m. Gaia Rock to Alhafra Revisited
As you arrive at the foot of this new mountain, don't enter the large door yet. All you can reach through it is the level boss, who cannot be defeated right now. Instead, go between the trees and the rock to the left to find a ladder. Climb it and push the pillar to the right, so that it falls. Climb the ladder it was in front of and then descend to the ground next to it. Move the pillar onto the metal plate and go to the right. Descend to the ground and climb the first ladder again. Hop across the pillar and climb up the next ladder. The next series of ladders are not too hard and I won't even bother going into detail on them. You should not have too much trouble getting the Nut in the chest. Once you have the Nut and arrive at the top ledge of the rock, go left a ways to a ladder leading down. At the foot of the ladder, you'll notice a whirlwind statue blowing a vine back and forth. Climb down another ladder and use Whirlwind to imitate the trick on the vine to the left. Swing across the vine and Move the pillar one space to the left. Because of a blocking rock, you can't Move it all the way. Go back across the vine and climb down farther. Go left and climb a ladder/vine setup until you reach the pillar you Moved. Push it into the gap, onto the metal plate, and climb up two more ladders. Walk further left to the next area. There is really only one path in this area, so I won't bother going in depth.
Be ready for a long climb in the next area. This vertical trek is made even harder by the tiki heads that pop out at you if you pass over them, forcing you to start the climb over. At the ground before the climb, go up the right ladder and keep to the right path, climbing up, back left, and to another fork. Take the left path and stay as far left and up as you can until the third fork. Once again, stay to the left and up as you climb to avoid a painful fall. Climb up some more ledges to reach the summit of Gaia Rock. In the next area, stay to the top of the bluff you're on and hop across the pillar. Follow the path and take the Apple from the chest. Return to the first bluff and climb down the ladder on the south side of it. Go right and climb up a ladder, then Move the pillar as far down as it will go. Return to where you entered and hop across it. Follow the path and climb some more ladders to reach the highest point of the rock. Your prize for this long climb is... an empty pedestal!? Don't despair though; just look at the symbol the 6 pillars around the pedestal form. I shouldn't even have to tell you how to get the strange Dancing Idol. Now, Retreat to the ground. (you don't really want to climb all the way back down, do you?)
Enter the Rock and place the Dancing Idol on the pedestal like on top of the Rock. This makes the two evil-looking statues on either sides of the boss hallway slide away to reveal two doors. Take the right door and stairs first. On the next floor, go down and around the long hall to a short staircase. Use Cyclone in the middle of the large weed patch to turn some of the weeds into lean, green floating machines. Return to the pedestal room and take the left door. You'll emerge on the level of the floating platforms from the stairs. Jump your way across the platforms to a previously unreachable ledge. Go through more long hallways and take the right path at the fork. Go down the stairway you'll arrive at.Cast Cyclone on the grass here to reveal a hole that a beam of light shines down. You'll see the fabled Serpent in its lair, drinking something (it's surprisingly tame). Suddenly, the beam on light you shone reflects off a mirror onto the Serpent, causing it pain. The only way to make the Serpent defeatable is reflect light onto it from all four mirrors. To open another hole for light, use the Dancing Idol on the pedestal nearby. Now return up the stairs and around the perimeter of the lowered area to more stairs.
Use Cyclone on the patch of weeds below the stairs to fight a Mad Plant if you want. Now just continue on to the next room. Before you tackle the wall ladder, go down the short stairs in this long hall and go through the doorway. Use the Dancing Idol on this pedestal to shine a third light on the Serpent. Return to the last room and get onto the wall ladder. There are more tiki statues in the wall here, in 3 large areas of brick ladders. Stay to the top of all the bricks and you'll be able to reach the next room. DON'T slide down the chute in here yet. Use Cyclone around the edge of the huge spider web to break it and send the pedestal falling down to the floor below. Now slide down and use the Dancing Idol to reflect the fourth light on the Serpent. Now Retreat to the first room and head down the center hallway. In the room you'll reach, you'll encounter a Move puzzle. Set Move to L or R before starting. Now, Move the lower rock up two spaces and right one space into the indentation. The Move the top rock two spaces right, two spaces down, and one space left. You can now proceed into the catacombs leading to the Serpent. Before you begin, have Jenna and Felix trade one Mars Djinni with one Venus Djinni to turn them both into Brutes with the Growth Psynergy, Set Felix's and Jenna's Growth to L and R and enter the maze. In each area here, if you pick one of the 2 wrong exits, you'll start over at the beginning. To find out the right way through the misty maze, use Growth on the plant growing in the middle of every area. One of its leafs will swell and point the way. The only two things of importance in the maze are a Mimic and a Rusty Mace. Keep proceeding though the maze with Growth until you reach the Serpent's Lair.
As you enter this water-barrel filled room, you see the hero Susa standing near the dragon, drinking from its dish, talking about saving Kushinada before the next full moon, presumably when the Serpent will eat her. He attacks it, but it doesn't even notice his attempts. The Dragonsbane he has been feeding the Serpent doesn't seem to be helping either. The Serpent knocks him down with a small fireball and keeps drinking. After this short scene is over, save your game, standby your Djinn (preferably 5 Jupiter, 6 Mercury, and 4 Venus), and Fight the Serpent (it doesn't notice you, so try talking to it to battle it).
BOSS BATTLE: SERPENT
I sure hope you reflected all 4 beams of light onto the Serpent. If not, it will recover all its HP at the end of every turn. As usual, use your strongest Summons at the start of the battle (have Jenna Summons Moloch so she can still heal with Aura spells) to remove over half of the Serpent's HP. You probably won't even have to heal after that, just concentrate on it with your strongest Psynergy and Djinni and you should easily beat it.
After you defeat the Serpent, you learn that although it was beaten, it isn't close to dying. Susa appears once again and deals the final blow to the Serpent. He thanks you for your help and leaves to see Kushinada. Soon, a tablet like in the end of Air's and Aqua Rocks rises from the sand next to the slain Serpent. Examine it to have Felix learn the Sand Psynergy! Try out your new Psynergy to get a powerful blade Susa dropped on his way out. Though he doesn't tell you about it until you return to Izumo, you can get it right now. Use Sand to get to the right side of the Serpent and examine the right side of the pool that appeared when Susa killed the Serpent (its blue blood, maybe?) You'll find the powerful Cloud Brand sword! Now, exit the room then Retreat to the outside of the Rock. You'll notice Susa lying outside the rock. Don't worry, he's just tired. As you try to leave, he asks you to take credit for slaying the Serpent, even though he killed it. Now, return to Izumo.
Now that the Serpent is gone and Kushinada is rescued, everyone is having a dance festival. You can get into the Festival Spirit by entering the house to the right of the tool shop. Use Reveal to check the boxes in here and search one of them to find a Festival Coat, which increases the luck of the wearer. Enter Lady Uzume's house in the northern part of town. You'll see a warrior explaining how you defeated the Serpent to her. Kushinada is worried since Susa never came down from Gaia Rock. Lady Uzume sees you and orders you to leave, until the warrior tells her you are the ones who defeated the Serpent. You introduce yourselves and explain Psynergy to them. It turns out Lady Uzume, Susa, and Kushinada are all Adepts, but they never knew what their power was called! Susa suddenly appears, explaining why you needed the Sand Psynergy and overjoying Lady Uzume and Kushinada. Kraden explains more about Psynergy and Alchemy (and calls Kushinada a "smart young lass"... 0_o). You soon reenter the debate about who really killed the Serpent. This doesn't last long, however; Kraden says that you will have to be leaving soon for Lemuria, but you take an oath that you will return when the Lighthouses are lit. Before you exit the house, talk to Lady Uzume and give her the Dancing Idol (you won't need it any more). She gives you the Mars Djinni Coal in exchange! As you leave, Susa belatedly tells you about the Cloud Brand, which you should already have. After the storyline advancement if over, head up the right riverbank under the bridge leading to Lady Uzume's house. Up ahead, you'll see an island with six pillars almost forming the classic Reveal symbol. Move the leftmost pillar into position. The man on the bridge leading to the island is amazed that the pillar is back in alignment, and he thinks Susa or Kushinada must have moved it when he wasn't looking (they must also know Move like Lady Uzume). Now toy can use Reveal and enter the cave under Izumo.
What you want to do in the first room is freeze both puddles and use them and the 2 Pound pillars to hop to the exit. Unfortunately, the only way to reach one of the puddles seems to be Pounding a pillar in, but this prevents you from hopping across. Instead, use Sand to get under the pillar. After you have frozen both pillars, hop across them to the next room. At the fork up ahead, first take the right path. Climb down the ladder and Pound in the pillar to the northeast. Use Sand to get under the rocks and Move the ahead pillar one space to the right when you find it behind some rocks near a ladder. Return to the fork and go around the longer path. Hop across the pillar you Moved and climb down the ladder. Climb the short ladder at the foot of the long one. Follow the tunnel and hop over the two pillars south of the ladder you entered on to a chest containing the Phantasmal Mail. Return to the entry ladder and Pound one of the pillars you hopped over and turn left down the tunnel. Climb the second of two ladders you'll pass and use Parch on the lake up ahead. Climb down the revealed ladder and through the small doorway. Up ahead in a room at the end of the hall, examine the stone tablet to gain the Ulysses Summon! And also, don't bother using Reveal; despite the 6 pillars forming the Reveal symbol, there is nothing there.
You can now Retreat back to Izumo and leave for your boat. Sail back to Apojii Islands-you can now get a new Djinni with Sand.
Go to the beach in the southwest corner of the island town. Use Sand to get under some rocks on the right side of the beach, then follow the wet coastline along the bottom of Apojii to Gaia Falls. Go to the bottommost shallow part of the wet area you're in and try to walk off the falls. You'll slide down to a small ledge hanging on the endless waterfall. Enter a tunnel hidden in the water behind the ledge. Use Whirlwind on the third leaf wall you pass to uncover another tunnel. Follow this one to the Jupiter Djinni Haze, which joins you without a fight. Wondering how to get out? Return to the main tunnel and continue on, passing the leaves. Use Lash on the rope outside and climb it to the main island. Now, sail west to a small island north of Alhafra and south of SE Angara Islet.
N OSENIA ISLET
The 5-person family living in this cozy settlement with their cow has been trying to cross the fog in the Sea of Time northeast of here for 3 generations, but have always failed. Their son is determined to do it, though... Check a barrel in the left side of the family's house for a Lucky Medal, and then exit the house. Use Sand on the sandy patch south of the family cow to cross the barrels and fence. Mind Read the cow and exchange your Red Scarf for some Milk. Exit the settlement and head to an islet sandwiched between Indra and Gondowan, southeast of Kibombo.
WEST INDRA ISLET
A great bargeman and his family are the only residents of this waterlogged islet. Check one of the barrels near the barge here (what's with all the barges?) and go over to the dog sitting in the shallow water. Use Mind Read to exchange your Milk for a Li'l Turtle (ah! A turtle slave trade!) and exit. Now head for the island between Izumo and Apojii Islands, east of the Sea of Time. You'll see a tiny island and cave in the middle of some rocks, but get off on the main island and enter the settlement.
SEA OF TIME ISLET
The only two people living on this tropical island are 2 old men. Check the barrel under some trees left of their house to find yet another Lucky Medal. Then go off the right stairway from their porch and down some steps to find a turtle. Mind Read him to find he is "Lonesome George". He notices your Li'l Turtle and gives you passage to the island surrounded by rocks you saw earlier in exchange for it. When you reach the tiny island, enter the cave.
SEA OF TIME ISLET CAVE
From the stairs, go up, down more stairs, and up to a strange circle. You can't do anything with it until you get the final Psynergy, but there are other things you can do. Roll on the log to the left and get the Turtle Boots from the chest. Then hop to the right and enter the other large room. Roll the log over to the other side of the pool, hop down, and roll the log on the bottom of the room all the way up. Fight the Venus Djinni you'll get off by (Meld) and have it join your party. You should have 6 of every Djinni by now! Before you Retreat, roll the log back down and go up along the wall to the log you saw next to Meld on the right. Roll it to the left and reenter the main room. Roll the log here all the way to the left, grab the Rusty Staff, and Retreat. Mind Read the turtle and return to the Sea of Time Islet, then get on your boat and sail to Yallam.
Forge your Rusty Staff and Rusty Mace, and also do anything else you need to. Then, get back onto your boat and sail to a beach just west of Alhafra. Get out and walk back east to Alhafra.
Heal if you need to, but set out for the port soon.
Finish the repairs on the ship by getting rid of the large rock on the mast with Burst. Now, start to exit the port. As you are getting off the ship, some workers notice the rock is gone. They leave to tell the mayor that the ship can be repaired and used again. Eoleo and Chaucha come out and see that the rock is gone too. They leave to go tell Briggs the news. Now try to leave again. As you reach the end of the dock, the mayor comes and sees that the block is gone. They talk about how the rock was moved and then notice you. Kraden tells him that they did destroy the block. The mayor sends off his workers to begin raising the mast and offers to have you rest after destroying the rock. Back at the mayor's manor, Jenna and Sheba comment on how suspiciously nice the mayor is being (but he hears them). The lights suddenly dim and everyone finishes the conversation with various symbols. Later, the mayor sends his advisor to check on the progress of the repairs, but a soldier rushes in with bad news. Briggs has escaped from prison (Yay! Jenna's battle music!). The mayor demands that you help him catch Briggs in exchange for staying at his house. Before you catch Briggs, why not take a look at the repaired ship? After you leave, head back towards the harbor.
All the men at the dock are knocked out; Briggs has commandeered the ship! Briggs yells to the mayor from "his" ship that he is not a thief because he paid for the ship (with his stolen money). His wife joins in to say that the mayor is the thief because he took their ship. Kraden calls to Briggs, making him worry about you returning. Briggs' wife reassures him that they're safe out to sea when you're on land. Chaucha reminds Briggs that he wanted to do something to you next time you met... what was it?? Briggs suddenly remembers and starts taunting you. Chaucha scolds Briggs for coming up with such a bad taunt (or something). He decides to continue taunting and tells you to keep Alhafra safe from thieves and bandits-and politicians, too! He taunts you some more as he sails away into the distance. The mayor starts fuming at his two assistants for letting Briggs escape, revealing even more of his self-centered personality. The mayor is also mad at you, and decides not to give you the reward he never promised. Kraden talks to you and guesses that Briggs is headed to his hometown of Champa. Rather than follow Kraden's advice and leave ASAP, first revisit Alhafran Cave. Briggs moved some pillars in his escape from the cave, allowing you to reach a Psy Crystal, a Potion, and 777 coins (your lucky day!). Also, slide down the chute and head farther down to Briggs' cell. Check the crates to find some Power Bread. Now leave Alhafra and return to your ship.
Sail all the way across the Eastern Sea to a town northwest of SE Angara Islet, almost directly north of your ship.