![]() First, head to the north, and continue running east until you see one emerging from the darkness. Nothing will seem different at first, but the relocated pyramids are just waiting to be rediscovered. Once the platform has taken the structure away, return to the dungeon's first room. Like before, you'll want to power-up the pyramid before tossing it in, else it will be ineffective. ![]() Once you've avoided those presents, pick up the nearby pyramid, and head toward the south. Beware, as the moment you give it a read, three exploding barrels will drop down around you. Head to the room's central north point, and you'll find another pyramid near a sign. It will carry you back to the room's beginning, which is where you'd like to be, since a new door has opened to the north. Shortly thereafter, it will vanish, and a new platform will be revealed. Drop the pyramid, use Thunder to activate it, and then drop it into the socket. Carry it up the nearby tiered platforms, and you'll find a new socket, with a sign nearby. Simply pluck the triangle from its socket, then make a mad dash down the stairs to the southeast. Evaluate their movement, then cautiously make your way southeast.īefore long, you'll see another pyramid, and a sign nearby. You're going to need to run through these halls of pointy traps carefully to reach the next area, but as soon as you see blocks of spikes sliding back and forth across the floor, stop. When this happens, the spikes that were formerly blocking your path will start to move up and down. Simply cast Thunder on the triangle, and it will destroy the orb it's resting on, subsequently falling into the socket below. Near the second sign, you'll see the "pyramid" these signs speak of. It states: "A powered pyramid can activate gadgets when placed in the socket." Climb the platforms behind it, and you'll find another sign, which says: "Lightning powers the pyramid, but held aloft it does not shock." Though this is an important hint, it's not one you'll want to follow immediately. Once you're in the new room, read the sign to the right of you. Head west to travel through the only open door. When you're absolutely certain you're ready to enter, have all four of your party members stand atop it, and you'll plummet into the Ruins. Enter, and you'll notice a huge crimson button in front of you. On the world map, you'll find this new location beneath Fire Mountain. Whether you'd saved your progress in the Town or not, it would be wise to do so again before departing for the Ruins. Once you're there, find and speak to Norschtalen. Just as well, you should use the Save Crystal before returning to your home, the Village. On your way out of the Town, feel free to speak with some of its inhabitants, as they'll say new things. You only need be patient, and stay the course. Using the aforementioned strategies-leading his target away from your allies, and continuously tending to your party's wounds-will assuredly lead you to victory. Whenever you pick up one of these replenishing items, don't forget to take a few steps forward and call all your party members to refill their HP/MP, too. You won't have to worry about his shadowy comrades, either, as they'll not only fall easily, but will drop Potions and Ethers for you. He and his cohorts will likely kill you and/or your friends more than once, and you'll want to Raise your party members-or pick up a nearby Phoenix Down, if one is available-whenever this happens. Once you've got the timing down, you too can move in and give the ol' scholar a few whacks, but take care, as his knock-back attacks may send you into a flying face-plant. ![]() Meanwhile, your friends will give him a good beating. Since he'll only try to cast things on the character you're controlling (like practically every enemy), you can lead his target away from your companions by running around the room in wide circles. Despite its intimidating beginnings, this fight is a lot less challenging than you'd expect, due to your foe's love of magic. ![]()
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