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Walk Through of the Game
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Grass Valley:

     The first of many tragedies you will encounter. The villagers are saddened by the loss of their chief and Dr. Leo. A mysterious painting by Dr. Leo seems to have absorbed the chief, but there is no sign of Leo himself. Destroy every monster lair you encounter in the palace until you release the miller. Once you do return to the town and turn the water wheel for him to activate the Palace's elevator. Another lair further on will make a chest containing the Dream Rod appear. Return to the village, equip the Rod, and speak to the sleeping girl. You will be absorbed into her dream. Step on the lair below you and Leo's voice will speak to the girl, telling her to help you, and she will awaken. She tells you to leave her house but as you head for the door she decides to heed her father's message. She'll tell you to find her father's paintbrush.

     Stepping on the switch in her dream opened a path to the chest containing the brush, so return to the palace and collect it. In the house on the hill, equip the brush and touch the painting, and you will be drawn into it. In the painting, destroy what enemies you can, but many are shielded from your sword at this point. The boss is difficult if you try to hit him with a standard attack. Crabwalk (Face up and press and hold L or R while walking) up the center ramp just far enough for your sword to touch and injure him, then quickly retreat back (the conveyor adds speed) and off to the side to avoid his fireballs. Once he moves off to the side of the center ramp again, crabwalk back up the ramp. Repeat the process and you'll wear him down quickly. Defeat him to release the village chief. The chief will give you the Brown Stone, a key to the evil Deathtoll's world. The Master will then summon you back to the Sky Palace. You will be sent to Greenwood after the next of the 6 Stones.

Greenwood:

     When you arrive in Greenwood (Speak with the Master and use Move) cross the bridge at its eastern end and head for the first shrine. Make sure to destroy every monster lair along the way. On the first underground floor you will find a chest with seeds after defeating one of the lairs. Take these back to Greenwood and trade them to the first squirrel for the Psycho Sword, which can be used to stun invincible enemies.

     Proceed through the Water and Fire Shrines. Be sure to touch all of the statues in the basement of the water shrine, some of them are actually monsters that must be destroyed. One of the moles you free is actually a servant of the Master, and will aid you by giving your spirit orb a glow to let you see in the dark. You will also free a sleeping stump. Use the Dream Rod on it and step on the switch in its dream, and you will open the way to the Ice Armor.

     One of the lairs in the basement of the Fire Shrine will free a sleeping bird. Use the Dream Rod on him and you will learn that he is mourning Turbo in his dream. Step on the switch and you will open a path through the underground to Turbo's grave, where you will find some leaves that were buried with him. These will prove your identity to the magic rafts, which will then carry you to the Light Temple.

     One of the squirrels held in the Light Temple will give you the Master's Emblem C, one of 8 emblems. When you free one of the crocodiles, a deer will be able to cross the river and will knock an angel's crystal out of the tree for you. The angel will explain that the Emblem is one of 8 scattered throughout the world, and that if you gather them all you will no longer need Gems to cast magic. You will also release Monmo, a mole, from the Light Temple. She is trapped outside and cannot find her way back to her den due to the bright sunlight. Lead her back and she will give you a ribbon. Equip it and present it to the mole that asks for something from her and he will vanish, opening the way to a mole behind him who has the Shield Bracelet. The bracelet cuts damage in half and is very helpful in defeating theboss.

     The three statue bosses will come to life one at a time. Position yourself just to its left as a statue moves down, or to its right as it moves up, stand still, and swing your sword repeatedly. The statue will circle you harmlessly and be injured each time it passes by. Repeat this for all three statues and you will defeat them with little effort. When they are defeated you can release an ancient tree spirit, the Guardian of the Woods, who will give you the Green Stone upon your return to Greenwood.

Seabed Sanctuary:

     You descend to St. Elles Palace to find the mermaids have vanished. Talk to the magic statue above and it will send you to the island of Southerta to free the mermaids and the Bubble Armor, so that you can survive underwater. Return to the Master's Shrine and the second portal will be opened for you. You will be able to destroy all but one of the lairs on the island. One of the mermaids in the Sanctuary will give you the Bubble Armor when you return. You can now safely go underwater. You will also find the Mermaid's Tears. Once you are underwater, head to the left and you will find steps going back onto Southerta.  Destroy the final lair and you will free the first mermaid statue, which will remove the seal on one of the passages.

     At the far right of the seabed a set of stairs leads up to Rockbird Reef, where there are many more lairs to destroy. Here you will free another Mermaid statue that will open the passage to the volcanic island of Durean. You will also free another servant of the Master disguised as an angelfish, who will join you and protect you from the magma on the island. Return to the seabed and head to the left to find the stairs to Durean. Get to the summit as quickly as you can and equip the Mermaid's Tears. Step onto the lava pit and you will pour the tears in, causing the magma to cool and the eruption to stop. Then return down the mountain and finish off all but one of the remaining lairs (enemies in the last one are metal). You will find the Critical Sword on the island, which is much stronger than the Psycho Sword, but will not stun metal enemies. You will free the dolphin Lue, who will give you the Thunder Ring.

     You will free a dolphin that can give you a ride to retrieve the Big Pearl. And you will free the third Mermaid statue, which will open the way to the island of Blester. Keep the thunder ring equipped while on Blester. If you touch any of the pyramids scattered about the island, a bolt of lightning will destroy any nearby enemies, even metal ones. Lure them close and then touch the pyramid. Destroying the metal gorillas in this manner will release the fourth mermaid statue. Use the angel in the crystal released by one of the other lairs to return to the Sanctuary once all the lairs on the island are destroyed.

     Once you return, go to Lue's cell and you will find one of the dolphins you released is asleep. Use the Dream Rod on him and you willlearn that he was trying to recall a memory from his life in the reef. Return to his dream and equip the Big Pearl to jog his memory, and he will move aside to reveal a switch, which will open the way to Emblem D.  Finally, talk to the fourth statue to open the way to your goal, the sunken ship. On the way there destroy all the lairs, then head to the far right of the maze of sea plants to find a chest with the Power Bracelet. Equip this before boarding the sunken ship.

     The skull boss is considerably tougher but as with most there is a safe spot to wait. Stand a half-step to the left of the right-hand stairs at the top and swing your sword repeatedly. You'll be just out of reach of the skull both when he fires and when he swerves off to the side, but he'll be just within sword range. When the left hand comes after you just ignore it, but you'll need to back into the corner and hold the right hand at bay with your sword until it disappears. Then just reposition yourself. You won't ever need to go down to the lower deck within range of the magic torches. Defeat the boss to release the Queen and you will receive the Blue Stone from her.

Mountain of Souls:

     Although the enemies are more difficult, this quest is much less complicated than the previous one. On the mountainside above the deserted town you will encounter some of the toughest enemies yet. Perhaps worst of all these are the magic snowballs that roll after you, increasing in size. Duck behind a rock and the snowballs will shatter. You will have to rely a fair amount on magic, but fortunately the Magic Armor is found here, which will cut the amount of Gems needed per cast in half, and the Lucky Blade, which increases your chances of finding large Gems.

     Watch for brief shimmers when in the caves; it's the only glimpse you'll get of the transparent ice bridges. Be on the lookout for Rotator, a spell that makes your orb act both as a shield and a weapon. If you make sure to destroy every lair you should have no trouble finding these items. Also, you receive some sound advice to return to the spot you see in a mushroom's dream. (In the area outside the door to Poseidon.) Do so and when you step on the spot where the mushroom was you'll find Emblem F.

     Poseidon, the boss, isn't difficult if you're willing to take a little punishment. Stand in the middle of the central ledge and swing your sword repeatedly whenever he approaches the ledge. His fire darts will hit you but jabs with his spear and homing fireballs will miss. Make sure you have your shield bracelet equipped and a medical herb in reserve. When your life runs low, switch to the Medical Herb so you can re-life, then back to the shield Bracelet. His energy, though there is quite a bit, will wear down much more quickly than yours. Defeating him will release the King.

     The King thanks you for releasing him and apologizes for not listening to Leo's pet Nome the snail, who had tried to warn him of Magridd's plan. The King sets Nome free and urges you to talk with him. He'll also tell you of three items needed to release the Phoenix, which you must now search for. Nome gives you the Silver Stone and tells you that the last two can be found in Leo's laboratory and Magridd Castle. Before leaving try walking through the wall next the torch above the room that appears to have no entrance. The snail inside will give you Emblem E.

Leo's Laboratory:

     One of the first creatures you will free is a magic door behind which you will find the Zantetsu sword, which can destroy metal creatures. After all the hard work to get here, one of the first things you must do is leave and backtrack to destroy creatures you had to pass up before. Head first to Leo's painting in Grass Valley and destroy the remaining lairs. You will release a vine that seemingly leads to nowhere, but if you climb to the ledge and walk into the corner you will find Emblem A. If you haven't yet, push the sleeping tulip near the boy's hideout from the right to reveal the Pass. Equip it and talk to the boy who guards the "treasure trove" (actually a single Strange Bottle) to gain access and you will find a vine leading up to an angel's crystal. Talk to this angel to receive the Recovery Sword which can transfer your enemy's hit points to you.

     The sword will also enable you to destroy the final lair on the Durean volcano. The mermaid you release will give you the Red-Hot Stick, one of the items needed to release the Phoenix. Now you can return to the lab and begin your work there. Enemies there are very swift, so be sure you have your shield bracelet equipped. Among the creatures you release is a sleeping cat, which will give you a key to the locked door.

     Talk to the chest of drawers behind the door to get the Mystic Armor. You'll also release a haunted town model, which you will be drawn into if you touch it.Many of the figurines you fight in the town are behind walls, so keep in mind that your sword reach is longest when below an enemy and facing left.  You can also take them out with magic. You'll have to make an educated guess where the invisible enemies are. Position your magic orb so that it crosses the spot where the explosions or flying spikes appear and fire a Light Arrow to hit the invisible catapult. In the course of your fight you'll release a second town and another servant of the Master. Talk to your fellow servant, who looks like the door to the chapel, and he will join you, allowing you to see the invisible enemies. Now head for the second town and release the rest of Dr. Leo's pets. If you take some leaves from one of the plants and equip them, you will be able to lead the cats out of one of the rooms. In gratitude a mouse will ask you into his hole to receive the magic of Spark Bomb. Now head down the second set of stairs you released to finish off the remaining enemies.  

     The robot boss could have been difficult but due to a minor flaw in his attack pattern you needn't get hit at all. Equip the Power Bracelet and wait behind one of the groups of transporters and you'll be able to hit him as he comes out. When he approaches the transporters he will always teleport and will never attack you. Defeat him to free Marie the Doll, who will give you the Purple Stone. Before you leave push the chest of drawers in the kitchen aside from the right to find Emblem G.

Magridd Castle:

     First find the Spirit Sword, which is guarded by a lair in the upper right of the torture chamber. The skeleton by the chest is holding the Harp String. Use the Dream Rod on the sleeping soldier to receive the Elemental Mail. Later, equip the Harp String and talk to the singer in the theater. When he plays, one of the guards will move, allowing you to get the Platinum Card that was under his feet. Equip this card and talk to the guard before the left tower and he will allow you inside.

     You'll release another servant of the Master from the tower and if you go into the castle basement after he joins you an invisible chest containing Emblem B will be revealed in the upper left corner of the lowest floor. You can find several other passages and chests in the basement and towers as well.

     Release the Queen and Dr. Leo and return to the town. If you kiss up to the Queen she'll give you a VIP pass, which can be used to get into the right tower. Before taking off in the Airship, return to town and check in the cottage where the Queen had been standing for the Invulnerability Bracelet, which adds to both your defense and attack. Return to the ship, equip the starter key and go to the helm, and it will take off.

     The demon boss you fight on the airship can do a great deal of damage, so be sure you equip the Armor Bracelet. Retreat to the left or right corner by the cabin and hit the demon as it dives past you. If it begins dropping fire hurry to the other side of the ship. The castle will be rebuilt and you can now get the Black Stone from King Magridd. Before you leave, move behind the pillars to the left of the east chamber's door to find Emblem H. You should now have all the emblems. Return to Greenwood and talk to the angel in the town square to receive the Magic Bell, which you can equip to cast magic without using Gems.


World of Evil:

     You'll need the Phoenix to get into Deathtoll's Palace. You should already have one of the symbols, the Red Hot Stick. Return to Greenwood and defeat the remaining monsters in the Light Temple with the Spirit Sword to release a bird who has the Red Hot Mirror. And finally, fight your way through the World of Evil until you open a second portal to the Sky Palace, return to the Palace, and go through this portal to get the Red Hot Ball. Now see the King in the Mountain of Souls to call the Phoenix.

     You will find the Soul Armor and Soul Blade in the World of Evil. Equip both of these and the Phoenix spell before entering Deathtoll's castle, and make sure you have a large store of Gems. (You can equip the Magic Bell but that won't let you use the Armor Bracelet.) If you need more Gems or experience before fighting Deathtoll, use the third portal to return to the Sky Palace. Then return through this portal and walk straight down, destroy the three glass monoliths with the Phoenix from behind the wall, return to the Palace and repeat. You will gain 12,000 experience each time, and the monoliths leave mostly large Gems behind.

     Deathtoll's first form is easily defeated. Ignore the fireballs and hit him repeatedly and he will die before doing any real damage. The second form is very difficult to hit. Stay about a step to the left or right of the center and destroy the flames. When he fires a laser stand your ground until the last moment, dodge, and return to your position.  After destroying the last flame immediately turn and begin firing at the head until his eyes close again. You should be positioned so that the fireballs will pass to either side of you. When the flames reappear repeat the process. It will take patience and the use of your Medical Herb, but you will eventually defeat him.

     Don't ask me why but Soulblazer's ending is one of my all-time favorites.


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