(Do note that this mermaid will be able to heal you. Upon your arrival, head to the east for a bit; you'll meet some Purple Fish on your way to the monster lairs. Now head further east and use the Tornadic Eagles' lair to release a Fairy Gem; use her to return to the Seabed Sanctuary. Release Date(s) He's apparently trapped somewhere, but we can't help as of yet. Beat them as you will; do note that you should activate the northern one first to prevent enemy regeneration (unless you want some extra EXP.). JP: January 31, 1992NA: November 27, 1992PAL: January 27, 1994 There are many secrets in the game of Soul Blazer. The entrance must be kept clear for safety reasons. The game's history concerns the Freil Empire, a kingdom ruled by King Magridd. The series just kept getting … This place can be reached by going south, to the Master's Shrine, and through the west portal. Go back east, then north. Feel free to speak with the locals, then go to the bird asleep near the flowered grave of Turbo. Defeat the Apes as they come one by one and use their lair's switch to spawn a northbound bridge. In the northeast corner is a monster lair with some Lizard Men in it; defeat them to open the path to the north. Like the last time this happened, you can stand slightly aloof from the midpoint of them (the old lair) and thrust your sword, or use the Light Arrow magic. The Light Shrine is at the end of a raft wide, but it’s not a big deal if you’ve dealt with most of the enemies. Beat this and you'll release two more monster lairs, each spawning Apes. Blast them, preferably with Light Arrow magic, then use their lair. Logic is illogical in the realm of 16 bits, I supose.) Each of them contain Apes. After finishing off the monsters, trigger all four lairs to open up the aforementioned "trapped" lairs and to release a mermaid statue and an angelfish. However, the lair is so big that you almost have to stand on it to beat the Apes. Upon your return, head west and cross the backs of the crocodiles to reach the GreenWood graveyard. Anyways, go north and west at the intersection. wheel spun: Soul Blazer. The hero woke up in the first town, Grass Valley, where Lisa recognized him. There is no longer any reason to remain here, so go to the northwest corner and use the Fairy Gem to return to the Seabed Sanctuary. At the end of the path, you'll deal with some Fire Men, whose lair will remove the other barriers around it. Genre(s) You can see the order right after the end of the show. In the other dried-up pool are any once-swimming Purple Fish in addition to the Apes' monster lair. Go west and north and up the stairs to... Not much to do here, really. Romaji Defeat the Monster Rocks in whole if you haven't yet and use their lair to make another path upstairs. Speak with the mole further south for a little background and to earn the Shield Bracelet, an item halving the damage enemies deal out to you!! See Woods of GreenWood - The Soul of Light if you need it and/or lack a map; I have one already up on the FAQs page from which you probably navigated to this guide. >:). As you go along, you'll find two monster lairs - one with Fire Men releasing a mole, and one with Lizard Men releasing a deer. When you get to the entrance of the light shrine, get off the raft but dont go in. Once you beat them, release the mermaid statue from within. So, yeah, backtrack to GreenWood. Tip-wise, it is noted that the coals on Durean pierce even the Ice Armor, and that there once were four mermaid statues in the Seabed Sanctuary - nothing that couldn't be figured out by reading further ahead. Go north and ride the next raft. These serve as barriers to prevent forward progress; however, they can be removed by dealing with certain monster barriers. Soul Blazer is one of the simplest RPGs for the SNES, the first on the Soul Blazer Trilogy (with Illusion of Gaia & Terranigma), and it was the on that started me on the RPG world. =P Ride back to the mainland in a similar manner. Review Soul Blazer. Speak with her to earn the Bubble Armor! You gain Medical Herbs for winning (speak with the squirrel after they "untransform" if you win), and you play as much as desired (just leave and re-enter the area to play again. Blue Stone. However, there is a more important soul to talk to: the dog that runs the restaurant. Enter. Go on down and you'll find a monster lair. Once you exit, you will be told that Turbo, the late dog of Dr. Leo's, buried the Green Stone near the roots of the Guardian; you quickly then retrieve it. You'll deal with some persistent Purple Fish on the way. Speak with the one in the lead and he'll first transform his buddies into squirrels like him. Afterwards, trigger the Jellyfishes' lair to make a shortcut back to the start (and actually now the only path, given that the bridge you just used broke up =P). The northern switch will release a portal to the Master's Shrine, whereas the one to the south will release a mole. This is often a human, but it could be anything from a dolphin to a talking tulip. He will tell you to return so you can be given the Green Stone. However, you can deal with the Ghost Heads owning it by getting up next to the laser barrier or using magic; whichever you prefer. HCBailly plays Soul Blazer - Part 8 of 33 In this entry, we get finished with the Fire Shrine, but we'll have to do something if we want to continue to the Light Shrine. Quickly dispatch them and use their lair to dry up the water further to the west. However, contrary to popular belief, it is not a necessary item in any means. As a result, the villages were destroyed, all living creatures became incarcerated souls in Deathtoll's monster lairs, and the world became empty. Quintet Wiki is a FANDOM Games Community. The latter is a bit difficult because of the tight space, so I recommend handling the Monster Rocks first; their lair will disperse a lot of the rocks. There is little in this rather large area, except a Spirit Ball roaming around. This dull gray rock - a Monster Rock - is easy enough to beat, but hard to find to the unattentive. Repeat this process at the end of that bridge to complete a third bridge, then go to the end of it. Head to the south-central part of the island and head upstairs. Defeat them quickly, then stand on their lair to release a mermaid. Soul Blazer is an action role playing game for the Super Nintendo. As you turn northward, you will deal with some fish flying out of the water; these Purple Fish are little more than an annoyance and not required for game progression, luckily. Stand just north of their lair and mash the B Button until they're all jammed on the end of your sword (get it?). Follow him to the tree, which he'll headbutt, releasing a Fairy Gem. Anyways, mathematically, there are six ways you can rearrange the members of the trio (3! When the player defeats the boss monster imprisoning the soul of the head of each town, the area is cleared and the player can continue. Weapons list for Soul Blazer. Further to the north is another bed of coals. Destroying monster lairs in the dungeons causes a soul belonging to a former town occupant to be liberated and reincarnated. wheel spun: Final Fantasy Mystic Quest. Obviously that leaves the queen as bad, although it's a problem never dealt with. Unprofessional Fridays. When you enter this dungeon, you'll see a number of oscillating lights around the area. Please take a … First, looting, stealing, beggaring - you know, general behavior unacceptable of someone from up above. He will primarily use T-shaped thunderbolts while rotating ninety degrees per bolt. She will open a path to the Shore Reef of Rockbird from the seabed, which is our next destination. And that's actually about it. wheel spun: Record of Lodoss War. Also, random note to make this whole thing a bit more colorful: there is a dummied chest to the far north if you use a Walk-Through-Walls code, as pictured. It allows you to charge up an attack for 8 Gems. Then go back on the raft to the Light Shrine entrance. After the hero frees the first six villages, he is granted access to the World of Evil, where the final villain awaits. St. Elles/Seabed Sanctuary - Bubble Armor, St. Elles/Seabed Sanctuary - Mermaid Statue, St. Elles/Seabed Sanctuary - Another Mermaid Statue, St. Elles/Seabed Sanctuary - The Thunder Ring, St. Elles/Seabed Sanctuary - Path Opening, St. Elles/Seabed Sanctuary - Boss Preparation. Down here on B1F, if you do not have the Soul of Light, you will be effectively blind. The lair itself will release a mermaid. Go southward along that linear path, beating up two Sea Urchins on the way. Soul Blazer; Items; Items. To begin finding the Bubble Armor, you need to reach Southerta. The remaining one, the Fire Statue, is likely to be the biggest difficulty for you. Everyone loves goats. The Soul Blazer franchise encompasses Quintet's SNES trilogy of "Soul Blazer", "Illusion of Gaia" and "Terranigma" as well as the Playstation 1 title "The Granstream Saga" Videos. At a time when action RPGs were truly beginning to catch on with gamers, Soul Blazer … (I don't see how water could not intermix with water underwater, but... Ah, forget it.). Walk around to it to get a Medical Herb. A raft won't let me ride it unless I smell like the greenwood townsfolks. When you arrive on that platform, head west past the Metal Scorpions to find a chest containing 100 Gems. Great Savings & Free Delivery / Collection on many items Easy-peasy. I went back and got some leaves. They're pretty hard to beat if you let them live too long because of their electrical shocks, but running around or using magic or being swift should suffice. The lair does release a mermaid statue, so you had better deal with it now or later. Townspeople will give you items and side quests, plants will provide new paths and offer advice, and animals will … look cute, I guess. His rushes' lengths can vary greatly for no apparent reason, thusly leaving no spot "safe" like the other fights. Whatever you feel like. Luckily, Soul Blazer allows you to save often, so this shouldn't be a problem. Go around the pool clockwise, into it, and along the path. It's just a note - you should wear it, but by no means have to unless you're underleveled. Then go back west and speak with the dolphin, who will tell you to get on his nose. Composer(s) Dude was almost completely melted. The Master sent the hero back to the Freil Empire, but under the condition that the hero would not have any memory of his past. Still helping animals. Get back on the raft and it will take you to the far left where you will find a jewel that gives you EXP. Another Pokémon series equality is finding a Shiny Pokémon with Pokérus (about 1 in 238,609,294), an act about four times as unlikely as getting the ten same results here. Further to the north, you'll see some Apes spewing out of a monster lair to the east. The first lair lies just inside the dungeon. Walkthrough. I would have loved to have seen their efforts in later years where their stories could have been transmuted more visibly. Note that I stressed the part about staying still - he will greatly extend his rushing distance if you run from him, but, otherwise, he'll just circle around you. Take your favorite fandoms with you and never miss a beat. Japan You will then need to speak to Monmo while she's on that hole. Approach it from the north side and defeat the Walking Tree lair on the rim. - And ridiculously long! Ride the first two rafts, defeating the simple Purple Flowers at each stop. Enter the 3rd and final shrine, the light shrine. Go east and do basically the same thing (with the Monster Rock lair at the south) to soon release a mermaid from the Eagles' lair. This one also has a monster lair from the Apes on it. Go north to the corner and east, then deal with the Fire Men there to release a squirrel. Subnautica Below Zero Roleplay | Ep.1 | Dear little Brother... (Hardcore) Beat the one near the chest first so you can grab the Critical Sword! Given that his attack routine almost exclusively is limited to those T-shaped bolts when you're next to him, get very close on his northwest/northeast side (the opening being slightly larger). Go back south and west and along the path to soon meet up with another Sea Urchin. Speak with her and then go down the hole. Speak with the lead squirrel again and you'll be tasked with finding the real lead member (Billy) as they shuffle around. Go along the left one first (timing is irrelevant with the Ice Armor). Japanese There, you'll see three animals. Return now to the front of the house and enter it the proper way. Next, go back outside and speak with the deer on the western island past the crocodile. Defeat the Walking Trees there and use the switch to release a mermaid. You can also go into some alcoves to the south by holding Down on the D-Pad. In Grass Valley, there is a boy north of the water mill guarding a cave. Go down the stairs nearby and go around, south, and west. It won't do anything though. For Soul Blazer on the Super Nintendo, a GameFAQs message board topic titled "2021 Soul Blazer Group Playthrough - Chapter One" - Page 4. You need to be Level 11 to use this sword, which is capable of dealing extra-powerful hits, and boosts your Strength by one more point than the Psycho Sword you've been using. Go into the larger hallway, then east and south to reach another Lizard Men lair; defeat these simple enemies as you have many times before to release a crocodile. Then up again, ya go. One of the kayakers overtakes the raft and tries to pull the women from each other. Additionally, if you don't have the Mermaid's Tears, you need to get them now - see St. Elles/Seabed Sanctuary - Bubble Armor for more details. Speak with the fairy within to learn of the Master's Emblems. Speak with the northeastern squirrel in there to receive the Master's Emblem C! 'Kay, that's about it. Anyways, it seems that you need to find the Bubble Armor to be able to live under the water, another slightly untrue fact, but more on that at another point. Use the switch beneath the lair to release a dolphin. Anyways, return to the Master's Shrine after grabbing a Medical Herb from the theater and use the portal on the right to hit the Light Shrine. Then go ahead and speak with the bird again to leave the dream. Go to the north and speak with the statue there; the mermaid within will tell you that no human can live under the ocean, due to the lack of abundant oxygen. Feel free to heal up in the Master's Shrine, but we have a bit more to do until the boss prep section. Big Pearl. Defeat the three Monster Rocks in the crater there and use the lair to dry up more water to the west - that reveals a lair as well. However, this time, after you get off of the long green platform, head west, not east. The queen has the stone and imprisoned Lue. Soul Blazer was scored by Yukihide Takekawa.It was released in 1992 in Japan and North America, but not released in Europe until 1994. That's it. Privacy PolicyCookie SettingsDo Not Sell My InformationReport Ad. Enix The lair there will trigger the release of four more. As you head along, look out for that Tornadic Eagle; it's a bit of a douche due to its speed. Within is a mermaid who will give you the Magic Flair spell. These will be released very quickly as you approach, so magic is best here - you can probably get 'em all in one fell swoop! Twice before, we've simply moved eastward to a path upstairs onto a green reef. While there is much to explore in this area, for now we'll focus on our goal. Outside the Water Shrine, backtrack to the Fairy Gem on B2F of the Fire Shrine. They're pretty easy to deal with, and can be one-hit-killed with the Light Arrow magic at Level 8 - which is ideal as they like to line up rather conveniently. Head south from the mermaid's crib. The message from health chiefs is clear: Covid-19 vaccines are safe for pregnant women. Go around the coals and west to find another bunching of Monster Rocks; their lair will release a dolphin trying to rescue Lue. Keep it in mind. Head south and deal with the Tornadic Eagles as they come - they have an odd tendency to miss here. You can stand near the southern edge and they'll come to you. Go into the alcove to the west to have your first true encounter with the Manta Rays. The luck you'd have after ten tries here being the same is almost equivalent to randomly finding two shiny Pokémon in a row (the odds being around 6/65536 most of the time), for a more relateable equality, in the mainstream Pokémon games. Durean is a bit of a hot spot for volcanic activity, so we gotta go there now for some arbitrary reason. You'll soon encounter a Jellyfish lair and a Yellow Seahorse lair; deal with them both as appropriate, although you can't reach the former for now. Worldwide >_> Anyways, Turbo was one of those obvious many who refused to be simply handed over to Deathtoll - but not just on his own behalf, but those of the residents of GreenWood who had done no wrong. Still, it shouldn't be too hard for you. (And, yes, they're showing extra water underwater, a la the cartoon SpongeBob Squarepants. I will go ahead and note that the Bubble Armor does provide a higher level of Defense than does the Ice Armor, so it's already a smart idea to use it. While still standing on the lair, you can simply launch Light Arrow magic from the gap between the lairs to knock out the Apes pretty easily. Go there and defeat the Ghost Heads to open the barrier to the north. The first one has a Jellyfish lair that releases an angelfish. The ghostly mole will then take the ribbon in surprise before fading off to the afterlife. At the end of the latter's path, you'll find an unresponsive monster lair, which corresponds to the Spirit Ball, so you cannot open it. Speak with the fairy inside to gain 150 EXP.! Go northeast from the crater and defeat the Monster Rocks near that lair to open it up. He also found the three sacred artifacts that he used to call upon the power of the phoenix to defeat Deathtoll. Jonny2x4 03:01, 15 October 2015 (UTC) External links modified. But not now. Speak with Lue to learn that the Blue Stone given to him by Dr. Leo is an odd stone that amplifies that person's benign or malign mentality. Go along to the end of the path to deal with some more so you can open barriers to the north and south. (The one across the gap is still in reach of your sword's slice and magic.) Soul Blazer; Secrets; Secrets. Upon your arrival, immediately equip the Thunder Ring! Go back across the crocodiles and into the eastern hole. Soul Blazer - "/vr/ - Retro Games" is 4chan's imageboard for discussing retro console video games and classic arcade games. Within the chest are the Mermaid's Tears, an item we'll use later. Try walking onto the raft and it will see the Leaves of GreenWood and allow you to hop on. You'll reach another Lotus Plant. Both lairs' switches will dry up water. Hello fellow Wikipedians, I have just modified one external link on Soul Blazer. Secret Pass. There's no point in going until you get the Leaves of GreenWood. Therefore, for each unique ordering, you have a 1/6 chance of getting any individual order with actual shuffling being involved. Soul Blazer Perfect(?) Therefore, the battlefield is like a grid for him, with the squares being "safe spots" for you. So, yeah, let's return to GreenWood via the Master's Shrine (southern portal). Head to the northeastern corner of the island and defeat the Apes' lair there. Their lair, though, spawns a lair of Jellyfish across the way - a bit more harmful. Shouldn't the fact that I can talk to a raft prove that I am sent from god or something? This armor will allow you to walk freely underwater. ALL RIGHTS RESERVED. As you arrive, you won't find much to do. Equip the armor, if you prefer, then go south and outside. ... all of those talking and wandering bits between dungeons and that extended sequence on the raft. If you didn't get that mermaid statue released, go downstairs twice, west, north, and beat those Apes. You should probably already see the problem with this tactic: too many right angles will expose the boss's corners to attack. Cross it and head west to find a small stone labyrinth. Defeat them (and the Water Lizard in the southwest corner) to be able to release the mole. Finish 'em and use the lair to remove a mass of rocks to the west. Again, I recommend magic here, but simply stabbing it will suffice. The former of these has an Ape lair on it which will release another mermaid, plus its house. GreenWood . Creep along to its northeast corner, then south until you see something like the screenshot nearby. Whatever.) (Then again, you're from above, so why does that matter? Magridd learned of an inventor named Dr. Leo in his kingdom who could invent almost anything. Head west, north, downstairs, and east. You can speak with some of the various creatures you released, but not much is revealed. Exit the mole hole and go into the one just east of there. Head east and along the path now to find a monster lair spewing some Jellyfish. Lure them over to the pyramids so you can zap them to death and release a mermaid statue. That's about it. Ice Golem beat me a few times. This will release the Guardian of the Woods. Go along the shortcut to the newly-opened path and, once past the isthmus, head east along the shoreline. See why I'm rather certain on the idea that "the squirrel is pretty much always on the right" after a dozen trials? Defeat the Lizard Men at the end, then use the lair to complete the fire bridge to the east. The first raft takes you to an island with a Lotus Plant. Stand near but not on the coals and slice them down as they come to get by at least nearly unscathed. O_O. from the latter, then go west and north onto the volcanic island. Go north, east, and south to the lair afterwards to trigger it, which makes a simplistic shortcut back to the previous lair. Go north and west, defeat the Lizard Men, then use the lair to open a path northward. Go back upstairs, west, and north and outside. Continue west and north along the shoreline to find another monster lair with Apes. (Do note that these Jellyfish have an odd tendency to go off-screen, never to be seen again. You will end up crossing some hot coals, so do so rather quickly - not even the Ice Armor helps here! Continue around clockwise to the Apes' lair; they'll make stairs going up and down here. Approach him from the north heading south and he'll soon take you to a treasure chest; it contains the Black Pear -- I mean the Big Pearl! Now, your lucky is come - you don't have to fight them! The hero defeated the monsters in each of six areas and gathered the six magic stones (which are brown, green, blue, silver, purple, and black, respectively) needed to open the path to Deathtoll in the "World of Evil", and along the way fell in love with Dr. Leo's daughter, Lisa. Leave the boss room and return to the Master's Shrine, then exit to the south. Approach the Master's Shrine's portal and speak with the mermaid statue nearby. aquatic lambs to the slaughter) that releases a Fairy Gem that hands over 300 EXP.! You can easily see the Apes' lair in the coals, right? Afterwards, get out of the waterless pool and head south. Anyways, the three lairs' switches will release a mermaid, an angelfish, and a northbound bridge to the rest of the area. Go to the east and southeast to find some Walking Trees. The soundtrack of the game was composed by Yukihide Takekawa. As you do, look out for a dull gray rock - it will be next to a reddish rock. I still don't find this exactly right, but whatever I suppose. Anyways, downstairs, go northeast.