Greenwood
Checklist-Walkthrough for Soul Blazer Area 2
Greenwood Shrine
- Top yellow tile - save game, quit, move to other shrine
- Bottom blue tile - to Woods of Greenwood (town)
- Left blue tile - to Lostside, a marsh (between the Water and Fire Shrines)
- Right blue tile - to Light Shrine [2]
Woods of Greenwood (town)
This time the town is completely empty; nothing is around, not even a flower like in Grass Valley. You pretty much have no choice but to go east to the Lostside marshes and clear out some monster lairs.
Lostside, a marsh (Monster lairs: 9)
- Monster lair - frees a bird
- At the fork in the road, take the upper left path first to get the lair that opens a path in the place the lower left path leads to.
- Monster lair - opens path
- At the newly created fork, take the upper path for a lair before going right along the newly opened path.
- Monster lair - frees a dog
- Monster lair - opens path
Monster lairs remaining: 5
Water Shrine [1] (Monster lairs: 3)
- Monster lair - opens path
- take the newly opened path for a lair
- Monster lair - frees a squirrel (who is hungry and offers to trade a powerful sword for food)
Monster lair remaining: 1
take the stairs down to the next floor
Water Shrine [2] (Monster lairs: 6)
- Monster lair - opens path
- Monster lair - frees a bird
- when you reach a fork in the road (a big room) go right and up first for a lair
- Monster lair - removes waterfall, thus opening up a path to the treasure chest you saw earlier but couldn't reach.
- Treasure chest - 150 GEMs
- back track after getting the chest, then go left in the big room to get the lair and chest in the middle of the spear floor trap; it shouldn't be too hard to time your movements to avoid getting impaled when the spears pop up out of the floor
- Monster lair - reveals a blue jewel spirit
- Spirit - gives you some EXP and offers to return you to town
- Treasure chest - Medical Herb
- Monster lair - frees a mole (The Soul of Light)
Monster lair remaining: 1
when you take the stairs down to the next floor, you'll notice that it's a bit darker, though you can still see even without the Soul of Light
Water Shrine [3] (Monster lairs: 7)
- go down at the fork in the road for a lair
- Monster lair - reveals treasure chest
- Treasure chest - Delicious Seeds (looks like squirrel food to me; you can get the Psycho Sword now if you return to town)
- Monster lair - reveals another lair
- Monster lair - frees a crocodile
- Monster lair - reveals tile pattern where a Strange Bottle is hidden
- when you see a row of four statues, press against the 3rd from the left (or 2nd from the right) as this statue is actually a monster who was sitting on top of its lair
- Monster lair - frees a squirrel
- in the room with two rows of statues, one row going down the left side and one row going down the right side, the top left statue is: yep, you guessed it, another monster statue! There's another one hiding their lair in the right-side row of statues, it's the 3rd from the top or 2nd from the bottom.
- Monster lair - frees a mole
- Monster lair - reveals a treasure chest
Monster lairs remaining: 0
take the stairs back up to the previous floor, but a different part of it (on the other side of a wall)
Water Shrine [2] (Monster lairs remaining: 1)
- Monster lair - frees a deer
Monster lairs remaining: 0
Water Shrine [1] (Monster lairs remaining: 1)
- Monster lair - opens path (shortcut back to entrance, connects the front and back exits of the Water Shrine)
- Treasure chest - 50 GEMs
Monster lairs remaining: 0
Lostside, a marsh (Monster lairs remaining: 5)
- Monster lair - frees a dog
- at the fork, go right first for the lair (recommended because you can then save your game at the Greenwood Shrine once the lair is cleared, plus it'll make another convenient shortcut for later)
- Monster lair - reveals a blue warp tile (to Greenwood Shrine)
- Monster lair - opens path
Monster lairs remaining: 2
It is possible to go on to the Fire Shrine without the Psycho Sword, but you'll have a much harder time avoiding getting massacred by all the invincible metal monsters running around in there... Unless you want to make things harder for yourself (perhaps think of it as a challenge) you should go back to town and trade the Delicious Seeds for the Psycho Sword if you have not already done so. You still won't be able to defeat the invincible metal monsters, but the Psycho Sword can temporarily paralyze them, buying time for you to maneuver around them.
Fire Shrine [1] (Monster lairs: 5)
- left-most path's monster lair - belongs to the indestructible metal monsters; return to clear it later after acquiring appropriate sword
- 2nd from left path's monster lair - reveals treasure chest
- Treasure chest - Medical Herb
- rightmost path's monster lair - frees a dog
- 2nd from right path's monster lair - reveals stairs leading down from the center path
Monster lairs remaining: 2
Fire Shrine [2] (Monster lairs: 6)
- Treasure chest - nothing inside
- Monster lair (just right of the empty chest) - reveals stairs leading down which were hidden under the empty chest
- Monster lair (lower right of room) - frees a dog
- Monster lair (lower middle of room) - frees a crocodile
- Monster lair (upper left of room) - frees a squirrel
- Monster lair (upper right of room) - belongs to the indestructible metal monsters; return to clear it later after acquiring appropriate sword
- Monster lair (blocked off by walls) - can't reach yet
Monster lairs remaining: 2
Fire Shrine [3] (Monster lairs: 9)
- Monster lair - frees a mole
- there are sections of floor ahead which change from red-hot to cool(gray) and back again; if you walk on them when they are red-hot, you will be losing HP until either you get off or the floor turns cool again. The Ice Armor can protect you from these, so it's recommended that you get it ASAP unless you like the challenge of timing your crossings.
- Monster lair - frees a squirrel
- a sleeping stump will be released along with the squirrel. Use the Dream Rod on this stump to get the Ice Armor.
- at the fork, go left across the red-hot floor for a lair
- Monster lair - reveals blue jewel spirit
- Spirit - gives you the Light Arrow Magic, and offers to return you to town
- at the next fork, there are 3 paths with red-hot floors; take the left path first or you'll regret it if you don't have Ice Armor equipped cuz the other two are dead-end red-hot floors at first.
- Monster lair (left path) - opens path of middle path
- Monster lair (middle path) - opens path of right path
- at the next fork, go left for a chest
- Treasure chest - 100 GEMs
- go up across the red-hot floors for a lair before proceeding left again
- Monster lair - frees a bird (sleeping)
- Monster lair - frees a mole
- Monster lair - frees a deer
- go right at the fork in the road for a treasure chest
- Treasure chest - 60 GEMs
- Monster lair - belongs to the indestructible metal monsters; return to clear it later after acquiring appropriate sword
Monster lair remaining: 1
take the stairs up, then since you will be inside a small walled-off enclosure, immediately go upstairs again.
Fire Shrine [1] (Monster lairs remaining: 2)
- Monster lair - opens path (shortcut back to entrance; connects the front and back exits of the Fire Shrine
- take the stairs on the right to go back down a floor and get that lair you couldn't reach earlier
Monster lair remaining: 1
Fire Shrine [2] (Monster lairs remaining: 2)
- Monster lair - frees a squirrel
Monster lair remaining: 1
When you go back up and leave by the back exit of the Fire Shrine, you'll be back in yet another part of the Lostside marshes. The raft in front of you will not let you ride it unless you can somehow show that you are from Greenwood, so you must return to town if you have not done so already after releasing the sleeping bird.
Woods of Greenwood (town) recap
Things that you should do now if you have not already done so earlier:
- In A Mole's Hole, you can find the Soul of Light (mole who lights up darkness)
- Squirrel, the Exchanger (in the treehouse at the upper right of town) will give you the Psycho Sword in return for the Delicious Seeds.
- There is a sleeping stump on a western island (left side of town) who was released at the same time along with one of the squirrels.
- Equip Dream Rod, and talk to the sleeping stump.
- In Stump's Dream, which takes place at the north end of town, go right and step on the cleared lair to open a path in the bushes. There will still be a rock blocking the way though.
- Talk to the bird to get out of the dream.
- Back in the real world, return to the place where the path was created in the bushes; there is no rock here, so you can go on through and get the Ice Armor from the Treasure chest.
- There is a bird sleeping by Turbo's grave.
- Use Dream Rod to enter Bird's Dream, which takes place underground beneath the town.
- Step on the cleared lair and Turbo's ghost will appear, as well a tunnel opening up. He will tell you to go to the Shrine of Light and that Tiki (the bird) will instruct you on how to use the rafts.
- When Tiki wakes up and you return to the real world, you learn that you need the Leaves of Greenwood which were buried with Turbo.
- walk straight up from the graveyard and into the Mole's Hole which is now connected by a tunnel to where the dog bones are at and get the Leaves.
- once you have the leaves, return to the raft in Lostside marshes with the leaves equipped, and they should let you ride them now.
Lostside, a marsh (Monster lairs remaining: 2)
- Monster lair - frees a mole
- Monster lair - frees a dog
- after the last raft takes you to the entrance of the Light Shrine, get back on it and it will then take you to another island in the top left corner of the marsh where there is a blue jewel.
- Blue jewel spirit - gives you some EXP, offers to return you to town
Monster lairs remaining: 0
Light Shrine [1] (Monster lairs: 11)
- Monster lair - opens a path by removing a laser beam
- Monster lair - opens a path by removing a laser beam
- Monster lair - opens a path by removing a laser beam
- Monster lair - opens 2 paths by removing laser beams
- take the left path, as the right path leads to a monster lair that you can't get yet because it belongs to the invincible fireball-like spirit monsters; you'll need to return later with the appropriate sword before you can defeat them. Again, the Psycho Sword can temporarily paralyze these invincible guys to buy some time.
- Monster lair - opens paths by removing laser beams
- the left path continues on, the other one leads back to the entrance.
- Monster lair - opens a path by removing a laser beam
- Monster lair - opens 2 paths by removing laser beams
- the upper path leads to a lair, take it before continuing on the lower path to the rest of the Light Shrine.
- Monster lair - frees a squirrel (you can now get Emblem C if you return to town)
- Monster lair - opens a path by removing a laser beam
- Monster lair - opens a path by removing a laser beam (leads to stairs going down)
Monster lair remaining: 1
Light Shrine [2] (Monster lairs: 6)
When you first come down the stairs, the first thing you will notice is that it is dark down here! If you don't have the Soul of Light, you won't be able to see anything except for small areas around the torches scattered about. So unless you like fighting blind, make sure you have the Soul of Light with you. The Soul of Light's effect normally rotates around you at a certain radius, but if you press up against a wall (or other obstacle) you can send the circle of light away from your character, effectively extending the range of the light up to a point.
- Monster lair - opens path
- Monster lair - frees a crocodile
- Monster lair - frees a mole (you can get the Shield Bracelet to cut damage in half if you return to town now)
- Monster lair - reveals a blue warp tile (to Greenwood Shrine)
- Monster lair - opens path
- Monster lair - belongs to the indestructable spirit monster; come back later after acquiring the appropriate sword
Monster lair remaining: 1
Tomb of a Stone Statue (Monster lairs: 1)
- Stone Men: Light, Water, Fire (Boss battle) Link to Jazz's strategy
- Monster lair - frees Wood's guardian
- get Green Stone when you return to town; it will allow you to move to St. Elles Shrine from the Greenwood Shrine.
Monster lairs remaining: 0
Woods of Greenwood (town) recap
- You will automatically receive the Green Stone when you approach the tree that leads to/from the Greenwood Shrine. This will allow you to move forward to St. Elles.
- A mole who is aboveground near the Northeast end of town says her name is Monmo.
- It's too bright for her to see, so she asks you to lead her to the hole that her home is in. It's the one just left of a rock. Talk to her once you've got her standing next to it.
- Follow her inside the hole even though she tells you to wait outside; if you wait for something to happen, you'll be waiting there forever cuz she won't come back out.
- The treasure chest contains a Mole's Ribbon.
- Take the ribbon to the hole just right of the one where you got it, and give it to the mole who is blocking you from reaching another mole. He'll disappear... it turns out that those two moles (the guy who just disappeared and Monmo) were both ghosts.
- The mole who you can now talk to will give you the Shield Bracelet, which cuts damage in half when equipped.
- A crocodile who was released from the Light Shrine [2] will form a bridge, allowing a deer (who offered a reward for getting him off the island) to leave the island he's on. The deer will ram the leftmost tree in town (actually a Squirrel's House) and cause a blue jewel to fall down from the branches. This blue jewel spirit is the one you'll need to show the 8 Emblems to if you want to "become an expert at magic" like the description of the Emblems says.
- If you speak with Billy the squirrel, leader of the Woodstin Trio, you can play a mini-game of "Guess the real squirrel". The deer and dog will transform into squirrels exactly like Billy, and when you speak with Billy again to start the game, the three of them will run around and get mixed up. (Actually I think Billy will always be the one on the right after the shuffling around.) Speak to the one whom you think is the real squirrel, and you'll find out if you won or not. Your prize for winning? a Medical Herb.
- The squirrel who recently appeared in the exchanger squirrel's house (to the right) will give you Emblem C.
Go on to Area 3: St. Elles
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