Simply refuse to pay the outrageous fees three times in a row and you'll be able to stay there for 5 gol a night. There is also a short sub-event here:. Also talk to the kid in the corner before or after and he'll tell you he wants to eat fresh fish, which is relevant for a later side mission.
When you're done, exit and head south. Travel between cacti until you reach the southwest end of the area, and go south again. Continue until you reach more quicksand. You should be in area G5 by now. Enter the middle of the three center strips of it, and walk straight through the reddish patch onto the next strip. Then head east along the bottom of the area. If you continue all the way east, you'll find a bombable wall leading to a fairy fountain.
Use it to heal if you wish, then backtrack a few paces and head up the stairs. When you reach the quicksand on the plateau, take the west strip to reach the chest with another free Magic Up.
After grabbing it you'll have to drop down from the ledge and retrace your steps. Take the east strip of quicksand this time to cross, and then follow the path all the way to the Desert Temple. You'll have to bomb the two rocks in your way just before reaching it. Enter the Temple. Start by bombing the north wall of the first room. The next room contains Mummy Men good for recovering health and the game's first pits. If you fall in, you'll lose health, so be careful.
They show up on your temple map too. Go west and then bomb the north wall. In the next room you'll find an old man who will upgrade your Bomb Sack for gol. Afterwards, return south and step on the cracked tile in the center of the room to drop down to floor B2. Kill all the enemies and then head west to encounter your first Magi. Stop moving when they disappear, or you run the risk of walking right into them.
As soon as they reappear they fire magic projectiles, so use Reflect to make them eat their own shots. You might want to select it from the menu instead of switching items with the trigger buttons to give you time. Their projectiles go through blocks, and they always drop green apples they are often placed in rooms to help you replenish magic. Kill them both and then move the movable blocks out of the way to press the two red switches in the north and south of the room at the top, be sure to push the left and right blocks up and the middle block sideways.
Push another movable block to reach the chest that appears and take the Key. Head east, north, and east again, watching for the arrow traps. In the quicksand room, take the bottom of the two east-moving strips of quicksand to cross.
Head down to the chest from the east side of the room if you want the gol within. Then use your key to head east. You can ignore the Golems in the next room and go straight upstairs. Kill all the enemies here to open the door and head west, where you'll find the Temple Map.
Watch out for the Magi. Use your Boomerang to hit the west wall switch and proceed north. Take the east of the two north-facing strips of quicksand to end up in the southeast corner, then head north again from the east edge to reach the bombable wall at the top of the room.
Inside you'll find a Small Block. Then return south and head west to the next room. The annoying projectiles fired by the blocks still can't be stopped, but you can use Reflect to avoid damage if you wish. Head north. This room has 4 cracked tiles, but only one of them leads to the floor below the rest will damage you.
There is also a room to the left containing a Life Shard , but it requires a Blue Key which is still not possible to get at this moment in time, so ignore it for now. At any rate, step on the leftmost cracked tile to avoid damage and fall down.
Ignore the enemies unless you need health and go east. Kill the scorpions and go east again. As the slab hints, the treasure chest here can only be reached by falling from above, so ignore it and go south. Push the movable block at the bottom of the room and head up the stairs. Be careful not to fall in the quicksand and go east. You need to kill all enemies here to open the door, plus there are arrow traps, so be careful. Use the Boomerang for stunning if the Golems are overwhelming you.
Afterwards, head south. Here there is another pointless statue puzzle involving Parallax. Take care of the Magi first. You need to press three switches. On the top, press the second from the left.
On the bottom, press the very right switch and the 4th from the right. There are 4 statues but the leftmost one won't move.
See image for reference. Head south once the door opens. Step on the cracked tile in this next room and drop to B2 again. Hit the wall switch with the Boomerang and head north. Kill the Golems from a distance and then step on the 3rd tile from the right to safely cross the quicksand. Then use the 4th from the left to reach the door and go north.
When you kill all the enemies in the room, you'll get the Hooksh I mean Wire Rod. It allows you to grapple wooden poles. Head south twice for the quicksand, take the 3rd from left and then far right , and then use the Wire Rod to grapple the pole on the left. Head west. Test out your Wire Rod some more in this room to get an easy gol, then head upstairs.
This room has yet another gol in a treasure chest. I'll leave the quicksand to you this time; it's not so complicated. Head west and now you're back at the start of the temple. Head north, where you can now access the chest on the west side of the room which contains a Key. Go north, west, and then west again to use your new-found key. Parallax will reveal that statues belong on the two northwest and two southeast switches in an upcoming puzzle.
Head south. To cross to the bottom of the room safely, take the central strip of quicksand facing south the first time, and the easternmost strip the second time. Head south to reach the puzzle whose solution we just learned. Ignore the two middle statues, as they don't move, and position the rest of them on the northwest and southeast switches. Watch out for the arrow traps!
Then claim the Boss Key from the chest. To proceed, we need to do some backtracking. Take the central north-facing strip of quicksand and then the eastern strip to traverse it safely. Then go north, east, north, and fall down through the leftmost tile again. This time, head north. Kill the Magi then use your Boomerang on the wall switch to earn gol. Then grapple across the room and head east. The switch in the corner makes a chest appear containing 10 bombs.
Go up the stairs. At this point, one could easily go straight to the boss, but there is still an item to be had in this temple, and you need it if you plan on obtaining the Bestiary. If this doesn't interest you, skip down to the boss battle. Otherwise, after activating the warp, bomb the east wall and head through. Kill the Magi and then use the southwest and southeast movable blocks to depress the switches the other ones move one square and then refuse to budge.
Drop through the tile second from the left to land next to a treasure chest. Open it to obtain the Small Ring. Now you have to backtrack to the boss room. The lazy man's way is to save and then load, and use the teleporter to get there instantly. Otherwise go west, west, north, east, and up the stairs. These attacks can all be avoided by running in a counter-clockwise circle around him.
Simply wait for him to attack, and once you're out of range of the attack hack away at him. After several hits, he will lose his lower half and get faster. This is when he gets fist-happy. You might need to maintain a bit more distance from him to avoid all the shock waves, but continue the same general pattern of running counter-clockwise and striking him when he's busy shooting lasers.
Note that his vulnerable spots at this point are his arms. Each arm will be destroyed after a few hits. Once he's lost his arms, Giga Golem will start hopping around and go laser-crazy.
He adds one new attack in this phase, which is to leap high in the air and create a big shock wave as he lands only his high jumps cause shock waves. When he does this, run as far away as possible, as the range of this attack is significant. Other than that, follow the same pattern for avoiding his lasers and he'll go down in a few more hits. When he finally goes down, take the gol and the Life Up and head into the orb room to get yourself the Orange Orb and also another Wind Wing from the chest in the corner.
Then exit the temple. Now that you have the Wire Rod, a whole lot of areas on the world map open up. The first thing you should do, however, is return to Candata Inn and talk to the lady by the beds, who happens to be Octane, the 3rd sage. She'll give you the magic spell Normal Map. These are two new optional quests that I'm setting aside because of their particular usefulness.
If you head south from Ortego on the west side, you'll soon see a bombable wall near a staircase. Now that you have the Wire Rod, you can explore it. Avoid the traps and enemies within, and you'll find the Holy Sword at the end. This sword is vastly superior to anything else available at this point, so use it from now on. Once you have that, another thing that will be extremely useful is the Anchor Rod.
It's basically an upgraded Wire Rod with added range. To get it, cross the river east of the castle and head north. You will eventually come to some stairs with a sign saying the Sukaboko Highlands are up ahead.
Use your Wire Rod to cross the gap and then head north and west, using the Wire Rod once more. You will come to a screen with Centauses and falling rocks. Notice the grooves in the cliff to the north. If you step in the second groove from the right, you will activate an invisible warp! Head east and up a set of stairs to obtain the Anchor Rod.
From the location of the chest, head east and south to reach the return warp. Read the sign to your right after warping before hopping down the cliff, as it is one of the special signs. In fact, you can now access all of them.
If you care to venture into a few new areas on your own, you can check out the Special Signboards section to get them all and earn yourself a life upgrade, a magic upgrade, and the Super Key.
With the Super Key you can open all colored doors without worrying about having specific colored keys for them. But you can also buy colored keys now, by visiting Jim's Shack on the eastern side of the Highlands.
They cost gol each. This means there are plenty of life upgrades and such to be found in caves and chests. If you want to go looking for them, refer to the World Map section. While I often point out items on the way to the next objective, the main walkthrough itself will by no means cover everything on the field. One last notable area of interest, however, is King Block's cave, located east of the castle in area E2.
To reach it you have to grapple across the river from east to west. King Block will trade you several different swords for Small Blocks. See the Swords section for details.
Afterwards, you'll want to head to Colneria Village, which is just south of the castle if you haven't been there yet. There are a couple of things to do here before moving on to the next temple. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Page 1 of 7 Next Page Last Page. General I originally wrote this guide based on the Japanese version of the game.
Search Tip If you'd like to use your browser's search function to find something across the entire guide, please scroll to the very bottom of the page and select one of the options where it says "View as a single printable page. Version History 0. Some English translations modified. This doesn't mean you won't need your sword, though. In fact, you'll be using it a lot. In this level, there are 10 set tower locations where you can build. You also can't use your sword. You can choose to sell back towers after you've placed them for a high price, but if you do so, the location you sell off will disappear and you won't be able to drop any more towers there.
Note that as with all of the bonus levels, towers go up to level 6 now. First let us number each tower from , in the order that enemies pass them. On the left side of the screen two of them get passed at the same time, we shall call those 4-left and 4-right hence the numbering going only to 9, despite there being 10 towers. If you're confused by this at any point, check out the video linked above for reference.
Also for this to work, you need to pick up every single coin, because you will be on an extremely tight budget for the first waves. This strategy is aimed at getting a good score on top of winning, so it does something a bit tricky between waves 4 and 5.
If it isn't working out for you, try leveling up the location 7 tower to level 4 until after the Crystal Slimes, and only then sell it, along with location 5 which you should upgrade to 5 before selling. On the 6th wave you can place the towers at locations 3 and 4-right the same as before, and continue from there.
This is an awesome glitch discovered by tobley for Tirnaco's Training and Tirnaco's Trial it will not work on Tirnaco's Errand for whatever reason. It will let you create an infinite number of towers and thus make the stage a joke. It may take you some practice to get the hang of, but it's not that hard. To do it, try the following. Stand at the very edge of one of the tower locations facing toward it, and walk into it just enough for it to turn transparent, meaning you can build a tower.
Then quickly turn to face the opposite direction away from the spot and as you do this, hit Square to lay a tower. If done correctly, you will be facing outward and the location will be solid instead of transparent, but the tower construction menu will still be up. This means that if you lay a tower now, it will appear outside of the location and not use it up.
You can then upgrade and sell the tower for free cash and repeat the process as many times as you want. You should be able to easily end up with level 6 Missile Towers and Quake Towers, and have G for a perfect score. This strategy is very simple and should lead you to an easy perfect clear. This is because the first tower you lay will use up all of your starting gol even with the bonuses. You should be able to adjust the strategy a bit if you don't have them yet, but otherwise consider beating Sukaboko Highlands and Dottano Valley first.
If you want to go above and beyond a simple win and aim for a high score, you'll probably want to try selling off towers mid-wave and such, which also requires you to have more than one active tower to finish the waves. This strategy is mainly just for an easy win. Towers are again numbered in the order the enemies pass them. So, 1 is at the bottom of the loop, 2 is on the left side of the loop, 3 is at the top of the loop, 4 is on the top-right side of the loop, 5 on the bottom.
Like in Tirnaco's Errand, the enemies run into two towers at about the same time, so those are 6-top and 6-bottom. Unlike that strategy, however, this one requires some quick action and fast reflexes. Collecting gol and not getting hit are very critical. For many of the waves, funds are incredibly tight and it doesn't really loosen up until about halfway.
There are definitely some fast maneuvers, so get used to building the appropriate tower and leveling it up really quickly to the correct level. Crystals are for Bonus Ups unless specified. The towers are numbered like this. In this level your towers all "rust" and take damage over time. This means that if you do not eventually upgrade them to increase their HP or use Heal Towers, they will naturally be destroyed.
The rate at which the towers take damage increases over time as well. At the beginning of select waves, a message will inform you that "the breeze got stronger! In addition, there are a few waves with Blue Slimes which also hurt your towers , so the Heal Towers become a must at that point. I used all of my bonuses so far in writing this strategy, but in truth the level is pretty easy I got a perfect on my very first try. Furthermore, things like extra starting cash and bonus are less important here because of the utilization of the Money Tower.
It increases the value of any coins you pick up inside of its range. The only Towers to purchase here are Money, Heal and Slow. I'll mention when to get them. Any other crystals that I don't mention should be spent on Bonus Ups. Some of the earlier waves will require lots of sword usage with this strategy, so try to level up your character as much as possible at first.
I don't think it really matters after you hit level 6 or so, but you'll still have plenty of opportunity to level up further in the later stages. You'll also have to be aggressive with some of the Black Knights at first, but you have a long path to chase them down if necessary.
Don't worry too much if some enemies manage to get past your Money Tower's range, although of course it's nice to get as much extra cash as possible.
If a particular wave is getting past it though, consider standing in the middle of that first loop where all your towers will be so that you can hit enemies on either side of it. Speaking of towers, try to place them exactly as I say, or at least close to that, because it's important to keep a formation where your Heal Towers can reach everything.
To quote the in-game description: "The true Block Defense starts here! None of the bonuses you've earned from previous stages will apply here. Where to begin? This stage is a monster.
At waves long with the second half of the waves being random, this is no trivial feat. The random waves will contain multiple enemy types appearing one after another, and even the path taken by them is random there are three. Starting at wave 50 there will be a boss every 10 waves, and apart from the wave 50 boss, they can all destroy your towers.
On wave , three bosses come down at once. Money management is extremely crucial. I will first give a strategy for the first 50 waves, which are always the same, and afterward I'll list as many tips and guidelines as I can to get you through the remaining waves. But before that, a couple of notes.
You'll notice there are two types of rocks scattered about. The ash-colored ones can be destroyed, while the slightly reddish ones cannot.
Also, because there are three paths, I'm going to list the path and enemy type for the first 50 waves, because it really helps to know. L means left, M means middle, and R means right. When multiple paths are taken in a single wave, I'll denote the progression with arrows. Black Knights appear every 4 waves excluding boss waves , and the path taken by the Knight will be marked with an asterisk.
The sword will be required a lot in the earlier waves, so try to level up your character efficiently at first by level 9 or 10 it really stops mattering. Some of the early Black Knights will require a lot of slashing as soon as they appear, so be ready for that.
However, there's no need to ever purchase sword upgrades. I won't usually tell you if you do or don't need your sword, so always keep an eye on the enemies. I can say that for most of the early waves you'll need it. And once you have the Boomerang, don't be afraid to use it! It may be useful or even necessary to spam against Cloudons and Shadows in a few waves. Crystals should be used for Bonus Ups unless I say otherwise below. After that, crystals become useless. I hope you're ready, because this will put your Block Defense skills to the test!
This contains a list of everything for sale in the different shops. Items in bold are one-time only. The Bow can be bought several places, such as Wardna's House, but I list it in Raejack where it's the cheapest. This section contains maps of every temple. They were all created by Neslib, so a big thanks to him! Below each dungeon's map s there is a shorthand strategy for the fastest way to get all the temple items and solve the temple also by Neslib.
It's not comprehensive and doesn't list every single room you must visit, but it's a good guideline. The rooms you should visit are stringed together with hyphens. A lot of people write to me saying that some poles seem just out of reach with the Wire Rod, and wonder if they are missing something or if there is a way to extend it.
The answer is that there is an upgraded rod you can find called the Anchor Rod. It requires the Wire Rod to obtain, but that's it. This is covered during the main walkthrough, so please see The Holy Sword and the Anchor Rod for details.
In mid-September, , the English version of the game received an update patch. However, at the moment it seems to only be available in North America.
Hopefully Europe will receive the patch eventually as well. Here is an unofficial change log based on user observation:. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Would you recommend this Guide?
Yes No Hide. Send Skip Hide. Message Sent. Gold Rush Special Rules: In this level you start with G, and enemies drop a lot more money than usual. Gold Rush Tower Chart. Game Heroes Wiki Guide. Last Edited: 7 Jun pm. Saving the princess is worth doing because you can obtain a few Trophies that aren't otherwise available including one for spending the night with her at the inn in Raejack Village. Saving her isn't all that easy, though.
First, you'll need to get one of each color of key red, green and blue from Jim's Shack. They cost G each. Then you must head southwest a long distance from Ortego Village to find a cave on an island surrounded by a circular lake.
Enter the cave and work through it to find the fairy Sue. Later in the game, just ahead of the Dark Tower that serves as the game's final dungeon, you can find a new cave near the lower east portion of the swamp-infested area where the tower exists.
Enter it with three more keys in your possession one of each color, as before and work through the cave to find and rescue the fairy named Ai. Bronze Booked Fuelle!
Booked Fuelle in the Bestiary. Silver Booked Onyx! Booked Onyx in the Bestiary. Gold Bestiary Complete! Booked all monsters in the Bestiary. Book every monster in the Bestiary. Bronze Obtained the Ancient Sword! Acquired the Ancient Sword. See Getting the Ancient Sword. Bronze Obtained the Holy Sword! Acquired the Holy Sword. Silver Wow! You Obtained the Hero Sword!
Acquired the Hero Sword. Bronze King Block's Seal of Approval! Acquired a sword from King Block. Gold All Swords Obtained! Acquired all the swords. See the Swords section. Bronze Forged a Sword! Made your sword stronger at the blacksmith. Upgrade any sword in any category at the Raejack blacksmith. Bronze That's a Big Fat Sword! Maxed out the Giga Sword. For details on the sword, see the Swords section. Each category takes at least gol to max out, so you'll be spending around , gol on this.
Bronze You're a Survivor! Survived Spelunker mode for 10 hours. See the Spelunker Mode section for details. Bronze Triple 7s! Collected G. Note that it's , not Bronze You Made a Friend!
Made a character model. Create and save a custom character in the character editor. Silver Around the World! Visited all maps.
For this trophy you have to go to every area of the world map and enter every cave and house in the game. You also have to enter the boss room of every temple and the secret tomb in the graveyard in area A5. See the World Map section for reference. Bronze Souvenir Photoshoot! Took a snapshot. Use the snapshot feature from the pause menu. Silver Flawless Hero! Cleared the game without dying. Never use the "continue" feature. If you die, always load your last save without overwriting it after dying.
Obviously it helps to save often! You can get revived by Wonderdust and still get this trophy. Silver And the World was Saved! Cleared the game in FROM mode. From mode unlocks after beating a normal game. Gold Spelunker Extraordinaire! Cleared Spelunker mode.
Bronze Obtained the Hero Shield! Acquired the Hero Shield. Bronze Spelunker's Savior! Cleared the Spelunker event. Special Signboards If you talk to the sign master in Wardna's House, he'll ask you to explore the world and find his signs. Their locations are: In the western portion of area A1.
Northwest Highlands. South Wastelands. Warp Zone. Southern Beach. Invisible Warp Area. Southeast Desert. North of the Desert.
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