IOG Walkthrough: Start to Itory Village


NOTE-In this walkthrough, the dungeon areas will be covered by listing enemies that are there, what items you can find, and notes for getting through hard areas, and will NOT give you a step by step walkthrough like "Ok, now go up the stairs, and jump down, then proceed left". I do this because most of the dungeons are self-explanitory, if there is a "fork in the road", I usually mention which way you should go first to get an item or kill an enemy. Now, on with the walkthrough!

Controls and neat tricks


Arrow keys-Move Will
"A" Button-Attack
"B" Button-Use Item
"X" and "Y" buttons: Not used
Select-Open Item/Status Menu
Start-Puase/enemy-item map
*You can do a stronger attack by tapping an arrow key while attacking, Will will leap at the enemy and cause slight more damage than usual*

Other neat tricks: -Out of room in your inventory? Try 'using' a red jewel! It flies off and automatically goes to the red jewel keeper, thus freeing a space!
-Don't forget Will's "kinetic" power! He can use the L1/R1 buttons to bring the metal orbs that enemies drop out of his reach right next to him and collect them!
-Life up (Power ups) HEAL you fully! So, try not to waste an herb right before one.
(more coming)

SOUTH CAPE


Red Jewels:
1) In the school's bell tower on the roof.
2) In Lance's house in a pot in the basement.
3) When the fisherman pulls up the mysterious pot, check inside of it and there is red jewel 3. The best way to get him to pull up the pot is to continuously enter and exit the seaside cave until he appears with the pot right below it.

Items:
-1 Herb (trade in the three red jewels to the red jewel merchant)
-Lola's Song (Learned from Aunt Lola before you leave)

Red Jewel Merchant:
In South Cape, he is on top of Seth's house, get there by jumping from a split in the rocks above the house.

Fun things to do/see in South Cape
-When you open the door to Seth's house, a pot comes flying out at you!
-If you go into Erik's house, you'll notice that Erik's mom has smoke coming from her! (she says its some sort of treatment for her brain aches!)
-If you leap off of Erik's roof (which has a game similar to Red Light/Green light), you startle a woman who says "What are you doing! This child! Honestly...")
-A man in the house next to Will's is cooking his dinner in a pot.
-There is an arms seller who refuses to sell arms to "a child".
-There is a woman who's jealous of Will's blowing hair...hers is under a scarf (Why doesn't she just take it off?)

Walkthrough of South Cape area
As the screen fades in, Will is in school, and it is just ending. All of his friends are going to meet at their spot at the seaside cave in a little while. As soon as you can move, go up the stairs onto the roof. Here, you will find your FIRST Dark Space entrance (In the dark space, you can save your game and be fully healed). Walk inside of the bell tower and grab RED JEWEL # 1.

Now, hop down the opening to the ground, and hop on top of Seth's house via the next opening. From here, jump down once more and enter the house to your right (Lance's). Walk down the stairs, and check the pot closest to right side wall for RED JEWEL # 2.

Next, go back outside of the house, and head down the dock and to the right. Enter the seaside cave, and as soon as you can exit. Keep on entering and exiting until the fisherman appears right below the seaside cave with a pot behind him. Check this pot and you find the illusive RED JEWEL # 3!

Go into the seaside cave and talk to both Lance and Seth. Next, Erik rushes into the cave with some news that doesn't excite anyone. Stand next to Erik when he takes his place, and you will be asked to move the statue in the corner of the cave. Accomplish this by facing the statue then pushing either the L1 or R1 buttons. Next, talk to Lance and he'll lay 4 cards on the ground. Pick any of them since they are all the ace of diamonds anyways. Everyone is impressed with Will's "psychic" powers.

Head out of the cave and back to your home. When you get there, there is a pig in your house. Try to walk upstairs, but the pig pushes you away. A young girl comes down the stairs, and talks to Will. Go upstairs and talk to your Uncle Bill and Aunt Lola. You hear a scream from downstairs, and two soldiers are taking the girl,who reveals that she is Princess Kara, away.

Talk to Bill and Lola, then head upstairs for some snail pie dinner.

When you wake up, head downstairs, and talk to Aunt Lola. She informs you that you have been summoned to King Edward's castle, and you must bring the "Crystal Ring" with you. Since there is nothing left to do in South Cape, just go to the exit in the north end of the town.

WORLD MAP


Well, if this isn't explanitory enough, just choose to goto Edward's castle!

EDWARD'S CASTLE



RED JEWEL LIST
4)When you first enter, notice that the guard that walks away to the right ends up "hiding" behind a pillar! When he does, talk to him and he'll give you the forth red jewel!

-NO ITEMS-

Fun Things to Do/See in Edward's Castle
-After you meet with the princess, and the gaurd says your time is up, if you talk to him again either below him or to his right, he actually throws (pushes) you away!
-When Will pleads for Queen Edwina to help, she is horrified that he calls her "Ma'am"!
-When you open the prison cell for the prisoner, he says he doesn't need help and he can get out by himself.

Walkthrough for Edward's Castle

Begin by following the guard to the right until he hides behind a pillar. Talk to him while hes behind the pillar, and you'll get the forth red jewel. Now, head up to the top floor on the right side of the castle, and pay a visit to princess Kara. After a talk about how her parents have changed, the guard asks you to leave.

Head back downstairs, and enter the doorway in the center of the castle for your audiance with the king. It appears he wants you to give him the crystal ring. Regaurdless if you tell him you have it or you don't you end up in prison! (If you choose yes, you really don't have it and he throws you in for lying, or if you say you don't have it, you get thrown in for not bringing it.)

EDWARD'S PRISON



Red Jewel List
5) In the chest of the room in dungeon screen 4. The one that opens when you "jump" on the switch.
6) In the chest on the left side of the "fork in the road" in dungeon screen 6.
7) At the very end of the dungeon, its in the corner of the room where the flower turns into Lily.

Well, you're now in prison! Congratulations, you are a criminal! Now, you should do what other prisoners do! Examine- look at the two big clumps of moss, the ball and chain, and check the door to see that it is locked. Now, the boring part; waiting. Wait until a guard drops you your bread, then 'eat' it. Wait now for your father to speak to you through the flute. It is best to just agree to help him, but either way you'll have to go on your journey. When there is a metallic "orb" in the blocks, point Will at it, and use the L1/R1 button to "float" it over to Will. After the talk wait again for the Princess' pig, Hamlet to bring you a note and a key. Equip the key, and use it on the door to bust out. In the cell to your right is a Dark Space, and to the left is a prisoner. When you're done in this room head South.

Dungeon screen 1

Enemies
-3 Bats (blue)
(when all the enemies are defeated in the particular room, you get a specific power up)HP POWER UP!

Dungeon screen 2

Enemies
-10 Bats (blue)
-3 Water worms (last one opens up exit)
-2 Green skeletons
STRENTH POWER UP!

Dungeon screen 3

Enemies
-7 Bats (blue)
-4 Green skeletons
-4 Water worms (last one opens up the exit)
-Metal "grinders" (invincible, do not count as monsters!)
DEFENSE POWER UP!

Items:
1)Herb-When you come to a section with a button and metal "grinders", hit the button and go through the opening they make at the bottom. Open the chest, go back, and hit the switch, then go back top.

Problem Areas
1. When you get to the section with the two green statues blocking your way, in order to pass remember to use Will's 'kinetic' ability (L1/R1) on one statue to move it out of the way.
2. When you come to the "Fork in the Road" with the button near the metal "grinders" hit the button and go to the bottom first, then after you've claimed your herb come back, hit the switch again, and go to the top.

Dungeon screen 4

Enemies
-8 Bats (blue)
-2 Green skeletons
-2 Water worms
-Metal "grinders" (invincible-do not count as monsters)
-1 Brown bat (opens exit)
HP POWER UP!

Problem Areas
-Watch out for the falling spears in the simple 'mazes'.
< -When you see a rusty switch, you have to jump on it to press it. When you enter the room, you get red jewel # 5 in the treasure chest.


Dungeon screen 5

This area has no monsters, head to the left and talk to the plant. Select and play "Lola's Melody", and the "Flying Flower" tells you to go to the switch on the right of the room. Go there, and it tells you to perss the switch on the count of 3. Do so, and the door opens up. Enter the door.

Dungeon screen 6

Enemies
-7 Water worms
-7 Blue bats
-6 Green skeletons
-2 Brown skeletons (when defeated, their heads pop off and attack, the actual head is the 'enemy' you need to kill!)
DEFENSE POWER UP!

Items: 1)Red Jewel 6-When you come to a "fork in the road" as Freeden, take the left path, and you will find a skeleton and a chest with a red jewel in it!

Problem Areas 1)As Will, you cannot hit the switch near the entrance of this room, so just go left while killing all of the enemies. When you come to a set of 4 water worms, kill the upper left one to open up the dark space (you SHOULD kill all of them anyways, but the upper left opens the Dark Space). Head inside the Dark Space and go in front of the statue on the left. You will become "Freeden" the dark knight! With his sword, you can now reach the switch!


Dungeon screen 7

You're now officially out! How cool huh? Anyways, make sure you don't miss red jewel # 7 in the corner of this room, then head up to the exit.


Back in Edward's Castle



Here, all you have to do is run to the right, and up the stairs to the princess' room. You learn that the soldier's nickname is "Old snorehead", and you and the princess are going to escape together. Head back down the the cellar, and check the open barrel for "Yak meat", then head out of the castle. You are now automatically taken to Will's house.

The Return to South Cape



If you didn't get everything from South Cape last time do it NOW since this is the last time you will be in South Cape. At Will's house, the place is trashed (thanks to the King's bounty hunter!), and Will and Kara are worried about Uncle Bill and Aunt Lola. The flower shows up again and says that they are fine at Itory Village. Her name is Lily, and when you talk to her, you can opt to go to Itory Village (which you have to do when you are done in South Cape), or choose to stay in town a touch lounger (in case you missed something!). When you are ready to go, tell her so, and the three of you leave for Itory Village. By the way, if you tell Kara you're her friend, she's happy, otherwise Lilly tells the group to get going.


Part 2-Itory Village through the boss of Larai Cliff.

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