|¯¯¯¯¯'¯¯¯¯¯¯¯'¯| |¯¯¯¯¯|¯'¯¯¯¯¯¯¯¯¯¯'¯|/¯¯¯¯| | |¯| |¯¯| |¯¯| | | |¯| | |¯\ \¯| |¯¯| ( (¯¯¯ | ¯ | | | | | | ¯ | | ) )| | | |\_¯¯\ | |¯| | | | | |___| |¯| | | | || | | |___) ) |_| |_| |_| |_______| |___| |_||_| |_,____/ T H E L O S T T A L E S FAQ/Walkthrough by P. Summers (Shotgunnova) I. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT II. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ III. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT IV. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________ _____________________________________________________/ I. WALKTHROUGH [WLKT] |_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DISC ONE WALKTHROUGH [DSC1] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ Puzzle solution album: http://imgur.com/a/SxtMd |¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This walkthrough is written for the PS1 version of the game. Players may be able to use it for PC play as well, though some discrepancies may exist. (For one, the PC version isn't segmented into chapters, and some puzzle solutions are changed.) I'll account for any changes I'm aware of, though players who find more are welcome to email me for corrections. As a point-and-click adventure, controls are very simple. One button toggles the inventory; another controls the camera. The arrow icon normally seen will change when part of the environment can be "used" (select item from inventory and try it where icon changes). Finally, the beginning of each chapter counts as a checkpoint for all the inevitable deaths players will face. Saving to the memory card is preferable for long-term saving, however. (No save prompt is given for disc-switching situations, though it's not needed in this game's case.) CHAPTER 01 ¯¯¯¯¯¯¯¯¯¯ The game begins as Seth, the protagonist, arrives on Atlantis. Talking with the guards and villager NPC in the town isn't required, though some may want to test out the inventory/usage system before advancing up the palace stairs, which ends the chapter. (Some will be very short.) CHAPTER 02 ¯¯¯¯¯¯¯¯¯¯ Now in the fountain plaza, approach the two stairway guards and flash the inventory's only item: the Star Medallion, proof of being a Companion. Access to the palace's street will be granted. Most places are closed, however. Use the left-hand building stairway to reach the second-floor balconies, then circle around (the balconies loop) until a door is found. That's the Companions' room. ____________________________ | | H | | B | | | __ ________|___ ___| |____ | | | _ ____ | | C | | | | | F | | | |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | |_| | | |___|___| | | A | Starting Point | | | | | |__ __ | | B | Palace | | | __|_ | | | | | | | C | Companions' Rm. | | | | | | |__| |__| | | D | Museum | | | G | | | ___|_| | E | Scarlet Cockerel | | | | | | | E | TO COAST | F | Ladder Courtyard | | | |____| |_| |_____| / / | G | Hangar Access | | | | | ___ |___/ (__ | H | Palace Orchard | _| D | | | |___ | | I | Anna's Building | / | | |_________| |___| | | | |___|__________________| ( |____| | I )___| | \ _ ___|___|_ _____,'| | | '.____| | | | | |___| | _____| |_________| |_____ | | | | |_|___| | | '._________,' _ | |_________________________| |________| CHAPTER 03 ¯¯¯¯¯¯¯¯¯¯ Seth will meet fellow Companions (Agatha, Lascoyt, Meljanz) in a scene, learning they're not to interfere in the mission queen investigation. The latter also asks Seth for some wine. Accede or refuse by inspecting the NPC and clicking the thumbs-up or -down icon. (Be sure to refuse.) When the others leave, speak to Agatha about the queen. Dialogue choices in this game are done by selecting icon portraits; the queen is the first one. Players get a game over if they kowtowed to Meljanz, and get the opportunity to investigate the disappearance if they didn't. As before, use the thumbs-up or -down icon to pick. (Players must agree to avoid a game over.) CHAPTER 04 ¯¯¯¯¯¯¯¯¯¯ Investigation time. It's already been mentioned that the attack took place on a coast road, so exit town completely. (Return to starting point of the disc, then head toward the beach, rather than up the stairway.) Continue along the outskirts path for a few screens. CHAPTER 05 ¯¯¯¯¯¯¯¯¯¯ The coast road area consists of a guarded thoroughfare and a beach/dock area. Guards along the former won't give any information, and repeated questioning leads to a game over (as does back-talking them). Instead, visit the old man at the docks or, if one snoops around his hilltop cabin, there. Show him the Star Medallion to gain his trust, as well as a mysterious Earring. CHAPTER 06 ¯¯¯¯¯¯¯¯¯¯ Interrogate the old man (Actyon) for some optional info, then return back to town. Note that the chapter-numbering system is screwy here and skips #7 and #8. This is a clerical error, not part of the game being left on the cutting room floor. CHAPTER 09 ¯¯¯¯¯¯¯¯¯¯ Back in town, try reentering the palace street for an automatic scene with some guards. CHAPTER 11 ¯¯¯¯¯¯¯¯¯¯ During the meeting with Creon, there'll be an opportunity to give him the earring Actyon found -- lie about finding anything. The meeting ends with Seth out on the street; leaving it into the lower plaza is now forbidden. Return to Agatha in the Companions' quarters for a scene about investigating the earring. (A game over occurs if it was given to the consort.) Back on street level, Lascoyt can be found leaning against one of the guarded buildings. Show him the Earring -- this requires doing the "you're Lascoyt?" conversation -- then ask about the queen. The plan is to meet up with other like-minded individuals at the Scarlet Cockerel, a tavern in the residential district. Lascoyt gives the Lamb Token, used to open a secret passage into the village, and offers to distract the guard around the corner when respoken to. Wait a couple seconds, turn the corner, and approach the distraction. Seth automatically enters the building. CHAPTER 12 ¯¯¯¯¯¯¯¯¯¯ This building is the Atlantean equivalent of a statuary and museum. The first floor has a solitary guard. Quickly avoid his sights by moving by the nearest door, watch his corridor archway, and wait for the sound of his footfalls. That's the cue to enter his corridor, then turn and use the 1F-2F stairway, which leads to an unguarded museum. In one of the corners is an astrolabe exhibit and a device with two cranks. Operate it. (Controls: d-pad left and right rotates object, X-button switches between the inner globe and outer ring; Start exits puzzle, resetting it.) ______________________ _______________________________________ | PUZZLE #1: ASTROLABE | Image: http://i.imgur.com/My84l44.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Lascoyt hinted at the solution when he said "daylight over Atlantis has | | vanquished the darkness". In other words, create a solar eclipse, where | | the three celestial objects align in this order: sun, moon, earth. Rotate | | the outer ring 7 clicks to the left, then spin the globe until everything | | is in order. The puzzle will automatically blink and conclude when done | | correctly. (The solution is the same in all versions, to my knowledge.) | |___________________________________________________________________________| Completing the astrolabe moves the nearby lion statue's mouth. Approach it from the front and put the Lamb Token inside -- this unlocks a secret door in the nearby wall. Enter it. For now, this corridor contains nothing much of interest. Use Seth's Earring on the new door's knob to unlock an empty dungeon. Hop out the broken window. CHAPTER 13 ¯¯¯¯¯¯¯¯¯¯ Players will be in the residential area on the opposite side of the museum. The Scarlet Cockerel's location is marked on the ASCII map above. However, approaching it mindlessly results in getting knifed by Servage, a bald thug. To avoid being murdered, climb the stairs of the house next to the bar and observe Servage's pacing. Pick up the flowerpot and aim well. A successful hit knocks him out cold; missing earns a game over. (Aiming in this game is rather crappy, so if one earns continuous failures, try leading the target a bit.) CHAPTER 14 ¯¯¯¯¯¯¯¯¯¯ With Servage kayoed, go down to his body and take his Knife. Approaching the bar's front door ends the segment. CHAPTER 15 ¯¯¯¯¯¯¯¯¯¯ Enter inside to find Garcelos and Lascoyt, two of the Companions. (Speak to the latter for some interesting dialogue.) Don't approach the far 1F door, however, as that leads to a game over. After a short while, Meljanz enters. Quickly go upstairs onto the balcony and face the chandelier's rope. Use the knife on it, then select Meljanz down below. (Don't bother retaliating, fleeing or dawdling in other fashions in this event.) CHAPTER 16 ¯¯¯¯¯¯¯¯¯¯ Someone will call out to Seth. Backtrack toward the alley where he landed after the window jump, only turn into the small gated courtyard (opposite the bigger, still-locked one). Ask Agatha about Meljanz and Creon; this hatches a plan to spy on the latter. CHAPTER 17 ¯¯¯¯¯¯¯¯¯¯ In the courtyard, take the ladder and use it on the bench -- this makes a climb-up spot onto the fencing. Advance one screen, then use the ladder on the dungeon window's sill, allowing for further backtracking. CHAPTER 18-19 ¯¯¯¯¯¯¯¯¯¯¯¯¯ Exit the dungeon back into the secret corridor. Don't bother returning to the museum, as guards are now waiting there to snare interlopers. (This should be obvious from their loud prattling.) Take the crowbar leaning against a wall near the secret entrance, then use it on an upper alcove by one of the torches. (There are no other alcoves at that height in the whole hallway, so it should be easy to find. It doesn't give an icon change unless the crowbar's currently selected, however.) Inside the alcove is a Wooden Mouse, which, when placed in the cat mural's slot, opens a hidden room. Rat Catcher and his pet Silken live here. Question him about the Companions and Creon, then agree to play his game. Inspect the board game in front of him. (Controls: d-pad to move pieces, X-button to drop piece; Start exits game and resets.) ____________________________ | PUZZLE #2 | HERO VS. OGRES | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | The controls are slightly different in the PC version, but the overall | | gameplay is identical. Seth gets one piece that can move two spaces; Rat | | Catcher gets two pieces that can move one space each. To win, Seth must | | dodge his captors (enemy pieces) and locate the queen. This is done by | | moving onto the same space as her. The downside is she appears in random | | locations, and doesn't exist on the board otherwise. Her position will be | | revealed every couple turns. Basically, winning's less about strategy and | | more about longevity and luck. (If failed, retries are done ad nauseum.) | |___________________________________________________________________________| CHAPTER 20 ¯¯¯¯¯¯¯¯¯¯ Ask Rat Catcher about Creon for a trapdoor scene, depositing Seth into the museum's statue room. Opposite the main door (and where one begins facing normally) is a star relief. Inspect the north star to open a ceiling hole, then take the fountain sculpture's trident. Use the trident on the ceiling hole. CHAPTER 21 ¯¯¯¯¯¯¯¯¯¯ Eavesdrop on the throne room to learn of Carbonek. In the fountain room, undo previous changes -- replace the trident and close the ceiling hole -- before exiting. (It's not allowed otherwise.) CHAPTER 22 ¯¯¯¯¯¯¯¯¯¯ Seth's back in the museum vestibule. The same patrolling guard is nearby, but now walks a beat that leads upstairs. (He'll be visible through the archway momentarily just before the ascent.) As before, listen for his footsteps and time a run through the corridor while he's out of eyeshot. This time, rather than going to the upper museum, go down the long 1F passage. If the guard doesn't seem to be patrolling whatsoever, try getting caught and reloading the checkpoint to start fresh. CHAPTER 23 ¯¯¯¯¯¯¯¯¯¯ At the end of the 1F corridor is a stairway leading to the 2F library. The guard duo in this area is constantly preoccupied, but will be become alerted the third time Seth makes noise (provided by floor squeaks) or lingers near them too long. To escape the room, approach the nearest guard using the perimeter walkway. When as close to him as possible without detection, enter the 2F middle area. Position Seth by the bookshelf and push it onto the guard, creating enough of a distraction to reach the exit window. Hurry into the orchard before the remaining idiot catches wind. CHAPTER 24 ¯¯¯¯¯¯¯¯¯¯ Approach Agatha and ask her about the hidden knowledge and Carbonek. After a cutscene, use the knife on the guard, then talk to Agatha to get her Brace. The game will let players continue without it, but don't leave without that sucker! • Sometimes the game will glitch after getting the Brace, preventing players from moving from the attack site. In those cases, try reloading and seeing if it works, or die in the attack to get a fresh checkpoint. CHAPTER 25 ¯¯¯¯¯¯¯¯¯¯ Reenter the courtyard from Ch. 16-17 and climb back into the upper dungeon. Revisit the museum (the guards there are gone now) and head downstairs. CHAPTER 26 ¯¯¯¯¯¯¯¯¯¯ The 1F spearman is back to his original patrol route, i.e. no checking the museum. Listen for him walk down the hall, then make for the vestibule. This time, exit back onto the street, rather than the fountain room. Simply turn the corner to the next-door building and enter. (Going out into the street itself leads to an immediate capture for some reason.) CHAPTER 27 ¯¯¯¯¯¯¯¯¯¯ Enter, then operate, the primitive elevator to reach the town skybridge -- it leads to the far-off (guardless) hangar. Of the three skyships moored there, board the smallest one closest to the bridge itself. Try sitting in the pilot seat, then turning around to automatically take a nap. CHAPTER 28 ¯¯¯¯¯¯¯¯¯¯ Upon awakening, show Hector the new Brace to gain his trust. (Repeatedly talking to him or trying to leave without doing that ends in a game over.) CHAPTER 29 ¯¯¯¯¯¯¯¯¯¯ Carbonek, ahoy! This area can be rather complicated, so here's a map. Note that most things noted here aren't relevant yet, but to avoid overlap, I'll fill everything in now. Feel free to explore, but be careful around point "D" as lingering can lead to being caught by a guardsman. (Trying to enter the base there definitely will.) /¯¯¯¯¯¯¯¯¯¯¯¯¯\ |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| / /¯¯¯¯| |¯¯¯¯\ \ | # | Stream | / / ,'¯¯ ¯¯'. \ \ | A | Hector/Ship | ( (_( \_) ) | B | Secret Entrance | | _ E _ | | C | Old Woman Cave | _____( ( \ / ) ) | D | Guarded Entrnc. | / __ \ \ '.__ __,' / / | E | Stone Circle | / / \ \__ \____| |___,' / | F | Bow and Arrow | ( ( ) \_) _ _ _ / | G | Washing Spot | ) ) _| __/ ) | | | \ ( | H | Boar Sighting | | | |D _ \/ | | |__) \ |___|_________________| |F| ¯| (_) ) | | ___ ) _ ( ( | ___/| | | | | |_|C| \ \ (H(____| |_|H|___| _ | \ \__) ______ ___ | | | \___ |######) (###| | ) ) ####| |# / /) ) #( (/ / |B | ,-'G/ | | #\__/ ¯¯¯| (_/ ,'¯ ) ) ##### | ¯¯¯¯ ( | |¯¯¯¯¯¯¯¯) ) ( |________| | \__________ ( \ \ /¯¯'._) ) ( A / '.___,' For now, enter point "B," a watery tunnel entrance next to a footbridge. Swim its length and inspect the manhole-looking object for another puzzle. Enter it when it's complete. __________________________ ________________________________ | PUZZLE #3: THE OUROBUROS | http://i.imgur.com/W5damrn.mp4 | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Reorganize the snake segments from largest to smallest, with the head and | | the smallest part facing, like a proper ouroburos. See: above solution. | |___________________________________________________________________________| CHAPTER 30 ¯¯¯¯¯¯¯¯¯¯ The "manhole" leads into the priestess' caves. Speak to the nearest woman and show her proof of being a Companion (Star Medallion), lest she summon a guard due to Seth's suspicious actions. After, move to the metal chest and inspect the spare Robes for a disguise. While in drag, Seth won't immediately be captured when he meets a guard. Take the Wine Jug from on a table and approach the spearman outside the door. Give him a drink; one can now enter the hallway. _ _ CHAPTER 31 |•| |•| ¯¯¯¯¯¯¯¯¯¯ _|•|_ ___ |•| • = guard | _ | • |_| | | |_| | | |__ Start | _ _ | \ \___ | |_| | | | ) | |_| ___|_| | | | | |-Stick |_____ |• ___|___ • _| \• ¯ | | ¯¯¯|_______|_____|-Queen Here's a small map of the cave interior. The goal is to rescue the queen in the far cell while maintaining the disguise at all times. If a guard stops Seth, approach them and offer drink, rather than ignoring them or trying to exit the room (instant game over). Trying to leave the cave gives a similar punishment. When approaching the corner where the stick is marked, an automatic eavesdrop scene occurs. After, take the stick and hit the queen's cell guard with it. CHAPTER 32 ¯¯¯¯¯¯¯¯¯¯ Some parts of this chapter can be done out of order. Drag the unconscious guard into the cell, then inspect him a second time to get his clothes. Speak to Rhea about the Companions, then offer her priestess robes for a disguise. Face away while she changes (she castigates anyone who tries peeking). Question her about the hidden knowledge, then remind her to remove her ornate mask. Exit the cells and return back towards the kitchen starting point. A sentry is scripted to stop the duo there, asking about their purpose. To get by, either talk about the commander or, if the gig is almost up, pretend she's a loony who believes she's queen. (If her mask hasn't been removed, the guard catches them immediately.) Enter the kitchen and escape out the chimney. On PS1, the first disc ends here, so swap it and press X-button. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DISC TWO WALKTHROUGH [DSC2] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CHAPTER 33 ¯¯¯¯¯¯¯¯¯¯ Trying to reenter the kitchen leads to immediate capture, so swim the watery tunnel's length and scale the cliff. Everyone surfaces down the hill from point "F" on the ASCII map (see Ch. 29). Since most of the lower paths have patrollers searching for the runaways, use the point "F" route (hilltop) to revisit the creek bridge, then use the shortest route to visit Hector's ship. After the conversation, Seth decided to be a distraction. Face the ship to rouse the guard, then head north. After crossing the creek, head east (on the ASCII map) to the dead end marked "old woman cave" for a scene. Don't open Seth's eyes -- i.e. press any button -- until the okay is given. Enter the illusory cliff cave afterwards. Try not to fail this chapter too often, as it's rather long and fatiguing to repeat. CHAPTER 34 ¯¯¯¯¯¯¯¯¯¯ Talk to the Old One to be given a task: make the machine near lay four eggs. Controls: d-pad to move wheel, X-button to select gears and pull chains, and Start to exit game (resets everything). _______________________ ________________________________ | PUZZLE #4: EGG LAYING | http://i.imgur.com/5hIZgm2.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Completing the game requires putting the cogs in the right spots, then | | pulling the left-hand chain on the lower default (can't be removed) cog. | | The right-hand chain there resets the puzzle. The PS1 and PC versions do | | not have the same exact solution, but the same general setup. Pulling the | | right-hand cord will move any correct pieces, so sussing out the solution | | is a matter of swapping similar-sized cogs. | |___________________________________________________________________________| After the eggs are obtained (use machine four times in PC version), speaking to the old woman begins a follow-up. __________________________ ________________________________ | PUZZLE #5: SNAKES & EGGS | http://i.imgur.com/wTiqMjp.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Place four eggs into any given slot, then move the four snakes out of the | | holes to the eggs. Snakes cannot cross each other's paths. There are many | | solutions to the logic puzzle, depending on where the eggs are placed. A | | solution to the default setup (eggs placed without reselecting locations) | | is given above. | |___________________________________________________________________________| A cryptic clue for a 3rd task is given: "seek on high the feathered killers; wash them by the beast in stone. They'll show you the White One and low will lay him. Fill the bag with blood-soaked soil and rip from his snowy snout that which is mine." The guard presence in the forest is back to normal for this part, and a Bag -- looks more like a crate -- is obtained automatically. The "feathered killers" refer to a bow and arrow set -- it's now spawned on the hilltop (map: point F) against a tree. Once found, visit the crossroads stream area -- a bit west of the old woman's cave -- and wash the weapon. The spot to do this is as close to the stream as possible, and can't be done in other areas. The White One -- a magical snow-colored boar -- can now appear in the forest at a couple areas ("H" on ASCII map). It'll be obvious where they are as a loud leaf-rustling noise plays several times, heralding the board's emergence from the thicket. Players must have the bow and arrow readied by then, and fire a shot at the beast. If it misses, the beast runs off; reenter the screen to try again. If a shot flies true, the porker is killed. Players can its Nose Ring, then use the Bag (crate) on the bloody soil. • In the PS1 version, sometimes the game doesn't give bloody soil no matter how many times one tries. Try killing the boar near the stream crossroads for an easier time. (As long as the soil hasn't been taken, the boar will continue respawning. However, the stain disappears when one moves away from the kill site.) Return to the Old One with all her goodies to continue. CHAPTER 35 ¯¯¯¯¯¯¯¯¯¯ Listen to the old woman's dialogue choices (optional) or try any inventory object on her to continue. CHAPTER 36 ¯¯¯¯¯¯¯¯¯¯ Watch the events at the stone circle (automatic). CHAPTER 37 ¯¯¯¯¯¯¯¯¯¯ Try exiting the cave area to learn a treasure is buried at the Tree of the First in Atlantis' palace. Old One also gives a powder flask, which, when combined with the treasure, gives hints at how to proceed. In yet another automatic scene, Seth returns to Actyon's docks along the island's coastal road. CHAPTER 38 ¯¯¯¯¯¯¯¯¯¯ Visit Actyon's hut and try leaving to rest until morning. Return toward the palace afterward. CHAPTER 39 ¯¯¯¯¯¯¯¯¯¯ Go through town and enter the staircase into the Scarlet Cockerel's area. CHAPTER 40 ¯¯¯¯¯¯¯¯¯¯ As done many times before, use the ladder courtyard to reinfiltrate the museum building. Get the wooden mouse from the secret passage's alcove, plug it into the cat mural, and enter Rat Catcher's room. CHAPTER 41 ¯¯¯¯¯¯¯¯¯¯ Ask about the Tree of the First to get a game invitation. This one has a bit more complex control scheme. On PS1, buttons control the pinball flippers and other things; on PC, using the mouse on the peripheral dials accomplishes the same. • Left: use two hands and left shoe • Down: push the ball • Right: use three hands around the tube • Triangle: use the tube • Square: invert left switch • Circle: reverse machinery/right box ________________________ ____________________________________________ | PUZZLE #6: RAT PINBALL | visual aid: http://i.imgur.com/weuIWMj.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | The goal of the game is to get the rat to the bottom, while avoiding the | | scoopers (red Xs on image) that reset its position. The visual aid gives | | the correct path in numerical order: bypass the first scooper (let rat go | | down, bounce it back up, repeat to get speed) and enter the tube. Careen | | the rat through the tube onto the conveyor belt; make sure it's rotating | | clockwise. As the rat falls down the right-hand slots, move the V-shaped | | flipper so it bounces into the hole. The rat will travel out the other | | hole on the left-hand side. Make sure the track it goes down is already | | bent (Square) to throw the rat at the boot. Kick the rat to avoid the 3rd | | scooper and finish the game. Whew. | |___________________________________________________________________________| As usual, an infinite amount of retries is given. Succeeding earns a blue Crystal from Rat Catcher, right before another trapdoor ride. CHAPTER 42 ¯¯¯¯¯¯¯¯¯¯ After landing, search the corridor's dead for a slot that fits Rat Catcher's blue crystal. Doing this slides part of the wall out, giving the answer to an upcoming puzzle. (Finding this is hard and optional, though, so don't worry if it's not done.) Exit the torch-lit corridor to continue. CHAPTER 43 ¯¯¯¯¯¯¯¯¯¯ When noticed, grab the earthen Amphora (jug) on Seth's left-hand side, and throw it at the spearman. Slide under Meljanz's legs and enter the throne room. CHAPTER 44 ¯¯¯¯¯¯¯¯¯¯ Quickly look to the left and take the Spear laying against the throne room's door. Use it on the door to make a makeshift lock -- without it, a lethal pursuit is only seconds away. Inspect the back of the throne for another puzzle. (Controls: left/right to pick switch, X/O to rotate switch up/down) ______________________ __________________________________________ | PUZZLE #7: ASTRONOMY | solution: http://i.imgur.com/aNuPTfy.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Rotate the four celestial bodies into a correct configuration, then twist | | the knob (lower-central part) to finish. The solution for the puzzle is | | the same in the PC version as well. | |___________________________________________________________________________| Exit down the new stairway. CHAPTER 45 ¯¯¯¯¯¯¯¯¯¯ Ignore the two right-hand tunnels and take the long, left one instead. Ascend the spiral stairway it leads to. CHAPTER 46 ¯¯¯¯¯¯¯¯¯¯ This leads to a circular, spartan room with nothing but a tangram puzzle on the floor's center. (Controls: d-pad to move item, Triangle to reselect, X to pick up or drop pieces, O and Square rotate; Start exits the game.) _______________________________ ___________________________________________ | PUZZLE #8: TANGRAMS, PTS. 1-4 | solutions: http://i.imgur.com/OQKztH3.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | The central area contains the "game board," with the goal of fitting all | | available geometric shapes into a picture. Doing this reveals a statue in | | the room where, upon inspection, gives another game piece. Use the newest | | piece (from inventory) on game board, fill innext-biggest shape on board, | | reveal another statue, and repeat until all are done. Sometimes the game | | will slide a piece a small distance from where players place it -- that's | | an indicator it's in the RIGHT place. (On the PS1 version, the game board | | and pieces may not look like they fit properly, so that tip is helpful.) | |___________________________________________________________________________| Finding the new pieces on the statues can be a little hard. The statues have them by their tail, left arm, and mouth, respectively. The final statue has no piece, and instead provides the path upwards (inspect head twice). The segment ends soon after. CHAPTER 47 ¯¯¯¯¯¯¯¯¯¯ Seth will now be in the tower players may have spotted from a distance. Exit onto the nearest balcony, travel to the right-hand-side nook and take its three-pronged Rake. Ascend further using the balcony stairs. Circle the Tree of the First, positioning Seth in front of the brown-colored spot near its base. Use the Rake to dig up the Crystal Ball. Try moving away afterward. CHAPTER 48 ¯¯¯¯¯¯¯¯¯¯ Backtrack to the creepy statue room and attempt going further for an FMV that suggests the next destination has a "white bear" at it. A bird-priestess (the game's version of "pilot") is needed to reach it. Cryptic... Return to the lower tunnels, then the tunnel crossroads by the throne room's secret stairway. CHAPTER 49 ¯¯¯¯¯¯¯¯¯¯ There are two (yet-unused) tunnels by the stairway's right-hand side. Take the one furthest from the stairway to its end, where a dead end is. Use the Rake on the weird puzzle here to operate it. __________________________ ________________________________ | PUZZLE #9: SLIDING TILES | http://i.imgur.com/pmCvRVs.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Sliding-tile puzzles are simplistic in theory but annoying to make. Shift | | the tiles around until they create a picture, at which point the door | | unlocks temporarily. Only one piece can be shifted at a time. There's no | | real strategy to give for these, other than to get the top/bottom row all | | in order to get a leg up on the rest. | |___________________________________________________________________________| CHAPTER 50 ¯¯¯¯¯¯¯¯¯¯ The door is a shortcut back into Atlantis' town. Revisit Actyon's coastal hut and ask him about the white bear, then pilots. Seth learns Actyon's daughter is a priestess-pilot somewhere in the town, and gets her Mother's Crystal to sway her to his side. Return to town. CHAPTER 51 ¯¯¯¯¯¯¯¯¯¯ Security is more stringent now -- no stairways can be used. Head back into the alley (has a bunch of clotheslines in it) and reenter the temple by doing the outer sliding-tile puzzle. This requires using the Rake again. ______________________________ __________________________________________ | PUZZLE #10: SLIDING TILES II | solution: http://i.imgur.com/SNrnbC0.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | This one's probably the hardest of these puzzles since it's not harder to | | know where each goes. Use the image above as a guide. | |___________________________________________________________________________| Backtrack to the throne room's lower stairway, then turn into the third and final (unused) tunnel -- the one closest to the stairs. This leads eventually to the last puzzle. _______________________________ __________________________________________ | PUZZLE #11: SLIDING TILES III | solution: http://i.imgur.com/OHSslNh.png \ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | The image is a perfect circle, so the intricate design is less confusing | | than it could be. | |___________________________________________________________________________| CHAPTER 52 ¯¯¯¯¯¯¯¯¯¯ Seth is back in the museum building's 1F corridor. Redo the astrolabe puzzle (see Ch. 12 for solution), feed the lion statue the Lamb Token, proceed past the secret passage area, and hop out into the back alley. The goal is to find the building Actyon's daughter Anna is in. It's actually the building nearest the plaza stairway; this is labelled on the Ch. 12 map as well. Don't go down said stairway, though, as it's an instant game over. Speak with the attendant (Lona) about Anna and wait a bit until she arrives. Feel free to question the fiery redhead or just leave to continue. CHAPTER 53 ¯¯¯¯¯¯¯¯¯¯ Anna immediately runs off. Enter the Scarlet Cockerel again. CHAPTER 54 ¯¯¯¯¯¯¯¯¯¯ Inside the bar, speak to Servage about Creon, Rhea, then himself to gain his trust and distract Garcelos. (There are a couple ways to do this part, but that's easiest.) Visit the upstairs hallway to overhear a chat. CHAPTER 55 ¯¯¯¯¯¯¯¯¯¯ Move closer and enter the right-hand room to avoid detection. Servage will be in the hallway now; agree to his offered aid. Bust into the room across the hall to find Anna and her captors. Whenever they protest, speak to Servage using one of his chat options. On the fifth time, when the bald-headed fool suggests taking Anna out, exit the room. (Don't try talking to her, as it leads to a game over.) CHAPTER 56 ¯¯¯¯¯¯¯¯¯¯ Seth and Anna go to the courtyard nearby. She'll eventually run off (a game over) if she's questioned without being shown both the Star Medallion and her Mother's Crystal. The destination is now the hangar, and getting there's exactly the same as before: reinfiltrate the museum building (ladder method) and exit out the 1F door onto the palace street. As before, enter the elevator building without stepping foot onto the street itself, lest a mouthy guard find his prey. CHAPTER 57 ¯¯¯¯¯¯¯¯¯¯ Ascend the elevator and try accessing the (now-guarded) skybridge for a chat. On the opposite side of this area, past the barrels, is a corner with a Sack. Take it, inform Anna of the new plan, and agree with the thumbs-up icon. Pick up the filled sack, then try bypassing the nearest guard for a funny scene. Approach the hangar area to find half of it is now guarded, though the thugs there don't recognize Seth. Instead approach the smaller skiff -- in the same place Hector's was at earlier -- and board it. Quickly board it, approach the pilot's seat, and turn around to hijack the craft. (Too slow and the pilot nearby shouts for help...and he gets it.) If done right, the second disc ends and the prompt for the final appears. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DISC THREE WALKTHROUGH [DSC3] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CHAPTER 58 ¯¯¯¯¯¯¯¯¯¯ Anna and Seth land near an arctic igloo village. Approach it and talk to the trio who approach. The language barrier prevents any useful questioning, but flashing the Star Medallion reaches an understanding of sorts. See the mural FMVs. CHAPTER 59 ¯¯¯¯¯¯¯¯¯¯ In the new igloo, cut (with Knife) a length of twine from the tapestry, then fix the new item to the stick on the floor mat. Use the combined object -- a primitive grappling hook -- on the igloo's middle hole. Once outside, hop off the roof. CHAPTER 60 ¯¯¯¯¯¯¯¯¯¯ Circle around the village three times, then enter the nearest igloo. Inspect the floor object for an easy puzzle. (Controls: d-pad moves objects, X-button takes and drops objects, Triangle toggles selection; O and Square rotate the pieces.) ____________________________ __________________________________________ | PUZZLE #12: STAR FORMATION | solution: http://i.imgur.com/fO7Y5mn.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | There are three pieces and three icons on the floor -- match them up so | | they make a six-pointed star. The moon piece is easiest to place as its | | symbol isn't as symmetrical. As with tangrams, if the piece is positioned | | properly, the game will slide it into place a bit, signifying it's right. | |___________________________________________________________________________| CHAPTER 61 ¯¯¯¯¯¯¯¯¯¯ Solving the puzzle reveals a secret basement passage. The forked passage leads to the same room, but entering from the left is an instant game over. Take the right-hand route instead. Eventually, Seth will spy on the natives' ritual. When noticed, run back to the stairway fork and take the left-hand route. Quickly turn around and shut the door to buy time. CHAPTER 62 ¯¯¯¯¯¯¯¯¯¯ This next part is done mid-chase -- dawdling leads to death. Approach Anna, but don't bother talking to her (she's gagged). Instead, turn and face the statue; inspect its mask to pose as the natives' god. They'll no longer pose a problem. CHAPTER 63 ¯¯¯¯¯¯¯¯¯¯ Use the Knife to cut the bindings on Anna's left hand, freeing her. (Trying other positions may not work correctly.) Question her about the statue's eye and her mother's crystal -- she'll try harmonizing. Anna will soon see a six-pointed star. Move to the blue floor mural depicting that object and inspect it, earning a vision. Repeat this process with each other image she sees (child, man, woman, sun, moon) -- it's a clockwise path around the chamber. This series of scenes is time-sensitive, so be quick to cut down on repetition. Time to leave. Anna will give the Golden Idol -- which spawns on the altar nearby -- if it's not taken manually. Exit past the awestruck natives to automatically revisit the village's beach. CHAPTER 64 ¯¯¯¯¯¯¯¯¯¯ Watch the FMV. CHAPTER 65 ¯¯¯¯¯¯¯¯¯¯ Seth will be near the beach. Instead of advancing toward the village, head into the snowfield at the mountain's base. Other than the mountain pass, the only landmarks are a huge boulder and a bear cave. The next part is trickier on PS1, as the graphics aren't that great. Approach the boulder, to the point where one can see through the mountain pass. (That dot in the distance is an enemy, so don't approach.) Now, head back toward the bear cave. Approaching at such a close distance will cause the bear to rear up, rather than dash forward at mid-range (instant game over). When the bear rears up the second time, dash back to the boulder (the hunter gives chase) and around the other side. Return to, and through, the unguarded bear cave to lose the pursuer. Seth will now be near where the skyship landed in the previous FMV. Approach the pilot and speak to him. CHAPTER 66 ¯¯¯¯¯¯¯¯¯¯ Seth and the pilot (Jomar) will be on a tropical island now. Speak with the new "friend" to descend. Nearby, speak with Hona Ly, the island's king and, let's face it, the most interesting NPC in the game. The terrain here is a bunch of switchbacks. Go down one level and approach the stone shed to learn the "Crabs of Destiny" rules. Inspect the "racetrack" to start the game. However, I suggest taking the Rope from the stone shed first, as it can glitch and be unobtainable later. ______________________________ | PUZZLE #13: CRABS OF DESTINY | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | This is basically a crab race, with Seth controlling the top one. Simply | | be the first to make it to the finish line to win. The jump button allows | | one to hop over the pits; missing flips the crab backwards, losing ground | | and time. Honestly, this is so easy, just avoid all obstacles and walk to | | the end without tricks. In the PS1 version, this only needs to be won a | | single time, though it may require three in others (Hona Ly does speak on | | that subject). | |___________________________________________________________________________| Whoever loses is killed, so make sure it's not Seth. CHAPTER 67 ¯¯¯¯¯¯¯¯¯¯ Hona Ly will travel with Seth for awhile. Move to Standing God's statue (on opposite side of switchback from crab area, same tier) and question Hona Ly about his tattoos and Standing God itself. This can be done by selecting the chief's portrait from the inventory screen. If questioned in that exact location, Hona Ly will notice another "wooden bird" approaching -- Hector's ship. He'll dock nearby and can be questioned about recent events, though it's optional. To continue, attach the Rope to Standing God's statue, then ask Hector about the flyer option. Enter the skyship for a small FMV. Hona Ly mentions his daughter has power, so descend to, and enter, the boat below for a funny chat with his progeny. CHAPTER 68 ¯¯¯¯¯¯¯¯¯¯ Standing God is raised in the FMV. Speak to Hona Ly (again, via the inventory menu) about the statue, then accede to his wishes. Descend to Hona's vessel for more funny banter and a trip to the next island. CHAPTER 69 ¯¯¯¯¯¯¯¯¯¯ Approach the smashed altar behind the beach's statue. This is another puzzle to solve. (Controls: d-pad to move selections, X-button to select items, and Square to cancel selections.) ______________________________ __________________________________________ | PUZZLE #14: THE FOUR SISTERS | solution: http://i.imgur.com/1vzLUAJ.png | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | This puzzle is a 4x3 array. The top row fits statues, the middle row has | | triangular pieces representing animals, and the bottom circular slots are | | celestial bodies. The answer is the same in all versions, but the PS1 and | | possibly the Saturn lack the vocal clues the PC version gives, making it | | unduly hard. (The order of the items also matters) | | | | Statue row: blue, red, yellow, green | | Middle row: bird, boar, fish, crab | | Bottom row: planet, constellation, moon, sun | |___________________________________________________________________________| Done correctly, a cave entrance opens beyond the altar. CHAPTER 70 ¯¯¯¯¯¯¯¯¯¯ A woman and a spindle will be in the next room's center; passages radiate out from that point. Go down any side passage to see an illusion of death, then give the woman her Crystal Ball (vision stone). View a second illusion afterwards. CHAPTER 71 ¯¯¯¯¯¯¯¯¯¯ Inspect the floating cube three times, then ask about Seth's fate. Players can now activate an "elevator tile" on inspection -- it's opposite the cube, where the wall and floor meet, and glows green if found. Activate it to reach the second-floor walkway. CHAPTER 72 ¯¯¯¯¯¯¯¯¯¯ Advance two spaces in either direction, then inspect the floor's missing tile space. Seth rides down into the room again, only it's changed into a chamber with a constellation-painted spire/mountain sculpture. Move toward the doorway and pick up the Boulder object on the ground. Enter the adjacent room, take the Staff, then backtrack. Now, after just reentering the room, circle one space clockwise and face the spire. Place the Staff on the spiraling path's middle level, then use the Boulder on the upper level path. After the FMV, enter the floor rupture and take the orange cube, which embues Seth with a mysterious power (blue hand icon in inventory). Upon resurfacing, approach and operate the flyer. CHAPTER 77 ¯¯¯¯¯¯¯¯¯¯ Back on Atlantis' coast, speak to Actyon at his hut. Return to, and operate, the flyer after. CHAPTER 78 ¯¯¯¯¯¯¯¯¯¯ Fly towards Creon's barge twice to automatically board. Approach Leia -- err, Anna -- underneath the captain's bridge and cut her bindings with the Knife. When Meljanz appears, dodge right (toward stairs) to get the drop on him. Reman the flyer when able. CHAPTER 79 ¯¯¯¯¯¯¯¯¯¯ The museum building is wholly unguarded this time. Speaking with Rat Catcher gives a clue about proceeding, though it's optional. Revisit the scroll room and approach the whale exhibit's head from the 2F balcony. Inspecting the left socket earns the Eye Tile. Bring this back to the 1F dolphin gallery's fountain. Rather than take the trident, put the new tile into the dolphin's eye, revealing a hidden passage. _________________ | _____ ___ | CHAPTER 82 | _______ x | | ¯¯¯¯¯¯¯¯¯¯ | | _____ | |x| The fountain leads to a deadly maze. The goal is to | |x| | | | | | reach the center while avoiding the trapdoors. It's | | | | END | | actually easier than it seems, as the trapdoors are | | | |_____| | | | marked (one-time-only) by minotaur illusions. On the | | |x _____ x| | | map, they're denoted with an 'x'. | | x | | x ¯¯¯¯¯¯¯¯¯¯¯ | The closed-off paths gives the maze some linearity, ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯) ( with the gist being to reach the northern area, loop N / \ around west, then enter from the east. Outside of the W-+-E (START) trapdoors and Creon's goading, no other distractions S \___/ and foes exist. (Chapter ends when reaching center.) CHAPTER 83 ¯¯¯¯¯¯¯¯¯¯ Use Seth's magic power (blue hand symbol) on the gold-colored cannon. CHAPTER 84 ¯¯¯¯¯¯¯¯¯¯ Follow Creon through the catacomb's grave. Use the magic power on the talking head, then quickly escape back into the catacomb after it transforms. Advance a screen and turn around. CHAPTER 85 ¯¯¯¯¯¯¯¯¯¯ Pick up the spherical crystal sitting on the ground by the catacomb entrance. (If viewed in Ch. 83, it radiated a bunch of electricity, but can be pocketed only now.) Use it on the tentacle monster, then watch the final FMVs. The end! _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ II. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Q] - Why does the PS1 version skip chapters? [A] - As far as I've noticed, the ordering is just a clerical error, not the loss of data. It shouldn't impact the gameplay, at any rate. [Q] - Does this PAL game play on NTSC consoles? [A] - No, the PS1 is a region-locked system. You would need a PAL console or a modded Playstation to sample it. [Q] - Should I get the PC version or the PS1 version? [A] - The game can be a bit dry no matter which one, but the PC version is definitely superior, in terms of graphics and, occasionally, knowing what the hell's going on at all. It's not currently on Steam at the time of this writing (March 2017), however. [Q] - Are there any ways to fight back in the game? [A] - In order to avoid instadeath game overs? No. Seth has many pacifistic qualities, which makes one wonder why he was a Companion in the first place... [Q] - How do I erect Standing God when Hona Ly disappeared? [A] - He didn't disappear -- he can be spoken to from the inventory screen. Just click his portrait. Interestingly enough, it's only in the late, late game where this type of interaction has any relevance. (It can be done earlier for extra flavor dialogue, but not much.) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ III. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 3-7-2017 -----------------------------------+ Started walkthrough 3-9-2017 -----------------------------------+ Finished walkthrough THANKS TO... ¯¯¯¯¯¯¯¯¯¯¯¯ • Sailor/Ceej, for hosting my junk • Hona Ly, for injecting much-needed humor into this silly quest NOTES TO SELF ¯¯¯¯¯¯¯¯¯¯¯¯¯ • Missing chapters (7, 8, 10, etc.) -- are there secret ways to get them or are they really just misnumbered? _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ IV. LEGALITY [LGLT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: • Gametalk.com • cheatcc.com • GameFAQs.com • gamershell.com • MyCheats.com • Neoseeker.com • Gamesradar.com • Supercheats.com • Cheathappens.com • Honestgamers.com • Chaptercheats.com E-mail me for permissions/corrections ~ • Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ THERE ARE Document © Shotgunnova, 1997-2017 (and countin'!) UNSMILING FACES Atlantis namesake © respective owners IN FETTERS & CHAINS E N D O F D O C U M E N T