Walk through Index, Jump to the spot you need help with.
Note: I had lost this page, this is a rewrite. I am missing 1 page of my notes so I could be leaving something out between Part 2 and here. Later on I will try to back track and figure out what it was but for now I have some folks that have asked me to get what I can up. :)
9) Hunters Domain: To the Quarry via the Wind Tower in Hunters Domain:
Goal - reach the quarry and Aton to try and save Frank. Items = Magic Bouncers
Return via Shell Elevator to the Wind Tower entrance in Hunters Domain (there should be a white target on your map telling you where to go - it's the area where Stuff warned you that you needed the bouncers to get up).
You need to 'jump' up - to use the bouncers just start on one side of the depression (where the mana is floating) and run/jump to the other - you jump from side to side (using X) to get up to the top.
At the top is another Shell Elevator - open it, but don't take it.
10) Wind Tower: Find the Quarry entrance.
Hint: Here (and where ever else you need to 'use' the wind) Listen and Watch it before going into it. There are white stripes to show you where it's at but you can also hear it coming before it hit's you. Look (white stripes) for places that block the wind for you, you can stand behind them while the wind is blowing, if you are caught in the wind you will get blown away from where ever you are.
Arrows (opposite the Shell Elevator) show you which way to go to reach the wind tower. You're going to (walking away from the Shell Elevator) go Left then Up a level (use the rock step) then get to the left of the big rock wall in front of you (right is empty space) wait for the wind to blow then walk up to the first (half rock looking thing) and wait for it to blow again. At this point the game takes control of your view for you and you get a good look at the tower. Take a good hard look, watch the wind blow to see the 'blocks' you need to pause at.
Go up the ramp which leads to the door & climbing wall just past the door. Use the door as shelter then go up the wall. There will be a wooden wall (to catch you should the wind blow) to the left of you and near the top of that section of climbing a rock to block the wind, make it to the rock and wait for the wind to blow & stop again.
Go up to the top of this section and, this is very tricky, you need to jump right and hit [square] to grab the next section. It still takes me several tries to get it. If you do it just right you can land on top of the block you just used and jump up. Once you make it across continue all the way right to the next block rock. Wait for the wind again.
Go straight up to the top of this climbing section to the block and wait for the wind one more time. Once it stops go left and jump to the platform. Jump up a level and carefully enter the room - go Just inside the doorway then adjust the camera so you can see in the room.
Hint: If you look out the bigger doorway to your left (when it's safe) you will see an island floating out in the air with an air cannon, landing flower and some crates/mana. You're headed there but not quite yet. It's a shortcut to the top of the tower.
Just inside the room - towards the right of where you are - is a Wolfen. He has a bomb gun, dodge the bombs and get him. To the left of where he was standing is a floor button - push it. Out in the open area (across from where you came in) is some amber, scattered crates/mana.
Out the biggest opening (opposite the wolfen) to the left is a moving platform (when you stepped on the button it showed you what was triggered). Take the platform up and jump into the air vents, go from one to the next (3 across to the right then one up to the left), grab the climbing rope, watch the spiders for a minute until you see their pattern then climb left going past them when they are out of the way, climb down and jump to the platform below you. Step into the nook but be careful not to go out the other side yet.
Use your telescope to look around and see the island again (look the way you came from). Now you can do it the hard way and continue working your way up or do it the easy way and take the short cut. For the shortcut you need to jump into the wind and hang an immediate left which should take you out of the wind and into flying/falling mode. Aim for the island and the flower. It could take a couple try's - need to time it right - but a heck of allot easier than the other way. Clean up the crates and mana on the island and jump in the air cannon for a ride, it shoots you to the top of the tower.
After you land, look down thru the hole in the ground and see the 2nd wolfen. Drop in behind him, grab his tail, pull him in and get him. Use caution with the switch near the double wood doors - it opens the door and lets the wind in, if you (or the wolfen) are in it's path it blows you right out of the room.
Hint: There is more to do here and on the roof. It's not necessary for this task or to finish the game. I may come back later and add it into the walk through but I'm leaving it out now in consideration of time constraints.
Look for the ramp Down (to a dark room - an arrow points to it) This is where you need to go. No nasty surprises - go down and get in the elevator, this takes you to closer to the Quarry. (Not quite there yet).
10a) Find the Quarry Entrance: Goal: Find the actual Quarry and Aton
When the elevator stops you are greeted by a mana beast (without his usual bird protectors) an amber and a path covered by green gas. This isn't to hard, you will run from amber to amber thru the gas (don't leave the path) taking life hits as you run. Not much you can do about it but you have plenty of time to get to the next amber. In your 2nd and 3 leg of the run you will see crates and green guys blocking your path, boomie those you can reach while you're still at the amber then run and boomie what's in your path. The crates will give up some nooties and mana.
At the end of your run you will stop at amber and see 2 hammer looking things swinging up and down, when down jump on the wooden platform then to the rock sticking out (one hammer after another). After the 2nd hammer you've got a pillar, look up and knock down the honey - a micken will come out of the hole in the ground, run him to the opposite ledge.
Jumping on the micken you will see the higher ledge and 4 green spikey dudes, nail them with your boomie while jumping then land on the ledge, clean up crates.
Go to the opposite end, face the gap and see the circling platforms, when one is in front of you jump on and crouch [L2] to go under the protruding rock (or it knocks you off) then get ready to jump up on another ledge with more green guys.
Look over the higher ledge, you will see a shell elevator, crates, amber and a wall just past the elevator. Forget the crates and stuff for a moment, once you approach the elevator a dog comes running. You need to dodge it near the ledge you just came from, getting it to go over - once you do he will never come back. Sometimes he get's trapped on the lower ledge, I jumped down and back up - that seemed to prompt him to go over.
Now you can get the crates, amber and elevator with no hassle.
Just beyond the elevator is another mana beast with birds and a blocked elevator with a floating '350' over it, you need 350 mana capacity (7 runes) to open it. You will be back here later. Continue on and see an open court yard, big stack of crates, buildings, etc.
Go get the crates, there is a wolfen there to. Look at the building beyond the crates, there is a door on the left and a climbing area on the right (a strip with no electricity - the rest has electricity). Take the clear strip up to the wooden platforms. Follow the mana/platforms around the side of the building, at the end is a blocked opening - break the crate and go in.
On the left of you is another crate, get up and 'climb' across the room via the ceiling (over the spiked vines) to the other sides platform, drop down. Go in the opening and step on the button, watch the boxes drop (in the room you just climbed across) and continue down the path. You come out above where you started your climb, drop to the ground and go to the door now.
Inside you will see another wolfen with a laser gun, use the boxes you dropped to sneak past him (hit the gaps when his back is turned) and work your way straight and along the wall. Behind the wood partition is amber. Just past the amber you will see the wolfen, use the box there to hide behind and when the wolfen isn't looking (doing his figure 8) jump out and engage / get him.
Exit the other door (after refilling your life). On the other side is 2 wolfen, a big one and a little one. Get them both.
There are 3 rooms here. The first has a dog and bomb machine. Open the door (the dog won't go past the door way) and hit the bomb machine, a bomb spits out, boomie it when the dog is near. Poof, he's gone. Get a bomb and run/kick it to the next room (wood door and wall) next to the door is a circuit looking thing, leave the bomb at the base of this and run away.
Across from the 2nd area is a wall of rocks, use bombs to break the rocks - inside is mucho crates.
Now, where the wood door is & the circuit you bombed is a fence you can climb, go up and before crossing the wood bar watch the blue squares. They are electricity. You need to climb across the fence to the other side of the other door dodging the electricity. If you get knocked off get back on and up ASAP, there is a dog in here with you. Once past the other door jump off the fence.
Open the door (button) and get a bomb, kick it into the room at the dog (where he rests). Use your camera to determine where to kick.
Go back past the bomb machine to the cave, watch the spinning lasers. Run, jumping the laser, around the room to the opening (go right). 2 directions here. Go Left first and get the map in the room, you are behind the first room where you got the bombs the first time.
Backtrack and go Right this time, climb and get yourself another wolfen, hit the switch to open a blocked door in the laser room and break the glass. Drop back into the laser room and get thru the door you opened. This leads to another room. Staying to the Left lurk to the boxes, there are 2 wolfen here with guns. In the left wall is a passage, take it (no danger, couple crates) to the end - before exiting hit the green target with your boomie and knock out the 2 wolfen in the room by dropping crates on their heads. Go exorcise them.
Next room, Stuff shows you how to open the door, do it and bomb the circuit. Out of the shack and to the left of it is another fence to climb. Watch the pattern of electricity before starting. There are 4 raised platforms you can stop on (or jump on real quick should you fall). Use Them. There are many dogs on the floor here. The dogs can't reach you if you are on the platforms (stay to the center) and each one is placed to allow you time to get to them before the full band of electricity hits to knock you off the fence.
The first stop is a small platform, while there look at the next one. Make it to the next and use your boomie to knock the 2 green spikes waiting for you on following one, keep doing this for all. After the last you just need to make it past the door and drop down (away from fence).
Room, another laser room - you need to jump and crouch past these, get to the hallway. There is a wolfen in the hall and a door with an arrow. Get the hall wolfen, if you need life use the amber across the way (climbing areas on both sides of the crater). Go back to the door and open it. 2 more wolfen (1 big, 1 little).
After you get the wolfen use the air machine to move the micken from where he is to the button and drop him there. Exit room and go towards amber.
Find another wolfen past the amber, take the hall again. 1/2 way thru the hall on your right is a room with a big circle in the ground, in the circle is a micken, kick him out of the circle and onto the button to the right of the circle, you get on the platform to the left of the circle. Use your boomie to knock the micken back into the circle (off the button) so your platform goes up.
At the top find the bars with 2 button switch things. One starts the air which shoots the micken up to your level and the other turns some wood to create a trap to keep the micken there, turn off the air but leave the trap. Down the hall is a crate with honey, go get one of the honeys to lure the micken out of the cage thing he's in. Kick/run the micken back to where the crate was and use it to jump up a level. Get a bomb and use it on a circuit at the opposite end of the tunnel. Go out the ledge, look down and jump - landing on the flower.
You now are presented with a big net to run across, dodge the electricity, hit the red target (1/2 way across) and dash thru the door that the target opened.
You are now back to where you started this little side adventure.
To your left is a door with 2 red switches - go there and hit both, opening the door, and get on the Royal Jamgut. From his back hit the switch in the room to open the next door.
Just outside the door, on the wall, to the left of the door (right if you are outside facing it) is a climbing wall, from the back of the jamgut climb up. Get the 3 (4?) wolfen on the roof tops. Some crates, etc.
Hint: Watching where you are knocking to, knock the wolfen to the ground if possible, the fall knocks them unconscious.
Get back to and on the jamgut. Facing away from the building you will see a big doorway just past some spike vines, you need to jump the vines (get a running start), hit the red target to open the door then go thru to the end (no danger or anything else). Near the end is a similar door - with a red button farther back in the tunnel (on the right as you approach it). You need to hit the button from the back of the jamgut and run really fast ([X] while running) to get past the door.
Now you get a short movie that shows you a train, and a spinning spike machine coming up behind you. Once you get control run after the train - FAST - once you get close it will show you what you need to do. Hit the 2 red targets on the right side of the rear cart on the train (staying on the jamgut).
Hint: You will have to chase the train a bit - you are on a looping track so keep the obstacles in mind, they repeat exactly as you loop and the spike machine is always behind you. Always stay on the jamgut unless you are jumping onto the train. Jump from his (running) back and he will keep pace with you.
Once you hit the 2 targets the back door of the train opens, drop back and hit the green target and then the side door of that car opens. Run beside it and jump in, get the wolfen. Climb up to the roof (yellow 'ladder') and step on the button in the roof opening the side door to the lead car. Do the wolfen have to go thru this?!?!?
Now, go back down and out the door back to the jamgut, if you jump right you should be able to land on the jamgut. Run to the next car forward, jump in the door and get the 2 wolfen waiting for you. Climb the 'ladder' again - this time there is a big wolfen on the roof, get him.
Jump to the 'engine' of the train (where the cannon is) and drop down into the compartment, get the wolfen there and hit the switch (if you didn't hit it in the process of getting the wolfen). This triggers a turn off for the train into a tunnel. When the train stops get out and off (forget the jamgut now) and go to the door the train stopped at, fill up with amber and hit the switch to open the door.
You've FINALLY reached the Quarry and Aton! Yippee!!
11) The Quarry (actually, really, truly, Finally!!!) Goal: Rune / Aton's mission. Items: Speed Board.
Just inside the door is a big wolfen.. kinda dumb too. See the air shaft? Run to it (engaging the wolfen along the way) and jump on in. The oafish wolfen will try to follow you but he's to heavy, so he keeps falling out. Fun to watch.
The air vent is taking you to a upper ledge with a Shell Elevator and Aton. Open the elevator, talk to Aton if you wish but you're not doing his thing yet. Go back to the ledge over looking the air and the wolfen. Watch as he continues to knock himself senseless. When he's done in jump into the air and [X to dive lower] exorcise the wolfen. Across the way is a climbing wall, go climb.
Hint: If you don't have the speed board yet, after the wolfen is exorcised take the Shell Elevator back to Nativ City and do some shopping, then come back.
At the top, you will see a slope with the speed board boosters and a red target to the right of it. Hit the slope and just as you hit the first one boomie the target, the target opens the door at the end of the slope and the boosters shoot you through. You don't really need to aim the boomie, just throw it - it seems to know where to go.
Past the gate, jump to the next 'island' and look over the edge at the wood platform. Below you is a flower and 3 dogs.. land on the flower, this knocks the dogs into the traps next to them.
Hint: If the dogs get free stand on the wooden platform (look to the right of where you are) and wait for them to get back to their resting positions. Once they do boomie the flower to trap them again.
From where you landed on the flower (step away from the flower though), looking left you should see some amber & crates. To the left of the amber is a rock wall, the other side of that wall is an air shaft you can use to get back to Aton or the Shell Elevator if necessary. Jump into the gap and aim for the blue star, this is the wind vent that takes you up to the ledge Aton and the elevator are on.
Looking right there is a hill to walk up and 2 wolfen with laser guns. Go up the left side of the hill (lurk when you are near it) and, hugging the wall, follow the wall all the way to the end of the platform the wolfen is on. Get some crates along your way. From the end of the platform jump up and sneak up behind the wolfen, knock him to the ground. Go back the way you came and continue along the wall to the back of the cu-de-sack.
Once your in the back you will see another platform with 2 buttons. Hit the one with the wind symbol to start the machine and the other to get it moving. It will go over the fenced area and get the micken then bring him out. Once the machine clears the fence stop the wind to drop the micken and stop the moving as well.
Use the micken to jump into the fenced area, clean up some crates and step on the button the crates were blocking to open the door. Look forward, to the right wall. You should see 2 black spitting beasts and a ledge with a wolfen. Get the beasts (and the mana) then get the micken and take it to, and past, the ledge to the opposite side of the ledge (wooden platform attached with wolfen on it). Jump up the back, near the wall, and sneak up on the wolfen - knock him to the ground as well. Exorcise the 2 wolfen.
Go back to the micken and use him to get back on the ledge. You will see 2 buttons (one red and one an X) and to the left, where the spit beasts were, are wooden platforms lying against the wall. Hit the red button to lift the platforms then, using the magic bouncers, jump up the platforms, alternate sides as you jump. This takes you to the top ledge overlooking the area you are in now. If you run out of time (there is a time limit) jump down, hit the button and start again. The X button is to reset the time if you get back before it runs out. This is a bit tricky but keep trying until you make it.
At the top, staying near the edge, go left and get behind the blocking crystal. Wait for the wind then run to the next crystal up on the opposite wall, continue back and forth working your way up the ledge during wind pauses. Near the top, to the left of the big black wind hole, is your last stop. Wait there and look left (following the ledge, it makes a big U). There are 2 wolfen with clubs here, get them - if they go over no worries you can exorcise them later (as long as you don't die between now and then). There is an air cannon with them, but don't take it. Continuing on the ledge you will see a green bridge with a wolfen on this side. Once you get close enough he will start shooting at you, run back the way you came and he follows to almost the end of that strip - once he turns around go back and run up behind him - you should be able to get him. Behind the fence (to the right of where he was standing) is a switch you need to hit with your boomie. This starts and air tunnel on the other side, where you are headed. Go across the bridge back to the side you came up on and go right this time. Use the air to get across the gap. Some times you are to low, if you are use X to dive a bit then it bounces you up higher and you can reach the new ledge. Clean up some crates. Hit the switch on this side which opens a door in the fence and go thru. To the left is a flower (this is where you land if you took the cannon I told you not to), walk past it to the ledge and look down. You are over the wooden platform near the dogs - jump and land on the flower. The buttons here should be uncovered now. Hit the one on the left to clear the blocks you are facing then the one on the right to start the 'game'. It won't work until the spinning thing is all the way back up.
The puzzle game. Similar to tetris but you don't control the blocks. They fall, one at a time, and you have to work your way up jumping and magic bouncer jumping. The pattern they fall in never changes. If you are stuck jump before you are squashed and start over. It helps to stand back and watch the blocks fall for a round or more so you can see the path up. The first block falls to the left, get up on the lowest brick (2nd column in from the left) and wait for the next two to drop. Bounce off the wall create to the top of the first block, and you can figure out the rest from here ;) once you get to the very top a straight walkway is created, go across and onto the new ledge.
Jump on the box and grab the climbing wall above you, work you way across watch out for the wooden bars that push out (to push you off). Continue along this path, not to hard and very obvious where you need to go. Work your way back to the top ledge.
At the top is a wolfen, get him, and a spitting beast, get him too. Use the cannon on the rocks (it's already pointing at them) and now you're ready to get the Rune.
Where the spitting beast was is the entrance to a slide and some mana. Fill up your life and go sliding. Watch where you are going, there are quite a few 'jumps' you need to make and obstacles to avoid. Remember how to slow down, it's helpful for the wooden drills (pull down on the left stick).
At the end of this slide is a round room with a big spitting beast, a mana beast and a shell elevator. Get them all. Fill up your life & mana, if you can buy new bracelets take a moment or two and do so. You can get back here easily via the elevator. When you're ready, go thru the door near the mana beast.
Once thru the door you take a short hall into a 2nd round room and see the rune, once in the room bars come up to block the rune and 6 wolfen come out of the walls. You need to get them all to drop the bars and get the rune. This is also good practice for another challenge later. Some tips, don't sweat dying. It's gonna happen a few times just make sure you free a few wolfen each round. Basically, fight knock out whomever you can and when your life starts running lowish (not to low) run around the room getting the wolfen to follow you - soon you'll disengage combat mode an come across a wolfen or two waiting to be exorcised, do it quick until you get them all or are forced back into combat. If you die you come back with full life but hopefully a few less wolfen to get. Keep doing this until you get them all, then get the rune, go back to the other door (it isn't blocked now) refill life and take the shell elevator. You can go shopping first if you need/want to but you need to go back to Aton when your done.
Back at Aton, listen to his instructions, take the boarding loop and go for a ride. If you line up and hit all the speed boosters you'll get a bunch of mana at the top - but before getting here you should have filled up so you prob can't get anymore yet. Be sure to land on the flower or you will die.
Aton is waiting for you to get on the crate sitting there, grab on to the side and in a few seconds he will open the door which starts the crate moving. Stay put until it comes to a complete stop then drop off to the platform below you. Investigate the platform then get on the Zepplin. Green button is GO, Red is STOP.
Flying the First Zepplin: using the buttons work your way thru the tunnel, watch out for the flame shooting out of the walls. You need to pass these points when the flame is not shooting. Should you loose a flower you can 'jump' to stay on the ship until the flower comes back in a few seconds - make sure you are not in line with more flame to take out the other flower. Get in a safe zone and jump on Stop. If you lose both you and the Zep go down.
First stop. Get off the platform and get the 2 wolfen on the ground. There is another trying to run from you up the ramp - get him too. Continue up the ramp and check things out. At the end is a spot with circling mana, grab some (you should have room after exorcising the 3 wolfen) and look around. Directly in front of you is a pinkish crystal over a cave and a bomb machine. You need to go down, get a bomb, run/kick it back up to this spot and kick the bomb to the crystal - boomie it when it's near the crystal - to drop the crystal over the mouth of the cave. Now you can go to the next zepplin safely. Be sure to clean up crates before you go.
Second Zepplin is a bit different. This one only has a GO button and a cannon. Before you go look down the tunnel. On both sides are more caves & crystals. You need to shoot the crystals to block the caves so the worms can't get you. There are alot of caves. Almost without fail a worm will get one of the flowers and cause the Zep to tilt. The cannon holds you on this time however so don't sweat that. The tilt almost works in your favor, now you only need to worry about one side. (Don't let it happen to soon or you will straighten out too soon). Say the Right flower gets nailed, the right side of the ship will drop causing the left to rise - and block the worms on the left. Shoot the crystals (only ones you can reach anyway) on the right one after another until you reach the end of this section.
Second stop. Use the cannon to blow the rocks to the left of you, to the right is a walkway & crates. To the left is a clear path to the next Zepplin. Dead ahead is a bee thing and mana. This room is kind of an L, you need to go Left, past the bee, where the rocks were, to reach the next Zep.
Third Zepplin, back to the first type of ship with the stop and go. This last stretch is very similar to the first, just longer and with a surprise. After you go a bit, avoiding the flame, the Zep starts to rise up a little and it looks like you might have reached the end. Don't worry, you haven't. Once you are in the room some spikes come out and take out both flowers - it's cool. You and the ship need to 'fall' down a level. When the ship reaches the bottom (before you) the flowers come back. Aim for one of them (the one on the left has mana in your path) landing on the flower, bouncing off onto the platform - look for crates while you wait for the flower to come back (a second or so). Get back on the ship when it's stable and continue on avoiding flame. (Tired of this yet?)
Last Zepplin stop. 3 wolfen here. 2 right in front of you and one big one on the walkway to the right. Get them all. Clean up some crates - Don't fill life! You need to save the mana for this next part. Many complain that they can't exorcise the wolfen because they run out of mana - including me when I first played. Use a bomb to blow the rocks in the middle of the room, this uncovers a covered hole. (That comment will make sense when you see it.) Stand at the center of the hole and boomie the target on the wall, the cover opens and down you fall.
Hint: When you die in this next part (falling) you do start back at the very beginning. Resist temptation to use the amber, it eats up your mana and you are going to need alot of it soon. It's better to die, coming back with full life for free and starting over than using up your mana. You cannot leave this area to get more until you finish it and to come back for the wolfen means doing the whole thing again.
Falling down the hole, avoid pipe looking things and everything else sticking out of the walls, including the walls themselves, and soon you will see a room approaching fast (well, you're approaching it). Target the flower and head for it as soon as you are clear of the hole you're in.
First stop: There is some amber, skip it, and an upper wooden walkway with wolfen, you can't get there from here. Jump into the hole to continue your journey. (If you are especially good with falling you can skip the stop but it's hard to get past the fans without stopping).
Second stop: Land on the flower and RUN to the opening in the wall, hug the wall. There is a cave like area with 3 green targets and another hole/walkway. Hit the Far Right target (to get the air blowing UP harder) then to thru side walkway, in there is a tunnel and an air shaft that takes you back up to the first stop - but to the higher ledge. Carefully go get the 2 wolfen at the first stop then do the fall back to the Second stop. This time the air will cushion and stop your fall allowing you to float and reach the raise wooden platform.
There are 4 wolfen spaced out on the platform. Aim for one and land Right Next to him - knock him to the ground. The others will be shooting. Jump back into the air and go down to exorcise him. (Chance are you are going to die here so free how ever many you can before you do). Keep doing this until you get all 4.
Hint: A few times I've been able to somehow get 3 of them to jump off the platform and fall to the lower level on their own. Not sure how I did it as I was busy trying to get one of the wolfen. I *think* it was me jumping back into the air vent to get away from them and they jumped after me, falling and knocking themselves out.
Once you have them all and all the crates go back to the switches and turn the air off. Fall some more.
Fall into some wind, find the door and go in it. Look down, jump down, jump the fan blades, dodge the wall poles and make it to the button, step on it. Now this air is stopped, jump down again. Meet up with Aton, watch a quick movie convo with him and then follow him down the hall.
Another movie, get in a few hits on Brazul, get knocked down, get up and regenerate with the amber. This causes a chain reaction in the amber lining the walls and a bunch of chunks fall to the ground cutting you off from the rest of the room, behind you is a Shell Elevator. Open it and use it to return to Nativ City.
The Quarry is now completed.
12) Nativ City: Goal = Save the Captured Nativ's
When you get back to Nativ City it's a fiery mess. Buildings burning. Looks like more than a few bombs went off. Watch a movie to see what happened and what you need to do. There is a jamgut waiting for you. Get on and go the direction he's facing, run fast (after the first R turn in the road is a narrow bridge, watch that) to catch up to the ship carrying the Nativ's away. Once you go thru the tunnel you should see a platform with a cannon, run up beside it and jump on from the jamguts back (if he's running when you jump he will keep up with you). Use the cannon to bomb the ships cannons. Note there are 3 levels of cannons - you need to take out at least one on each level if not more. Once you get one, or more, from each level leave your cannon and get back on the jamgut - the ship cannons you hit left an open platform that you now need to use (jump) to get to the deck of the ship. Work your way up and step on the blue button. Watch a movie, get returned to Nativ City and see it's miraculous recovery from all the damage in one night. Use the amber, buy bracelets or whatever you need that's available while you are here.
13) Flying Forest: Goal = Airpost access. Items = 3rd boomie
Go back to the flying forest (the Shell Elevator you need should be marked on the map with the flashing white target - you need the fortress that had the extra life bar in it) and back to the air post entrance you couldn't access before. Use the 3rd boomie (Stuff helps you) to hit the switch on the other side of the gate to open the gate. Go through and then through the tunnel (no danger) out the other side and take the wooden walkway around the rock, hop on the wood platform and go for a ride up to the air post. When it stops get off and open the Shell Elevator. (Good point to manually save your game too).
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Walk through Index, Jump to the spot you need help with.