been busier than I expected. I've been surprised at the amount of e-mails I've gotten, especially the amount of people who've appreciated the work done so far. The walkthrough has been completed until the arrival at Aetha. This has been the bulk of the current update, with minor updates made to the tarot card and FAQ sections. Still be done: - More to the walkthrough. - Enemies section. - Tarot card section (Up to 14 in the walkthrough). - Bonus materials. - More updates to other sections. version one - 16th April 2003 - 67K First edition of the guide. It's still bear bones, 30-something % at this stage. I've really rushed through things, so I apologize. I just wanted to get a large chunk done in a day or so. Future Planned Updates: - More to the walkthrough. - Enemies section. - Tarot card Section (although if you need at least the first 9 they're in the walkthrough currently). - Bonus materials Section. - Further update to other sections. the end bit: It is now time to go. But not before some thanks and shout outs. This Guide! ----------- Sony - For making a great game. Pity about the combat though... still great overall though otherwise. PrimalGame.com/ - For the character bios and occasional basic enemy names. SonyUS Primal Dan Taylor@SCEE - For e-mailing me once the VIP section was up and running. GameFAQ's - For cheat codes for the US version. GameWinners - For likewise. Everyone Who - For providing said codes in the first place. Submitted Above Harvey Normans - For still having the preview version on hand, which allowed me to buy the full game seeing as I liked it so much. And then giving me 10% off the game. PSW - For being the first place I saw this game. Which lead me to going to get the demo... see above. Everyone Who - For well... sending in questions and support. emailed The Usuals! ----------- - Everyone who's supported my online projects. - Stix (Jason Buckley) for the years of support and the forum hosting. StixFX.com for all your forum hosting needs. - Rammy for being himself :p - Roody (Michael Baroody) for giving me so much support with RESitez.com - I don't know if the site would still be around without you. And for now letting me co-web REFan. - Pure Evil - For sticking with the site, even if I have to move once more. - Solidus - As usual... what to say. :p - CJayC for hosting my guides on GameFAQ's (as if I couldn't put this somewhere). - And finally, my forum members at New Blood who are an ever existing source of fun, information, and everything else. This guide is for you. Personal Websites: ------------------ Resident Evil Fan: A New Blood www.residentevilfan.com RESitez.com www.resitez.com 2003 - RMc (mcgregorr@xtra.co.nz) ...the end... -----------------------------------------------------------------------------