Illusions of Gaia Should You Read Kaira Diary
Walkthrough Office nine
Previous Section
SEASIDE TUNNEL
Get right, pick up the mushroom, and talk to Kara. Simply await out the scenes... Well, this area's pretty pointless. At the end, yous reach the Affections Village.
ANGEL Village
In that location are ii parts to this. In that location's the invitee area, which y'all get to past going down the right ladder at the showtime, and the main hamlet which you lot become to by going left and down the other one. You should go to the guest expanse and talk to everyone offset, information technology'south but skillful for the storyline... Then go to the master village.
Principal Hamlet: Become all the fashion to the correct, and through the doorway. Then, go right, and in through the next doorway. Talk to the two angels, they'll tell you how to go to Ishtar's studio...
Anyhow, go back down, and head left. Get in through the doorway on that tight-plumbing fixtures surface area to enter the Dance Hall. Search the fountain for a RED Jewel.
Go out, and continue left. You'll see an angel staring at the river. That's the Jeweler Gem.
Behind the Jeweler is a doorway heading downward. Go in it. The doorway to your left has a Dark Space in information technology. You lot should relieve. Go on all the way to the right until you see a big door. Talk to the angel, and answer YES. To open the door, face it and press the TALK/Assail push. Then, get in.
GETTING TO ISHTAR'South STUDIO
ENEMIES/HP:
Dive Bat/five Steelbones/twenty Draco/10
Ramskull/x
Okay, this is pretty like shooting fish in a barrel. The flames on the wall blow away from the right way. And so if one is slanted like this: \ Go right. If it'southward slanted like this: / Go left. Simple? Expert! Simply have doorways between two opposing flames.
Steelbones inflict quite a bit of damage, so if 1 approaches you, merely keep swinging and eventually its stupidity will lead to its demise. Dive Bats are simple to have out: Merely intercept them with your flute when they dive!
There's only one way to become for a while. You'll then reach a room with four doors (besides the one you came in). The first ii lead to the same place. Besides for the two upward staircases, that room has one downward staircase, which is a expressionless finish. The far right door in the four-door room leads to another dead end. (The expressionless ends practice have enemies, which yous should kill.) The way to proceed forward is the third door from the left. The hall volition become dark after a while, but the enemies are the same.
When you achieve the screen with a river at the lesser, search the wall betwixt the area where the two wall flames would imply that there's a doorway, and 1 volition announced.
When you lot run into ii Dracos, have them both out, and slide nether the small gap in the wall behind the one on the left for a Ruby Precious stone.
In the Wind Tunnel, life is a lot easier if you run, and when close to a Ramskull, shift up or down and Psycho Slider it to expiry.
After the wind tunnel, you lot will encounter columns of Ramskulls. Psycho Slide the center ane to destroy them all with one hit. In the terminal room, the entrance to Ishtar'due south Studio is subconscious:
Method 1: Between the last two statues is a V-like point in the wall of the cave. Between that V-point and the statue only left of the last one is the archway.
Method two: Your hair blows around in ane part of the room. Become direct upwardly. The entrance is in that location. Get to the right of the waterfalls, and you'll encounter three doorways.
Door 1: Kara is trapped in the painting. Manifestly, you're the 1 that has to go her out...
Door 2: Search the red pot on the left for a RED Jewel.
Door 3: Talk to Ishtar. Solve the riddles, yous get Kara dorsum? Okay, fine. Go on to the riddle section.
PART I: The jar all the fashion on the right inverse color from brown to blue-ish gray.
Role Ii: The 2 jars in the lesser-left changed color.
PART III: Open the chest in the kickoff room, patently. The contents have changed, so select the chest. Inside the new breast is a RED Jewel, and then get it earlier you proceed.
Part 4: Your hair blows effectually, and then select your caput.
Anyway, subsequently solving all the riddles, become back to Ishtar'south studio, and talk to the portrait (yup!), then open the chest for Magic Dust. Go dorsum outside, into the commencement door, and use the Magic Dust on the portrait of Kara. And then, talk to the portrait. Volition gets pissed, for reasons beyond my comprehension. Please don't e-mail me explanations. Talk to Neil to exit for the Floating City, also known as Watermia. (From now until the very finish of the game, you can freely go dorsum to places yous've been earlier, including dungeons.)
WATERMIA
First, talk to everyone, then go out the house. To read Kara's diary, go to the left side of the raft that keeps the house you were only in afloat, and stand up on the second plank from the top. Get right. When you're basically right higher up the ladder, printing your TALK/Set on button to read it.
Become left until you lot reach a firm with two pots in front of it. Go in. Talk to Lance, then his male parent, and then Lance again. Then leave. Lance volition cut in forepart of yous. Go back to Luke's business firm (the place yous started...) Lilly's altogether political party progresses, and afterwards, Lilly and Lance go outside. Lance reveals his true feelings for Lilly, and Lilly runs away.
Okay, now exit Luke'due south house, go downwards to the next raft, and left to the next. Go downwards to the lilliputian mini-raft with 4 exits, and go left to the border of the next raft. There's a woman surrounded by a bunch of pots. Search the upper-left one for a Carmine Precious stone. (Hint submitted by Drowsy Head)
Go back to the miniraft, and caput right to the gambling house. There are three people facing downwards. The one on the left is the Jeweler Gem.
Anyway, leave the gambling business firm, go to your inventory, equip Lance'southward Letter, and use it anywhere. Go dorsum to the mini-raft, and get left. In the house is a Dark Space. Salvage! Now, go back to the mini-raft, and get down. Off to the Dandy Wall!
Source: http://shrines.rpgclassics.com/snes/iog/walk9.shtml
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