KonTiki GOP

Mirrored from http://www.freehare.com/extras/Guardian_of_Paradise_Walkthrough.txt on 28th Jan 'o8 by Terry

--- GUARDIAN OF PARADISE WALKTHROUGH v1.01

Written by Kon-Tiki Kon-Tiki@freehare.com For more free games, visit: http://www.freehare.com

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Go outside and enter the house left of the fountain. In there, talk to the elder. Leave the house again and go north of the fountain. You can now pass the gates.

FOREST AREA:

Follow the lower edge of the forest until you reach a passage, blocked by three blocks. Push the sidemost two down, then push the middle one sideways. Go down to the next screen, hop onto the moving platform and fall into the small pit behind it. In the cave you're in now, just follow the road until you find a hopping mushroom. Step on the switch and the door'll open. Move into the room that now opened up and get the sword, then move out of the cave again. Move up again, push the blocks the same way as before, but up instead of down, and move back to the screen to the left.

Now go around the middle row of trees and up, to the next screen. Here, you have a closed door, two blue switches and a block. Push the block up 4 times, then left 2 times, so it's on the rightmost blue switch. Then stand on the left switch to open the door.

Take the left path and follow until you come to a closed door. Beat all enemies on the screen here to open it up. The next room will have two blocks, some bushes and three switches, along with another closed door.

Push the upper block up once, then right once. Then push the lower block up, then right onto the lowest switch. Push the top block onto the leftmost switch and stand on the right switch to open the door. Get the key and go back to the place with the 2 switches and 1 block, where you took the left branch in the road. Take the right one and open the door with the key you just got.

Go down and follow the path, either avoiding or killing the spitting plants. Take the path upwards. Set the left dial to 4 (by hitting it with your sword) and the right dial to 3. Get the key and go back and left (down is just a hint to the dials) Follow the path, then in the room with the two running goblin things, go up. Enter the cave and defeat the monster, then step on the switch at the end of the corridor. Go through the door that now opened up, and watch out for the hopping mushrooms that're hidden there. Follow the corridor and exit through the door at the end of it. Go right and kill the mosquitos. Open the door and continue right.

The next room has a round ball (ever seen a cubic ball?) with a face. First follow the path and clear the bushes out. You'll notice a stone slab at the end of the path. The trick here is to get that ballface onto that stone slab by hitting it with your sword. If you're bad at this, leave the room and reenter, don't touch the ball, clear the bushes out, then stand right above the ball and hit it. Move to the ball again, stand right above it and hit it again. Then move to the left of the ball and hit it. Move to the left of the ball again and hit it again. Then move to the bottom of the ball and hit it. Repeat this, then just stand as close to the right of it as you can and hit it. It should roll onto the slab and turn into the first spirit: the forest spirit. Talk to it, so it'll help you out.

GOT A SPIRIT

Go all the way back to the cave. Now, you've seen those two pegs with that heart behind it. Use your spirit on those pegs, so you can move in and grab it. Then continue to exit the cave. Keep the mushrooms in the top corridor in mind. Go down and left, then two screens down again. To your left is the entrance of the forest. Go there and up. Smash the peg and go left.

There're two spitflowers here and a mushboing bud. It's cute, isn't it? Anyways, go further left and you'll arrive at two crazy coots: Collector A and Collector B. Collector A will tell you that he'll give you a treasure he found in the forest if you find 4 scitter bugs. Time to find some. It just so happens there're some of these bugs to the left of their houses.

In the forest to the left of the collectors' houses, go down to a place with two blue switches and a closed door. Stand inbetween them, face on of the switches and smash it with your forest spirit. While it's smashing, stand on the other switch and the door opens. Go down and defeat all running goblins in the next room to open the next door. In the next room, two walking shields monsters will close in on you. Wait til they're both really close to each other and smash them with your forest spirit. This'll get rid of their shields. Just whack away on them and when they're finished, the door opens up. Before you go though, go to the upper bushes and smash the top left one to reveal a scitterbug. Chase after it and catch it. That's 1/4. Now go down the door and get the key, then go back to the entrance of the scitterbug forest.

Go left and use the key on the door. Here, push the bottom tombstone left, the right one to the right, then move up, push the top one to the left and the second one from the top up. Go left. Now beat all mosquitos, and grab that scitterbug that's in the middle bush from the bottom row. That's 2/4. Smash the pegs and go up. In this room, if you look closely, you'll notice a slight difference to the bush at the top right. Slash with your sword to reveal a switch. Stand on it and the door will open. Go up to the next screen. Kill both shield monsters, grab the key and... oh my, that middle bush looks different than the other two. Let's see what's under it, shall we? Scitterbug nr. 3! 3/4. Now let's go back down, then right. Nothing in these bushes but food, so stock up on health while you're here if you need it. Unlock the door and go up.

-- BOSS FIGHT! (Nananananananana boss fiiiiight!Boss fiiiiiight!) --

This guy shoots spiked balls at you. Just hit them so they'll go away from you. Stay close to the boss, but keep enough distance to hit those spiked balls on time. After he spits those balls, he'll open his big, fat... eye, and that's when he's vulnerable. Hit him with all you've got (which is why you need to stay close) until his eye closes. Keep in mind that he tends to bounce back across half the screen. There's usually no use in running after him, as he'll close his eye again before you're there. He won't close his eye while getting hit, though. Just keep at it until he's dead mea... plant. Go to the top right corner of the screen, and lo and behold... another different-looking bush. Whack it and grab that last scitterbug. That makes 4/4.

---

Now go back to the collectors' houses (if you have trouble leaving the screen, that mini-wall at the entrance of the room can be hit) and hand the bugs to collector 4, then get your reward: An emerald, which will give your forest spirit a new power: Growth. This power grows Hint Mints and Mushboings. Remember that teensieweensie little cute Mushboing we saw earlier today? Well, that's where we're going next. Go to the right from the collectors' houses, kill the plants, use Growth on the Mushboing and walk onto it. You should automatically jump onto the platform above you. Now walk north to the next screen.

GAINED NEW SKILL

Jump off the platform (by walking into the gap at the end of it) and go north. If you grow the Hint Mint there, it will tell you to visit his buddy in town for a hint for the dials. I suggest you go back to the town, as there's still a heart left to grab there, which is always useful. Next is a description of how to go back to town and back. If you don't want to do this, skip the next paragraph.

Go right, then down. Grow the Mushboing and jump up the platform. Go south, jump off the platform, then east. Smash the peg and go south twice. You're in town now. The Hint Mint is in the Elder's garden. Enter from the rear, smash a bush or two and grow the mint up. The heart is to the right, in the garden of the Knowitall Brothers. Enter from the rear, smash two barrels, then get the heart. You might also want to check up on your sister to see how she's doing, being the good brother you are. You don't really get anything from it, except for the warm and fuzzy feeling of having done a good thing. Leave town again (north), north again, smash the peg, go left, grow the Mushboing and go north twice.

When you're back, set the dials to 3 4 4 and enter the door to get the key. Go back east, curse at the mosquitos and go south. Unlock the door there and grow the Mushboing behind it. Jump on the platform, go south, then north (NO, not the same end you came from. That would be dumb), then right. Hop off the platform and free the kitten. AWWWW, FLUFFYWUFFYKITTY! Ahem... anyways, you can go left from this screen, but that's useless, as you'll be in a forgotten corner between those platforms you just walked upon. Literally nothing there, not even a bush to whack or so. Instead, just grow the Mushboing, hop on it and go right, south, then up (NO, not the same way you just came from. That would be equally dumb as before) and hop off the platform. Avoid or kill the shield monster thingamajing and go north twice, into Gaju Forest. This is where little fluffywuffy kittycat will repay you for your kindness.

In Gaju Forest, you'll see a tiny Hint Mint. When you grow it, it'll tell you to go right, and from there on, follow the little beastie. That's our friend kittycat. AWWWW, HOW CUUUUUTE! FLUFFYWUFFYWUFFY KITTY! Ok, anyways, here're the directions:

Right Right Up Right

This will bring you to... THE DEAD TREE OF DOOM! Or just a hollow dead tree with a bit of a cave below it. Either way, enter the thing.

Once inside the tree, go right and enter the room there. Alternatively, you can fall into the chasm. Both lead to the same room. Push the switch and go back. Note the Mushboing that's now at the chasm. Grow it and use it to jump over the chasm. Enter the room above. The Hint Mint there tells you that you should keep up with the poundings. This one's more an Obvious Mint than a Hint Mint. Anyways, just keep pounding the stone structure, using your forest spirit until it breaks. This takes 3 hits, so make sure you got enough mana for it. Go into the next room and avoid the first spike thing. You can hide in the alcoves above the corridor and in the very center of the wall after the first one, as that's where neither the first nor the second one can hit you. Once you're past them, enter the stairs.

Kill all the mosquitos (just so they're out of your way) and go to the top of the room. See the cracks? You're not heavy enough, but a good hit from a mallet should do the trick juuuuust fine. Use the forest spirit on it to create a hole, then fall into it. Grab the key and stand on the switch. The Hint Mint tells you to pay attention to cracks. Bit late for that now. Exit the room (far bottom right, in case you can't find the exit) and go back, past the moving spikes, through the room with the stone pillar and Hint Mint, down the chasm, up the stairs to the other side of the chasm and to the left of that room. Unlock the door and go down the next stairs.

Now you're in a room full of lice or two-legged grasshoppers or something like that. Whatever they are, they're pretty nasty for a first-timer to this game. The moment you get close enough and start hitting them, they jump away. They're easy enough, but require some practice, so beware of them if you're new. You'll have to kill all of them in order to open the door.

In the next room, ignore the big treestumps for now. You won't be able to hit them yet. The Hint Mint tells you to think carefully about the order in which you whack. This means you got to keep that spike-spitting plant alive for a bit, but I'll get to that later. First, just go to the top right and enter the door there. The next room will have another giant treestump. Ignore this one as well. Make your way through the shield monsters and down to the bottom of the screen to the next room. Now this is a familiar face... eye... plant... thing. Just kill it in the same way you did before, go down and grab the emerald. Forest Spirit Lucia now has a new power: heavy stamp. This one costs 6MP, which is quite painful at the moment, but can take those big stumps out juuuust nicely.

GAINED NEW SKILL

Go back up and de-shield a couple of these shield monsters. Make sure you have 6Mp left, though, otherwise kill them all and reenter the room. When some of these shield monsters are deshielded, they won't get in your way and'll provide a nice source of MP after you use Heavy Stamp on the big stump at the middle of the top corridor. Take that stump out, grab the heart behind it and finish the deshielded monsters off to recover your mana, then leave the room at the middle left. You'll be back at the room with the Hint Mint and the treestumps. Remember the Hint Mint's hint? Right, mind the order in which you whack.

This points to the fact that this little piece is going to be REALLY heavy on your MP, so make sure you're fully stocked on it and that the spike-spitting plant is alive. Ignore it for now and take out as many stumps as you can. When you're through the stumps, kill off the plant, gather all the coins and continue through the corridor, to the two stone pillars. use the first power of the forest spirit. The Heavy Stump won't work on these (and isn't economical. The mallet will cost you 3MP on these, the Heavy Stump costs 6MP and is useless on the pillars). Take both of them out and lo and behold: you're out of MP.

That's why you had to keep the plant alive and start using MP first. Anyways, enough babbling. On to the next room!

In the next room, there're two blue switches, a closed door and a corridor south. Obviously, pushing the two blue switches at once will open the door, and as there aren't any pushable objects around, you'll need the help of your trusty forest spirit. Only thing is... you're out of MP! Let's ignore the switches and door at the moment and check that corridor at the south out. Whack your way through the hopping mushrooms and... oh, it's a dead end. Good thing you gathered the coins of those mushrooms, no? You can now use the forest spirit for the two switches. I'll let you figure this one out, but will give you three hints:

1) The mallet will end too fast. 2) The growth power won't do anything. 3) You'll have to be fast, or the Heavy Stamp power will be finished before you reach the other switch.

Oh... I said I'd let you figure it out on your own. Ah well. On we go, through the door. Judging from the pillars, the next room has a boss, so make sure you're at full health and MP, then enter that room.

-- BOSS FIGHT! (Boooossy queeeen! Ooo-ooonly... ehhh... I'll shut up) --

This one's nasty. The boss consists out of a central part, four buds at his sides (one at each corner) and lots of mosquitos. The trick here is to mash each bud into oblivion. This usually takes two Heavy Stump hits. Sounds easy? You just do it with a group of mosquitos around you. Good thing that they take one hit to kill and replenish quite some of your MP. Bad thing is that once you kill one, another one takes its place. The buds produce these mosquitos, so it's yet again in your best interest to kill as many off as fast as you can, as that means less mosquitos to be reproduced.

Once all four buds are down, this entire boss is down, mosquitos included. The Forest Emblem will appear. That's one, four more to go! Grab it, and Lucia (your forest spirit) will appear. Talk to him... her... it... whatever it is, talk and you'll go on to the next area.

---

As you'll go on to the next world to hunt down the next spirit and emblem, a quick word on the areas. Each area represents a certain element. There are five in total: Earth/forest, water, wind, darkness and fire. After you got all these, the final area lies ahead of you. The further you get in these areas, the more complicated the puzzles will get, as you'll need to combine more elements in order to solve puzzles. You can only command one spirit at a time, and parts of some puzzles is killing enemies in a certain order or finding out the right order of going through several screens in order to fight the right enemies. This is because each enemy corresponds to a certain element, and will drop coins of that element only. Gather a certain element's coins and you'll use that element's spirit. Might sound complicated, but it really isn't. You'll see from this next world on. Only the puzzles can get a bit complicated, but that's mostly from the later worlds on, when you got almost all spirits. See it like this: It gives you a bigger challenge the further you go. That's it for this musica... technical intermezzo. Onwards to...

--- WATER AREA: ---

Go right, use growth on the Mushboing and hop onto the platform. Go up to the next room and squash all three pegs. Go left, get the key and hop off the platform. You're now at the room to the north of the room you started in, so no need to go back south. Just open the door and continue north. In the next room, you'll meet your first set of water monsters: mohawk-haired sharks that walk on two legs. There's also a sign there, telling you there's a town to the north and the Great Whirlpool to the right. Best check out what the townspeople know, first, so head on north, to Izuru Village.

In the village are two houses: The one of the Water Priest is to the right, another one with a puzzle is to the left. The village also has another exit to the north. Let's solve the puzzle in the left house first.

This puzzle is another one where you push boxes onto switches, then use your spirit and yourself to trigger the last two switches. Here we go:

Bottom right one: Two right, one down. Middle left one: One left, two down. Top middle one: One up. The top left switch and the one next to it are still free.

They're easy enough to hit now. Just let your forest spirit mallet one down while you stand on the other and the door will open. Go into the space behind it and lo and behold... TWO HEARTS! WOAH MOMMA!

Ok, out the house you go, and to the north. The village's priest is ill (the villagers and the priest will tell you if you want) and good of heart as you are, you'll find the cure he needs. That requires you to go north, as the Great Whirlpool sounds like something you need to be able to go onto or into water for, which you can't just yet.

So, north of the village, the road branches off immediately. To the left is the Water Temple, which you can't enter without the priest's permission, and he can't give that in his current state, so we'll go right instead. What's there? "Vapora Herb Cave. Danger: Monsters! Entry forbidden." We're Hell's Angels, we are, so we defy any laws and enter anyways! Ha! That'll show 'em!

EEP! There's a monster here! A happy-faced blob! These ones can be a bit of a pain if you're not careful. Once you kill them, two tiny ones will pop out, and if you're not careful, one of them'll jump right at you. Just as sign of you being either careless or dumb, really, so prove you're smart and responsible and make sure the little puddings won't fly on you the moment you kill the big pudding.

Anyways, this cave starts with a corridor that's blocked with a door, one which is blocked by two blocks, and a switch. It looks like hitting the switch will make the blocks move apart, and they'll probably close up over time again. Seeing the distance, you won't get there in time when you just walk. Let's give this a try, just to make sure. Walk onto the switch. What's it do? ... ABSOLUTELY NOTHING! Don't waste your mallet or heavy stamp on it, either. They won't work. Just ignore the switch, go to the blocks, push the left one up, then the other sideways and go through the corridor. Just goes to show you: this game messes with experienced gamers' heads. Thought it was funny. If you don't, then I apollogize. Anyways, onwards into the corridor!

In the next room, we have a Hint Mint in the center of 8 pegs. He tells you to hit all of them. Nice going. 8 pegs means 8MP. Growing the Hint Mint costs 2MP. Total: 10MP. How much do you have at the moment? 9MP. Go back outside to refill on coins from that hopping mushroom? Naaaaah, you can just pound on two pegs at once by standing in front of the part between them.

Once all pegs're down, the door to the north opens up, and you can go to the next room. This one is another T-crossing. Go left and enter the room there. Kill all punk-sharks so the door opens up. Go through the door to the north and get the key. Then exit the room back south, back to the crossing, and go to the right and into the room there. Unlock the door. There's some sparkling radish there. That's the medicine the priest needs. Get it and head back out of the cave (3 x south, then through the door you entered the cave from), then back to the town (left, down) and to the priest's house (house to the right).

When you talk to the priest, you'll give him the herb/berry/radish and he'll be better. He'll tell you the three Dagon Brothers (Water village, Dagon... get the reference?) took over the temple and took the water spirit hostage. He asks you to rescue him and gives you the water temple's key. Exit his house, go north, then left and up and unlock the temple. It's time to free a spirit!

In the first room, there're three suspicious-looking bushes. Hit them, and they'll reveal a switch. Three switches and no blocks in sight... let's just step on all of them, one at a time, shall we? That opens up the block that kept you from entering that corridor. Now you can continue, so do so. Go right, ignore the locked door, whack the pots out of your way with your sword and continue right. Kill all enemies and make sure all pots but one or two stay alive. Push a pot on each switch (yes, you can push the pots) and the door opens. Kill both crabs (watch out for the bubbles they shoot) and the door at the top right opens up. Go through it to get the key, then go back south. Now go left and unlock the door you had to ignore earlier.

The room you're in now has two exits besides the one you came from: one to the north and one to the east. The north is kinda useless for now, so we'll just ignore it and go right. The next room has four dials, two blobs and two Hint Mints. The mints tell you to leave the top left dial alone, set the top right one to the highest number and the lower left one to one number less than the top right one. This gives this:

1  4 3   ?

It's easy enough to find that last dial's value. You don't even need to try, you'll just know what it'll be. I'll tell you anyways. It's... 2!

1  4 3   2

Through the door you go and follow the corridor, but watch out for the moving spikes (only one of them here). As before, there're alcoves in the walls you can use to dodge these spikes. Go through the end of the corridor and step on the switch at the end of it. Teensieweensie cuddlyfuddly Mushboing appears at the dead end of that other corridor. Go back through the corridor you came from, back to the room with the pool of water at one side and the possibility to go north, east and south (the room to the left of the dials room).

Go north from here and grow the cute little Mushboing, then hop onto it and onto the platform. Follow the platform and jump off the other end, then go left. Be careful of spiky, angry blocks. They'll shake, come to life and dash at you in a straight line, so make sure you're out of their range (diagonally is ok). You can't kill these, so just go north. Ignore the heart in the next room for now and continue north.

The next room has a puzzle again. Seems simple, but as the Hint Mint says, you'll only have a small bit of time, so use your spirit power. Push the block one down, then three to the right, four up and one right. Set your spirit power to mallet, and use it on the right switch (the one that's not covered by the block) and run into the door while it's mashing down onto the button. You'll slip through. Follow the corridor to the next room. Bit much water here, and the entrance is decorated with those pillars into the walls far more than normal corridors, so you can rest assured, there's a boss coming. Prepare by getting max. health and MP, then enter.

-- BOSS FIGHT! (Fight, baby! Fight! Disco arena!) --

Dagon is your typical wizard-style boss. He looks like a fishman wearing a dress (or long shirt and plaid skirt) and shoots a bubble at you, then teleports. Avoid getting hit by the bubble while you run after the place he teleports to, then just hit him with your sword over and over.

---

After Dagon is defeated, go the the little antechamber and talk to Mizuchi, the water spirit. With his help, you can swim. He'll tell you to go after the youngest Dagon brother, who's located in the Great Whirlpool. You'll also get a short briefing of what I explained at the beginning of this world. Now leave the room. As before, hit the tiny blocks that keep you from leaving.

GOT A SPIRIT

As there's one heart we ignored before and can reach now, we'll just grab it along our way outside. In the room south of the boss' room, hop into the water and go left. You'll be at the bottom of the timed door again. Go south, avoid killing the plant, but if you have to, do NOT grab the coins, or you won't be able to swim until you beat a water enemy again. Hop into the water and grab the heart, then grab the coins if they're still there. Otherwise reenter the room so the plant's still there, kill it and get the coins. Go south. Avoid the angry spike blocks and go right. Grow the Mushboing and hop onto the platform. Hop off at the other end and go south twice, left, kill the blob to get the blue coins and go south again.

You're out of the water temple now. Go right, then down into the village. In the village, go to the water outside the priest's house, hop into it and grab the heart at the far right edge of the village. That's all there is to do in this village, so go down and right, towards the Great Whirlpool. Make sure you got the water spirit activated, then hop into the water (there's a gap in the edge which you can run off of), swim across the pond and get back up on the other side, then go east.

Ugh, mosquitos! Kill them and grab their coins, so the forest spirit is now active. Go north, east, north while making sure to keep the forest spirit active. Use the Heavy Stamp on the tree trunk and grab the key, then go south, west and south again, back to the mosquitos. Go south and unlock the door. Go east and you'll get to a crossing again. Go south (To the right is a pond with a mother toad blocking your way to an aquamarine and'll tell you her baby's taken away by the middle Dagon). Follow the road and enter the cave.

GAINED NEW SKILL

In the cave, you'll be greeted by two blobs and two lice thingies. Kill the lice to get the green coins. Once the forest spirit's active, go south and pound the pegs. Once the pegs're down, kill the bubble-spitting plant to get blue coins. Avoid the hopping mushrooms and leave the lever alone. Just hop into the water and swim to the right. The lever is used to open the door just north of the water, but when that door opens, the door in the next room closes. Grab the key in the room to the right, then swim back, kill the mushrooms, smash the pegs and go north, back to the room with the lice and blobs and unlock the door. Make sure you got the water spirit equiped and go right, then hop into the water and swim along it, avoiding the spiked balls as you go. Continue east. Kill the running goblin, get the coins and mash both stone pillars (three mallet hits each, remember?), then go north.

Ignore everything in this room, except the pot. Just smash it and go east. Get some blue coins from the punk-sharks, then head back to the previous room. DO NOT SMASH THE POT! Push it onto the switch to its left, instead, then swim across the water and stand on the other switch. The door'll open up. Go through it and west, then swim across the water. Kill all the blobs to open the door north, then go through it. Follow the corridor, smash the pots, then kill the spike-spitting plants to get some green coins and the forest spirit active. Go back to the previous room, hit the pegs with the mallet and grab the key. Kill a blob, grab some blue coins and swim across the water again. Leave east, then continue east, back to the room with the punk-sharks. Unlock the door and go north, but make sure you got full health and mana.

I don't know if this is another boss or not. It's just the middle Dagon brother. We've had this guy before, but without the bubble-spitting crabs. Kill'em all! You know how to by now. It makes it alot easier to kill the crabs first, though.

Once the middle Dagon brother's killed, go to the antechamber, hop into the water and get the little tadpole out, then leave the cave by going south (again, hit the tiny blocks), west, south, west, along the water and west again, then north through the cave's entrance.

Outside the cave, go back to the T-crossing with the two crabs, and go right this time. Give the mother toad the baby toad. Another good deed for today. You're a true boyscout! Just look at how happy they are. Awwwww, ain't that cute! Now grab that aquamarine. You can now shoot bubbles, which will let you pass through the squids that were blocking your way to the Great Whirlpool earlier. Go west (god, this reminds me of those awful songs I put next to the boss fights. Next one'll be a good song. I promise. Honestly) twice, then north twice and east twice. Kill the crab, select your bubble power and shoot the two squids out of the water, then hop in and enter the whirlpool.

GAINED NEW SKILL

Get out of the water and go west, kill all enemies (the plant requires your bubbles to get killed) and the corridor will open up. Go north. This room has a mosquito blocked in by bushes and an exit to each direction, the north one blocked by a faced block, the west one having such a block down.

Leave the mosquito alone and go east twice while having the water spirit active. avoiding or killing the crabs, then smash the weird pole with the face. It should now be blue and sad. Go back to the room with the mosquito (west twice), then north.

There are three bubble-shooting plants here. Come too close to them and they won't open. When they're closed, you won't be able to hit them, so keep a distance and shoot at them with your bubbles. Best is to take out one at the sides first, or you'll keep getting pushed back into the mosquito room.

Once all three plants are killed, the block blocking your way disappears and you can get the key behind it. Now return to the mosquito room and go east twice again to switch the pole with the face to a red one with a happy face, then return to the mosquito room. Make sure you still got the water spirit active, then go west and swim across the water, avoiding the spiked balls. Unlock the door and go north.

This room is similar to the mosquito room, but has only three exits and has a Hint Mint instead of a mosquito, plus has quite a few enemies roaming about. The Hint Mint says you can only beat mists in the left room if you freeze them with ice first. Since you don't have ice, it's only logical to go north.

There's a pool with three fishes here and a block barring you from going east. Kill all fish and the block disappears. Killing the fishes is easiest when you use bubble, but it's possible with your sword too. Just choose what you like best. Just keep in mind you'll need the forest spirit after this room. Once done, make sure you have the forest spirit active and go east. The Hint Mint in this room tells you to move the red block down. There just so happens to be a red block and two sparkling blue ones, along with two switches, one above the Hint Mint and one above the blocks.

The trick here is that the red block can be pushed only once and moves only one tile, while the sparkling blue blocks slide in the direction they're pushed until they hit something. Follow the Hint Mint's hint and push the red block down, then push the lower blue one to the left, so that it hits the red block, then up. Now push the right blue block against the left one, then up and left, so it's on the switch there. Stand on the other switch and the way north clears up.

Go north, select Heavy Stamp and stamp out those tree trunks, then get that third aquamarine. You can now shoot iceballs, which freezes enemies. We know just the type we have to use this on, and where to find them, thanks to a certain Hint Mint.

Go back south, then west to the fish room, then south and west. There are fat-cheeked, angry blue clouds here. Just freeze them, then hit them with your sword. Once all three clouds are gone, the road clears up and you can go north. Not much to in the room north but go west, as the way further north is locked. Go west, wait til the cloud is above the topmost switch and freeze it, so the block of ice it turns into keeps the switch down. Stand on the switch at the bottom, then grab the key. The Hint Mint here probably says you have to do so.

Pretty much everything feels done here. No more corridors to explore, and this room has enough monsters to refill your MP completely, plus barrels in the center (which needs to get hit with ice or bubble), which are easy on tossing food around. Seems an awful lot like there's a boss fight up north, so be prepared. Go north when you got full health and MP.

- BOSS FIGHT! (Nananananananana boss fiiiiiight! Boss fiiiiiight! Yeah, already had that. Said a good song, not a song I didn't do yet)													  - -

This guy has the same face as the two previous Dagons, but faaaaar bigger! He shoots fireballs at regular intervals, so avoid them. He also has the help of about four Spanish helmet-type monsters which take one hit to kill. Kill all of them and a new batch of them appears. Shoot ice at Dagon until he starts shooting fireballs or you run out of MP. Run away from the fireballs and kill the Spanish helmets to get more coins, then shoot ice at Dagon again, until he's dead. Grab the water emblem, which makes 2/5 emblems, talk to Mizuchi and you're off to the next area.

---

-- WIND AREA: --

The wind area is basically a big desert. Kill the mushroom, grab the coins and go to the next screen. Smash the pegs and you'll see some archaelogists who have set up camp. They'll tell you one of them's out looking for three stone slabs they need to get into the Sealed Ruins.

Go east, and watch out of the snakes that pop out of the sand and spit at you. Walk around the oasis with the dead skeleton (yes, no living skeletons at THIS oasis) and go south. Kill the scorpion, step on the switch and go back north. Go east, grow the Mushboing, hop onto the platform and jump off at the other end, then go north.

This place has a stone slab, a pond, a squid, two crabs and a hopping mushroom. Kill the crabs, get the blue coins and leave the mushroom alone. Shoot the squid (swim to the other end of the bushes for that), then swim to grab the stone slab. That's 1/3. After that, kill the mushroom and get the green coins. Go south, grow the Mushboing, walk across the platform, hop off at the other end and go left. Go left again, avoiding the snakes, then at the archaelogists, go down.

The Hint Mint here says there's something hidden in the tree, so we might as well look. Check the top of the tree out. There's a heart hidden behind it! Now go east.

Meet the lost archaeologist. He sure isn't doing much. Anyways, grow the Mushboing and hop onto the platform. Grab the stone slab. That's 2/3. One more to go. A bit further on the platform is a bubble-shooting plant. Kill it, grab some blue coins and hang on to the water spirit. Don't let it change for now. Go back off the platform, then west and north, to the archaeologists. Now go east again, to the oasis. There's a small part at the bottom left of it that you can use to enter the water. Swim to the slab and grab it, making it 3/3, then go back west.

At the archaeologists' place, use the table with the wing pattern on it and the door opens up. Go north into the ruins. Don't enter the ruins yet, but go east and enter here. Kill or avoid the scorpions and go east. Kill the plant, grab a coin so you got the forest spirit active, then mallet the shield monsters and kill them. The door opens up, so go north.

This room has four dials and three chests. The chests all contain forest coins. There's a corridor to the left, which has a Hint Mint that tells you the last number is 4. The corridor to the right has a Hint Mint that tells you that the first two numbers are 2 and 3. That gives: 2 3  ?  4 Every toddler and their little brother knows the ? is 1, so we'll just fill that in on the dials. The door opens and off you go, to the north.

There's a blue chest and a tree trunk here. Smash the trunk, go further down the corridor. Ignore the next chest as well. Keep smashing tree trunks until you're out of MP. Then go back to the blue chest, smash it and grab the blue coins. Make sure you do this BEFORE smashing the green chest, as the green chest will give you the forest spirit again, which you'll need to finish off the last two trunks. Go to the next room.

This room has two giant spiky eyeballs shooting light at you. They take four hits each to kill, but I suggest hitting them with your sword three times, then run for cover, as they'll start shooting at you again by then. After they shot, give them the final blow. Grab the stone slab that's behind them and exit the room.

Stock up on MP if you have to, then leave and reenter, so both hopping mushrooms are there. Smash as many tree trunks as you can, then recharge your MP on the mushrooms and smash even more tree trunks. Go south twice, then west and exit this building.

Go west twice and enter this building. GO west again, kill the punk-shark, freeze both clouds and the door will open up. Go through it. Watch out for the snakes that pop up in the next room and go right.

Here are three patches of bushes. Each one has a suspicious bush, but don't be hasty to cut them. The ones at the top and bottom contain a mosquito. Only the right patch has a valuable suspicious bush. There's a key hidden in that one. Grab it and go back, then unlock the door to the north and go through it. Watch out for the angry spiky blocks in this room while following the corridor to the next room.

It gets tricky now. There's a punk-shark here, a cloud, two forest coin chests and three switches. First kill the punk-shark, then get your ice ready. Freeze the cloud when it's above the lower switch, so it keeps a hold of that. This is best done by luring the cloud under the switch, then running to the door, so it'll come to you. Now open one of the two chests, grab some green coins, stand between the two remaining switches and use mallet on one while running to the other. Once all switches are pressed at once, the door opens and you can continue. The next room has two more spiky eyeballs that shoot at you. Kill them and grab the slab piece, then go back south and west. Be careful for the angry spiked blocks. Follow the corridor and enter the room at the other end. Go south, east and exit the building. Go east and enter the middle building.

Use the stone table with the wings and the door opens. Go down and talk to the wind spirit, Kirin. She tells you she was imprisoned by the Gold Dragon, who's in the Wind Tower, where the Wind Emblem is. She joins you, and you can now jump. Exit the building again and go west.

GOT A SPIRIT

Jump over the pit to the south. Watch out for snakes while walking to the next room. There's a tiny Mushboing here, but as you don't have the forest spirit active, you can't grow it, so just continue westward. Ignore the mushroom, jump over the gap, grab the heart, jump back, kill the mushroom and go back to the previous room. Grow the Mushboing and hop onto the platform. You're now at some nest.

Kill the bird, get the wind coins and go north. Kill the next bird and jump over the moving spikes. Continue east. Kill all the birds here (WWF sure won't like this game) and a road opens up to the south. Follow it to grab a key, then leave the room the way you came. Jump over the spikes again and go south. Hop over the gaps to the other side and continue left. Unlock the door and go south.

If it isn't our good friend eyeplant thing. You know the drill by now. Once done, grab some forest coins and go back north, grow the Mushboing and jump onto the platform. Go north, kill the scorpions to get some wind coins, jump on the moving platform, jump off at the other end and enter the next room. Continue east, hop onto the blue platform and quickly off of it, onto the next one, as the blue platforms will disappear from under your feet. Continue east. Kill all mask birds here to open up the path north, then take this path.

Kill the punk-sharks, shoot a bubble at the bushes, kill the scorpion, get the wind coins, jump onto the platform, grab the heart, jump back and reenter the room. Kill the punk-sharks again, so you get blue coins and the water spirit active. Now go left. Shoot the first scorpion in sight with your bubble, then follow the path right next to the entrance down. Stand on the far end and shoot a bubble at the second scorpion, so it's dead too. Now walk along the path to the other side, and kill the third scorpion on an island with a bubble. Now slay the scorpion near you, grab some wind coins and hop onto the place the block was and grab the key, then hop back and leave the room.

Go south, then west. Hop over the blue platforms again and continue west. Open the door and go north. Three barrels for food and an entrance that tightens with a nice view next to it... it's boss time!

... Or so you'd think. The next room has 4 spiky eyes shooting light at you. Just kill them all and grab the topaz. You now can shoot windslashes which can move "wind blocks". You'll see what this does soon enough. Exit south, then walk east, over the platforms and east again, then north and east. Enter the tower.

GAINED NEW SKILL

The Hint Mint here tells you you need to use the windslash on those blocks. There're two weird blocks here. Make sure you have the wind spirit active and shoot both blocks twice with the windslash. The door north opens up, so enter. The next room has a scythe tornado devil thing, which can only be hurt when it's standing still. Avoid the tornado at all costs, unless you're masochistic.

Go east, kill the plant, grab the forest coins, hit both pegs, DO NOT STEP ON THE SWITCH! Open the chest to the far right to get some wind coins. Use them to jump OVER the switch. Grab the key and go back. If you step on the switch, you should see the (already obvious) effect of it. Leave the room the way you came. Unlock the door and go north.

Here are three tombstones. Long time no see. Push the two tombstones at the sides towards the middle and push the middle one up. The door opens. Climb the stairs. Go south. There's a four-way crossroads here with mosquitos. Go south, kill all scythe devils to open the door, grab the key and leave the room, kill a mosquito and grab the coins so you got the Forest Spirit active, then go west Unlock the door, use mallet on the cracks in the floor and fall into the hole you just created. Grab the topaz. You can now fly (against 2MP cost) to cross bigger chasms.

GAINED NEW SKILL

Stand on the switch to drop the block and leave east, then north twice, then south, then east. Make sure you have the wind spirit here. Use fly to get over this chasm and go up the stairs. Go left twice, past the yellow birds, then use another fly to cross this chasm, then use fly diagionally, southwards. Make sure the scorpion doesn't knock you off the platform. Kill the scorpion to replenish your MP, then fly straight north. Switch to jump. Jump over the two small gaps, then use fly to reach the next platform in sight. Switch back to jump, hop over that one gap, then use fly to get over the next gap (make sure you use fly. It's frustrating to find out you equiped windslash). Exit west. The next room just screams boss preparation room, so stock up on health and MP, then go north.

BOSS FIGHT! (No more songs! Please! Have mercy!)

This guy's a golden dragon, as the wind spirit told you before. He'll fly around the area and drops down now and then, sending some rocks flying towards you. Make sure you stand right in front of him, in the middle, so the rocks won t hit you. That's the time you should hit him. He'll also shoot in a straight line at you. Just step out of the way and keep hitting him until he flies back into the air. Keep hitting him until he's done. Get the wind emblem (3/5) and talk to Kirin to get reminded of the purpose of your journey and to reach the next world.

---

-- DARK AREA: --

This area is a kind of giant haunted house. While most puzzles up til now consisted out of having the right spirit active or pushing blocks and dials, this area has alot of puzzles that require some good timing. If you can't get a puzzle the first time around while doing the right thing, don't get mad, just try again. You'll get it eventually.

Now, you start out in this area, and there's pretty much just one thing you can do: enter Spirit Yomi's Hall. Cozy little house here. Talk to the person blocking your path. The servant says that someone stole the emblem while Yomi was away. Continue through the hall and talk to the next servant. This one says Yomi chased that guy into a Nightmare Maze, but Yomi got lost. Guess who you can go look for. Well... the next servant just confirmed this. Talk to the statue at the end of the hallway to get to the Nightmare Maze.

Nice music in this place, no? Anyways, the topmost plant against the right wall hides a chest. Open it to get some water coins. You'll need to have the water spirit active. Go north to the next room and swim across the water and continue east. Walk over the platforms without daudling, as they'll disappear from under your feet and get your feet on solid ground near the running goblins. Hit them til they explode in a rain of coins, grab the coins and continue eastwards. Kill the snake that pops out of the ground at the top of the room, grab the wind coins and go back. Avoid the running goblins, get on the platforms and jump off at the other end. In the room with the chasm, water and barrel, select fly and cross the chasm. Go north, defeat both masked birds and the scythe demon to open the door. Grab the key and go back south, then east to the room with the platforms. Go along the platforms until midway, then jump off and follow the corridor north. Unlock the door.

The next room is a crossroads with a spitting plant. Kill the plant, grab the coins and go east twice, then south. Take care of the tree trunk and grab the heart. Now go back north, then east and north again. Watch out for the lower statue. That one comes to life and shoots at you. Kill it and go left. Kill all skeletons, so the door to the north opens up. Go north, avoid the angry spiked block, open the chest at the other end and grab some water coins. Make sure you keep a hold of the water spirit for now. Go back south and east, then south and west twice, past the crossroads with the plant. Don't let the snake in the middle of the widened road surprise you. Avoid it and DO NOT GRAB WIND COINS. There's another one in the corner. Continue north. Swim across the water grab the key and leave the room again. Now go east again, past the snakes, east some more, along the spitting plant and east once again. Now you're in the room next to that bend with the skeletons. To your right is a passage that's blocked by bushes. To your south is where you got the heart. Unlock the door north and go through it.

In this room is a statue that comes to life and two buttons. DO NOT KILL THE STATUE! Just ignore it shooting at you as much as you can and push it onto the switch to the right, then stand on the switch to the left. The door north will open. Go through it. Talk to the phantom. This is Yomi, the dark spirit. My, what a dashing person you are now! (For those who are a bit slow with puns: You can now dash)

GOT A SPIRIT

Leave south twice, then cut the bushes away and go east. This room has a switch at the bottom and a closed door at the top. If hit the switch-block, the door will open, but closes again quickly. You'd have by far not enough time to simply walk to it, so you'll have to dash. This one takes some timing, and might fail on the first time. Keep at it! You can do it! See? That wasn't so hard. It's only the first of this kind of puzzles, though.

The next room has another smilyface pole and two blocks. Change the face on the pole to a blue, sad face and leave north, then east. Go south, and here'll be another puzzle.

There are two pressure plates and two blocks with what looks like an eye or something on them. One is blue-ish, the other red-ish (no, not radish). Pushing the top block on the top pressure plate and the bottom block on the bottom pressure plate would be a bit too simple. Instead, the top block has to appear on the bottom pressure plate and the bottom block on the top plate. In other words: Blue above, red below. Push the top block two to the right, four down, one right. It'll be on the bottom pressure plate then. Now push the blue block two right, four up and one right. Puzzle solved, path is cleared. That wasn't so hard, now was it? Onward, to the east!

Here's a dirty little enemy. It's a floating mage that teleports itself and shoots balls of light at you. It takes one hit to kill it, but the shots it fires can get nasty in such a tight corridor. Kill him and the path to the east opens up. Grab the key, go back west, then north. Unlock the door and continue north. Open the chest and get the wind coins. Go back south and west. Jump over the chasm, hit the smilypole so it's red and happy, jump back over the gap and go north.

You're at a fourway crossroad with a skeleton in the middle now. Go north, into a room with water, a blue blob and a statue shooting at you, both on an island. Be prepared to run fast. Make sure you have the dark spirit ready. Go east and immediately dash. There's a boulder rolling at the bottom of the room, and when it hits a switch, a block pops up to block your path. Make sure you're past that block before the boulder hits the switch. This may take a few tries as well. Don't give up! You can do it! Go! Go! Go! Wasn't that hard with dash, no? Go north. Kill the blob, grab the blue coins and go south. Don't dawdle, as the ball will still roll and push that switch. Continue west. Swim across the water and continue west. Here're one running goblins and two tiny mages. Cause major mayhem to open the door north. Enter the next room.

Two Hint Mints, three coloured eye blocks and three pressure plates. Looks like a puzzle, no? The Hint Mints tell you that the blue statue is uppermost, so push that onto the top pressure plate. Now, for the sakes of making things complicated, push the red (rightmost) block onto the left pressure plate and the middle (black) block onto the right plate. Grab the key and go south, then east. Kill the blob, grab the blue coins and swim across the water. Go south, back to the crossroads with the skeleton, and then east. Unlock the door, and something, definitely not those barrels full of food and the necessity for an extra dark power to continue left, tells me there's a boss in the next room. Stock up on health and MP, then go north.

- BOSS FIGHT! (Nuh-uh!No shall do!) -

This is another floating ball with nipples or something on its sides. No idea what's up with those. The ball sometimes opens its eye and shoots four beams at you. These go FAST! Make sure you dodge them. The eye stays open for a moment after it shot, so close in and hit it! Hard! Through the eye! That's pretty much all there is to this boss. Just kill it. Grab the amethyst. You can now summon Yomi from certain statues. He will run away from you.

GAINED NEW SKILL

---

Exit south, then west three times. Kill both statues, so the block goes down. Grab the heart and go back east. Use summon on the statue here and chase after it (more like go sluggishly slow after it) from the bottom up, so it goes upwards. When it transforms back into a statue, summon him again and move towards him from the left. In the end, he should turn into a statue on the switch, opening the door for you. Go through it.

You're now in a more house-like environment. Of course... nobody has three tombstones in his house, but still. Push the bottom tombstone up and leave east Kill the mushroom and get some forest coins. Smash the pegs. Now kill the skeletons to get some dark coins and go east. Dash over the platforms. Don't just walk, or they'll disappear while you're standing on them. These are faster than the previous ones, so dash! Grab the key and kill the scorpions. Get some wind coins and fly over to the little piece of ground at the top (or bottom) and then to the left. Leave the room, hop over the chasm to the north (this one works with just jumping, no need to fly) and go north while still having the wind spirit active. Windslash one of the blocks at the side up twice, grab the heart and leave south, then west.

Push the middle tombstone left, go to the top of the room, unlock the door and leave north.

This room has two spirit statues, two gaps and across each gap, there's a switch. Turn the left statue into a spirit and guide it to the switch. If you're not so confident or good at this, move it to the side of the gap first and let it turn into a statue again, then summon it again and move it to the switch. It's perfectly doable in one pull per statue, though.

Anyways, the door is now open, so go north. This room has bastards of enemies. There're a couple of ghosts flying around, and you obviously have to kill them to get through the door to the north. Only thing is... these ghosts fade out when you try to hit them! Ignore them for now (but make sure you don't walk into them) and go east. The rightmost statue here is one that can turn alive. The other two are actual statues. Continue east. Dash past the moving spikes (needs a bit of timing to go through this unhurt), then continue south. Walk along the right wall, get on the moving platform, avoid the bubbles shot at you (shouldn't be too hard) and leave to the west.

Another one of those spiky rocky eyes shooting at you are here. Kill it, then open either the blue or the wind chest. Grab the coins, go north, then west and either shoot bubbles, ice or windslashes at the ghosts. Don't grab the dark coins, or you won't be able to kill the other ghosts. Once they're all dead, head north.

Crossroads again. Can't go north due to that statue in the way. Go left, then north, past the ghosts. To avoid the last ghost in this room, just hit it with your sword and it'll faze out for a moment, allowing you to pass.

Here's a fun room. It has some skeletons. Then some more... and some more... There are two stone sarcophaguses... sarcophagi... uhh... you know what I mean.. which keep generating more skeletons. Take these two out and the door near the top left opens. Get the amethyst behind it to gain your third dark power: Crash. This allows you to damage enemies and certain objects by running into them. Quite nice to get to the upper and right arm of the latest crossroads, so go back there (south, then east).

GAINED NEW SKILL

At the crossroads, crash through the statue and go north to grab the heart behind it. Now go south, then east, back to the room with the three statues. Kill the living statue and stock up on MP, right up to the max, then go back west and north, then east. Crash through the statues here and go east. This is a room with three chests with black coins, surrounded by bushes, which you can get food from. Nothing else, except another exit. Sounds like it's boss time. You know the drill: full health and MP, then enter the boss room.

--- BOSS FIGHT! (STOP! It's boss time!) ---

This boss looks TOUGH! It's a giant, walking stone/metal golem or robot with axes as hands, which shoots scythes at you. He sometimes stomps the ground, then dashes at you. Nasty little fellow! The only way to hurt him, is to use crash on him. If you run out of MP, there's a skeleton dispensing machine to the left. Just get some skeletons, kill them, grab the coins and crash into mr. Golem some more. Make sure the skeleton dispensing machine isn't destroyed, or you'll run out of MP. This all is easier said than done. Once he's killed, grab the dark emblem. That's 4/5. Talk to Yomi. You're now on to the...

---

--- FLAME AREA: ---

WOOHOO! Final area before Paradise! We're almost there! YAY! WOOT! HOUPLA! This one is harder to find your way around in. It requires more exploration, due to the big amount of ways to go. If every screen is a crossroad, it's not as easy to get the right road as fast anymore.

Anyways, go north, then west. Kill the punk-shark as last, so you can get the blue coins and have the water spirit active. Leave east, then south, then east again. Make sure you keep the water spirit alive (ugh, bad song reference again). Kill all fish, cross the water and go north. Step on the switch. Hurray, shortcut! No need to get here with the water spirit anymore!Continue west. Kill the spike-spitting plant and grab some forest coins. Now go north, grow the Mushboing (awwww, fuzzywuzzywuzzy tiny eeniemeenieweenieteenie Mushboing!), hop onto the platform, open the chest, get some dark coins, hop off the platform again and go south and east again. Make sure you keep the dark spirit. Keep going south, then east. Crash through the stone statue blocking your path and enter the Flame Cave.

The Flame Cave starts out with one of those floating mages that shoot lightballs at you. Avoid walking in lava. That hurts in real life, and it definitely hurts in this game as well. Hurray for realism in games! Go west (groan), then north.

This room has a passage made by rocks at both sides, and blocks at the entrance There's a key in the middle. To the top left and top right of the room are switchblocks you can hit with your sword. Each block only stays triggered for a short time, but you'll have to have both blocks triggered at the same time. It's time to dash then! Hit one switch, dash to the other and hit it as well. This requires some timing, so don't pout when you can't do it from the first time. Keep your head up and try again! YOU! CAN! DO! IT!

Once both switches are on, the blocks disappear and you can grab the key. It would be stupid not to do so, so go ahead and grab it. Go south, then east. Kill or dodge the mage while unlocking the door and go north. Kill all rolling larva to open the door. Go north. There's a flamethrower here. Avoid it. You can't kill it, so don't bother trying. Go east now. Kill both lavadwellers and continue east.

There're two flamethrowers that circle their flames around in this corridor. Dash by them on the right time, then continue south. Kill the bubble-spitting plant, grab water coins and hold on to the water spirit for now. Go back north, past the flamethrowers and west, along the lavadwellers, back to the first flamethrower. Go north here.

Shoot a bubble at each vase. When both flames are out, the door opens. Grab the key and go back south, then east, to the lavadwellers. Unlock the door and go north. There's one rolling larva here and there're two hopping lice hidden in the bushes. Kill them all to open the door north. Before you go north, though, make sure you got the forest spirit active (from the coins from the lice) and go east. Smash the two pegs, stomp the tree trunk, smash two more pegs and grab the heart. Now go back west and then north.

There a huge chasm here, lava pools on the other end, a change in music and the possibility to go left and right. Go left, kill the floating mage, grab some dark coins, go right, past the chasm, to the right again, and crash into the stone statue there. Go north. The statue at the end of the lava pool, in front of the two barrels, is one of those living statues, so be careful.

Continue through to the other end of the corridor. LEAVE THE CHEST IN THE NEXT ROOM ALONE! Step on the switch, kill the mage, crash the stone pillar, then open the chest and get some wind coins. Now move west.

Use a windslash to take out the bushes on the other side of the chasm, then jump across it. Just jumping works fine. No need to fly. Talk to the fire spirit Leo to get him to join you. Who would've thought a fire spirit with the name Leo would look like a lion. Anyways, he gives you the task to defeat two dark beasts in order to get the fire emblem. You also can walk over lava now and shoot fireballs.

GOT A SPIRIT

Walk across the lava to one of the chests, open it and grab some wind coins. Get away from the lava, jump over the chasm and go south twice, then west and south twice. Kill the mage and get some dark coins. Exit the cave, crash the stone statue and exit west.

Now go north, then west twice. Kill a scythe demon and grab some wind coins, then leave east. Go north three times. Jump over the chasm, walk behind the tree and grab the heart. Now go back south, kill the rolling larvas, get some fire coins and enter the cave.

Inside the cave, there's a Hint Mint and two vases. Shoot a fireball at each vase to light them, so the door unlocks. The Hint Mint probably says this already. Go north, then west. Kill the skeleton (how can you kill a skeleton?) and grab the black coins. Go east and north, holding on to the dark spirit. Use summon on the statue and move it out of the way. The statue a bit further attacks you. Leave east.

In this room is a firebreathing tapir or something like that. Kill it and go south, then east. These red clouds are killed by shooting fireballs at them. They'll grow with each fireball, and explode when they've grown too big, taking everything near them along, so stay away when you shoot the final fireball. Once all clouds are gone, the block in the middle of the road disappears and you can go on east. Don't do so yet, though. Go back west, then south. Kill the mosquitos, grab some forest coins and go north again, holding onto the forest spirit. Go east, and now east again.

Use the forest spirit to stomp on the peg. Hit the smilyface on the pole so it's blue and sad, then go back west again, past the clouds, to the room with the two snakes.

Kill a snake, grab the wind coins and go east twice again. Fly over the gap and hit the smilyface pole again so it's red and happy again. Open the red chest and get fire coins. Light both vases and move north.

The Hint Mint here tells you that the red clouds can take down walls when they explode. There just so happens to be a weird, pulsating wall and a red cloud here. Lure the cloud near the pulsating wall and shoot fireballs at it until it explodes. Go through the stairway that now appears, grab the key and go back.

Go south, open the middle chest, get the wind coins, fly over the gap, hit the smily pole so it's blue and sad, then fly back and exit west twice, then north. Take the firebreath tapir out and go north. Unlock the door and get the ruby You can now lay bombs, which explode after a set time and can take down walls. They'll hurt you as well if you get too close, so be careful.

GAINED NEW SKILL

Go south again and place a bomb against the pulsating wall. Go down the stairs, grab the heart and go up again. Now go west, kill the statue, grab some dark coins, cast summon on the statue so you can move through and go south.

Kill a monster here, so you can get a fire coin. Once you have the fire spirit active, go west here, lay a bomb against the pulsating wall and enter the staircase once it's blown up.

There's an enemy that explodes when you come near, right around the corner. Once it's gone, follow the path along the chasm, avoinding the second exploding monster. Continue west.

A couple of fire chests and some barrels with food... Looks like another boss. Prepare, then go in to face him.

--- BOSS FIGHT! ---

This is an armoured armadillo or something like that. It just tramples on-the-spot, then moves to another random spot, tramples there, then moves again. If you're in its way, tough luck. You can't hurt this one in any way, except through bombs, so guess where it'll go next and place your bomb there. If you place them strategically, you can cover a couple of possible places at once. Keep in mind that you got a limited amount of MP here. The only way to recharge your MP, is through the two chests, and they won't reappear after using them. If you're out of MP before the boss is dead and the chests are gone already, go to the entrance of the room, hit the tiny blocks, exit and restack on MP, then challenge him again.

---

Once this boss is killed, go north. You're outside again. Go north, past the snake (DO NOT KILL IT YET! Wait for it to head back into the ground to go past it) and open the chest there. Get the forest coins, grow the Mushboing, kill the snake and get the wind coins. Hop onto the platform and go east.

Jump off the platform and use fly to get on the land a bit further north of the chasm. Fall into the tiny hole above the large hole, then go north.

Go east, and if you don't have the wind spirit active, go down right next to the flamethrower. Open the chests there for some wind coins. Now fly onto the moving platform and back off at the other side. This takes a bit of timing, as you'll miss the platform with an inch if you jump at the wrong moment. Go north.

Three firebreathing tapirs are here. Kill them all and the path to the west opens up. Follow it, then go north at the room with the pool. There's a volcano spitting out boulders here. Beat it up using your sword, then go further to get the key. Leave south, unlock the door and go east, past the tapirs, then south, over the chasm and west.

Beat a water creature up, grab its coins and swim through the pool to the north. You're now back in the room you unlocked the door from. Go west, across the water now.

In this room is another fire creature that explodes when you get close. You can douse it with a bubble if you want. That's exactly what the Hint Mint says, too. Go south.

There are two exploding flames here. Walk STRAIGHT south until you're between them, then turn left without moving an inch. BE VERY CAREFUL! Now, shoot a bubble at the flame to the left and move towards it once it's doused. Then turn to the flame to the right and shoot a bubble at it as well. If any flame happens to explode, leave and reenter.

Once both flames are doused, push the resulting balls onto a switch and stand on the remaining one yourself. The block to the south will be removed and you got access to the chests with the dark coins. Grab them, go north, then west.

Another running puzzle here. Crash through the statues with your dark spirit. If you're not fast enough, you can still leave west, just only to see a Hint Mint. It tells you to light the middle and bottom oil lamps. Just reenter east, then walk around the blocks and you're where you were heading. What was the rush for?

A couple of rolling larvas, a locked door and a weird, fiery block... Get some fire coins here, then leave west. Hop onto the platform and shoot fireballs at the bubble-shooting plants while avoiding their bubbles. Once they're both killed, hop off the platform at the same side you got on it and go through the door that is now open.

Put a bomb between the two vases and walk on. When the bomb explodes, the door behind you will close and the one ahead of you opens up. Go further and grab the key. Both doors are open now, so you can leave south again. Now go east and unlock the door, then go south.

Remember what the Hint Mint said? Light the middle and bottom vases. Leave the upper two unlit, like this:

x    x   F F     F

The door will open up and you can get the third ruby. You can now literally throw flames, and melt orichalcum. It seems the big fiery rock to the north is orichalcum then. Go ahead, melt it, then go north, into another boss preparation room. Get ready, then head north to face the boss of the Fire Area.

GAINED NEW SKILL

--- BOSS FIGHT! ---

This one is a fox with seven tails and a bit of an aura. He'll jump around the playfield, trying to land on top of you. He sometimes changes into two floating firebreathing heads. These heads take 1 hit each, then give a whooping 6 coins each. The fox in his normal form can only be hit by your flame attack (the firethrowing, not the fireball).

Once he's defeated, grab the fire emblem. WOO! 5/5! Talk to Leo and ask him to take you home to Paradise city!

---

- PARADISE: -

Finally, here we are! Paradise! We'll soon be through the game! Get the cure, save the sister, be the hero! Hurray!

Follow the path and continue north at the crossing. You'll arrive at a tree with an ugly green person standing in front of it. Talk to him. He will ask you to give the spirits to him. Agree (there won't be any advancement in the game if you say no, so you don't have much choice).

You're allowed to curse now.

It's time to get all the spirits and their powers back. GAH! I know a certain old man who's going to get his ass kicked! Anyways, go east. Note that there's a smily pole in the upper left bush here. Hit it to make it blue and sad, then leave west and go north, to talk to the white, shiny person there. She'll disappear and a key will appear. Was that person a key? Nobody will ever know.

GO east again and unlock the door. Continue north. Walk along the chasm, avoiding the angry spiky block and go east. Avoid the two spike-shooting plants and the shield monster here (yes, easier said than done) and go north. Beat both eyes, then get forest spirit Luca back. Go south again, defeat all enemies then get the heart.

GOT A SPIRIT

Leave west, then south. Make sure the smilyface pole is on red and happy and go south. Pound the peg and continue south. Oooh, lice! We all like them! Hop on the platforms and go east.

Push the lower tombstone right, the leftmost one up, then the middle one right. Finally push the block up.

Grab the emerald. You have Grow back.

GAINED NEW SKILL

Now go west twice. Smash both pegs, then the third one as well. You're now in a room filled with Hint Mints. Two of them need to be grown in order to open the door. The first one is in the bottom right, the lowest one of the three. The second one is the one at the far north, to the right of the door. This is a raw sketch of the correct ones: x O   x x         x            x x         O

The door is now open, so go through it. Not much choice but to go west here, so go west. You'll be at a pond with water, a small land bridge and some punk-sharks. Head north.

Avoid the moving spike and grow the Mushboing. Now walk on it, hop over the chasm, grab the key and... no way back but to fall into the chasm and reappear at the door. Leave south, then go east. It's dead obvious what lies beyond the closed door. Prepare, unlock and enter.

--- BOSS FIGHT! ---

Or just a little bit. It's the same old eyeplant again, now with two spike-spitting plants. Take the two spitting plants out first, then take on the eyeplant. He seems to get weaker each time you meet him. Might just be an idea, though.

---

Anyways, grab the emerald.

GAINED NEW SKILL

Go south again, then west, then south again. Smash the big tree and talk to Mizuchi. Water spirit freed! Go north again.

GOT A SPIRIT

Swim across the water to the west, destroy the plants and continue west. Kill all five blobs, then continue south. Hop into the water and swim across it, avoiding the whirlpools. This is easiest when sticking against the outer walls. Once across, go west.

There are two running goblins and a crab here, along with an aquamarine which you can't reach yet. Go south, into the water and across it. Avoid the whirlpools and the bubbles that're shot at you. YOU CAN DO IT! C'MON! YEAH! C'MON! Once across, go west.

This room is another sliding iceblock puzzle.

Push the middle block to the left. Push the top block up. Push the bottom block up. Push the right block left, onto the middle switch. Push the top block left. Push the middle left block up (the one right next to the aquamarine) Push the rightmost block left, onto the upper switch. Step on the lower switch.

Grab the aquamarine. You can now shoot bubbles again.

GAINED NEW SKILL

Leave east. Swim across the water again and leave north. Defeat both running goblins and get their coins. DO NOT KILL THE CRAB! Smash the first peg, then kill the crab and grab the water coins. Go stand against the next peg, face down and shoot two bubbles, killing two squids. Jump into the water and grab the third aquamarine. You can now shoot ice again.

GAINED NEW SKILL

Go north. Freeze both clouds, then kill the two snakes that hide in the top corners. Now talk to wind spirit Kirin, so she will join you again.

GOT A SPIRIT

Jump across the gap and continue north. You're at a horrid crossroads now. Jump on the first platform and immediately jump onto the platform to your right and exit east.

Here's a moving platform and a spiky eye that shoots at you. Jump on the platform while avoiding the projectiles (jumping over them works well). Jump off onto the tiny little piece of ground and further to the side. Hit the smilyface pole so it's sad and blue, and go back onto the tiny island, then the platform, then the main land and leave west.

Now hop onto the blue platforms until you're at the other side of the chasm (the left) and leave there. Slash away the plants, jump across the gap, grab the key, jump back and leave east.

Jump across the room again, to the right and leave there. Go to the smilyface pole again, switch it to red and happy, then go back to the crossroads room and go north.

Unlock the door and grab the second topaz. You can shoot windslashes again. Go south again, then east.

GAINED NEW SKILL

Kill the spiky eyeball using windslashes, then jump onto the little piece it was on. This is quite a tough jump, so it can take a few tries. If you're out of MP, go south of the crossroads, then south of where you got the wind spirit, kill some enemies there, get the water spirit, go back to where you got the wind spirit, kill the two blue clouds, then kill the two snakes. You should be at full MP and with the wind spirit then.

Anyways, go north from the piece that spiky eyeball was on. Now, first of all, kill all the snakes. Then use the windslash to move the two blocks at the sides one up, then the middle one one to the side. Be careful at that last one, as you could push one of the side blocks to the middle as well, blocking your path Continue north, then east.

You're now in a corridor with a switc block and two skeletons. Go to the east, defeat both scythe demons, then the spike-spitting plant at the far right and grab some forest coins. Hold onto the forest spirit and go west, then north.

Stomp the tree trunk and grab the last topaz. You can now fly again.

GAINED NEW SKILL

Go back south and west. Fly across the chasm and talk to Yomi, the dark spirit. You can now dash again.

GOT A SPIRIT

Open both chests to get wind coins, then fly back across the chasm and leave east again, to the skeleton corridor. Beat both skeletons up, then hit the switchblock and dash to the exit to the south.

The next room looks like a puzzle that needs summon, so ignore it for now. Just go south, defeat the middle statue, and open the chest. Now go up, left and down while keeping a hold of the forest spirit.

Slash the top bush, then immediately move right and follow the path til you're at the lower wall. Cut the lower left bush away and hit it three times with your mallet. The door will open up. Go down and grab the next amethyst. You can now summon again.

GAINED NEW SKILL

Go back north and east. Summon both statues and drive them onto the switches. Once both switches are pressed, the path to the right will be open. Take it.

Hurray, fire enemies! We're getting there! Go south. There's another puzzle with those pressure plates and pushable blocks with eyes in them. The Hint Mint tells you that the colours in opposite corners should match.

Push the right block two up and one to the right. Push the bottom block two left and one down. Push the left block three right and two down. Push the top block one up and two left.

Grab the third amethyst. You can crash again now.

GAINED NEW SKILL

Exit north, then go right. Crash through the stone statues and grab the heart, then go back west three times. Fill up on MP from the chests, then crash through the stone statue and free Leo, the fire spirit. Go east twice.

GOT A SPIRIT

Cut away one bush, so you can shoot fireballs at the red cloud. Make it explode on the spot it's in, so it lights the vase at the other end. This removes the blocks, and allows you to go north. Go north.

There's a firebreathing tapir here and a whole bunch of orichalc. Ignore it and go east.

You're now at two volcanos and a pulsating wall. Clean out the right volcano, as there's a key under it. Grab the key and go east.

Unlock the door and grab the ruby. You can now place bombs again. Go back west.

GAINED NEW SKILL

Place a bomb at the pulsating wall. When the explosion's over, enter the staircase. Kill the statues and grab the third ruby. You can now throw flames again. Exit the room and go left.

GAINED NEW SKILL

Kill the firebreathing tapir and start melting orichalc and go north. The next room is another boss preparation room. Stock up on MP and health and let's get back at this old guy!

--- BOSS FIGHT! ---

The boss is another flying dragon, quite like the one you fought at the end of the Wind Area. You beat him the exact same way as before.

---

Once he's out of the way, go north. If you're too low on health (or MP, for whatever reason you would've used that on him), go back to the boss preparation room and stock up, then come back and go north.

Talk to the shiny white person that surely isn't a key. She tells you to enter the tower and get the emblems back. Good god, it still isn't over! Sure is alot of value for your money.

When you're inside the tower, go west first. There's a Hint Mint here, which tells you that the power of dark can awaken the golem. Go north and kill the spitting plants. Get the forest coins. Ignore the yellow wavy tile for now. You can't do anything in there without the Wind Emblem.

Go back south, then east, then north. In the bottom right bush is a Hint Mint. It suggest you use Grow. Use Grow on the weird plant until it explodes (takes three times). Gather the coins and go up the stairs.

Now go south and east. You're in a big room with lots of plants and cracks in the floor. There're also alot of lice in the plants, so be careful when you cut them down. Smash the rightmost central crack and drop down the hole.

Hit the smilypole so it's sad and blue, then step on the switch and leave west twice.

Go north from the golem room and get the Forest Emblem. Now exit south and go east twice. Change the smilypole to a red, happy face and leave the room.

Go north and up the stairs again. Use the symbol that stands there, defeat the statues and get dark coins. Now go back downstairs, then south and west.

Remember what the Hint Mint told you? Dark powers awaken the golem. Use summon on him and he'll attack you. Keep hitting him with your sword while doding his eyebeam until he's killed, then grab the key and go east, then north and up the stairs.

Now go west, defeat the crab, unlock the door and get the Water Emblem. 3 left to go! Exit the room.

Go south, east, past the room with the cracks, then north. Use the symbol that blocks your way to make it disappear. Kill all the crabs and go down the stairs.

Swim to the bottom of the room, shoot ice to cut the bush (bubble won't get past the spiked ball), then swim to the spot the bush was on and shoot at the bubble-shooting plant. Swim to where the plant was and toss a bubble at the plants, then swim there and get on land again. Exit west.

Avoid the shots from the spiked eyes and leave south. Beat a skeleton up to get some dark coins, then leave the room and go west.

You're now in a room with a small path along a pit, with fans next to it. Walk along the path (don't dash, it's too dangerous), past the fans. Be careful, though, as they'll push you off the path when you pass. Adjust your course accordingly. If you fall off (and trust me, you will), just try again. Cussing and cursing is allowed at this point. Open the chest and get the wind coins at the end of the path, then go back along it. Grab the heart at the bottom left if you want (and can. I couldn't, as the fans kept pushing me back right when I was about to land). Otherwise, make your way out of this dreaded room.

Fly over the chasm, grab the wind emblem and go east, then south. Check the symbol and step on the swirling tile.

Kill the spitting plants, fill your MP with forest coins and step back on the swirling tile.

Go east and use grow on each plant until each one is gone. Get the key that now appeared and leave west, then north and west. Go south from the room with the chasm and shooting eyes, get some dark coins and go north twice.

Unlock the door, use summon on one of the two golems and defeat it. Repeat this for the other golem. Now get the Dark Emblem. One left to go.

Leave the room and go south across the chasm-eye room to the one with the skeletons. Use the symbol there and drop into the pit.

Grab the Fire Emblem. By now, if you read the tombstones that appear whenever you grab an emblem in this tower, you'll know the full backstory of the game.

Anyways, step on the switch and go north twice. Now go south to the main room with the blue star. Use the symbol there and step onto the blue star.

Walk up towards the girl and talk to her. Now walk down and talk to key-person.

A quick little cutscene later, you find yourself back in Paradise. Go north from the crossing on (no idea how to get to the chests to the right) and be prepared for the final boss. LET'S KICK THAT OLD GUY'S ASS! He shouldn't have tricked us! Well... that's A motivation to beat him.

Anyways, onward to the final boss! Talk to him and...

--- BOSS FIGHT! --- He's a floating skull with five pedestals surrounding him, one of each colour. Now and then, he'll change into an array of coins, from every colour. Hit each pedestal with its corresponding element. Watch out for his attacks. He has an attack for every element: dropping ice on you, shooting green bullets, sending out tornadoes, rings of dark clouds, and a fiery swirl. Just avoid them. They're pretty much all the same. When defeating pedestals, focus on one at a time. This will keep his attacks to a minimum, and makes it easier to walk around. Some pedestals are harder to destroy than others, though. Do try not to end with the dark or forest pedestal, as it'll make the rest of the boss tougher.

The forest pedestal (bottom left) takes 1 hit from Heavy Stamp. The dark pedestal (top right) takes about 7 hits from Crash. The water pedestal (bottom right) takes 5 hits from Ice. The fire pedestal (top center) can be taken down with the flamethrower. The wind pedestal (top left) takes about 8 hits from Windslash.

Once the pedestals are down, the skull will shoot out circles of bullets. YAIKS! You probably'll be pretty low on health by now, so stay away from him, dodge the bullets and use your elemental attack on him. When you're out of MP, or when you still have a fair amount of health, run to him, avoid his bullets and charge attacks, and slash away at him with your sword.

When he's defeated, walk up to him and talk. Now just sit back and enjoy the final cutscene.

---

Version history: 22/08/2007: 1.0: Wrote the walkthrough. 01/09/2007: 1.01 - Changed the formatting to match the Gamefaqs format

(c) Raf Vermeulen, aka Kon-Tiki