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.